It Came From Red Alert!

In a time where everyone has their mind on Red Alert 3, Uprising and SecuROM, it is nice to find a mod like this in the inbox.

"It Came F...

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In a time where everyone has their mind on Red Alert 3, Uprising and SecuROM, it is nice to find a mod like this in the inbox.

"It Came From Red Alert" is a mod that takes us back to RED ALERT 1.

I found that this mod is very close to what Westwood would probably have produced if they have had the RA2 engine when they made the RA1. All the units are there: the Rifle-Infantry, V2 Rocket Truck, Chrono-Tank, and of cause the Epic Soviet Mammoth Tank. Not everything looks exactly like in RA, it does not take the feeling away.

Now there are some bugs. The GPS satelite dosen't seem to work and tehre are some textures that still need to be fixed, but this should come as no surprise as the MOD is still a beta.

Suggested dowload.

This is the third true release of my Red Alert mod. The mod aims to bring Red Alert into the Red Alert 2: Yuri's Revenge engine, porting all units and structures, bringing in the Red Alert sounds and other key elements like the infantry gore. It's likely that I will make a campaign map or two for each side at some stage too.

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Download 'icfra_beta_r3.exe' (20.45MB)

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It Came From Red Alert!
Beta Release 3
A mod by Daz
-------------------------------What's this ICFRA Beta Release 3 thing all about then?

This is the third true release of my Red Alert mod.
The mod aims to bring Red Alert into the Red Alert 2: Yuri's Revenge engine, porting all units and structures, bringing in the Red Alert sounds and other key elements like the infantry gore.  It's likely that I will make a campaign map or two for each side at some stage too.

-------------------------------Requirements and Use

The mod requires Red Alert 2: Yuri's Revenge version 1.001.
THE MOD REQUIRES NPatch SE #0019 TO FUNCTION CORRECTLY.

ICFRA! is tested on a PC with an AMD Athlon 64 Dual Core 4400+ processor, a ATI Radeon X1950PRO 512MB graphics card and 2GB of RAM.  From this testing it is it is recommended you play the game at the “Faster” speed level, but other systems may work better with other settings.  “Fastest” speed level usually results in things being too fast, “Faster” provides the best speed for game play, sound and animations.

To play the mod load .exe file called "ICFRA! - Beta R3", run the program and click play – the game will boot up with the mod installed.
When you have finished playing, exit the game normally.  Upon returning to desktop you will be asked if you want to deactivate the mod – yes will remove the ICFRA files from the game directory and return it to vanilla Yuri’s Revenge, no will leave the ICFRA files where they are resulting in ICFRA staying installed.  You can remove the files at a later date by running the .exe file called "ICFRA! - Beta R3" and selecting to deactivate the mod when you exit the game. 

-------------------------------You say this is a "Beta Release"?

Yes, I have spent a good few days testing this myself as I went along adding and changing things and have squashed all the bugs I can find.
It’s now the publics turn to test, different people think in different ways and whilst my style of play might not show any bugs someone else’s style might find some new ones.

I'd like all feedback posted in the bug topic on the Revora Forum.  If you don’t want to post at Revora (guest posting is allowed, so you don’t even have to register) you can send feedback to this e-mail address (icfra@dazw.co.uk)

Note: There is a known issues section at the end of the Release 3 contents section below.

-------------------------------So what's actually in there?

Release 3 Change List

•	Fixes as set out in mplayer.ini (Aftermath’s multiplayer only .ini file), this affects the Turret, Tesla Coil, Gap Generator, Concrete Wall and Iron Curtain in various ways (such as strength and cost).  Also set these things to be changed back in Contraction mode.
•	MIG has correct number of missiles.
•	Mammoth Tank AA fix
•	Chronosphere has correct cameo (honest, it does this time).
•	M.A.D. Tank damages vehicles.
•	Building textures overhaul.
•	Tesla Coil graphics tweaked.
•	42 new voxel debris types.
•	Modified War Factory (new graphics, now 5x3 so the exit works).
•	Crate graphics.
•	More terrain converted.
•	No timer shown for super weapons.
•	Removed removed sides (Libya, etc) from random country picker
•	Infantry-only mode.
•	Terrain switched to replace RA2 Temperate instead of Lunar.
•	Launcher asks whether to deactivate mod – selecting no would leave the mod files in the game directory, allowing mapping.
•	Proper Camo. Pillbox.
•	Ore Trucks and MCV screen shake deaths.
•	Wall strength increased.
•	New Sub Pen and Naval Yard graphics.
•	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.
•	Allied Barracks flag animation.
•	Soviet Barracks flag animation.
•	Sub Pen water animation.
•	Naval Yard water animation.
•	Radar Dome lights animation.
•	Chronosphere animations.
•	Iron Curtain animations.
•	Nuclear Missile graphics.
•	Tech Outpost graphics.
•	Tech Hostpital graphics.
•	Tech Power Plant graphics.
•	Tech Oil Pump graphics.
•	Tech Airport graphics.
•	Tech Silo graphics.
•	Tech Machine Shop graphics.
•	Bio Research Lab graphics.
•	Prison/Tech Centre graphics.
•	Church graphics.
•	Forward Command Centres graphics.
•	Yak wreck graphics.
•	Jeep wreck graphics.
•	House1 graphics.
•	Redone Mission Failed/Accomplished text.
•	Rocket Soldier garrisoned weapon fix.
•	Mobile Gap Generator unit.
•	Chinook comes from Helipad.
•	Helicopters are not airport bound.
•	ParaDropSpecial cloned for Soviet Airfield.
•	Upgrade from Rock Patch 1.08SE to NPatch SE #0019.
•	New NPatch main menu.

Maps
•	Naval Conquests (8 player).
•	Island Hoppers (4 player).
•	Treasure Isle (6 player).
•	Coastal Influence (6 player). 
•	Tournament Lake (2 player).
•	Them! (4 player).


To see the notes from other releases please visit http://icfra.cncguild.net/ and head to the Downloads page, where you will see a link for each version’s release notes. 


-------------------------------Who made this stuff?

Any new voxels or shps are made by me (Daz).  The sounds are ported from Red Alert and as such are © Westwood Studios/EA Games, as is any unmodified Red Alert 2 content and the wallpaper graphics distributed as part of the Red Alert Themes Pack.

-------------------------------Thanks Section
Thanks to Gamemate and Merophage for their work on light setups for shps, and to Gamemate for sharing it with me and helping to make it work (not to mention cutting the amount of time it takes me to make buildings by half) aswell as helping with getting good damage frame effects.
Thanks to MadHQ for some more building shp help.
Thanks to Banshee for the various tools he is sharing over at Project Perfect Mod.
Thanks to Olaf for the XCC tools, mainly Mixer and Mod Creator.
Thanks to meselfs for his Downsizer tool.
Thanks to ViPr for 3ds2xl.
A big thanks to everyone who has contributed to the testing and fixing of the mod, Release 1 wasn’t all pretty but people still played it and helped improve it, and Release 2 obviously had some big holes in it that people have helped patch up.  You’re doing a very important job, so keep it up!
And of course thanks to Westwood/EA for the excellent Red Alert series.

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_dazjw


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Registered 18th January 2009

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