Hi everyone! The crew from Metal Factions has recently released Metal Factions 1.96. For those who are not acquainted with it, Metal Factions is an open-source game made with the Spring RTS game engine. It\'s an evolving real-time strategy game with four factions: Aven, Gear, Claw, and Sphere. It features 3D terrain and units, intuitive physics with real-time simulated gravity, collision handling, and projectile trajectories. It has over 400 units, including humanoid robots, tanks, ships, aircraft, buildings, defenses, etc. Here are the goodies that come with Metal Factions 1.96:

2022/11/19 ------------------ NOTES v1.96 ----------------------

--- Balance / Mechanics

- Building an L2 metal extractor triggers an automatic reclaim of nearby allied L1 metal extractors, if any
(for easier management and to avoid efficiency issues with the power grid)

--- UI

- Info panel when power nodes are selected also shows extra metal income and energy use associated with extractors within the grid

--- AI

- Fixed issues that lead to AVEN and CLAW skirmisher strategies not building mobile radars

--- Performance

- Modified explosion shock wave animations to improve performance and appearance in most situations
- Enforce Lua garbage collection settings and force it to run more often to avoid crashing with "out-of-memory" errors
- Miscellaneous performance optimizations, namely when MFAI is used

For further information about Metal Factions, visit its Official Website. You can grab the latest version of Metal Factions by clicking Here. And that's all for now! Have fun and enjoy Metal Factions!

Zero-K v1.10.11.1 - Down to Earth
Nov 20, 2022 - 02:59
A couple of days ago, we started to cover Spring engine, here at Project Perfect Game. There is another interesting game being created with it that is called Zero-K.

Zero-K is a free and open-source real-time strategy game that uses the Spring game engine. There is only one faction with 100+ varied units with unique abilities. It has physically simulated units and projectiles, and it allows terrain manipulation in battle. It has a single-player campaign, a challenging, non-cheating AI, multiplayer 1v1 - 16v16, FFA, and coop, and a multiplayer online campaign.

The team from Zero-K has recently released Zero-K v1.10.11.1. The changes from Zero-K v1.10.11.1 were announced with the following words:

Dirtbags cannot go to space, commanders deal a little less damage, and economy coordination is smoother. New music tracks by the player Superintendent are now available in-game in the track list under Settings/Audio. Conjurer cloak has the largest nerfs since its inception, core cloak bots have small nerfs, and the assault vehicles are tankers. Paladin is a little harder to maneuver, and Krow has a lot more damage, but with Krow being a niche for so long, it is hard to say how the balance will shake out.


Dirtbag hits slightly less hard and can no longer create very steep terrain.

  • Health 580 -> 560
  • Damage reduced by 13%
  • Dropped dirt now has a slope limit (5x normal terraform slope).
  • In particular, maximum thin spike height -> 700 elmos.

Conjurer is easier to find when the area is cloaking.

  • Movement speed reduced to 66% while area cloaking.
  • Area cloak cost 8 -> 10
  • Jamming and area cloak radius 184 -> 175
  • Decloak radius while area cloaking 184 -> 220

Ronin has reduced survivability.

  • Health 420 -> 400
  • Turn rate reduced by 15%

Reaver is worse at dodging and shooting.

  • Turn rate reduced by 10%
  • Range 270 -> 265

Mason is slower to slow down Rover expansion.

  • Speed 72 -> 69

Ravager is a tanker and better at hitting mobiles.

  • Health 1920 -> 2000
  • Projectile velocity increased by 5.7%

Minotaur is also a tanker and better at hitting mobiles.

  • Health 6800 -> 7200
  • Projectile velocity increased by 2%

Krow bombs are easier to target, and their laser now demands respect.

  • Maneuverability while bombing 25% reduction -> 25% increase
  • Speed while bombing is still reduced by 25%
  • Reduced cluster bomb spray angle by 6.6%
  • Increased laser fire tolerance by 10%
  • Laser range 383 -> 395
  • Laser DPS increased by 19%

Paladin is less manoeuvrable.

  • Speed 46.5 -> 43.5
  • Turn rate reduced by 10%
  • Torso turn rate reduced by 10%
  • Head turn rate reduced by 20%


Strike chassis gains a unique attribute at level 1.

  • Added innate jamming with 175 radius (matches Conjurer)

Guardian loses the free battle drone as it is too powerful.

  • Removed free battle drone on level 5.

Morph is slower but cheaper at higher levels.

  • Morph costs 75/100/650/200/300/400/500... -> 50/100/650/200/250/300/350...
  • Morph rate 10/15/20/25/30/30/30... -> 5/5/7.5/7.5/10/10/10...
  • Basic weapon cost 5 -> 25

The most common weapons mostly have damage nerfs, while Flamethrower has a buff.

  • Beam Laser DPS reduced by 4%
  • Light Particle Beam DPS reduced by 8%
  • Disruptor Beam DPS reduced by 6%
  • Riot Cannon reload time 1.63s -> 1.8s
  • Riot Cannon range 300 -> 285
  • Rocket Launcher projectile velocity reduced by 6%
  • Rocket Launcher area of effect 96 -> 90
  • Flamethrower DPS increased by 13.6%

Team Economy

Constructing your economy as a team is easier as shared projects now generate shared payback.

  • Temporary payback for constructing mexes and energy is now proportional to the number of resources spent on each structure rather than only paying the owner.
  • Mex payback increased 50% -> 80%.
  • Energy payback increased 50% -> 60%.
  • Energy maximum payback rate increased by 6%.
  • Fixed a bug that caused the old mex payback to be closer to 35-40%.
  • Fixed payback sent to AFK players simply disappearing.

Unit AI

Some units gain the Ronin Lotus-fighting AI while others shoot less at hidden mexes.

  • Added Lotus and running away on firing to Moderator and Scalpel.
  • Ogre only shoots at nearby hidden mexes, not though at max range.
  • Crab doesn't shoot at hidden mexes.
  • Krow now skirmishes everything to avoid enemies walking under it.
  • Tweak move clumping to be slightly more lenient for large units.


  • Added a work-in-progress alternate music track by Superintendent.
  • It can be enabled in-game under "Settings/Audio/Track list".


Zhurou (DRP) is a bit easier on Easy.

  • Shifted Detriments later on Easy.
  • Added an allied antinuke on Easy.
  • Added a player Fusion on Easy and Normal (for some energy leeway).

Hibiliha (Funnelweb) is also a bit easier on Easy.

  • Added Ultimatum temporary unlock.
  • Hampered initial enemy income on Easy by removing backline mexes and the remaining Fusions.
  • Thinned out the initial enemy army on Easy.


  • Improved Pyro firing animation.
  • Ctrl+Click formation move now obeys current maximum move speed.
  • Merged unit spotter widget improvements from rollmops.
  • Adv Geo blast radius shows while placing Geos.
  • Tweak the antinuke range lines to be slightly thinner.
  • Placing a morphable structure with Ctrl held now queues the morph after completion.
  • Antinuke now gains one level per nuke interception.
  • The stealth tag is now supported for modding.
  • Right-clicking on a unit in a factory now guards the factory. This avoids accidentally repairing rather than assisting. Queuing a command after the guard cancels the guard, so the common use case is preserved.
  • Self destructing a large portion of your stuff now blocks the command and prints a warning rather than automatically resigning. Note that resignation is bindable for those that want it.


  • Saved 10% or so of allocated Lua memory.
  • Limited the commands created by large-area attacks for performance reasons.
  • Reduced the complexity of Dirtbag animation at high unit counts.
  • Fixed overwriting existing guard commands with Shift, sometimes not remove the command.
  • Fixed Caretaker guard order dropping logic.
  • Fixed rare build ETA crash for spectators.
  • Fixed a crash for mods that try to set fractional stun times.
  • Fixed some changes to the in-game menu for player-based hosting (Skirmish and Steam Coop).
  • Fixed a mixup in skirmish behavior between 2D and 3D ranges.
  • Fixed a value in the terraform raise/lower tooltip.

For further information about Zero-K, visit its Official Website. You can download Zero-K v1.10.11.1 Here. And that's all for now! Have fun and enjoy Zero-K!

Greetings, commander! A new version of Open Hard Vacuum has been released recently by their crew. For those unaware, Open Hard Vacuum is a game that uses OpenRA Engine and it is inspired by an old game called Hard Vacuum, which ended up not being released at all, except for its art graphics.
Here are the official words about OpenHV Pre-Release 20221119:

We fixed countless bugs and started to polish existing maps to prepare for an upcoming stable release.

339 is a new experimental map with a twist: It is tiny.

Business as Usual, one of the first maps made, got a remaster.

A more fleshed out shell map and the Flatpak now works with Wayland.

  • Fixed pre-placed buildings with construction beams never becoming capturable.
  • Fixed miner being buildable without a base but never appearing.
  • Fixed a crash in the observer screen when selecting vision.
  • Fixed Fire fighting tank no longer destroying forest when rolling over.
  • Fixed tech not being disabled when a building is powered down.
  • Fixed production not shutting down on low-power.
  • Fixed double button effect on faction flags in the observer screen.
  • Fixed AI bots not waiting for construction to finish.
  • Fixed AI bots building too many power plants.
  • Fixed AI bots building too few AA defenses.
  • Fixed AI bots putting themselves into low power too often.
  • Fixed ammo and mine pips being too large.
  • Fixed AA turrets not dealing significant damage.
  • Fixed Ore Smelter being too expensive (as it also requires power to operate)
  • Fixed walls being capturable by engineers.
  • Fixed pre-placed scrap in the editor, crashing the game.
  • Fixed Watch Tower and Flag Post being capturable by engineers.
  • Fixed Harbors not being placeable in deeper water.
  • Added ammo pips to the mine layer.
  • Added auto-targeting to armed transport aircraft.
  • Added more details to the title screen map.
  • Added a new map 339 by @nmoskopp.
  • Added a remastered version of the map Business As Usual.
  • Removed storage as a prerequisite for base defenses.

Based on an upcoming stable version of @OpenRA.

This is the first release to be notarized by Apple for seamless installation on macOS.

You can find more information about Open Hard Vacuum by visiting the Official Website. Download Open Hard Vacuum Here. That's all folks! Stay tuned at PPM for more news coverage on Open Hard Vacuum!

Hello ladies and gentlemen! Members of the Command & Conquer community will start celebrating the anniversary of the Red Alert games in the following days, starting tomorrow. Red Alert 2's birthday already happened on October 23th (22 years old), while Red Alert 3's was on October 28th (14 years old), and Red Alert 1's will be celebrated on November 22nd (26 years old). There will be tournaments, game night events, and videos spotlighting mods and their features. Here's the calendar of the event:

Check PPM daily for further information on each of the mini-events and the official date that will still be announced of Chrono Divide, if it happens.

Hello everyone! For those who are serious about making a new state-of-the-art game, here's some interesting news: Epic Games, the developers of Unreal Engine, has been busy recently in order to release Unreal Engine 5.1. For those unaware, Unreal Engine is one of the most modern and professional 3D game engines in the world. Used in a large variety of game genres, such as first-person shooters, RPGs, adventure games, hack slash, etc. It can also be used to make movies. It is written in C++. It exports games to most of the new-generation consoles and existing operational systems. It can be used to make free games. If you decide to sell your game with it and your game earns 1 million dollars or more, you must pay royalties. Here are some of the new features from Unreal Engine 5.1:

We’re excited to announce that Unreal Engine 5.1 is now available. With this release, we’ve built upon the groundbreaking feature set introduced in UE5, making it more robust, efficient, and versatile for creators across all industries.

As part of this effort, we’ve been stress-testing the engine against different workflows, making it applicable to more sectors.

What’s new in Unreal Engine 5.1

Lumen, Nanite, and Virtual Shadow Maps updates

We’ve laid the groundwork for the Lumen dynamic global illumination and reflections system, the Nanite virtualized micropolygon geometry system, and Virtual Shadow Maps (VSM) to support games and experiences running at 60 fps on next-gen consoles and capable PCs, enabling fast-paced competitive games and detailed simulations to run without latency.

Meanwhile, Nanite has also been updated with a Programmable Rasterizer to allow for material-driven animations and deformations via World Position Offset, as well as opacity masks. This exciting development paves the way for artists to use Nanite to program specific objects’ behavior, for example, Nanite-based foliage with leaves blowing in the wind.

Increased developer efficiency

This release adds a number of features to improve efficiency for developers of games and other large-scale interactive projects, helping teams be more productive.

With Virtual Assets, we’ve decoupled the metadata from the object data, enabling developers to sync only what they need from source control systems such as Perforce—resulting in smaller workspaces and faster syncs for developers who don’t need access to the full object data. Initially, this feature will support textures and audio assets, with the intention of adding more types in the future.

In addition, we’ve implemented automated Pipeline State Object (PSO) caching for DX12, simplifying the process needed to prepare a game for shipping in DX12.

All developers and creators will benefit from on-demand shader compilation—where only the shaders needed to render what is seen on screen while working in the Unreal Editor and optionally during platform development iteration—are compiled. On large projects, this can result in significant time savings and increased interactivity.

Enhanced world building tools

In this release, we’ve continued to enhance tools for building massive open worlds with additional functionality and improved workflows.

First up, World Partition now supports Large World Coordinates, enabling you to create massive open worlds without loss of precision.

Meanwhile, you can enjoy accelerated source control workflows with World Partition, thanks to an improved user experience around managing, filtering, searching, and viewing files and changelists. We’ve also made it easier to find content in the World from within your changelists, and vice versa.

In addition, new HLOD (Hierarchical Level of Detail) support for water rendering and streaming means you can create large water bodies with better performance and a smaller memory footprint.

Updates for virtual production, broadcast, and live events

Unreal Engine 5.1 sees significant improvements in performance and usability for in-camera VFX workflows that apply equally to the broadcast and live events space.

Stage operators working in fast-paced, high-pressure environments will welcome a slew of enhancements, starting with a new dedicated In-Camera VFX Editor that supports a range of workflows specifically tailored for the tasks they need to carry out. No more hunting through the Outliner for specific objects and controls! The panel also features an improved Light Card system that presents a preview of the nDisplay wall and the light cards on it, enabling operators to intuitively and efficiently create, move, and edit light cards and to save templates.

Other key enhancements include Color Correction Windows (CCWs) that enable the adjustments to be applied exclusively to anything behind them and the ability to apply color corrections per Actor, reducing the need for complex masking.

Working with media in the engine is significantly faster and easier thanks to a new Media Plate Actor that enables you to simply drag and drop footage from the Content Browser, while you can now play back uncompressed EXRs both in the engine and with nDisplay with the appropriate SSD RAID.

Meanwhile, VCam has been overhauled with a new underlying system that now utilizes Epic’s Pixel Streaming technology for improved responsiveness and reliability, and an updated UI with a modern camera-focused design that will be more familiar to camera operators.

For more details on what’s new in Unreal Engine 5.1 for the media and entertainment space, see the Unreal Engine blog post on the topic.

Animation, rigging, and modeling enhancements

All creators can benefit from our continued efforts to improve and extend Unreal Engine’s built-in rigging, animation authoring, and modeling toolsets in this release, reducing the need for round-tripping with DCC applications. Here are some of the highlights.

Now in Beta, the Machine Learning (ML) Deformer enables you to create high-fidelity approximations of complex proprietary rigs—or any arbitrary deformation—by using a custom Maya plugin to train a machine learning model, which in turn runs in real-time in Unreal Engine. Other character deformation improvements include enhancements to the Deformer Graph Editor for easier graph creation and editing.

Machine Learning Deformer

Linear Skinning

On another front, Control Rig continues to expand toward fully procedural rigging with many updates to the core framework, including a new Construction Event that enables you to generate rig hierarchies via a graph, and Custom User Events for creating and triggering rig events such as “Snap FK to IK.” With these updates, you can automate rig creation for characters that may have different skeletal proportions and properties.

We’ve also extended Sequencer—Unreal Engine’s multi-track nonlinear animation editor—by adding support for constraints, and by exposing additional functionality through Blueprint and Python scripting. In addition, we’ve refactored the UI/UX for increased stability and extensibility, and to improve animation authoring and editing workflows.

Finally, enhancements to geometry tools include new functions for Geometry Scripting, UV Editor improvements to handle more complex assets, and additional mesh editing and creation tools.

Audio system enhancements

Producing professional interactive sound is now faster and easier, so sound designers can focus more of their time on the key areas that matter the most in a project.

MetaSounds updates include additional node types, together with support for various multichannel output formats, and the new ability to show feedback on real-time node connections.

We’ve also introduced Soundscape, a plugin for procedural ambient sound generation.

AI toolset

In this release, a number of artificial intelligence (AI) tools introduced in UE 5.0 move out of Experimental status: Smart Objects and State Tree to Production-Ready, and MassEntity to Beta.  

MassEntity is a gameplay-focused framework for data-oriented calculations that enables you to efficiently populate large-scale worlds and create crowds with tens of thousands of believable AI agents. This release delivers UX improvements, CPU performance gains, and memory usage optimizations. In addition, the MassEntity processors are now automatically multithreaded.

Smart Objects are objects placed in a level that AI Agents and Players can interact with. These objects contain all the information needed for those interactions. In this release, Smart Objects have received general stability and workflow improvements that make it more convenient to set up Smart Object Definitions.

State Tree is a general-purpose hierarchical state machine that combines the Selectors from behavior trees with States and Transitions from state machines, enabling you to create highly performant logic that stays flexible and organized. This release includes improved Actor and Blueprint-centric workflows, increased flexibility and modularity, and memory optimizations.

And this huge text does not cover everything. You can read the full release notes here.

For further information about Unreal Engine, visit the Official Website. Download Unreal Engine 5.1 Here. And that's all for now! Have fun and enjoy Unreal Engine!

One vision, one purpose! A new version of Renegade X has been released recently by Totem Arts. For those unfamiliar with it, Renegade X is a free tactical shooter that aims to brings the Command & Conquer FPS experience to Unreal Engine. Here are the official words about Renegade X: 5.68.445:

"Welcome Back, Commander!"

Winter makes its way back into Renegade X with Patch 5.68.445 and fixes several large ticket bugs.

| Changes & Bug Fixes |

  • Fix Tiberium not doing damage to infantry
  • Fixed some hits from vehicles and infantry weapons not registering
  • Added winter maps

| Maps |

  • Mesa:
  •  - Re-enabled Obelisk

You can learn more about Renegade X by visiting the Official Website. Download Renegade X: 5.68.445. If you already have an old version, use the auto-updater. And this is all for today! Enjoy Renegade X and provide your feedback about it so it can get better.

D.O.R.F. Resource Transportation
Nov 13, 2022 - 13:42
Hi everyone! The staff from D.O.R.F. has recently shared some bits of the recent progress on their project.

D.O.R.F. is an indie real-time strategy conflict game that uses the OpenRA engine. It brings three factions to the battlefield:  Crumbling Empire, The Barbarians, and the New World Order. It should also bring innovative game mechanics, land, sea, and air combat, and interesting graphics.

Here are the official words about it, although we had to do some quick adaptations due to our limitations to retrieve videos from Twitter:

Apologies for the lack of a video these past 2 weeks; I have been busy working on new systems that aren't really presentable yet, so here are some work-in-progress gifs for some new stuff. https://t.co/pPEhX9oohy


Resource transportation; resources must be delivered from a resource refining structure to production structures. However, there will be multiple ways to do this. The conveyors are just the most efficient solution.

There will be special worker units that move resources around automatically, but this will be less efficient since while these units are produced automatically at your HQ building, there is a limited number that can exist at once.

Some units can transport materials manually, but obviously, this is not ideal.

We haven't posted the GIFs above because they are actually videos and not GIFs. Each picture links to its respective video.

You can find more information about D.O.R.F. by visiting the Official Website. And that's all for now!