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Final Alert Yuris Revenge
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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Fri Jun 07, 2013 7:54 pm    Post subject:  Final Alert Yuris Revenge
Subject description: How to make it work for mods
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I've recently installed a few different mods and I've been wanting to edit maps.

When I open up Final Alert, it only allows me to edit vanilla maps. I used to know how to make it work for mods, but that was a long time ago (before I went to boot camp) so I'm a little rusty.

If anyone could help, I'd appreciate it.

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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Fri Jun 07, 2013 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think it's a check box. (Could be wrong, it's been a few years since I used Final Alert)

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Jun 07, 2013 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Options -> Settings -> Support mods

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Scorched Earth
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Joined: 14 Sep 2008
Location: California, USA

PostPosted: Fri Jun 07, 2013 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
Options -> Settings -> Support mods


RP, that option was already the default setting. Creating a new map still only uses the vanilla terrain and units, however. I can choose the .exe file that Final Alert uses as a reference for what terrain/units to use, etc., but mods such as D-Day don't have one.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Jun 07, 2013 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then add a fake, or dummy so it knows where to look.
Do you have a registry key for Yuri's Revenge? If that is not equal to the location of your D-Day file either remove the key, or modify it to D-Day folder.

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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Fri Jun 07, 2013 10:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Currently, D-Day is in the same folder as the main executable file, and yes I have a proper key. Hope that helps because I'm very rusty with CnC modding.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Jun 07, 2013 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

What exactly does 'edit vanilla maps' mean?
If you describe it a bit better, I might be able to understand what exactly isn't working for you.

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Scorched Earth
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Joined: 14 Sep 2008
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PostPosted: Fri Jun 07, 2013 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright.

I'm running Final Alert in hopes of editing/creating maps for mods that I've installed for Yuri's Revenge. However, a few of the mods require Ares to run, and therefore do not have their own executable files and run off of RunAres.bat instead. So, running Final Alert will only allow me to edit the vanilla RA2YR maps, or create new ones for it. What I'm saying is, I don't know how to work with Final Alert if I want to edit/create new maps for mods that do not have executable files.

EDIT: For instance; I have D-Day in my main RA2YR folder. Running the normal executable file runs vanilla RA2. Running RunAres.bat plays D-Day. When I start up Final Alert, it only allows me to work with vanilla RA2YR maps, and not D-Day.

I understand I may not be able to actually create D-Day maps, but it's the same issue with other mods.

Last edited by Scorched Earth on Fri Jun 07, 2013 10:59 pm; edited 1 time in total

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Jun 07, 2013 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Check some things;

Mixes need to be named as follows:
ecacheXXmd.mix
expandXXmd.mix

No protected mixes, INI files are recommended to be in the directory. Make sure that FA2 does read the files from the D-Day folder.

FA2 does not work with ares 'split'-rules.ini.
The one where you could seperate general coding from units, aircraft etc. It should be in rulesmd.ini only.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jun 07, 2013 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

D-day should work with FA2 as long as the files are in the RA2 folder, extracting the artmd & rulesmd files might help too.

D-day's terrain also uses custom pal files that don't work with FA2 so all the colours will be messed up.
To fix it you need to replace the pal files in the ra2.mix > cachemd.mix, which is not advisable unless you know what you are doing.

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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Fri Jun 07, 2013 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the info Mig

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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Sat Jun 08, 2013 12:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Alright, I'll have to try extracting the files then. I could try experimenting with the pallets as well, though D-Day is not my only focus.

My own mod is being mean to me, but that's my own fault for abandoning it for almost a year.

Thank you guys.

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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Fri Jul 26, 2013 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

When I've tried to create a custom map for a mod the only thing that helped me was copying all INIs into YR folder. Yup. Try this.

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