It Came From Red alert! is a mod that brings the original Command & Conquer: Red Alert into Red alert 2: Yuri's Revenge. All versions require Red alert 2: Yuri's Revenge V1.001. The current, and likely final, version is Pre-release Candidate 1 (PRC1) which does not require any additional community patches. 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.

Post news Report RSS Current change list for Beta Release 3

Done Mig has correct number of missiles. Mammoth Tank AA fix. Chronosphere has the correct cameo (for real this time). Mplayer.ini fixes (these are detailed below*), and are removed in Contraction mode. Crates don't appear as much. Removed removed sides (Libya, etc) from random country picker Specular/blur

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Done

  • Mig has correct number of missiles.
  • Mammoth Tank AA fix.
  • Chronosphere has the correct cameo (for real this time).
  • Mplayer.ini fixes (these are detailed below*), and are removed in Contraction mode.
  • Crates don't appear as much.
  • Removed removed sides (Libya, etc) from random country picker
  • Specular/blur building graphics overhaul
  • War Factory - New graphics, now 5x3 and units exit correctly.
  • 42 new voxel debris types.
  • New crate graphics.
  • New terrain - replaces RA2 Temperate theatre.
  • Infantry-only mode.
  • M.A.D. Tank damages vehicles.
  • No timer shown for superweapons.
  • Launcher asks whether to deactivate mod – selecting no would leave the mod files in the game directory, allowing mapping.
  • Proper Camo Pillboxes.
  • New map buildings (Church, wrecks, etc).
  • Ore Trucks and MCV screen shake deaths.
  • New Naval Yard and Sub Pen graphics.
  • Increased Wall Strength.
  • Tanya sequence fix.
  • Mapping support.
  • Helicopter behavior fix.
  • M.A.D. Tank deploy animation.
  • Cannot build from Tech Buildings.
  • Spy Plane, V2 Rocket and Missile Sub Missile are not legitimate targets.
  • Anti-Air and Ground-to-Air weapons now have pythagoras calculated ranges instead of guess work.
  • Slightly different terrain colour.
  • Ore Mine graphics.
  • Sidebar graphics.
  • UI graphics changes.
  • Buildups.
  • Tesla Coil fire animation.
  • Construction Yard production animation.
  • Airfield lights animation.
  • Airfield dish animation.
  • Airfield windsock animation.

*Mplayer.ini fixes are as follows:

  • Turret cost to 800
  • Turret power to -55
  • Turret weapon damage to 60
  • Turret weapon ROF to 35
  • Turret weapon speed to 50
  • Iron Curtain recharge to 5
  • Concrete Wall cost to 50
  • Gap Generator strength to 700
  • Gap Generator power to -90
  • Tesla Coil strength to 600

Maps Done

  • Naval Conquests 8-player map.
  • Island Hoppers 4-player map.
  • Treasure Isle 6-player map.
  • Coastal Influence 6-player map.

To be done - Things marked 'if possible' need to be looked into and don't have a definate solution

  • Chinook to come from Helipad (if possible)
  • Investigate Longbow effectiveness
  • Investigate better Radar Jammer solution
  • AI overhaul (not necessarily for R3, and I'm not certain that I'm capable of doing a good job of it at all)
  • Cliff terrain
  • Slope terrain
  • Ugly tiling clear terrain fix
  • Active animations (Chronosphere)
  • Idle animations (Barracks, Radar Dome)
  • Damage frames
  • Civilian personnel graphics
  • Soviet sidebar misalignments fix
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