ICFRA Beta Release 3
Oct 16, 2007 Full Version 5 commentsBeta Release 3 of It Came From Red Alert! THE MOD REQUIRES NPatch SE #0019 TO FUNCTION CORRECTLY.
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 to work correctly.
Beta Release 3 requires NPatch Special Edition #0019 or newer.
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.
A BR4 (which may be called RC1 - Release Candidate 1) is in the works but won't be a huge update and may not appear for a little while.
ICFRA! has had over 65000 downloads across its various releases.
7 comments by DazJW on Aug 15th, 2008 digg this super bookmark
...those that do will know that it's the map selection screen for the first Allied campaign mission. Those that didn't know now know that aswell because I've just informed them.
One question that has kept reappearing with each release of this mod is will the campaign make a comeback and the answer has always been no.
However, I've now completed the working parts for the first Allied mission (rescue Einstein from the Soviet Tech. Centre). The map isn't 100% yet because I need to sort out what's happening with cliffs*, but the scripting is there - you get attacked by a Dog and three Rifle Infantry when you start, Einstein pops out when you kill the two Rifle Infantry below the Tech Centre, Cruisers show up, etcetera.
I'm only planning to do the first mission for each side at the moment, but I was planning on doing none of them before so I can't say it absolutely won't happen. Someone else has also mentioned they could help so we'll see.
*I want to keep the "flat" look from RA and avoid having ramps, but I haven't remade the cliffs for the temperate terrain yet. Those with a good memory will remember this particular mission is in the snow theatre.
In case you've forgotten entirely, or have never experienced the original RA (in which case go and buy The First Decade), the first Allied mission roughly photo-shopped into one image looks like this:
And the first Soviet mission (Lesson In Blood), which I'll be working on next, looks like this:
In other news I've been offered a remake of "The Hills Have Eyes" by Dutchygamer, which was a Mega 8-player multiplayer map with a village of civilians armed with hand-held tesla and nuclear weapons. I haven't gotten it from him yet but provided it doesn't get ruined by being imported to ICFRA! it'll be in the next release.
In yet more news a very interesting project has emerged at Project Perfect Mod, essentially YuriX is making a new 3D game engine designed for ported Red Alert 2: Yuri's Revenge content as much as possible. These projects appear and disappear, but YuriX's seems to have gotten further than most do. He's going to need low poly 3D models for all the units at some stage so I may volunteer to help out as a test at quickly making the IFV based around an imported .vxl file has been fairly successful.
Just when it looks like RA2 is dying out something new always appears to shake it up, hopefully this engine will reach a release stage.
Beta Release 3 of It Came From Red Alert! THE MOD REQUIRES NPatch SE #0019 TO FUNCTION CORRECTLY.
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Shame there ain't much progress... Thanks though for posting a small piece of text about me and the map ;)
Looks great, but what is the chronominer doing there?
Doing where?
It was replaced with the Ore Truck.
Can you plzzzzzzzzz add a skirmish mode that makes ICFRA! like the renegade mod A Path Beyond coz' i love APB!!!
It wouldn't really work, APB is a stripped down version of Red Alert so that it works with Renegade gameplay. An RTS with the limited buildings (and inability to replace them) wouldn't work.
APB is free anyway, playing that would make much more sense.
thanksssssssssssssssssss
I realy love your Mod. It makes me Sad to hear that youre no longer developing it. Any chance of release a version where the last Bugs are fixed (like the non visible fireball)?
I've just been looking over my bug notes and I seem to have two lists with the same things in them apart from one list has two extra entries. If I can get my head around the notes I'll try and fix a few things.
There's already a version on my HD with the flameball fixed, but sadly you can't patch mods that use the XCC Mod Launcher system and that on it's own isn't worth a release.
Also, there's talk at the moment of another Rock Patch (Rock Patch was the original .exe modification, the guy doing that quit and someone else made NPatch, but the guy who did Rock Patch is making a Rock Patch 2 called Ares) which might let me tweak some things - so for now I'm waiting on more concrete details about Ares.
There WILL be another release I'm just not sure when yet.
How i delete this mod if im using TFD and it gives error when i try launch mod it gives this error: ''Error activating mod''
When do you get that message?
When you open the mod's launcher .exe and click launch it places the mod's files into your RA2 directory and then runs the normal RA2 .exe to start the game. When that .exe closes (ie when you quit if the mod started properly) the mod's launcher asks if you want to deactivate the mod. If you click yes it deletes the mod's files from the directory and the game returns to being standard RA2. If you click no it leaves the mod's files in the directory and using the normal RA2 shortcut will launch ICFRA (you would then need to run the launcher and click launch, then quit and tell it to deactivate the mod to return to normal RA2).
If it says error activating mod I would expect the files aren't even being put in the RA2 directory in the first place so you shouldn't need to delete anything.
TFD shouldn't make any difference, when I made the mod I had RA2 on it's own but I now use TFD and it hasn't changed the way the mod runs at all.