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 additional patches, 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 and Pre-release Candidate 1 does not require any additional patches.
ICFRA! has had over 86000 downloads across its various releases.

If you have difficulty uninstalling the mod then read this post.

The mod was started on 25th November 2006 and was first publicly 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.
Pre-Release Candidate 1 was released on 20th December 2012 so that the latest version of the mod from my computer was actually available to people.

The mod originally started as a coding-only mod so that I could play something resembling Red Alert with the newer interface features like right click scrolling and turned into something way beyond that.  It's been consistently popular since the first version was released with a steady trickle of views and downloads even to this day.
I recommend Red Alert (and Tiberian Dawn) fans check out OpenRA at Openra.res0l.net.

Thank you all for the kind comments the mod has received over the years and I'm sorry I never managed to finish it, especially as it got so close to being totally done.

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0 comments by DazJW on Dec 20th, 2012

After four beta releases (1, 2, 2.5 and 3) the number of reported bugs had flatlined, as such I was planning to release a final version called “Release Candidate 1". Unfortunately I had a PC issue which meant I lost all my installed programs, though I still had all my backed up data. There was a lot of awkward setting up involved in creating the mod and as my interest in modding C&C games was almost non-existent at that stage I kept putting off setting everything back up so only tiny bits of work got done.

It's now five years and a couple of PC reinstalls since the last release and I'm not really into modding anything any more - but I had this newer, unfinished version of ICFRA sitting around doing nothing which I thought was a bit silly. As such I've opted to rename all the "Release Candidate 1" references to "Pre-release Candidate 1" and release the mod as it is.

The download page is here on ModDB.  There is a change list in the description along with a copy of my to do list of things that were never completed.  One of the main changes is that the mod doesn't need any additional community patches any more, it'll run with vanilla Yuri's Revenge v1.001.

There won't be any further versions unless there's something gamebreaking in this one.

This mod originally started as a coding-only mod so that I could play something resembling Red Alert with the newer interface features like right click scrolling and turned into something way beyond that.  It's been consistently popular since the first version was released with a steady trickle of views and downloads even to this day.
I recommend Red Alert (and Tiberian Dawn) fans check out OpenRA at Openra.res0l.net.

Thank you all for the kind comments the mod has received over the years and I'm sorry I never managed to finish it, especially as it got so close to being totally done.

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ICFRA! Pre-release Candidate 1 (Dec. 2012 Version)

ICFRA! Pre-release Candidate 1 (Dec. 2012 Version)

Dec 20, 2012 Full Version 5 comments

(Newest December 2012 Version) After four beta releases (1,2,2.5 and 3) the number of reported bugs had flatlined, as such I was planning to release a...

ICFRA Beta Release 3 (Oct. 2007 Version)

ICFRA Beta Release 3 (Oct. 2007 Version)

Oct 16, 2007 Full Version 16 comments

(October 2007 Version with NPatch requirement) Beta Release 3 of It Came From Red Alert! THE MOD REQUIRES NPatch SE #0019 TO FUNCTION CORRECTLY WHICH...

Post comment Comments  (50 - 60 of 112)
InStars
InStars Jan 15 2010, 3:31pm says:

My dad says that V3 Rocket range is different than in original RA1, and he knows what he is taliking about because he still plays the original RA xD

+2 votes     reply to comment
DazJW
DazJW Jan 16 2010, 8:58am replied:

Your Dad was correct - the V2 is firing two cels short so it only has 80% of the range it should. Nice catch InStars' Dad!
While looking into it I also noticed the Tesla Tank, Tesla Coil and Shock Trooper aren't firing as far as they should.
Fixed all those for next release too.

+1 vote     reply to comment
DazJW
DazJW Jan 15 2010, 3:46pm replied:

Thanks for the feedback.
The range value for both games is ten, which means the rocket will fire up to ten cels away from the unit firing it. Cels are different sizes in the different games but all the other ranges are mirrored (apart from aircraft weapons and AA weapons because RA2 has actual altitudes which affect the range) so a V2 should still fire the same distance more than, say, a Light Tank which has a range value of four.

It is possible however that the way rockets fly in RA2 has affected this value (similar to how aircraft altitudes have) so I will check it out in depth by playing both games when I next get chance.

While looking at this I have just noticed that there is a line in the ICFRA V2 unit's code which says "GuardRange=9". This means the V2 only looks nine cels away for targets to automatically fire at instead of the ten it is capable of actually firing over, I have corrected this for the next release.

+1 vote     reply to comment
slamer56
slamer56 Jan 9 2010, 3:38pm says:

is there anybody who plays this online?

+1 vote     reply to comment
ace10
ace10 Aug 10 2009, 12:48pm says:

How the hell do you uninstall this mod?!

+1 vote     reply to comment
DazJW
DazJW Aug 10 2009, 2:06pm replied:

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.

+1 vote     reply to comment
Dracula90
Dracula90 Jul 12 2009, 7:58am says:

mod is dead

0 votes     reply to comment
DazJW
DazJW Aug 9 2009, 3:48pm replied:

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.

+1 vote     reply to comment
teh_spy
teh_spy Jul 7 2009, 2:12pm replied:

Nooes!!11..

What about for like Hl2 or w3d engines?

Or releasing what you have already completed?

+1 vote     reply to comment
DazJW
DazJW Aug 9 2009, 10:55am replied:

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).

+1 vote     reply to comment
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Released Oct 12, 2007
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Highest Rated (3 agree) 7/10

Very nice designs based on original C&C: Red Alert, that's all.

Jan 12 2011, 4:20am by Darkkoril

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