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[Ares] Add in all missions from RA2+Yuri Campaign Tutorial
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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Fri Mar 01, 2013 9:55 pm    Post subject:  [Ares] Add in all missions from RA2+Yuri Campaign Tutorial
Subject description: Comes in the form of a DL Pack.
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Assuming some others would like to include all the campaign missions from both RA2 and Yuri, I put together this Tutorial pack.

It's rather easy to use and mostly revolves around copying and pasting the information provided in the pack. Start with the small guide which provide basic instructions.

This work was put together by me, but was also scrutinized by Blade who's original work it was based off. Please credit us both if you choose to use this pack.

This pack/method requires Ares to work, and is close to plug and play as it gets. "I will not be providing a guide for a how to do the same with NPatch etc."


Movie Mix can be downloaded here, it's not required to play missions but adds a nice touch. It was not included in primary download due to it's size.

If you have any questions or concerns or even would like to leave feedback, do so here.

Edit 9.15.2013: Forgot to include the Loading Screen's for missions. Oops!



Load Screens.rar
 Description:
Added load screens.

Download
 Filename:  Load Screens.rar
 Filesize:  4.98 MB
 Downloaded:  986 Time(s)


Campaign Tutorial.rar
 Description:
The Tutorial Pack.

Download
 Filename:  Campaign Tutorial.rar
 Filesize:  4.97 MB
 Downloaded:  1494 Time(s)



Key Words: #Tutorials #Mapping #RedAlert2 #YurisRevenge 

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Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

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Last edited by EricAnimeFreak on Sun Sep 15, 2013 7:28 am; edited 1 time in total

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Fri Mar 15, 2013 4:30 am    Post subject: Reply with quote  Mark this post and the followings unread

I thought I asked this already but what exactly are the CACOUNTRY# countries for? The guide mentioned they can be used in a mod but I'm still unclear on what they are actually used for.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Fri Mar 15, 2013 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

They are there to ensure an absolute order for all countries used in missions as they are referenced by array index in some triggers. If they weren't and you added any countries, you would break any mission that used higher number countries (many missions add temp countries just for that map that add to the array).

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Fri Mar 15, 2013 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I suspected as such, but then the guide mentioned that I could override them. What issues would I need to watch for?

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sat Mar 16, 2013 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

What I said specifically in the guide was that, missions would override the countries default rulesmd.ini settings, this is because they use a parent country. You do not override anything, the maps do, what you need watch out for is your new countries tech. I also said one example of such an issue was:

Example, You new CACOUNTRY01 is your new "GDI,NOD,MUTANT,China, ETC" it has entirely new buildings, units, ETC.

Now if you side has a building which is using Owner=CACOUNTRY01 but has prerequisite as Proc, or none. Then this building is buildable in campaign and must be removed in maps by adding TechLevel=11 or higher to avoid construction. Even though the parentcountry sets your new "Blank" Country to Americans or Germans, or soviets etc. They by are still by all means meet requirements for CACOUNTRYXX. And if the player meets the base requirements of your countries new additions, then they will have access unless you manually fix it in the maps.

I think that should be understandable?

That said for campaigns to work correctly, countries must still be setup as CACOUNTRY etc, but the placeholder name is not important as your placeholder name does not appear in game. So these can be new editable countries for your new sides.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Mar 17, 2013 2:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah ok, so if I were to simply make a new country that pertains to one of the original sides (like Soviet or Yuri) then it shouldn't be an issue as the only real issue is when the requirement is that they only need to be CACOUNTRY01 or whatever.

EDIT:

So I understood that part but I'm having a bit of issue since the missions seem to be thrown off. Triggers that use countries for triggers seem to be off.

I'm not sure what's causing it, I'll upload my country controls ini below (I'm using sectioned Rules with Ares).

EDIT2: I appear to used Blade's maps when I was supposed to use the new maps in the Original Campaign Maps and Yuri Campaign Maps folders. I mistook the Original Campaign Maps folder for being backups of the originals, uneditted.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Mar 17, 2013 6:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, Blades maps were included to show the method he used, which was the altering of the triggers "country Index" condition.

I hope everything is working for your properly now. Let me know if you have any other issues.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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switchblade16
Vehicle Driver


Joined: 15 May 2014

PostPosted: Wed May 28, 2014 7:30 am    Post subject: Reply with quote  Mark this post and the followings unread

I really like the work ericanimefreak.   I think this deserves a (y).

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Black Temple Gaurdian
Soldier


Joined: 08 Aug 2010

PostPosted: Mon Jul 14, 2014 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I've tried it but all I keep getting is "Unable to read Scenario."

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon Jul 14, 2014 4:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you follow the guide correctly? Use the correct set of maps? I would need more information to know why it might have failed.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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Black Temple Gaurdian
Soldier


Joined: 08 Aug 2010

PostPosted: Mon Jul 14, 2014 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

I think I followed the guide correctly, I added the stuff it told me to add/replace to Rulesmd and Artmd, copied over the inis I didn't edit and then used the maps from Blade's. That didn't work so I checked here and then came to the conclusion Blade's was the wrong one so deleted them and used the other ones.

EDIT: Solved it. Once again 'twas my ignorance. Apparently SP in map (from launchbase) doesn't get loaded.

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Askeladd
Light Infantry


Joined: 29 Dec 2013

PostPosted: Tue Aug 05, 2014 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think this really is a great tutorial. There is just one thing you didn't mention. There are a lot of audio files that are played during the missions (like Eva giving you instructions) which are inside in audio.mix (which is inside language.mix), but these files are not read by YR. The relevant files are all the .wav files that start with an m (ma for allies, ms for soviets). You have to extract all of them and repack them into another mix file. You also have to edit evamd.ini and uncomment all the RA2 entries (Mis_A1_EvaTanyaWarning etc). Then finally you can get the full RA2 campaign experience. Smile

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Mar 17, 2015 10:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Askeladd wrote:
I think this really is a great tutorial. There is just one thing you didn't mention. There are a lot of audio files that are played during the missions (like Eva giving you instructions) which are inside in audio.mix (which is inside language.mix), but these files are not read by YR. The relevant files are all the .wav files that start with an m (ma for allies, ms for soviets). You have to extract all of them and repack them into another mix file. You also have to edit evamd.ini and uncomment all the RA2 entries (Mis_A1_EvaTanyaWarning etc). Then finally you can get the full RA2 campaign experience. Smile


I didn't notice this post for so long, sorry.

If you have done the work already to get the audio etc. It would be great if you could upload here since I don't have a lot of time these days. That way others using this tutorial would have an easier time. I honestly completely forgot about the audio.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Fri Mar 27, 2015 3:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Something I realized with this. The animations don't seem to be fixed, at least not the arrows for Allied 3 (Hail to the Chief) for the Garrison. The animation number was never adjusted.

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silverwind
Missile Trooper


Joined: 11 Jun 2016

PostPosted: Fri Oct 23, 2020 10:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

half-a-decade old bump, but there's an error in this useful tutorial.

In the Rules additions, [CACOUNTRY0] and [CACOUNTRY3] are missing sections, while [CACOUNTRY2] is repeated.

This doesn't cause any issues in gameplay (probably because the missing sections are defined correctly in the map files), as far as I could tell, but causes problems if you ever attempt to modify the campaign maps in FA2, wherein it'll confuse objects belonging to child-houses of both these countries, making all such objects to be owned by a certain " house".

To fix it, simply make duplicate of [CACOUNTRY1], renaming it [CACOUNTRY0], and change one of the 2 [CACOUNTRY2]s into [CACOUNTRY3].

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MRMIdAS
Tiberian Beast


Joined: 17 Jul 2008

PostPosted: Fri Oct 23, 2020 11:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

silverwind wrote:
half-a-decade old bump, but there's an error in this useful tutorial.

In the Rules additions, [CACOUNTRY0] and [CACOUNTRY3] are missing sections, while [CACOUNTRY2] is repeated.

This doesn't cause any issues in gameplay (probably because the missing sections are defined correctly in the map files), as far as I could tell, but causes problems if you ever attempt to modify the campaign maps in FA2, wherein it'll confuse objects belonging to child-houses of both these countries, making all such objects to be owned by a certain " house".

To fix it, simply make duplicate of [CACOUNTRY1], renaming it [CACOUNTRY0], and change one of the 2 [CACOUNTRY2]s into [CACOUNTRY3].


There's other small issues, like Tank destroyers in the Egypt mission in YR being TNKD2 not TNKD, and stuff, but those are small issues and easily fixed all things considered.

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silverwind
Missile Trooper


Joined: 11 Jun 2016

PostPosted: Sat Oct 24, 2020 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh yeah, I forgot about those. TNKD2, SNIPE2, YURICL, YURIPRCL. There are many references to non-existing units in the maps.

Considering the usefulness of this tutorial, I think we should fix any noticeable bugs and upload a new download.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jul 11, 2023 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Movie.mix is deleted Sad

Who has it=? Or can I use some from installation?

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Tue Jul 11, 2023 8:37 am    Post subject: Reply with quote  Mark this post and the followings unread

You should be able to find those files in the movies01.mix and movies02.mix files either on the original CDs or in the installation directory. You will need to do some renaming however as the reason they were repackaged was because the Yuri's Revenge movies override them.

I believe I have found the mix file originally posted among my files, but I need to check it out some more to be sure. I could be wrong or have some of MO 2.0's spliced vids in there to clean out. (I took it from a recent-ish mod project that was MO 2.0 on Ares with the original RA2 missions using this guide being a WiP addition)

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Saref
Rocket Cyborg


Joined: 26 Nov 2008
Location: Earth

PostPosted: Wed Jan 17, 2024 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I want to merge British,French,Germans etc into one Europeans subfaction and removing old subfactions. Will it cause any issues with these maps?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jan 17, 2024 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

These maps require a specific order in the [Countries] and [Sides] sections to work, if you remove or modify either of them  the maps wont work.

You can pick one of the countries and change it into a "European" country. You can then disable the other ones from skirmish using ListIndex=.

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Pandaprewmaster325
Cyborg Soldier


Joined: 14 May 2025
Location: Syria

PostPosted: Thu Jun 11, 2026 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay so after trying for months to get this thing to work i finally did it , and had a great experience so buckle up comrades for this review is gonna be a little long

First the guys that worked on this either it be "blade" or erik did a good job at porting the RA2 maps , most triggers work and they even resorted some cut voice lines and it adds a real nice touch like Zofia briefing about the allied Rocketeers

There also seems to be quite a spike in difficulty on hard , so a youtuber made 2 videos sometime ago about RA2 campaign and figured a lot of missions have backward team delay meaning the attacks were less frequent on hard than easy which is simply hilarious , it seems the developers of this mod actually fixed this as i faced actual resistance in the campagin even soviet mission 3 was challenging

Still however there are certain missions not fixed , and i think it would be nice if erik updates these missions , they are allied mission  8 and 10 and soviet mission 6 even the video i mentioned brings this up, these missions have a dead brains AI for some reason , i searched for a solution and some graceful mind out there fixed it and made it a mod on modDB called RA2 campagins fixed

Basically set the time for conscripts deletion in missing 10 to 360 apply it to all 3 conscripts outside map boundaries and the AI actually works! I was under pressure the whole time and it really felt like a challenge especially with apocalypse tank armor modified to be nearly immune to AP so my Grizzlies faced a hard time dealing with the apocalypse tanks discounting mirage tanks of course
I tried to add desolators since AI has few attacks with them but removing Iraq from required houses=  , seems to not work maybe i need to delete the whole line?

I strongly suggest looking into these missions because they are entirely different experiences with working AI , allied 10 is my favorite allied mission and it was extremely enjoyable with all the ares modding i have done and the working AI which was quite brutal

Another favorite mission of mine is soviet mission 10 , and it seems the developers here fixed the AI? I kept getting harassed by navy SEALS and allied ships i don't recall such gigantic attack waves by allied navy! , another mission was soviet 12 which was an absolute grind and i love it! The resistance was extremely fierce and the allied never gave me space to breath with constant rocketeer and SEALS and harrier attacks , even when i made a landing and a bridgehead things still looked difficult , an uphill battle took place until i got to the airport and the 3 kirovs then i was surprised with the huge defensive position the allied troops made , hundreds of GIs and IFVs in the open tundra , i could have nuked them but wanted a head to head fight which was most entertaining

Then i proceeded to nuke the chronosphere with my double nuclear silos because that's what ares can do and it's the best thing ever to clone the soviet nuclear missile

Moving on to Yuri campaigns and just what the hell? I don't recall hard difficulty being crazy like this cuz Yuri kept hammering me with non-stop attacks  , in allied 2 i was caught off guard but thankfully my battle fortress with 50% AP damage reduction and some GGIs saved the day , see why you replay the campaigns with modifications? It creates such memorable moments

I seriously don't recall Yuri being this fierce , in soviet mission 4 he Didn't stop attacking at all!!! These initiates kept coming and coming and coming! It was hell


Even soviet mission 6 caused me to reload which i usually beaten it on first try , but oh my god last mission of both factions is crazy especially the soviet one it's absolutely brutal , had it not been for the Tesla Troopers and their unique "shock" armor which reduced AP damage including apocalypse AP to mere 5% this would have been outright impossible

But i got to destroy Yuri's base with twin nukes and weather controllers and it was absolutely poetic to finish the game with allied/soviet troops rallied around the castle with apocalypse tanks delivering the killing blow

(soviet campagin is the Canon in YR , you can't change my mind)

Okay okay it seems i had a great time but it wasn't without problems , first the tutorial isn't clear enough on what to do
As someone who doesn't have much experience in INI editing i had to trial and error the copying of the rules stuff required to be copied , i may in the future at one point make a video how to get this thing to work because the handwritten tutorial was of limited usefulness

Also blade's maps don't work and only "original" maps do

And both guys who worked on this totally forgot about the Eva/Zofia voice lines......like "The soviet are attacking the statue of liberty we can't let them get away with that sir....is there anything we can do?" the campagin feels hollow without these voice lines , what i did was extracting the voices then renaming RA2 EVA.INI to EvaMD.ini then deleted it so that YR voicelines can work

You could have made life a lot easier by telling us about this or even mentioning it you know?

There are also some bugs but i don't know if some are caused by my modifications or on the developer part , for example tank destroyers are completely non existent in allied 10 and allied 4 in YR , this is a big problem in YR since without those starting TDs you will die hard   , also airport is completely invisible in soviet 4 YR

Oh and the cutscenes took me a while to get working so basically you need to extract them onto the game folder then go through every EVERY individual RA2 cutscene and rename it by deleting the "E" in the end and adding a "X" instead , again not so straightforward tutorial and for people who aren't experienced in INI or know how RA2 modding works what the hell I'm i supposed to do comrade??

In the end i would like to add that by adding the missions to YR i can now add a police faction using the Pentagon general as a policeman , i think the police will play role in the soviet invasion and the subsequent American resistance don't you think? Already made police cars armed with a custom weapon and what not , even added 2 policemen in "Lone Gurdian" with those 2 GIs we save on the way to FT Bradley


In the end i would like to sum it up by saying it's good work , and most of the difficult parts got ported over and everything is ready to go but it needs sharpening of the edges and it will be a fantastic experience i mean the idea to add custom countries was awesome by itself



Here's the allies campagin video for refrence:
https://youtu.be/ibUGZe_kGKM?si=tW-mj_0q6TYQWvTp

(oh and you better add Red Alert 2 music into YR , just throw them in the spot as YR music and edit themeMD.INI just remove the ; in the RA2 tracks lines of code and add them to the YR Playlist preferably before YR soundtrack , Red Alert 2 is unplayable without grinder playing with the statue of liberty getting blown off by big soviet missiles)
8/10 project , best RA2/YR campaign replay by far and i haven't played them campagins in some 5 years!

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