OpenRA Yuri's Revenge (OpenYR)

Recreate C&C Yuri's Revenge on OpenRA Engine

Information and discussion for custom maps and mods.
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DoDoCat
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OpenRA Yuri's Revenge (OpenYR)

Post by DoDoCat »

Github: https://github.com/cookgreen/Yuris-Revenge
Discord: https://discord.gg/NA8cfcF

Introduction:
Yuri's Revenge mod for OpenRA, aim to port YR to OpenRA Engine

Version:
release-20181215

Build:
Run the make.cmd and type "all" in the terminal

Install the content:
Note: Normally installing the content from the ingame content installer is enough.

The mod expects the original Red Alert 2 game assets and original Yuri's Revenge assets in place. Put the .mix archives in the following directory depending on your operating system.

Confirm the content path:
Run Utility command: --display-content-path to determine the OpenRA content path, after run this command, it will output like this:

Code: Select all

OpenRA Content Path: <YourOpenRAContentPath>
Red Alert 2 Directory:

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Windows: My Documents\OpenRA\Content\ra2\
Mac OSX: ~/Library/Application Support/OpenRA/Content/ra2/
Linux: ~/.openra/Content/ra2/
Create the ra2 directory if it does not exist.
Yuri's Revenge Directory:

Code: Select all

Windows: My Documents\OpenRA\Content\yr\
Mac OSX: ~/Library/Application Support/OpenRA/Content/yr/
Linux: ~/.openra/Content/yr/
Create the yr directory if it does not exist.
Download
The game can be bought and downloaded from the following official places:
EA Origin
XWIS

Disc
If you own the original CDs:

Locate Game1.CAB on Original Red Alert 2 CD in the INSTALL/ directory.
Copy all required mixes into your content folder.
The mixes inside of Game1.CAB are ra2.mix and language.mix. Copy those two into your content folder.
For the soundtrack you want theme.mix from your CD.

Locate Game6.CAB on Original Yuri's Revenge CD in the INSTALL/ directory.
Copy all required mixes into your content folder.
The mixes inside of Game6.CAB are ra2md.mix and langmd.mix. Copy those two into your content folder.
For the soundtrack you want thememd.mix from your CD.

Screenshots:
Yuri Faction:
Image

Mirage Tank:
Image

Voxel Browser:
Image

Feature:
  • Playable Yuri Faction
  • Add YR specific units to Soviet and Allied Faction
  • Some new units for Soviets
  • New Kill Crew trait for YR mod
  • Fix some Allied support structure like Allied spy satellite
  • Mirage Tank now change itself to a tree
  • Yuri Super Weapons
  • Fixed some problems in original ORA-RA2 mod
  • Multi-language support
  • Campaign available
Issue:
Feel free to post issue to the github project page.
Last edited by DoDoCat on Thu Jun 04, 2020 9:27 am, edited 35 times in total.

camundahl
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Re: [Mod][WIP]Yuri's Revenge mod for OpenRA

Post by camundahl »

So awesome that you and other people are working on these mods. A modern version of RA2 YR with tweak likes Fog of War and balance like they have done with the "Red Alert" mod would be so awesome!

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DoDoCat
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Re: [Mod][WIP]Yuri's Revenge mod for OpenRA

Post by DoDoCat »

camundahl wrote:
Wed Oct 10, 2018 2:18 am
So awesome that you and other people are working on these mods. A modern version of RA2 YR with tweak likes Fog of War and balance like they have done with the "Red Alert" mod would be so awesome!
Thank you :)
Last edited by DoDoCat on Fri Sep 27, 2019 10:58 am, edited 1 time in total.

Piton one
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Re: [Mod][WIP]Yuri's Revenge mod for OpenRA

Post by Piton one »

i have an idea for a mission:capture the cronosspere
Kids: use Swich
Men use Ps
Gay use x-box
Legends use Pc
Goods dont care about the platform

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DoDoCat
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Re: [Mod][WIP]Yuri's Revenge mod for OpenRA

Post by DoDoCat »

Piton one wrote:
Sat Jan 05, 2019 10:41 pm
i have an idea for a mission:capture the cronosspere
nice, if you can say more about it
Last edited by DoDoCat on Fri Sep 27, 2019 10:58 am, edited 1 time in total.

djbreit
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Joined: Sat Mar 23, 2019 10:13 pm

Re: [Mod][WIP]Yuri's Revenge mod for OpenRA

Post by djbreit »

Nice work.
Are you using the original assets to the game?
Since if you are I can help with expanding the terrain options.
I do have some unused options and ideas to enhance map making.

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DoDoCat
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Re: [Mod][WIP]Yuri's Revenge mod for OpenRA

Post by DoDoCat »

djbreit wrote:
Sat Mar 23, 2019 11:42 pm
Nice work.
Are you using the original assets to the game?
Since if you are I can help with expanding the terrain options.
I do have some unused options and ideas to enhance map making.
I just write codes to make YR can run in the OpenRA Engine, you still need to purchase RA2 and YR in origin to work with this mod.

if you can make some terrain options expanding, I will be very grateful

:)
Last edited by DoDoCat on Fri Sep 27, 2019 10:58 am, edited 1 time in total.

djbreit
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Re: [Mod][WIP]Yuri's Revenge mod for OpenRA

Post by djbreit »

There is already some terrain in the TX. The train bridge is one that is set up in the TX and there is a map in the files (don't remember the name). It will have three sets of bridges.

For the bridges, We need to increase the number of bridges set from two to eight or ten per theater. and be able to connect bridge sets together.

I can make animated tall grass tile for stealth of camouflage. This would be great for small units like infantry and dogs. It will need some code.

Also terrain like swamps/marshes

How far are you with this?

Also, are you still using the FA2/YR editor or has someone come up with a new one?

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DoDoCat
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Re: [Mod][WIP]Yuri's Revenge mod for OpenRA

Post by DoDoCat »

djbreit wrote:
Wed Mar 27, 2019 3:46 am
There is already some terrain in the TX. The train bridge is one that is set up in the TX and there is a map in the files (don't remember the name). It will have three sets of bridges.

For the bridges, We need to increase the number of bridges set from two to eight or ten per theater. and be able to connect bridge sets together.

I can make animated tall grass tile for stealth of camouflage. This would be great for small units like infantry and dogs. It will need some code.

Also terrain like swamps/marshes

How far are you with this?

Also, are you still using the FA2/YR editor or has someone come up with a new one?
As for the bridges you said, I added some bridges but still need some

As for the editor, yeah, i am using FA2/YR as map editor

prawda
Posts: 6
Joined: Thu Nov 15, 2018 1:16 pm

Re: [Mod][WIP]Yuri's Revenge mod for OpenRA

Post by prawda »

Great work! Really appreciate it.

Bugs I saw:
- Spy plane gets stuck on the corner of the map, not always, maybe when spawning from the corner?
- Pressing E to place a building instead of clicking in the menu, leads to reset of build process and loss of funds, does not happen for all buildings but "works" reliably for the first power plant, the second one works though. Also some other odd things with the build menu, like one building finishes but shows another to be finished, but you can still click the right one and place it as well as the wrong one o_O
- Kirov stuck in weapons factory when build
- Deploying GI crashes the game, exception say:
Exception of type `System.InvalidOperationException`: Can't find Action in voice pool.
bei OpenRA.Sound.PlayPredefined(SoundType soundType, Ruleset ruleset, Player p, Actor voicedActor, String type, String definition, String variant, Boolean relative, WPos pos, Single volumeModifier, Boolean attenuateVolume)
bei OpenRA.Mods.Common.Traits.Voiced.OpenRA.Traits.IVoiced.PlayVoice(Actor self, String phrase, String variant)
so maybe easy fix by removing or adding the necessary voice action when deploying

prawda
Posts: 6
Joined: Thu Nov 15, 2018 1:16 pm

Re: [Mod][WIP]Yuri's Revenge mod for OpenRA

Post by prawda »

As Yuri:
Place Slave Miner -> Crash

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Failed to initialize hardware cursors. Falling back to software cursors.
Error was: Failed to create hardware cursor `harvest` - Failed to create cursor: CreateIconIndirect(): Falscher Parameter.

File not found: castl04.shp
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User avatar
DoDoCat
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Re: [Mod][WIP]Yuri's Revenge mod for OpenRA

Post by DoDoCat »

prawda wrote:
Sun Mar 15, 2020 12:37 pm
Great work! Really appreciate it.

Bugs I saw:
- Spy plane gets stuck on the corner of the map, not always, maybe when spawning from the corner?
- Pressing E to place a building instead of clicking in the menu, leads to reset of build process and loss of funds, does not happen for all buildings but "works" reliably for the first power plant, the second one works though. Also some other odd things with the build menu, like one building finishes but shows another to be finished, but you can still click the right one and place it as well as the wrong one o_O
- Kirov stuck in weapons factory when build
- Deploying GI crashes the game, exception say:
Exception of type `System.InvalidOperationException`: Can't find Action in voice pool.
bei OpenRA.Sound.PlayPredefined(SoundType soundType, Ruleset ruleset, Player p, Actor voicedActor, String type, String definition, String variant, Boolean relative, WPos pos, Single volumeModifier, Boolean attenuateVolume)
bei OpenRA.Mods.Common.Traits.Voiced.OpenRA.Traits.IVoiced.PlayVoice(Actor self, String phrase, String variant)
so maybe easy fix by removing or adding the necessary voice action when deploying
Thanks for reporting! The Action in voice pool has been fixed

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