Welcome back, commander! mtkii (also known as Danielovich), the leader of Red Alert 20XX, has published a new version of Red Alert 20XX called Red Alert 20XX 1.06a.BUGFIX1. For those who are not aware, Red Alert 20XX is a modification for Yuri\'s Revenge that brings his perspective of an ideal Red Alert 2. This excludes Yuri as a faction, brings a more useful infantry, less cartoonish palettes, more visual effects, less questionable technologies, and more coherent sub-factions, with the USA, European Union, and The Pacific Shogunate for the Allies and USSR, China, and the Eastern Republic for the Soviets. Here are the changes and the fun stuff from Red Alert 20XX 1.06a.BUGFIX1:

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Hi commanders,

Summer is hard on modding, but I managed to make a bugfix patch for the latest version of Red Alert 20XX. While smaller in scope, this update gives some much-needed polish to the mod, mostly thanks to the newest build version of Phobos. But it also packs a few goodies, for good measure. Let dive right into it, shall we (also, why not get it to download here while you read, huh?).



=========================================
= Version 1.0.6a.BUGFIX1 full changelog =
=========================================

1. General mod change


-New single-player content: the China Challenge map is now available from the campaign menu, now playable with the Soviets;
-Upgraded the mod to Phobos Build 28;


-New skirmish option : Spy versus spy, where both faction can build Spies. Only available in skirmish mode;

2. Unit changes


-The Hover Harvester is now amphibious since the engine has trouble fusing the hover and the harvester logic together (it caused multiplayer desync, the unit got stuck in the WF, and it had bad pathfinding);

-New Mammoth Tank model, by Crazy Bird. It can be seen in action here;

3. Visual changes


-Thanks to Phobos, added building previews when placing a structure;

-New muzzle animations for both normal and elite machine guns;
-The Atlas Cannon SW has a new impact animation, by pap11404;
-Restricted the screen shaking effect to where the player's screen is (for most warheads with this effect);

4. Balance and bugfixes

-All buildings' sight has been extended by 2 cells;
-Fixed the Arthemis Launcher's weird behavior by changing the way it works, code-wise;

-Thanks to Phobos, helicopters will now turn toward their target, instead of firing without taking direction into account;
-Finally fixed the bug where Allied artillery units would get too close to the target when given an attack move command;
-Thanks to the newest version of Phobos, the Divine Wind will now lose 40% speed after attacking, as it was initially envisioned;
-Fixed the following bugs in the China Challenge Map: some civilian vehicles would "attack" the base once damaged, one bunker was not properly garrisoned and the text for the fast victory was messed up;
-Fixed a visual bug on animated jumpjet units such as the Pirhana and the Twinblade;
-Fixed the Fenrir APC using attack voices for move command.

--------------------------------------------------------------------------------------------------------------------------------------------

I hope you'll enjoy this smaller-sized update, while I get my ducks in order to seriously start on version 1.0.6b of the mod. Until then, take care and see you soon folks.

Danielovich7 out.



For further information about Red Alert 20XX, visit the ModDB Profile. Red Alert 20XX is available for download Here. And this is all for today! Enjoy Red Alert 20XX and provide your feedback about it so it can get better.

Mastermind On Colony Wars
Apr 05, 2022 - 02:14
Hello ladies and gentlemen! Atomic_Noodles, the leader of Colony Wars, has recently posted some updates that were done with the Mastermind unit on Colony Wars. Its graphics were updated matching its concept art more where it overshadowed Main Battle Tanks. For those who are not acquainted with it, Colony Wars is a modification for Yuri's Revenge with Ares and Phobos that brings Giant Ants as the Colony to the game. Here is the official announcement from Colony Wars:

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Old Graphics:http://media.moddb.com/images/mods/1/21/20827/mind_0000_prev.png

Mastermind
Affiliation: Syndicate
Primary Weapon: Mind Control
Role: Support Super Tank
Cost: 1750
Speed: Average
Armor: Heavy Plating
Movement: Amphibious
Requirements: Machine Junction & Cabal Laboratory
Additional Info:
- This Unit is exclusive to the Psychic Enclave
- Omnicrusher
- Can deploy to mind control faster
- Immune to Psionics
- Immune to Vehicle Sniping
- Can gain Experience (Controlled Units confer partial experience to the Mastermind)

The Mastermind is the Super Tank of the Psychic Enclave.  Within its large glass dome, it houses a giant mutant brain that is able to mind control enemy units. Rumored reports and intel have said that the brain is created by extracting brain matter from dying psychic soldiers within the Syndicate or "Volunteers" from the Local Populace. Whatever method it might be, the brain matter is then grown in tissue culture.  Once enough mass has been accumulated, the Giant Brain is placed inside a specialized tank chassis that provides the brain life support & mobility. The Mastermind dwarfs most vehicles allowing them to easily crush smaller vehicles.  Due to some unseen conditioning brought on by the process of growing the brain, Mastermind "Pilots" have an unnatural want to rapidly control as many targets as they can. Perhaps to regain consciousness of the original host or something more insidious. The Commander can take advantage of the flaw by coercing the Mastermind to further increase its fire rate by deploying. Regardless of how the flaw manifests on the Mastermind, once it has taken control of more than 3 targets it will start to overheat and explode ramping up in damage the more targets it puts under its hive mind. Despite its size, the Mastermind is also capable of moving over water thanks to anti-gravity panels installed onto its treads.


For further information about Colony Wars, visit its Forums at PPM. And this is all we can offer for today regarding Colony Wars!

Hello everyone! Kratos has got some progress through the latest months. Right now, its latest version is Build 6.24. For those who are not aware, Kratos is a Chinese solution that extends the modding features from Red Alert 2: Yuri's Revenge with Ares and YR Dynamic Patcher. Here are the official words about Kratos Build 6.24:

Quote:
Build Update

B6.1 - Remove redundant log information, and the Paintball effect is smoother in Next.

B6.2 - Fix AttackBeacon not working.

B6.3 - Extra fired weapons now support custom Tesla effects by Ares and Phobos.

B6.4 - In the multi-type tail system, the ELECTRIC-type label is changed from Electric.IsAlternateColor to Bolt.IsAlternateColor, and extend some labels to support the custom Tesla effects by Ares and Phobos, such as Bolt.Color1, Bolt.Disable1, etc.

B6.5 - Fixed a bug that could cause the Stand to drop off the projectile and a bug that could cause the anti-projectile not to work. Part of the logic of AutoWeapon was optimized, and a label AutoWeapon.FireToTarget was added to make AutoWeapon only fire at the target of the attached object.

B6.6 - Fixed the bug that the Stand would not disappear when attach to the Spawn, and added a label Stand.ExplodesWithMaster to make the Stand explode when JOJO dies.

B6.7 - Added a label Stand.DrawLayer to control the rendering level of the Stand, and added a label Stand.Powered to let the Stand act only when the power is sufficient.

B6.8 - Redesigned the Cumulative control of AE. Now Cumulative will have three values to control the state, which is no longer affected by AutoWeapon. When Cumulative=Attacker, the same AE from a Different Attacker can be Cumulative. The meaning of AutoWeapon.IsAttackerMark is more explicit, is it possible to interact with the source of AE, allowing the weapon to be fired from the Attacker or fired to the Attacker.

B6.9 - Fixed a bug of Bullet checking buildings if enable proximity, fixed a bug that the Stand can still act when the power is cut down when Stand.Powered=yes, and added a new label Stand.SameHouse=yes to control whether the Stand changes its House with the Master.

B6.10 - Fix and add support for Phobos' TurretOffset. Adds a new label NotAffectTypes to build a blacklist of AEType.

B6.11 - Fix the bug that the rotation direction is wrong of IsOnTurret in TurretOffset.

B6.12 - Fixed a bug where the game was saved/loaded incorrectly.

B6.13 - Fixed a bug where the transport vehicle spawned from the gift box and could not carry passengers.

B6.14 - Fix a direction math problem.

B6.15 - Fixed a miscalculation of the same group of AEs when cutting the timer.

B6.16 - Fixed a rendering error of the tail system, optimized the online stability, and added two labels ResetDurationOnReapply=no and Stand.ForceAttackMaster to AEType.

B6.17 - Fixed many issues where the Tail-System, Stand-System, and AutoWeapon-System would cause synchronization errors when online multiplayer matches.

B6.18 - Fixed Air-Block created when using GiftBox to get Infantry or Jumpjet units. There may also be an Air-Block issue when using Infantry or Jumpjet units as Stand, this issue has not been fixed, please use Ground Vehicles as Stand.

B6.19 - Completely fixed the Air-Block issue caused by Infantry type and Jumpjet type when using GiftBox and Stand functions.

B6.20 - Fixed the air-block issue caused by forced movement by building extrusion Stand unit.[/b] and added label GiftBox.OpenWhenDestoryed=no to GiftBox.

B6.21 - Fixed a bug that caused the nuke to disappear when the [NukeCarrier]'s Damage=0. Added the label AdvancedBallistics=no to projectiles to disable advanced Arcing ballistics to be compatible with Phobos' adjusted Arcing's gravity logic. Added the label Stand.SameTilter to the Stand to force the tilt of the Drive Stand, and added the label Stand.MobileFire to make the Stand misfire when JOJO moves.

B6.22 - Fixed a serious bug where Gatting Count Error in the elite stage caused the upgrade to fail.

B6.23 - Fixed EIP 004A9794 when a unit with AE-Animation dies. Fixed JJFacingToTarget units not tracking enemies out of range.

B6.24 - JJ units of JJFacingToTarget can now perform Guard and AreaGuard missions.

Change Log
1) Renamed the AutoWeapon.WeaponTypes label to AutoWeapon.Types.

2) Removed AutoWeapon.Shooter and AutoWeapon.ToAttacker.

3) Renamed the DestroySelfPeaceful label to DestroySelf.Peaceful, same name as AE's new effect.

4) AttachEffect adds the effects of such as Firepower and speed, some can affect ProjectileType.

5) Deleted Paintball, moved to AttachEffect-System.

6) Expanded AttachEffectTypes with new effect types, DestroySelf, Transform, etc.

7) Redesigned the AttackerMark system, still using the AutoWeapon effect of AttachEffectTypes, adding an independent label CumulativeByDifferentAttacker to control multi-source attach cumulative when AutoWeapon.IsAttackerMark=yes special settings are activated and the behavior of AutoWeapon is changed from the AE-Receiver fire to point to change to the AE-Source fire to the AE-Receiver, and extra labels to control more details.

8) AutoWeapon can now fire weapons held by attached units.

9) The projectile proximity and penetration system has been redesigned and it has more detailed settings now.



For further information about Kratos, visit its Official Website. You can grab the latest version of Kratos by clicking Here. And this is all for today! Enjoy Kratos and provide your feedback about it so it can get better.

Howdy! I'm still trying to catch up with what happened in the recent weeks, and this one is old. About four weeks ago, the crew from Phobos released Phobos Build 27. For those unfamiliar with it, Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is entirely open-source. Here are the updates from Phobos Build 27:

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Phobos development build 27 is up! Changes compared to build 26:

New:


  • Shrapnel enhancement (by secsome)
  • EnemyUIName= Now also works for other TechnoTypes (by Otamaa)
  • DestroyAnim & DestroySound for TerrainTypes (by Otamaa)
  • Weapons fired on warping in / out (by Starkku)
  • Storage.TiberiumIndex for customizing resource storage in structures (by FS-21)
  • Grinder improvements & customizations (by Starkku)
  • Attached animation position customization (by Starkku)
  • Trigger Action 505 for Firing at specified location (by FS-21)
  • Trigger Action 506 for Firing at waypoint (by FS-21)
  • New ways for self-killing objects under certaing cases (by FS-21)
  • ForceWeapon.Naval.Decloacked for overriding uncloaked underwater attack behavior (by FS-21)
  • Shared Ammo for transports to passengers (by FS-21)
  • Additional critical hit logic customizations (by Starkku)
  • Laser trails for VoxelAnims (by Otamaa)


Vanilla fixes:


  • Fixed AI Aircraft docks bug when Ares tag [GlobalControls] > AllowParallelAIQueues=no is set (by FS-21)
  • Fixed jumpjet units that are Crashable not crashing to ground properly if destroyed while being pulled by a Locomotor warhead (by Starkku)


Phobos fixes:


  • Improved shield behavior for forced damage (by Uranusian)
  • Fixed SplashList animations playing when a unit is hit on a bridge over water (by Uranusian)
  • Fixed shielded objects not decloaking if shield takes damage (by Starkku)
  • Fixed critical hit animation playing even if no critical hits were dealt due to Crit.Affects or ImmuneToCrit settings (by Starkku)
  • Fixed a possible crash involving unit DestroyAnim (by secsome)
  • Fixed negative superweapon RechargeTime incorrectly showing in tooltip (by secsome)
  • Fixed incorrect object health checks in Phobos-introduced AI attack script actions (by Uranusian)
  • Fixed Layer.UseObjectLayer to work correctly on animations (by Starkku)
  • Fixed Shield.Penetrate not being affected by Shield.AffectTypes (by Starkku)
  • Fixed target evaluation not always using correct armor type for shielded units (by Starkku)




You can check more information about Phobos by visiting its topic at the PPM Forums and their GitHub profile. Phobos is downloadable at This Address. And this is all for today! Enjoy Phobos and provide your feedback about it so it can get better.

Hello again, and sorry for the silence! There is no better day than April 1st to fix our news collecting script and get the site fully active again. If something is wrong with the news, the date saves the day.

A new version of YR DynamicPatcher has been released some weeks ago by Xkein. For those who are not aware, YR DynamicPatcher is a tool that can dynamically patch Yuri\'s Revenge by compiling the C# code and syringe into binary code at the Yuri\'s Revenge\'s game executable. Here are the official words about YR DynamicPatcher 2.0 beta:

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  • To run DynamicPatcher, you need



  • Runtime VC++ 2015 - 2019 x86 and .NET Framework 4.8

  • Run as Administrator




  • Welcome to give any feedback

    Email: 739502808[at]qq.com




  • Suggestion

    Set 'hide_console' to false when you are in develop mode because you can see error and warning message easily.




  • To try

    Writing the below to rules:

    [MTNK]

    Scripts=MTNKScript.cs

    FireSuperWeapon=NukeSpecial

    [HTNK]

    Scripts = SpinningScript

    [DISK]

    Scripts = DISKScript.cs

    [GGI]

    Scripts=GGI

    [AAHeatSeeker2]

    Scripts = HappyNewYear, AAHeatSeeker2Script.cs

    [GiantNukeUp]

    Scripts = GiantNukeUpScript

    [BFRT]

    Scripts=BFRTScript

    [JUMPJET]

    Scripts=JUMPJETScript

    [DESO]

    Scripts=DESO




Runtime INI:

Open 'compiler.config.json' and change '_REALTIME_INI' to 'REALTIME_INI' before restarting.


  • What's new?

    • all logs will be saved in 'DynamicPatcher\Logs'

    • the change of '.cs', '.csproject', 'compiler.config.json' will lead to rebuild when booting

    • better visual effect in console

    • add RunClassConstructorFirstAttribute on class or struct to run static constructor first

    • new hook type: ExportTableHook, ImportTableHook

    • fix Invoke_3 error when plasticSCM installed or exception not caught [Bugfix]

    • references in 'compiler.config.json' will be searched in directory 'DynamicPatcher\Libraries'

    • allow grouping assemblies as folder in 'DynamicPatcher\Libraries'

    • allow missing assembly references

    • only build project specified by solution (skip compile)

    • native dlls will be searched recursively in directory 'DynamicPatcher\Libraries'








If you are curious about YR DynamicPatcher, visit their GitHub profile to obtain further information about it. You can grab the latest version of YR DynamicPatcher by clicking Here. And this is all for today! Enjoy YR DynamicPatcher and provide your feedback about it so it can get better.

One vision, one purpose! Zorbung, the leader of Yvory, has recently released Yvory 220310. For those who are not aware, Yvory is a voxel editor for Tiberian Sun, Red Alert 2, and OpenRA editor. It edits VXL, HVA, VPL, and PAL files. It imports and exports Wavefront OBJ. It allows texture painting. It includes an asset manager for easy file management. It also features voxel paint & build, resize canvas & content, many rendering options, lighting setup, selection tool with scaling & rotation, a color limiter to restrict operations on specified colors only, and more...  Here are the official words about Yvory 220310:

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RA2YR Enhanced will soon be turning 2 years old! In case you're not familiar with it, RA2YR Enhanced is a high quality vanilla+ mod for Yuri's Revenge, aiming to enhance the original game experience without straying too far. Most important files have been brushed and cleaned up, and along with carefully set up community add-ons like Ares and Phobos, the game is now more stable than ever and able to play at the level of a weak human player, for endless offline fun!

But right before a new version update, I'm proud to release Yvory, a very powerful modding tool that can help modders make game assets for their own mods in a matter of minutes! For what is worth, Yvory is an acronym for Yuri's Voxel Factory.

This was initially intended for private use, but I've decided to make it available for everyone's benefit. Yvory is the only professional-level modding tool available for Red Alert 2 and Yuri's Revenge at this moment, so if you have any interest in modding the game then this is a must-have. With more than 50 features, including the ability to import and export models as Wavefront obj files from other 3D rendering software, modding the game is no longer a tedious task, in fact it has never been more fun!




Yvory - Mod DB






You can also use Yvory to show off your finished work by taking screenshots and animated GIFs which can be easily posted anywhere.









If you're a voxel artist and make a time-lapse or something interesting using this tool, please let me know so I can feature you in my future articles.

Get Yvory from the link bellow, and please read the requirements in the file's description.



Download Yvory - Mod DB






Keep in touch with the latest updates, new tools and more by following RA2YR Enhanced:



If you are curious about Yvory, visit Yvory Topic at PPM Forums to obtain further information about it. You can grab the latest version of Yvory by clicking Here. Feel free to share your feedback and ideas about it, as well as report all the bugs that you find out Here or by replying to this news post. And that's all regarding Yvory for now. Stay tuned at PPM for more news about Yvory!

Kratos 6.19 bug fixes.
Feb 17, 2022 - 06:49
Hello everyone! Some time ago, we have announced the release of Kratos 612 and since then, new versions have been posted constantly to fix bugs as they are reported or detected. Right now, the latest version is 6.19, if I'm not mistaken. Kratos is a Chinese solution that extends the modding features from Red Alert 2: Yuri's Revenge using YR Dynamic Patcher. Here are the changes since Kratos Build 6.12:

Quote:
B6.12 - Fixed a bug where the game was saved/loaded incorrectly.

B6.13 - Fixed a bug where the transport vehicle spawned from the gift box could not carry passengers.

B6.14 - Fix a direction math problem.

B6.15 - Fixed a miscalculation of the same group of AEs when cutting the timer.

B6.16 - Fixed a rendering error of the tail system, optimized the online stability, and added two labels ResetDurationOnReapply=no and Stand.ForceAttackMaster to AEType.

B6.17 - Fixed many issues where the Tail-System, Stand-System, and AutoWeapon-System would cause synchronization errors when online multiplayer matches.

B6.18 - Fixed Air-Block created when using GiftBox to get Infantry or Jumpjet units. There may also be an Air-Block issue when using Infantry or Jumpjet units as Stand, this issue has not been fixed, please use Ground Vehicles as Stand.

B6.19 - Completely fixed the Air-Block issue caused by Infantry type and Jumpjet type when using GiftBox and Stand functions.



For further information about Kratos, visit the Official Website. Download the latest version of Kratos by clicking Here. That's all folks! Stay tuned at PPM for more news coverage on Kratos!

Hello ladies and gentlemen! A new version of Final Alert 2 SP has been released recently by their crew. For those who are not aware, Final Alert 2 SP is a DLL that extends Final Alert 2: Yuri's Revenge, the official map editor for Red Alert 2, and its expansion Yuri's Revenge. It adds new features and fixes bugs from it. Here are the updates from Final Alert 2 SP 1.4.0.1:

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======================= Changes (2022-02-11 RELEASE 1.4.0.1) ==============================================================================================
*) Fixed the bug that Powerups are not being rendered in several cases
*) Fixed the bug that MoneyCounter is not working properly




======================= Changes (2022-02-10 RELEASE 1.4.0) ==============================================================================================
+) Now you can create a map with size up to 255*255
+) New ExtConfig: RecentFileLimit = INTEGER, defaults to 6, should be a integer between 4 and 9
*) Optimized mouse attached building drawing
+) Reimplemented tube generation
+) Support for multi-selection, the detailed usage can be looked up in the document below
+) New ExtConfig : MultiSelectionColor = COLORREF, back color of selected tiles
+) Theater order in dropdown is now customizable and theaters can be disabled
+) New ExtConfig : Waypoint.Text.ExtraOffset = POINT, WP text offsets
+) New ExtConfig : SaveMap.DefaultPreviewOptionMP = INTEGER, SaveMap.DefaultPreviewOptionSP = INTEGER, read the doc below
*) ExtConfig : SaveMap tag has been removed, it will be forced to enable now



For further information about Final Alert 2 SP, visit its Official Website. Download Final Alert 2 SP 1.4.0.1. And this is all for today! Enjoy Final Alert 2 SP and provide your feedback about it so it can get better.