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The most important one is the uninstalling article as it was showing an out of date file list and an out of date screenshot of the deactivation prompt so I fixed those.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  (70 - 80 of 119)
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 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 Jul 7 2009, 2:12pm replied:


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
MortalMaxx Aug 16 2008, 5:19am says:

Looks great, but what is the chronominer doing there?

+1 vote     reply to comment
DazJW Creator
DazJW Aug 16 2008, 5:42am replied:

Doing where?
It was replaced with the Ore Truck.

+1 vote   reply to comment
BigCheese256 Aug 5 2008, 8:30am says:

Can you plzzzzzzzzz add a skirmish mode that makes ICFRA! like the renegade mod A Path Beyond coz' i love APB!!!

+1 vote     reply to comment
DazJW Creator
DazJW Aug 5 2008, 8:46am replied:

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.

+1 vote   reply to comment
moven352003 Jul 31 2008, 10:40am says:


+1 vote     reply to comment
Crystan Jul 15 2008, 8:03pm says:

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)?

+2 votes     reply to comment
DazJW Creator
DazJW Aug 1 2008, 4:00pm replied:

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.

+2 votes   reply to comment
SovietComander Jul 15 2008, 12:59pm says:

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''

+1 vote     reply to comment
DazJW Creator
DazJW Aug 5 2008, 8:51am replied:

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.

+1 vote   reply to comment
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C&C: Yuri's Revenge Icon
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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

Real Time Strategy
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It Came From Red Alert!
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