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It Came From Red Alert! Release 2
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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Tue Jan 02, 2007 2:39 pm    Post subject:  It Came From Red Alert! Release 2 Reply with quote  Mark this post and the followings unread

It Came From Red Alert! R2 is here!

(Download at bottom of post)

Listing all the changes/fixes/additions here would be silly, and they can be read in the release notes, but I think this works as a quick summary:
Release Notes wrote:
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.


Units I missed the first time round like the Chrono Tank, Flamethrower and Missile Sub are in, the Shock Trooper now has the correct sounds (how I missed those I don't know), alot of weapons screwups are fixed, etc.
I started doing new terrain, but have only done the "clear" tiles and one map. This doesn't break any of the RA2 standard maps so it's okay.

Some screenshots (mostly in "Retro" mode):


An early Allied base.

A bit more advanced.

The Allies stage an amphibious landing with Destroyer and Cruiser support.

Tanya's got her work cut out.

Some Rifle Infantry stage a last stand, and don't do very well at all...

A pair of Chrono Tanks on anti-Ore Truck duties.


A Soviet Base

Got Juice?

There are one or two issues I know of:
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 (though the new terrain map doesn't allow naval forces so you shouldn't see this).
New terrain is far from complete.
Map start location numbers barely visible.

The download page.
Revora is being a bit slow at the moment so you might have to bear with it.

Non Revora mirror thanks to Raminator.

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Last edited by Daz on Tue Jan 02, 2007 9:45 pm; edited 1 time in total

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Tue Jan 02, 2007 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

One other thing, does anyone know how to set water to allow torpedoes?
My new terrain overwrites the Lunar terrain and I got water to be placeable in it by basically copying the entire temperate terrain over it, but as soon as subs fire torpedoes they explode. I couldn't find anywhere that controls this so I was wondering if it's hardcoded or am I just missing something?

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Wed Jan 03, 2007 1:20 am    Post subject: Reply with quote  Mark this post and the followings unread

You're ognna be using Rock Patch? Aww... Can you atleast wait untill a stable version to impliment that thing?

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Wed Jan 03, 2007 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Unfortunately I can't have a 'stable' version without using Rock patch.

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THE Protagonist
Commander


Joined: 19 Apr 2006
Location: The Etto

PostPosted: Wed Jan 03, 2007 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

i realy like this mod Smile

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Wed Jan 03, 2007 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make mines invisible?

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Wed Jan 03, 2007 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mentioned that in the notes, there isn't a bug free way to have them visibile to owning house and not visible to enemies without rock patch.
Is the first thing I changed for R3.

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Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Sat Jan 06, 2007 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Mine IE's whenever a Flame Tower's weapon damages a structure beyond halfway and/or beyond 3/4. I've seen this before in other mods with different weapons (though something tells me it's a warhead thing and not the weapon itself), so it's not an issue unique to your mod; could it be fixed?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Jan 06, 2007 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

CloakGeneratorRadius=1 on mines would work, yes?

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Sat Jan 06, 2007 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll look into the IE, I can't see any immediate problem.

A cloak generator with radius 1 cloaks a radius of 1 cell around the generator building.
Ie, you park your tank next to the mine and it gets cloaked too.

RP made Cloakable= work for buildings so I'll be using that.

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Sat Jan 06, 2007 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

The flame weapon IE will be fixed in the next version, which will probably be R2.5 rather than R3 given the severity of some of the errors.

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Sat Jan 06, 2007 10:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Current fixlist for 2.5
Quote:

Release 2.5

· GPS Satellite is delayed as in RA.
· Mines are hidden to enemy.
· Mines are legal targets.
· Bigger spread on M.A.D. Tank’s weapon.
· Skirmish menu colour list reflects actual remap colours.
· AA Gun turns faster.
· Turret turns faster.
· Chronosphere has the correct cameo.
· Radar Jammer turretoffset fix.
· Hind rotors spin.
· Radar Jammer jamming doesn’t protect against damage.
· Destroyer depth charge has the correct range.
· AA Missiles are a bit less effective (or at least they should be).
· Nuke has been adjusted.
· Flame weapon internal error has been fixed.
· Start location numbers on skirmish menu have been fixed.
· Infantry only mode has been added.
· Shock trooper no longer crushable.
· Kennel added.
· Technician sequence fix.


If anyone's got anything else they want done for 2.5 it'd be a good time to pipe up now as I intend to release tomorrow.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sat Jan 06, 2007 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

also:RA2? yuri?

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Sat Jan 06, 2007 11:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Which is it for?
Yuri's Revenge.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sat Jan 06, 2007 11:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

K thanks Sad

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Sun Jan 07, 2007 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can a mod lock this please?

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sun Jan 07, 2007 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Locked.

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