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Linking singla player maps - [Solved]
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Overmind
AA Infantry


Joined: 05 May 2022

PostPosted: Mon Apr 27, 2026 10:29 am    Post subject:  Linking singla player maps - [Solved] Reply with quote  Mark this post and the followings unread

I'm trying to make it so that when completing a single player map, the next one is loaded, as in the case of the original campaign missions.

I'm not sure if CNCNEt modbase does this automatically or not.
Currently, when completing the initial map, i get an error (unable to load scenario) although the next map is defined in the battle.ini used by CNCNet.

So what can I do to load the next mission automatically?

_________________
Red Alert 2 Yuri's Revenge Apocalypse mod:

https://www.moddb.com/mods/apocalypse1

Last edited by Overmind on Sat May 02, 2026 8:04 pm; edited 1 time in total

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Ousagi
AA Infantry


Joined: 02 Nov 2022

PostPosted: Mon Apr 27, 2026 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

You need to set it in mapselmd.ini. Most of the mission/campaign stuff are in battlemd.ini(not the CNCNet version, the one in the RA2MD.mix),
mapselmd.ini, and missionmd.ini. All of these can be found in the RA2MD.mix.

Already learned this back then before I learned the CNCNet version. I learned it before even making my mod use CNCNet.
So I was just using RunAres.bat back then and the Ares version of setting the missions.

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Overmind
AA Infantry


Joined: 05 May 2022

PostPosted: Wed Apr 29, 2026 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

For CNCNet single player missions are listed in INI\battle.ini

In there, the mission list is in order, but when the 1st mission is done with victory, instead of loading the second one i get "unable initialize map selection" error instead and the 1st mission gets re-run.

So that's why I assume it has to be something more.

_________________
Red Alert 2 Yuri's Revenge Apocalypse mod:

https://www.moddb.com/mods/apocalypse1

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Ousagi
AA Infantry


Joined: 02 Nov 2022

PostPosted: Wed Apr 29, 2026 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Were you able to make it work? It should just be in mapselmd.ini.
I also sometimes forgot and thought setting it in INI\battle.ini is enough.

Though I might be wrong and there is another way but this was the way I've been doing it.
It is inconvenient to set up so many things just to make it work like in vanilla. Laughing

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Overmind
AA Infantry


Joined: 05 May 2022

PostPosted: Thu Apr 30, 2026 5:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Ousagi wrote:
Were you able to make it work? It should just be in mapselmd.ini.
I also sometimes forgot and thought setting it in INI\battle.ini is enough.

Though I might be wrong and there is another way but this was the way I've been doing it.
It is inconvenient to set up so many things just to make it work like in vanilla. Laughing

Not yet.

Added it like this for testing but Yuri map 02 does not load after 01 is finished. Same error.

; Soviet Progression
[Nod]
Anims=Anims
Sounds=NODSFX
1=Sov01
2=Sov02
3=Sov03
4=Sov04
5=Sov05
6=Sov06
7=Sov07
8=Yur00
9=Yur01


[Yur00]
Scenario=yur00as.MAP
Description=791
VoiceOver=NOD-01.AUD
MapVQ=NODMAP01.VQA
Overlays=TN02A.SHP,TG02A.SHP
Targets=1,190,100
ClickMap=NODCLK01.PCX

[Yur01]
Scenario=yur01as.MAP
Description=791
VoiceOver=NOD-01.AUD
MapVQ=NODMAP01.VQA
Overlays=TN02A.SHP,TG02A.SHP
Targets=1,190,100
ClickMap=NODCLK01.PCX

_________________
Red Alert 2 Yuri's Revenge Apocalypse mod:

https://www.moddb.com/mods/apocalypse1

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Ousagi
AA Infantry


Joined: 02 Nov 2022

PostPosted: Thu Apr 30, 2026 8:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Same exact thing I did back then. Laughing

[Nod] is for the Soviets, [GDI] is for the Allies, and [ThirdSide] is for Yuri.
it should be:
Code:
[ThirdSide]
1=Yur00
2=Yur01

Assuming the Player is set to Yuri Faction. Are the others working? I meant the Soviet ones?
Also is said ";Soviet Progression" at the top. Make sure you add ";Yuri Progression" comment for [ThirdSide].

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Overmind
AA Infantry


Joined: 05 May 2022

PostPosted: Thu Apr 30, 2026 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Using  [ThirdSide] is the one of the 1st things I tried. It crashes the game when changing maps with C0000005.

If I add them like this:
[Nod]
Anims=Anims
Sounds=NODSFX
1=Sov01
2=Sov02
3=Sov03
4=Sov04
5=Sov05
6=Sov06
7=Sov07
8=YUR00
9=YUR01

And change side from Yuri to Soviet in CNCNet battle.ini it still gives "unable initialize map selection".

_________________
Red Alert 2 Yuri's Revenge Apocalypse mod:

https://www.moddb.com/mods/apocalypse1

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Ousagi
AA Infantry


Joined: 02 Nov 2022

PostPosted: Fri May 01, 2026 4:01 am    Post subject: Reply with quote  Mark this post and the followings unread

You're right! I've just tested it on my own map but it doesn't go to the next mission.
The Ares version worked before, but it's different.

I've checked Flipped Mission's maps to see how they added the missions. Still, it just looks like how I did it,
with mapselmd.ini, maybe you could ask it in Mod Haven. Someone there probably tested this.

I'll try to keep checking, I also want this to work.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri May 01, 2026 9:42 am    Post subject: Reply with quote  Mark this post and the followings unread

To add new campaigns you need to edit Battlemd.ini, Missionmd.ini and MapSelmd.ini;

Battlemd.ini is used by the menu UI to start the campaign.

Missionmd.ini holds the settings for the UI briefing screens.

MapSelmd.ini controls the mission progression, most of the tags in here are leftover from TS and are unused in RA2.

If you're trying to add a new Yuri campaign then try this (I'm writing this off the top of my head from memory so might need tweaking)


Battlemd.ini

[Battles]

15=YUR01

[YUR01]
CD=2
Scenario=YUR01umd.MAP
FinalMovie=
Description=DESC:YUR1

You need to add the new "DESC:YUR1" text strings to the csf file


Missionmd.ini

[YUR01UMD.MAP]
Briefing=Brief:Yur01md
UIName=Name:Yur01md
LSLoadMessage=LoadMsg:Yur01md
LSLoadBriefing=LoadBrief:Yur01md
LS640BriefLocX=20
LS640BriefLocY=20
LS800BriefLocX=20
LS800BriefLocY=20
LS640BkgdName=LS640S01.SHP
LS800BkgdName=LS800S01.SHP
LS800BkgdPal=LS800S01.PAL

[YUR02SMD.MAP]
Briefing=Brief:Yur02md
UIName=Name:Yur02md
LSLoadMessage=LoadMsg:Yur02md
LSLoadBriefing=LoadBrief:Yur02md
LS640BriefLocX=20
LS640BriefLocY=20
LS800BriefLocX=20
LS800BriefLocY=20
LS640BkgdName=LS640Y02.SHP
LS800BkgdName=LS800Y02.SHP
LS800BkgdPal=LS800Y02.PAL

You need to add the new "LoadMsg:Yur01md" text strings to the csf file and LS800Y02 SHP and pal loading screens to a mix file.


MapSelmd.ini

[ThirdSide]
1=YUR01
2=YUR02

[YUR01]
Scenario=YUR01umd.MAP
2=YUR02

[ALL02]
Scenario=YUR02umd.MAP
3=YUR03

The "2=YUR02" is the magic trick to make the missions progress.

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Overmind
AA Infantry


Joined: 05 May 2022

PostPosted: Fri May 01, 2026 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Missionmd.ini can be ignored for now, I'm doing the UIs later; currently they load with black screen, no problem.

As soon as I use [ThirdSide] in MapSelmd.ini I get a crash.

No progress yet.

_________________
Red Alert 2 Yuri's Revenge Apocalypse mod:

https://www.moddb.com/mods/apocalypse1

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Overmind
AA Infantry


Joined: 05 May 2022

PostPosted: Sat May 02, 2026 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I got a mission going to the next one.
Looks like the trick was indeed to specify 2,3,4= etc.
Will test more to see if it's good.


Thanks for the tip.

_________________
Red Alert 2 Yuri's Revenge Apocalypse mod:

https://www.moddb.com/mods/apocalypse1

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Ousagi
AA Infantry


Joined: 02 Nov 2022

PostPosted: Mon May 04, 2026 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
MapSelmd.ini

[YUR01]
Scenario=YUR01umd.MAP

Bruh, Scenerio= was the only issue for me. Guess it broke when Maps/SPMaps was added in CNCCnet.
I just had it lying around in the folder back then. Laughing

Code:

[YURITU01]
Scenario=Maps/SPMaps/YURITU01.MAP
2=YURITU02

[YURITU02]
Scenario=Maps/SPMaps/YURITU02.MAP
3=YURITU03

It used to only be like this then:

Code:
[YURITU01]
2=YURITU02

[YURITU02]
3=YURITU03

Overmind wrote:
I got a mission going to the next one.
Looks like the trick was indeed to specify 2,3,4= etc.
Will test more to see if it's good.


Thanks for the tip.


Should've just shown you my code back then. Sorry, Overmind. Sad

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Overmind
AA Infantry


Joined: 05 May 2022

PostPosted: Tue May 05, 2026 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good thing this one is fixed.

This it what it looks now (working version):

[YUR00]
Scenario=YUR00as.MAP
2=YUR01

[YUR01]
Scenario=YUR01as.MAP
3=YUR02

[YUR02]
Scenario=YUR02as.MAP
4=YUR03

And so forth.

My campaign is indented to have 33 maps in total, so there's a lot of work.

Any small thing I figure out fast helps save time.

_________________
Red Alert 2 Yuri's Revenge Apocalypse mod:

https://www.moddb.com/mods/apocalypse1

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Ousagi
AA Infantry


Joined: 02 Nov 2022

PostPosted: Tue May 05, 2026 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Overmind wrote:
My campaign is indented to have 33 maps in total, so there's a lot of work.

33?! Dang, well make sure you have very active AI! That's always the fun part in campaigns! Very Happy

That's why I always play Mental Omega. Aside from skirmishes, the campaign creates better feel when fighting AI.
The map design and building layouts makes it feel good to attack, compared to skirmish,
where they just have building placed around randomly by AI.

Also, try to release some early! I just learned Recalculated mod had it's own campaign and made me already want to try it out.
Fresh new campaign is nice, no matter the quality!

I also plan to release my own once the campaign is finish. I wasn't planning any more on what's the story is going to be
because that is actually taking time and frankly wasteful since I'm never going to improve If I keep planning.

So just release them. You could always improve. Smile

Overmind wrote:
Any small thing I figure out fast helps save time.

Just send your questions, I'll try to help out! Cool I'm also learning, so maybe you have great ideas I could also implement XD

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Overmind
AA Infantry


Joined: 05 May 2022

PostPosted: Tue May 05, 2026 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ousagi wrote:

Just send your questions, I'll try to help out! Cool I'm also learning, so maybe you have great ideas I could also implement XD


My mod is only done by me, unlike others that had full teams to work with (of course with a lot of free shp/vlx assest since it would of been impossible for me to create them all myself).

And even so, I managed to come up with things no other mod had even while using a classic build with no ARES.

Now, 7.0 is already with full ARES support, can be downloaded from here:
https://www.moddb.com/mods/apocalypse1/downloads/apocalypse-70-cnc-net-steam

8.0 will be the single player version. Unfortunately, the struggle is hard since I don't benefit from the official CNCNet support others do.

I will still have to do everything on my own.

But I'm looking for a good mapper if anyone is interested, even if until now my work was solo.

On the AI side there are things I still need to dig into, like making it build structures in an easy manner.

For now I have 5 maps 90%+ ready.

The mod story starts from the Soviet ending, with Yuri in dino era from which of course he must return.

The mod will have a few things never seem before in any mod
s single player campaign, but it's too surprising to reveal ii now.

Campaign is structures into 3 main parts: Asia (mostly), Europe and US.

Thinking for now if a full release is better compared to a 3-stage release. It's not decided yet.

_________________
Red Alert 2 Yuri's Revenge Apocalypse mod:

https://www.moddb.com/mods/apocalypse1

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Ousagi
AA Infantry


Joined: 02 Nov 2022

PostPosted: Yesterday, at 8:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Overmind wrote:
8.0 will be the single player version. Unfortunately, the struggle is hard since I don't benefit from the official CNCNet support others do.

Official CNCNet support? There's only a couple that are official. Most are unofficial like Red Resurrection, RA20XX, etc.
Looking at your mod, it does use the Client already. I don't actually know what benefits the official ones get though.

Overmind wrote:
Thinking for now if a full release is better compared to a 3-stage release. It's not decided yet.

I don't know what 3-stage means or look like, but you should probably go for that. Considering... You have 33 singleplayer missions planned...

Overmind wrote:
My mod is only done by me, unlike others that had full teams to work with (of course with a lot of free shp/vlx assest since it would of been impossible for me to create them all myself).

Me too? Though that's because I want to personally create stuff for RA2 since the idea of adding things in games was my interest. Very Happy
This was also the same way I felt when wanting to make a ROM hack for Pokemon since I was a kid.

Also using free asset isn't bad. That why they're there. It's for people to use.

I would probably just help here in PPM. Because I want to know if I'm saying something wrong or incorrect so that I could also improve.
I also like having my post be seen on the internet. That's why I wasn't chatting in Mod Haven instead.
Or why I haven't join a team since they probably don't want me showing off stuff that might be spoiled. Razz

Also the GOOD mapper part. I think everyone is trying to find those. So it's gonna be hard to get one
since they're in demand.

If anything, you should try what Project Phantom is doing and having anyone submit their maps rather than a dedicated mapper.
They would still get one for their story. But they support missions that doesn't follow anything, as long as it looks decent enough.

P.S. I was just able to install your mod after having issues with "Failed to initialize. Please Reinstall".
And it was... Apocalyptic. The mod name didn't lie. I don't know what campaign will come out from this,
but watching a video in ModDB and seeing you be able to play it calmly is amazing.
Considering the amount of stuff happening and the way everything is coded.

Also, you really did use all of the asset and added them in-game which is also amazing!

There seem to be a lot of people that like your mod. I think my way of modding is too different and I feel like I might mess something up in your mod
that would make people feel like it isn't the same anymore. I might need your campaign to understand all of the features of the mod. Very Happy

The amount things happening is a little overwhelming and I used to have a hard time when mods adding too many things.
This is the first time I felt that way again. But that might just be me since again people enjoy the way you implemented them.

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Overmind
AA Infantry


Joined: 05 May 2022

PostPosted: Yesterday, at 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

One of the unique things I'm trying to do in the campaign is to offer at least a quick description of each unit. How it's done, you will see. But it makes things much more interesting to progress through.

The mod basically extends the tech tree, upping it from battlelab with 3+ tech level above. This keeps the classic feeling alive while offering tons of new things. Also, there are relative direct equivalents of all units, nearly a perfect tech tree balance between factions.

The SP story will evolve with multiple surprises, even if the main path it will take it's clear from start.

Modding should be different. As different as you can make it. And if you made something, feel free to link it and I'd gladly check it out.

_________________
Red Alert 2 Yuri's Revenge Apocalypse mod:

https://www.moddb.com/mods/apocalypse1

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Ousagi
AA Infantry


Joined: 02 Nov 2022

PostPosted: Today, at 1:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Overmind wrote:
Modding should be different. As different as you can make it. And if you made something, feel free to link it and I'd gladly check it out.

Different? I mean I guess... But I prefer it to be polished and understandable.
But when it comes to polished, I guess I'm one to say since most of my stuff is copy pasted and assets are just dumped in the mix. Laughing
But those are codes, assets, and basically internal stuff. Gameplay-wise, I do not know yet.

Once I do release mine, it would need to have a campaign first, since that is also what I was most interested in mods.
Would be weird to not have campaign in mine after wanting other mods to have it.
So I'd expect you to check mine. That is the next thing I want from people. I wanted to see  some of the stuff I created in mods as well.
The assets I released here. So I'd appreciate hearing anyones thought on mine, so that's gonna be an exciting part! Very Happy

I'll link it once it's released and probably after we meet again.

There are some that are inspired, both in gameplay and assets, so different might not be something you'd find in my mod
since I wanted to reference stuff made by other modders and just outside RA2 modding in general.

Just keep it up, and the most important part is you'd be able to release the campaign. So I support you in the making of that.
As I WILL, definitely play it! Better than playing YR campaign for the last 15 or so years. Laughing

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