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.

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.

Image RSS Feed Latest Screens
ICFRA PRC1 Deactivation Prompt ICFRA PRC1 File List Post Images
Blog RSS Feed Report abuse Latest News: Some ModDB profile housekeeping and a different download format

0 comments by DazJW on Aug 2nd, 2013

There were some articles in the "Features" section of the ICFRA ModDB profile that were written before ICFRA PRC1 was released so I have updated them.

The most important one is the uninstalling article as it was showing an out of date file list and an out of date screenshot of the deactivation prompt so I fixed those.

I also updated the about article and the version information article to include the information about PRC1.

Finally I've added a different format for the ICFRA PRC1 download, called PRC1z, which has the mod's files in a .zip file rather than using the .exe launcher created by XCC Mod Creator. If you already have the mod and it is working correctly you do not need to pay any attention to the new download, it's just for people who can't get the mod to run via the .exe version.
Please note that if you use the PRC1z version you are manually copying files into your game directory to install the mod and you will have to manually delete them to uninstall the mod. Instructions and a list of the mod's files are included in the download but you should probably backup your game install directory before installing the mod just to be safe. I am not responsible for you making a mess of your game directory!

The new format is here.
And of course the .exe launcher format is still available here.

Downloads RSS Feed Latest Downloads
ICFRA! Pre-release Candidate 1z (Dec. 2012 .zip)

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

Aug 2, 2013 Full Version 0 comments

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

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 18 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  (60 - 70 of 119)
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 Creator
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 Creator
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 Creator
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 Creator
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
Dutchygamer
Dutchygamer Sep 3 2008, 12:39pm says:

Shame there ain't much progress... Thanks though for posting a small piece of text about me and the map ;)

+1 vote     reply to comment
DazJW Creator
DazJW Sep 13 2008, 5:23am replied:

Yeah - every now and again a do a fair bit, then get sick of the awkwardness of working with RA2 and start doing stuff in Unreal Engine 3 instead :P

+1 vote   reply to comment
teh_spy
teh_spy Jan 10 2009, 12:51am replied:

any new progress? it's been almost a half a year since you gave a new blog and the current release more then a year old!

+1 vote     reply to comment
DazJW Creator
DazJW Jan 12 2009, 11:26am replied:

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."

+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 Creator
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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Platform
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Release Date
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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Real Time Strategy
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War
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