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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 08-09-2003, 01:44 PM   #31 (permalink)
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Simply extend the fucking [VehicleTypes]-list and you're my personal hero!!

Infinite Tanks...*dreams*
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Old 08-09-2003, 03:54 PM   #32 (permalink)
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me and a buddy have been tryin to edit exe and tlb, but we need decompiler
he knows why dz failed at re-compileing...and how to do it right
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Old 08-09-2003, 07:19 PM   #33 (permalink)
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gawd...seems like every second person in the community knows how to crack the exe and make some uber-modifications...yet nobody's doing it... :dead:
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Old 08-09-2003, 07:37 PM   #34 (permalink)
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cos renegade is shit
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Old 08-09-2003, 08:25 PM   #35 (permalink)
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umm yep
and they get lots of opposition...
the problem was to recompile...my friend knows how
some thing bout renaming tags(im not the person who knows this stuff)
the problem NOW is DE-compileing since we can't just be GIVEN THE SOURCE CODE like some other peeps!!!(or so i have herd)
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Old 08-10-2003, 02:08 AM   #36 (permalink)
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nice to c ya back MMK4C0!
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Old 08-10-2003, 02:23 AM   #37 (permalink)
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This will be a interesting topic for me to keep updated on.
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Old 08-10-2003, 02:54 AM   #38 (permalink)
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Quote:
Originally Posted by xcomet
Blade was extremely right..no one goes to EA when they used the modified one since they have agreed to use it and read the disclaimer that the author is not responsible for the errors occured since they downloaded the stuff at their own free will..

and yes how about making new countries..it is a bloody briliant idea..and Spy Plane SW that could work in RA2 for Soviets since in RA1 they have it..

bullethead, try to revive the Ion Cannon in RA2 and YR..if possible..and unlock possible SW logic like Survivors in Planes in AircraftTypes..i have from one instance, the chopper spawned a survivor in mid-air and is player controllable but it doesn't parachute down to land..unlike in RA1..yep in RA1 when you made the Longbow have passenger support and when you used it to attack anything, it drops the passenger with a parachute when it fires its Primary weapon..
Hmm, I like the ideas. I wont be able to try for awhile cause Im like totally busy, but tonight Ill do some sluething in the files and see what I can do and the next time Ill post about this it will be with maybe answers everyone wants to hear.
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Old 08-10-2003, 10:17 AM   #39 (permalink)
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Don't all get ahead of yourselfs here with dreams of getting any of this stuff to work. That why I suggested looking at the ion cannon and getting the game to read a type for it. The code to actually fire the ion cannon and take the parameters from rules.ini is still there...map actions can fire it. But it doesn't have (or we don't know) the superweapon type that lets you build it as a superweapon and stick an action on it to fire it. That and extending and reordering the arrays for the countries art and string assets so you can have another country are in my mind fairly simple changes. Getting things like EMP to work are a different matter entirely since if the code that handled that behaviour is removed, you are going to have to add a lot more back into the .exe from the TS .exe and that might cause more problems when you try and re-assemble the .exe. As for a full decompile to C++ code, that is a lot harder than just to assembly though in theory its possible to get something like the original source with some hard work.
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Old 08-10-2003, 11:07 AM   #40 (permalink)
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RA2's exe needs a lot of work if you want stuff from TS and some bits of Red Alert 1 stuff put alltogether..
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