It Came From Red Alert! Beta Release 2 A mod by Daz -----------------------------------------What's this ICFRA Beta Release 2 thing all about then? This is the second beta release of my Red Alert mod. The mod aims to bring Red Alert into the Red Alert 2: Yuri's Revenge engine. I intend to replace all units and structures, bring in the RA sounds and other key elements like the infantry remains. It's likely that I will make a campaign map or two for each side at some stage too. This second beta expands on the first in many respects, notably in graphics. All building (temporary damage frames), vehicle and infantry graphics are in now. There are also a few game mode additions: Retro mode changes the voxels to mostly remapable versions, Contraction mode removes all the Counterstrike/Aftermath Expansion additions and Retro Contraction is a combination of the two. -----------------------------------------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 this topic on the Revora Forums (http://forums.revora.net/index.php?showtopic=43415). If you don't have a Revora account and for whatever reason refuse to register for one 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 2 contents section below. -----------------------------------------So what's actually in there? Release 2 Fix List · Tanya no longer swims, uses C4 on vehicles, picks her own targets or has a build limit. · The Shock Trooper now has the proper Red Alert weapons values and no longer charges Tesla Coils. · The Mobile Radar Jammer no longer chrono shifts a radar dome out of existence. · Crates are more numerous. · Artillery graphics altered. · Ore Truck graphics altered. · Hind is now correctly airport bound. · Cruiser’s guns are less accurate. · The Yak’s weapon is more like it’s RA weapon. · Some buildings’ armour types have been corrected. · Flame Turret weapon tweaked. · Hind/Longbow tweaked to behave more like RA helicopters. · Warhead spread tweaking. · SAM range doubled in line with AA Gun. · Aircraft weapons correctly applied as secondary aswell as primary. · Amphibious Transports don’t hover. · Tanks and the Turret are less accurate against infantry. · Prone damage values unified. · A lot of miscellaneous weapons tweaks. · Intro video now has sound. · Infantry guard sounds changed. · Resized infantry graphics. · Only one aircraft per helipad/airfield. · Rocket Solider available to Soviets. · Tech Levels overhaul. · Objects are “crewed”. · HVA/Voxel Offset overhaul. · Switch back to round turret Heavy Tank (rather than longer version). · More subdued remap colours. · Some AI tweaking. Newly Added List · Medic unit. · Mechanic unit. · Ranger graphics. · Mobile Radar Jammer graphics. · Amphibious Transport graphics. · Medium Tank graphics. · Heavy Tank graphics. · Tesla Tank graphics · Camo Pillbox building. · Yak graphics. · MIG graphics. · Spy Plane graphics. · Badger Bomber graphics. · Hind graphics. · Sub graphics. · Demo Truck graphics. · Anti Tank Minelayer unit. · Anti Personnel Minelayer unit. · Various UI changes. · Parabomb superweapon. · Cruiser graphics. · Destroyer graphics. · Gunboat graphics. · Mammoth Tank graphics. · Chinook graphics. · Longbow graphics. · Flamethrower unit. · Missile Sub unit. · M.A.D. Tank unit. · Pillbox graphics. · Construction Yard graphics. · Power Plant graphics. · Adv. Power Plant graphics. · Allied Barracks graphics. · Allied Tech Centre graphics. · Naval Yard graphics. · War Factory graphics. · Radar Dome graphics. · Airfield graphics. · Helipad graphics. · Service Depot graphics. · Ore Truck unloading graphics. · Turret graphics. · AA Gun graphics. · Gap Generator graphics. · SAM Site graphics. · Tesla Coil graphics. · Sub Pen graphics. · Soviet Tech Centre graphics. · Soviet Barracks graphics. · Flame Tower graphics. · Chronosphere graphics. · Missile Silo graphics. · Iron Curtain graphics. · Rifle Infantry graphics. · Rocket Solider graphics. · Engineer graphics. · Tanya graphics. · Spy graphics. · Grenadier graphics. · Flamethrower graphics. · Ant unit variants. · Shock Trooper graphics. · Attack Dog graphics. · Medic graphics. · Mechanic graphics. · Shock Trooper sounds. · Retro mode. · Contraction mode. · Chrono Tank unit. Known Issues: · Soviet Sidebar graphics glitches. · War Factory exit problems. · Mines are visible, this will be fixed using RP in a future version. · Torpedoes don’t work on the new terrain. · New terrain beaches don’t match. Release 1 All weapons, warheads, units and structures have been modified to use the RA attributes (strength, speed, cost, damage, etc). The tech trees have been made to match the RA ones. All selection, moving, firing, exploding and squishing sounds have been replaced, aswell as some miscellaneous ones. The skirmish countries have been modified to match the RA countries as much as possible. Some of the tags do not carry over into RA2 however, so alternate bonuses have been put in place from what is available. Some in game graphics have been changed, these are either first versions of the new art or placeholders and so are likely to change. New in game art is as follows: Artillery, APC, Light Tank, V2, Ore Truck, MCV. New in game placeholder art is as follows: Medium Tank, Yak, Hind, Radar Jammer, Ranger, Demolition Truck. Any instance of a structure or unit using original RA2 art is a placeholder, except for infantry which may remain unchanged. Some UI graphics have been changed, these are likely to only have small modifications in their final versions. The blood from RA has been added, however it just the original animations resized by 150%. I haven't decided if this looks okay or if I am going to have to make new blood graphics. There may be some other changes that have slipped my mind. If you find any let me know so I can include them here. -----------------------------------------Well how do I play? You should have a .exe file called "It Came From Red Alert! - Beta R2", run the program and click play. It's worth mentioning the mod requires Red Alert 2: Yuri's Revenge version 1.001, though why anyone would be using anything else is beyond me. The mod does not require the Rock Patch in this version, but from the next version onwards it will. -----------------------------------------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 make it work (not to mention cutting the amount of time it takes me to make buildings by half). 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 posted feedback on the mod, Release 1 wasn’t all pretty but people still played it and helped improve it.