ICFRA Beta Release 3
Oct 16, 2007 Full Version 14 commentsBeta Release 3 of It Came From Red Alert! THE MOD REQUIRES NPatch SE #0019 TO FUNCTION CORRECTLY WHICH IS AVAILABLE FROM THE ICFRA! WEBSITE, SEE LINK...
It Came From Red alert! is a mod that brings the original Red alert into Red alert 2: Yuri's Revenge.
It requires Red alert 2: Yuri's Revenge V1.001.
Beta Releases 1 and 2 do not require Rock Patch, Beta Release 2.5 requires Rock Patch 1.08SE for all features to work correctly, Beta Release 3 requires NPatch Special Edition #0019 or newer for all features to work correctly.
ICFRA! has had over 86000 downloads across its various releases.
The mod was started on 25th November 2006 and was first publically announced on the 29th November 2006. Beta R1 was released on the 1st of December 2006 followed by BR2 on the 2nd of January 2007. Like BR2 before it work has immediately began on BR3, but some serious errors found in BR2 lead to an BR2.5 bugfixing release on the 7th of January. BR3 was released 14th October 2007.
There has been sporadic progress since BR3 on a fifth and "final" version of ICFRA!, to be dubbed Release Candidate 1. It has a few small but significent changes (the Tesla Coil fires properly for example) but is primarily focused on allowing maps and missions to be made (the campaign menu is re-enabled and Volkov and Chitzkoi have been coded in, but aren't available in skirmish games). It was also intended to include the first campaign mission for each side ("In The Thick Of It" sees Allied forces attempting to rescue Einstein from a Soviet base, while "Lesson In Blood" features Soviet forces demolishing a cilvilian town) though RA2's almost-isometric view is making conversion from Red Alert's flat top-down view more difficult than original thought). The last significent progress was on August 15th 2008, with damaged frames for the buildings and completion of the terrain being the major sticking points preventing a release.
I'm mainly geared towards Unreal Engine 3 modding now, but RC1 seeing the light of day isn't out of the question.
0 comments by DazJW on Apr 11th, 2009 digg this super bookmark
Following up on the feature in Total PC Gaming Issue #18 Revora have run a feature on the mods hosted by them that appeared in the magazine. There's an interview with me regarding ICFRA! as part of the post. The interview culminates in an update on the status of ICFRA! as of last weekend which I think is better than most people will have expected.
The Revora post is here, though this links to a forum post you don't need an account to read it.
Here's a small section:
Ash:Was there anything you'd have liked to include that was not possible?
Daz: There's plenty of stuff that's hacky and as such not quite right - the Radar Jammer, aircraft as I mentioned earlier, the GPS sat, Parabombs, getting the Cruisers not to park right on the shore and then refuse to retreat when ordered to, anything like that where it's not exactly the same as Red Alert I would have liked to be perfect.
Ash:Were you at any stage tempted to add new things that weren't present in the original RA, and 'make the game your own', so to speak?
Daz: It occurred to me that I could but I never had any desire to. It was mentioned a couple of times by other people but the whole point of ICFRA is that it's Red Alert (bar the map structure stuff) so more units or structures would have made it something else.
Beta Release 3 of It Came From Red Alert! THE MOD REQUIRES NPatch SE #0019 TO FUNCTION CORRECTLY WHICH IS AVAILABLE FROM THE ICFRA! WEBSITE, SEE LINK...
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Sorry about anyone getting updates because of the recently posted stuff, I'm just moving some things from the ICFRA! website onto the ModDB page.
How the hell do you uninstall this mod?!
When you exit the game and come back to windows you get an option to uninstall the mod or leave the mod installed (for mapping purposes). If you've clicked to leave the mod installed accidentally you can simply start the mod again via the launcher (the .exe you downloaded) and exit the game once you see the main menu, you'll then get the choice to uninstall again.
mod is dead
There are plenty of mods that come back from a much longer time without work than this, the last ICFRA work was only three months ago.
Hi, all...
We work on RA1-like game, called Red Alert Millenium,
(which is also: NO-CD game), uses some ICFRA resources,
and supports gameplay online, but requires normal Yuri's
Revenge in the separate folder, if anyone plans to play
online...
We will continue game development indefinitely, or plan to
do so, therefore: enjoy all RA1 fans !
Anyone who may like our game, can download the recent .exe
installer,and see more development info here:
http://redalertmillenium.googlepages.com (do not use "www"
when typing this link, or page won't open).
Cheers, more soon,
Red Alert Millenium development team.
Melbourne, Australia.
I don't remember giving you permission to use my resources.
Unfortunately not, as I explained to someone in a PM not long ago:
"I'm not sure if there'll even be another version sadly, RA2 is very awkward to work with and the ridiculous situation with a number of different unofficial patches makes it quite awkward to play mods. I've pretty much moved onto Unreal Engine 3 when I do any modding, but it's alot less often than I used to. Building graphics, terrain graphics and AI coding (which are the three big jobs left) are three of the most awful, tedious tasks associated with RA2 modding which puts me off coming back to it. However, I did return to doing some work on ICFRA towards the back end of last year (a few coding tweaks, a graphics fix or two and a half finished version of the first Allied campaign mission) and it's entirely possible I'll do so again."
Nooes!!11..
What about for like Hl2 or w3d engines?
Or releasing what you have already completed?
I considered porting to C&C3 or RA3 but to move to a 3D engine would require 99% of the art assets to be remade as they're built in a way that only suits being rendered as sprites or converted into voxels. They're far too messy to unwrap and texture.
And there's a project that's already made significant progress in creating RA1 in RA3.
Since saying I wouldn't work on the mod again I've done some stuff (in April 2009 as talked about in the mod summary at the top of this page but at the moment I'm off modding completely (in any engine).