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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 08-12-2004, 04:11 PM   #11 (permalink)
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Err...my last post was in reply to the superweapons...damn you people for always posting when I'm reading something else...I'll modify it to quote the post...

Oh and yes, quote the post for the lazy modders without a C-GEN account
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Old 08-13-2004, 08:08 AM   #12 (permalink)
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Thanks, DCoder, for your link again. Now I have 3rd button (in the mean time it is not animated, but WORKS!!)
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Old 08-13-2004, 12:35 PM   #13 (permalink)
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Come on.. do us a favor.. just select quote copy the code and paste here.. PLEASE!!
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Old 08-13-2004, 12:49 PM   #14 (permalink)
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If you people do use this to get the third campaign working, I think you owe Blade a lot, like a couple of mission maps If I could do any mapping worth sh*t, I'd make some missions for him myself.

Use ResHacker or similar program to open gamemd.exe. The code at the end is also for ResHacker.

Quote:
Originally Posted by Blade
The third campaign button required a lot of time and effort to make it work as well as it does now (correct string is displayed, selection screen has correct icons, sound that plays when hovered over is appropriate and importantly, the campaign actually plays and progresses with save games working). If you can manage to alter the .exe file correctly and get the selection working yourself, fair enough, but I won't be releasing the exe patch and GFX that support it until I am ready to progress to the public Beta with at least a few missions ready to rock and roll.

----

This is the control set I use for 'The Project', I've taken the liberty of moving the third control to a sensible place, but the other two don't move even though they are coded to by these controls. Look at the loadscreen image I posted on the project website under screen shots. I made all the button GFX invisible (despite me having a third animated button for yuri since it doesn't work) and the buttons are now static images merged with the background. This is the only workaround I have that makes the load screen look and work correctly. You need to make extensive edits to battlemd.ini, missionmd.ini and mapselmd.ini (there is a tutorial in the tutorials forum on how they all work) and the third campaign selection button calls for [TUT1] in battlemd.ini. To make a patch, I used a patch maker (seems to be a sensible enough logic). You should also note that control 1109 (the list box) is a control that should list ever campaign defined in battlemd.ini as it does in TS, but it actually never apepars on the menu screen at all. Likely it relies on some code in the internal WW debug build that was removed for the final release.

148 DIALOGEX 0, 0, 533, 369
STYLE WS_CHILD
CAPTION ""
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
FONT 8, "MS Sans Serif", FW_DONTCARE, FALSE, 0
{
CONTROL "", 1109, LISTBOX, LBS_NOTIFY | LBS_OWNERDRAWFIXED | LBS_HASSTRINGS | LBS_NOINTEGRALHEIGHT | WS_CHILD | WS_VISIBLE, 421, 151, 107, 98
CONTROL "GUI:Load", 1038, BUTTON, BS_OWNERDRAW | WS_CHILD | WS_VISIBLE, 425, 122, 108, 23
CONTROL "Slider3", 1295, "msctls_trackbar32", TBS_HORZ | TBS_BOTH | TBS_NOTICKS | WS_CHILD | WS_VISIBLE, 137, 140, 140, 14
CONTROL "GUIifficulty", 1822, STATIC, SS_LEFT | SS_CENTERIMAGE | WS_CHILD | WS_VISIBLE, 137, 167, 75, 12
CONTROL "GUI:Harder", 1648, STATIC, SS_RIGHT | SS_CENTERIMAGE | WS_CHILD | WS_VISIBLE, 203, 167, 75, 12
CONTROL "GUI:Back", 1670, BUTTON, BS_OWNERDRAW | WS_CHILD | WS_VISIBLE, 425, 253, 108, 23
CONTROL "GUI:CampaignMenu", 1684, STATIC, SS_CENTER | WS_CHILD | WS_VISIBLE | WS_GROUP, 425, 1, 108, 10
CONTROL "", 1770, STATIC, SS_BLACKFRAME | WS_CHILD | WS_VISIBLE, 125, 34, 174, 87 , 0x00000020
CONTROL "", 1771, STATIC, SS_BLACKFRAME | WS_CHILD | WS_VISIBLE, 224, 219, 173, 86 , 0x00000020
CONTROL "", 1772, STATIC, SS_BLACKFRAME | WS_CHILD | WS_VISIBLE, 25, 219, 173, 85 , 0x00000020
CONTROL "GUI:Blank", 1685, STATIC, SS_LEFT | SS_CENTERIMAGE | WS_CHILD | WS_VISIBLE, 8, 354, 303, 12
CONTROL "", 1820, STATIC, SS_BLACKFRAME | WS_CHILD | WS_VISIBLE, 449, 29, 61, 33 , 0x00000020
}
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Old 08-14-2004, 12:03 AM   #15 (permalink)
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P.S. Do you remember tutorial campain in Ra2?

The 3rd button will launch it. This is why first mission should me named [TUT1] (others - as you want). You'll need also to edit text in ra2md.csf and voice, which sounds after you put mouse over this button if you what to convent it to Yuri's campain
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Old 08-17-2004, 07:01 PM   #16 (permalink)
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No, the campaign that launches your first mission (I reccomend using the convention yur##xmd.map where ## is the mission number and x identifies the theatre as the westwood mission do) should be called [TUT1], but as I said you need to do much more work to get a yuri campaign to work. There is no info in mapselmd.ini for yuri missions and you will get scenario problems beyond the first mission if you don't add it. Also, you would need mission loading screen graphics and text strings that can be referenced by missionmd.ini for your missions as well.

AAG, what story line has your friend used for his yuri missions and perhaps more importantly, are they any good (as in comparable to WW standards)? For right to left text, you would need to write the string files so the text reads right to left and then allign the strings with the res hacker to the right rather than the left. It won't stop in game text strings being written left ot right though.
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Old 08-18-2004, 02:26 AM   #17 (permalink)
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Here is story line with the description of first mission for Yuri:

While Yuri was situated in prison, he kept on training his capacities. He contrived cardiac arresting during 2-3 days (as Tibetan yogis). Once warders had seen Yuri in unconscious...
After two days medical board acknowledged Yuri’s death, conceivably the result of infarct. They decided to dissect him for the purpose to get knowledge about Yuri’s psychic capacities. At the surgical table Yuri recovered and hypnotized physicians. They dissect corpse of initiate dead few days ago instead Yuri’s one. And Yuri with their help in the guise of scientist was conveyed to the base in neutral territory buy special ‘uninspecting’ train. Then the base was captured. Inasmuch as government wasn’t in the know of what happened, it sent habitual antiterrorist detachment which wasn’t ready to psychic attack. The detachment arrived by plane. Yuri and hypnotized this detachment and using their plan moved to his secret base in arctic which was situated underground and wasn’t detect in the first war against Yuri’s army.
The incident at the allied base was disguise as soviet attack (because one of soviet bases was situated near).
Then Yuri tries to set on to fight Soviets against Allieds, at that he helps Soviets when Allieds begin to win and vice versa. As a result Soviets and Allieds deplete.
When Yuri’s plan became known Soviets and Allieds confederate against him, but Yuri had too much time to prepare his army and to build many bases around the world. He started to conquer the Earth.
Would he win, or Allieds and Soviets would able to resist and destroy his army? The player should decide.
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