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"md" in Yuri's Revenge
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cybermind
Civilian


Joined: 26 Oct 2015

PostPosted: Fri Feb 26, 2016 9:30 am    Post subject:  "md" in Yuri's Revenge Reply with quote  Mark this post and the followings unread

Hello everybody, sorry if this is not the right place to ask such things.
What stands for "md" in YR files? Is it short for "mod"?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Feb 26, 2016 10:24 am    Post subject: Reply with quote  Mark this post and the followings unread

IIRC it stands for "mission disk". I'm not sure though.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Fri Feb 26, 2016 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Mission Disk.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 26, 2016 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

master disaster

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Feb 26, 2016 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mission Disk, yes.

It refers to the disc that contains Yuri's Revenge's data.
Could be some generic name for additional content.
Maybe they had planned more expansions originally, we'll never know.

Gotta say that this is a much better system than they used in Firestorm.
Everything tidily named 'md' whereas Firestorm is an expansion in an expand mix (lol) .
I mean, art was called 'artfs.ini' while rules was called 'firstrm.ini'.
They definitely took a better approach for Red Alert 2's expansions.

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/ppm/'s stupidity

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cybermind
Civilian


Joined: 26 Oct 2015

PostPosted: Fri Feb 26, 2016 3:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for quick response!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 26, 2016 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
They definitely took a better approach for Red Alert 2's expansions.

no they didn't, because
-YR has its own exe (so not an expansion of the original exe)
-additional logics and bug fixes are only done on YR and not on RA2
-you can't copy all md stuff in the normal inis and then use the expansion stuff in the normal game
-you have to mod 2 games, RA2 and YR if you want both having your new stuff. FS stuff could be simply copied over into the normal inis and everything works fine
I had a nice RA2 mod done and when i got YR, the work to port all this over to the separate inis was just stupid. Thus i scrapped modding these 2 games and continued TS/FS modding.
-YR has mix files twice, doubling the disk space
-artfs.ini and firestrm.ini offer a way to create very quick a second mod mode (like enhanced mode for DTA) without copying the entire inis and instead just adding the changed keys into firestrm.ini

YR is like a second independent game sharing the same installation folder with another game, which is stupid, as it only clutters up everything and makes it hard/impossible to strip it down to only the most necessary, which you need when you want to start a new project.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Feb 26, 2016 3:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

-YR has its own exe (so not an expansion of the original exe)


Debatable whether a duplicate executable with added functionality is not an expansion.
Nobody said an expansion pack can only be an expansion pack when it adds functionality to the existing executable.

Lin Kuei Ominae wrote:

-additional logics and bug fixes are only done on YR and not on RA2


Wouldn't expect anything less from an expansion unlike (like in Mafia 2) unlockable content already present.

Lin Kuei Ominae wrote:

-you can't copy all md stuff in the normal inis and then use the expansion stuff in the normal game


Well, of course, the executable cannot handle all the epic new stuff brought to Yuri's Revenge.

Lin Kuei Ominae wrote:

-you have to mod 2 games, RA2 and YR if you want both having your new stuff. FS stuff could be simply copied over into the normal inis and everything works fine


Wait... Red Alert 2 is moddable? Wink

Lin Kuei Ominae wrote:

I had a nice RA2 mod done and when i got YR, the work to port all this over to the separate inis was just stupid. Thus i scrapped modding these 2 games and continued TS/FS modding.


I don't want to disrespect you, but leaving an entire game because you had to copy your mod's INI content sounds like you weren't super
motivated anyway. Like; I gotta copy my INI content? I ain't doing that!
Come on... the copy-paste feature was created for a reason! Razz

Lin Kuei Ominae wrote:

-YR has mix files twice, doubling the disk space


No it doesn't, it uses RA2 mixes and adds its own stuff in its own mixes. You won't find unchanged RA2 content in a 'md' mix.

Lin Kuei Ominae wrote:

-artfs.ini and firestrm.ini offer a way to create very quick a second mod mode (like enhanced mode for DTA) without copying the entire inis and instead just adding the changed keys into firestrm.ini


Merging the rules is one way to do it, but if you already have a separate executable and modify existing types with new or change keys you will
find yourself copying it over to a new file to be the simpler and easier solution.

Lin Kuei Ominae wrote:

YR is like a second independent game sharing the same installation folder with another game, which is stupid, as it only clutters up everything and makes it hard/impossible to strip it down to only the most necessary, which you need when you want to start a new project.


I agree with you on the cluttering. And I think this is more a consequence of building a separate executable.
Could be a design choice, they did a lot of stuff 'double' already, so they might as well do it for nearly everything.
Maybe it was done on purpose to 'cut' a lot of dependencies to the base game. That of course is a bit odd, considering the mod cannot run without Red Alert 2.
But I do think that 'isolating' content and INIs is a good choice as you keep things separate and is less prone to errors.
IIRC YR has changed behaviour compared to RA2, so interpreting INI flags could be different in both games.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Feb 26, 2016 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Both ways have their own problems, there wasn't exactly standards in place for file management when they were made, nor was there a large team to show different ways of doing things. Infact, a couple members of our community were told by one of the Westwood staff, that it came down to a team of 2 people by the end of making YR. None of the code or placement of files is optimal in any way for any of the games.

In essence, EA pushed WW to hack together an expansion for RA2 before giving the company the boot. Entirely believable btw; I've had friends in 2 other companies meet the same fate, with 2-3 people left running the entire game support, servers and all (1 in an EA sub-company, 1 in an NCSoft satellite).

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