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.

Natus asked on the forums how things were progressing, so I went into a bit more detail on the To Do part of the change list. ------------------ Radar Jammer issue is that it isn't an area affect or a constant weapon, it's a pulse. So the player being jammed isn't going to just have a

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Natus asked on the forums how things were progressing, so I went into a bit more detail on the To Do part of the change list.

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Radar Jammer issue is that it isn't an area affect or a constant weapon, it's a pulse. So the player being jammed isn't going to just have a turned off radar - it actually flicks on and off but does it so fast that the minimap doesn't get chance to come back on. Visually that's not a problem, but it means the radar on/off noise gets repeated alot and it sounds awful. It could be left but I'd like to look into sorting it out if I can.

The problem is that with EMP the Damage= relates to the time the effect lasts for and the ROF is still the ROF.
If I have a large Damage= value the effect will last for a longer amount of time before it has to be re-fired, but it will also continue for this amount of time regardless of whether you destroy the Radar Jammer or not.

So you'd be able to get an MRJ in range of the Radar Dome, "shoot" it and then retreat and the minimap would still be offline.

The alternative is having a low damage value and a highish ROF so that the MRJ is "firing" repeatedly. This means when the MRJ is destroyed or moves out of range the minimap comes back online straight away as it should. But it also means that while the radar is being jammed the minimap starts to turn on but then gets flicked back to off before the radar turn on animation has finished. Which wouldn't be a problem, but the sound that plays when the minimap turns on/off gets annoying.

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I really need someone else to do AI, I don't think I've got a good enough grasp of the system to do it.

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I'm having trouble getting the colour I want for terrain when I've rendered it out of 3dsmax, it always seems to end up either too green or too black ingame, that's got me a bit demoralised for now as it's a slow and tedious process (change the texture, render the tiles, change the palette to use the new colours, put the tiles into the .tem files, try it ingame).

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Damage frames I can probably get done in a day or two once I try a few tests to find the best way to get a good effect.

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Civvy infantry is either a case of running the old .shp files through my PSP scripts to get the new .shp files, or is going to be a bit of a pain as I think I might have lost the aforementioned scripts. I think they all use the same sequence as the Technician (minus the firing frames) or at least very similar so that part should be easy enough.

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Just need to recut the sidebar so it fits the Soviet alignments (it's the same for both factions, but Westwood has the buttons in the RA2 ones in slightly different positions).

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Autonormals is a case of me sitting and opening 70 voxel files and running the newer autonormals one at a time. I did ask Banshee if he could put the new script into the Cube Normaliser so I could batch process but I think he's rather busy lately.

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