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  1. After a long wait, version 3.3.3 of the beloved Yuri's Revenge mod Mental Omega APYR has been released. Aside from technical improvements like Ares 1.0 integration and a new renderer option (DDrawCompat), this release brings new missions (including 3 of 4 Foehn origin story missions), the new Whipray ship for Foehn, the Quick Fort support power for Scorpion Cell, new maps, the long-awaited map editor FinalAlert 2: Mental Omega, ability to change hotkeys, a statistics screen, rebalances, bugfixes, and loads more. Seriously, just check the changelog, there's a lot of important changes. The patch is available for download on ModDB. If you haven't installed it yet, you will require the base 3.3.0 release, and don't forget to grab the soundtrack files as well.
  2. I've recently reminded to play Red Alert 2, one of my favorite oldy game. I have an iMac so I've known that it's not gonna be so simple. This is what I tried: PortingKit - didn't work Crossover - didn't work xQuartz - didn't work( I barely know to use it) PlayonMac - didn't work So I've done something 2 day's ago, and I started the game from it's Installation folder. I clicked on "gamemd.exe" and choose to start it with Wine. It worked!! But yesterday it didn't. I know Ive done something along with that wine trick but I can't remember what and I'm so angry about it... I tried: DDWRAPPER, C&C:GraphicsPatch, editing the RA2MD.INI file, the video section, putting everything to value "1". NOTHING! The game is starting but with a really nasty GRAPHIC PROBLEM. White tiles along with black one appear and when it enters the menu, a black or white tiles are FLASHING at the TOP and in the MIDDLE of the User Interface. Everything is flashing and if I start a new game, it tickles and flashing just like a broken bulb of light, idk. I will leave some pictures.Sorry for my bad english. System Specs: OS X El Capitan iMac (24-inch) Processor: 3.06 GHz Intel Core 2 Duo Memory: 4 GB 800 MHz 8800 GS 512 MB I really wanna play this game so much. Thank you!
  3. In the last minutes of the day, we bring you our Throwback Thursday feature, this time remembering the unit that has single-handedly opened so many discussions on balance in Red Alert 2: Yuri's Revenge - the Boomer Submarine. As is Yuri's only combatant naval unit, it is available already with a Psychic Radar built. However, it is as potent as it is expensive: for $2000 a piece, you get a cross between the Typhoon Attack Sub and a somewhat weaker Dreadnought. It was well-armoured, too, so belated counters did not always prevent these destructive ships from dealing considerable damage. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.
  4. Today, it has been announced that Mental Omega APYR, the largest and most popular Yuri's Revenge mod, will implement Ares version 1.0 upon release as of patch 3.3.3. This will, among else, mean that Mental Omega will finally have proper support for saving and loading games, same as all other Yuri's Revenge mods that will use this version of Ares. It is still being developed, and AlexB is distributing preliminary builds to testers (which are not to be used in published mods), while the ETA for Ares 1.0 and Mental Omega 3.3.3 is still unknown.
  5. New versions of Open Source HVA Builder (v2.14) and Open Source Voxel Viewer (v1.83) have been released over at Project Perfect Mod. They feature an updated version of the Voxel Engine, fixes for 360° rotation, the ability to cap the HVA Builder's rendering speed to 60 FPS (which is on by default), the ability to change between games and palettes, fix for the View Transform option, and restoration of HVA Builder options from v2.11 and v2.12 that were missing in v2.13. Click here for more information and download links.
  6. Despite being in perpetual development and currently in the hands of only one person, the talented AlexB, the Ares DLL (fan-made extension which expands the code of Yuri's Revenge for modders to play with) has proven to be quite stable in recent times. Following the recent 0.E release, AlexB discovered that the game's version numbering is in the pentadecimal system instead of the hexadecimal one, so instead of developing a 0.F release, he will go with the full 1.0 version. This would mean that the DLL will exit its "preview" stage, so he announced to tackle the sole issue that prevented him from doing so earlier - saved games. You read it right, Ares-powered mods can now look forward to saving and loading games! Early builds are already underway and testers (not regular players) are asked to test early and often. Click here to read the full thread.
  7. Hello i'm quite new into the forums and i decided to ask for help on modding for my Private use. it's my first to add structures in Yuris Revenge and i want to replace the Slave Miner with a Refinery. i downloaded MadHQ's Yuri Ore Refinery https://zombapro.ppmsite.com/ Files: yarirefn.shp yarirefn_a.shp yarirefnbb.shp ygrirefn.shp ygrirefn_a.shp ygrirefnbb.shp ygrirefnicon.shp ygrirefnmk.shp (i made a copy and rename it to yarirefn) yuminericon.shp yuriminer.hva yuriminer.vxl yuriminertur.hva yuriminertur.vxl Art ini. [Animations] 1072=YARIREFN_A 1073=YARIREFN_AD [YURIMINER] ; Yuri harvester Cameo=yuminericon AltCameo=yuminerucon Voxel=yes Remapable=yes TurretOffset=50 PrimaryFireFLH=75,0,150 [YARIREFN] Remapable=yes Cameo=ygrirefnicon Foundation=4x3 Height=6 ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48 Buildup=YARIREFNMK DemandLoadBuildup=true FreeBuildup=true BibShape=YARIREFNBB QueueingCell=4,1 ;gs A harvester will aim for this cell if it wasn't allowed to reserve the docking cell and therefore the refinery ;WaitingOffset0=512,-256,0 ;WaitingOffset1=512,256,0 ;WaitingOffset2=768,-256,0 ;WaitingOffset3=768,256,0 ;WaitingOffset4=1024,-256,0 ;WaitingOffset5=1024,256,0 ;WaitingOffset6=1280,-256,0 ;WaitingOffset7=1280,256,0 ;DockingOffset0=256,0,0 NewTheater=yes ActiveAnim=YARIREFN_A ActiveAnimZAdjust=-5 ActiveAnimDamaged=YARIREFN_AD OccupyHeight=4 CanBeHidden=False CanHideThings=true RemoveOccupy1=0,-2 RemoveOccupy2=1,-1 RemoveOccupy3=1,-2 RemoveOccupy4=2,-1 RemoveOccupy5=-2,0 RemoveOccupy6=-2,-1 RemoveOccupy7=-2,-2 RemoveOccupy8=3,1 DamageFireOffset0=30,30 [YARIREFN_A] Normalized=yes Start=0 LoopStart=0 LoopEnd=11 LoopCount=1 Layer=ground Rate=220 DetailLevel=2 [YARIREFN_AD] Image=YARIREFN_A Normalized=yes Start=12 LoopStart=12 LoopEnd=24 LoopCount=1 Layer=ground NewTheater=yes Rule Ini. [YURIMINER] UIName=Name:HARV Name=Yuri Miner Prerequisite=YAWEAP,PROC Nominal=yes ToProtect=yes Category=Support Strength=1000 Armor=medium ;Dock=PROC ; Need both in case a building from the other team is captured. Dock=NAREFN,GAREFN,YARIREFN Turret=yes Primary=20mmRapid Harvester=yes TechLevel=1 Sight=4 Speed=4 Owner=YuriCountry AllowedToStartInMultiplayer=no PipScale=Tiberium CrateGoodie=yes Storage=40 Cost=1400 Soylent=1400 Points=55 ROT=5 Crusher=yes AutoCrush=yes Crewed=no SelfHealing=yes OpportunityFire=yes UnloadingClass=YURIMINER Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=WarMinerSelect VoiceMove=WarMinerMove VoiceAttack=WarMinerAttackCommand VoiceEnter=WarMinerMove VoiceHarvest=WarMinerHarvest DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=6 DebrisTypes=TIRE DebrisMaximums=4 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=3.5 MovementZone=Crusher ThreatPosed=0 ; This value MUST be 0 for all building addons ThreatAvoidanceCoefficient=.65 DamageParticleSystems=SparkSys,SmallGreySSys ImmuneToVeins=yes ImmuneToPsionics=yes ImmuneToRadiation=yes ZFudgeColumn=9 ZFudgeTunnel=14 ZFudgeBridge=7 Size=3 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ElitePrimary=20mmRapidE ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to understand what makes money Bunkerable=no; Units default to yes, others default to no [YARIREFN] UIName=Name:YARIREFN Name=Yuri Ore Refinery BuildCat=Resource DockUnload=yes Refinery=yes NumberOfDocks=1 ;//gs revertNumberOfWaitingPoints=8 Bib=yes NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west Prerequisite=POWER,YACNST Strength=1000 Adjacent=2 Armor=wood TechLevel=1 FreeUnit=YURIMINER Sight=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=2000 Soylent=300 Points=80 Power=-50 Storage=200 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 HalfDamageSmokeLocation1=0,0,0 MaxDebris=8 PipScale=Tiberium ThreatPosed=0 ; This value MUST be 0 for all building addons ;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=410, 100, 165 AIBuildThis=yes TogglePower=no Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others ResourceDestination=yes;gs for the AI to handle the slave miner, it has to understand what makes money Drainable=yes (i copied it with the Soviet Ore Refinery) and the rest works well but one problem is that the animation isn't looping (YARIREFN_A) i'm trying to fix this problem for hours but it's not looping. is there something missing on why it's not looping?
  8. This week's pick for Music Monday is the Yuri's Revenge track Defend the Base. Another slower composition, it was positioned as a late game track, and to me personally it brings memories of all those prolonged matches. A new track will be posted next Monday. And as always, don't forget to share this on social media using the hashtags #CnCMusicMonday and #MusicMonday.
  9. Patch 3.3.2 for the Mental Omega APYR mod has been released. Along with balance changes and bug fixes, this patch implements Ares DLL version 0.Dp1, some new unit artwork, new Act Two and co-op missions, the Tech Reinforcement Pad, the Chronoboost support power for all Allied subfactions, briefings for many existing Act Two and co-op missions, new skirmish/multiplayer options, new challenges and more. The full changelog is available here. You can update your installation through the 3.3 client, or by using this manual update (requires 3.3.0 or 3.3.1 to be already installed).
  10. Welcome to the first-ever CNCNZ.com Game Night! For the longest while, I've wanted to make a multiplayer event for our forum members and followers, one where we'd just have fun with a chosen game or mod, without worrying of getting destroyed from higher-skilled players if we didn't want it so. So here's our chance of chilling out and playing C&C together. Free-for-all, 1v1, 2v2, 5v2, prettiest base contest, you name it, we can do it spontaneously. For the first night, we've decided to go with Red Alert 2: Yuri's Revenge , since it's apparently among the highest-regarded C&C games. If you already haven't done so, make sure your copy is properly installed and patched according to our new guide. The session will take place on CnCNet, so make sure you've downloaded the YR client from their website as well. Don't worry if you were unable to re-enable SafeDisc or your Ultimate Collection version was broken by the recent Origin update, the CnCNet YR client will run skirmishes and multiplayer regardless. There are (a) few rules, which will remain the same for all game nights: No cheating, intentional disconnects or map hacking (includes using one-sided maps where one player/team gets unfair advantages) Don't use exploits intentionally (especially in Tiberium Wars/Kane's Wrath) Treat everyone with respect and don't misbehave Don't teamkill We will make use of our new Discord server, which has a special text channel and four voice channels for the game nights. Hop in through this link: https://discord.gg/4PN3HEa The chosen date and time will be Saturday, 15 July 2017, at 19:00 GMT. You can use a time zone converter to determine what that will be in your time zone. If you have any questions or ideas, feel free to post them below. We hope to see as many of you as possible during the game night! NOTE: This game night was cancelled, as nobody showed up. We did have another go on 27 October 2017 in Tiberian Sun, and it was successful.
  11. Hello, Maybe I done some mod mistake which I dont found myself in "AImd.ini". Firstly, Im using C&C AI Editor. Secondly, When I'm using standard "AImd.ini" It's work perfectly fine. The Prob : I done Task Force,Script,Team for All Flags(Sov,All,Yur). Well I don't finish all the Trigger yet, but at least I done the Allied Flag. So I tried it (using "LaunchBase") on the game. All the AI uses Allied Flag Nation cause like I said only done all on Allied Flag. On the game, They DIDN'T PRODUCE/CREATE ANY unit except Chrono Miner [No infantry, No Vechile. Only Chrono Miner(Harvester)] Thanks for your time. I really hope your help! Cause Any other mod, I dont like them especially adding a new unit. [This is my VERY FIRST modding anyway] Added : My Really Concern was in the 'Trigger' types Which make the Mod didnt work.
  12. It's time for Throwback Thursday again! This week, we remember one of the more bizarre superweapons in Command & Conquer - the Allied Weather Control Device from Red Alert 2. Developed by Albert Einstein (because of course it was), this device was capable of firing a beam into the sky which would move clouds above a designated area in order to unleash powerful lightning storms which could electrocute infantry and demolish lighter and moderately armoured structures. This one shows how the Command & Conquer series, and particularly the Red Alert universe, was no stranger to quirky technologies. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.
  13. Another Red Alert 2 and Yuri's Revenge server alternative run by fans has emerged recently. NGWOL, much like XWIS, mimicks the old Westwood Online server and utilizes its lobby structure. Ladders for both games are available and functional, and the tool provided can have the games switch back and forth between NGWOL and XWIS. Information on signing up and connecting can be found on their website.
  14. The Command & Conquer series has been no stranger to, let's just say... unorthodox designs. In this week's Throwback Thursday, we cover easily one of the most representative units of this category - Yuri's Mastermind. It was a literal brain on treads (or think tank, as its drivers call it) that could mind control up to three enemy units. It could not control itself beyond that, though, and should it have controlled even one more, it would start receiving damage until either a controlled unit or the Mastermind itself was destroyed. It also made a very odd "bubbling" sound when moving and delivered all sorts of puns on brains and diplomacy. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.
  15. Patch 3.3.1 has been released for the Mental Omega APYR mod for C&C Red Alert 2: Yuri's Revenge. This update brings bugfixes (including fixing the crash that occured when trying to launch any mission for some players), balance changes, a new naval unit for all Epsilon subfactions - the Nautilus, new maps, new challenge maps, more Act Two campaign missions (save for the Foehn). Read the full changelog here. You can download the patch here or use the launcher to do it for you.
  16. Those of you who follow our Throwback Thursdays know how many actors we've featured. How about some fake actors this time? In the second Allied mission in C&C Red Alert 2: Yuri's Revenge, called "Hollywood and Vain", three Hollywood action heroes join the Allied fight against Yuri's army - Flint Westwood, Sammy Stallion, and Arnnie Frankenfurter. As they are parodies of Clint Eastwood, Sylvester Stallone, and Arnold Schwarzenegger respectively, their unit quotes are comprised almost entirely of references to their movies. Sadly, patch 1.001 removes their unique quotes and names, and has them all sound like regular GIs, while being renamed to Cowboy, Bodybuilder, and Hero respectively. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.
  17. While a bit late, the new Throwback Thursday has finally arrived! This week, we remember the Soviet Crazy Ivan, which first appeared in C&C: Red Alert 2 from 2000. These infantrymen were literally so drunk that they were keen on placing timed explosives on every unit or structure within their reach, even friendly ones. The resulting explosions were large, violent and even had a brief appearance of a skull. The only units they wouldn't like to blow up were transport vehicles. One Crazy Ivan assassinated General Carville prior to Operation: Mirage in the original Red Alert 2 time line. The unit was likely named after a Soviet submarine manoeuvre from the Cold War, which included a hard turn in order to clear the submarine's baffles (blind area in the rear) and quickly engage potential followers. Interestingly, the original concept art showed a Crazy Ivan wielding knives instead of explosives. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.
  18. What a great way to start the new year. The team over at CnCNet have announced that they have achieved a new record for players online. 801 players we recorded online on the second day of 2017. Lots of people still playing the classics like Red Alert and Yuri's Revenge, which I think also achieved new individual records of their own. And who says Command & Conquer is dead?
  19. Christmas is just around the corner, so in this week's Throwback Thursday, we look back at a special 2-player map: Happy Trails. It was originally released as a downloadable map in the Red Alert 2 map pack #2, and was included in the main maps .mix file of the Yuri's Revenge expansion pack. In the center of the map, scattered ore and gem fields formed a Christmas tree, on which several bonus crates are found and serve as ornaments. The mentioned map pack was released on 22nd December 2000, just in time for the holiday. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.
  20. The long-awaited version 3.3 of Mental Omega APYR has been released some hours ago. This release introduces the fourth faction - the Foehn Revolt, with its own unique techtree, missions (TBD in an update) and soundtrack (by World Beyond). Also included are new missions and units for existing sides, new maps, CnCNet 5.0 compatibility, new multiplayer/skirmish game modes (14 in total!), new stolen tech units, and more. You can download the mod from this link, and the new soundtrack is available as well. Please note that version 3.0 must be uninstalled or moved before installing version 3.3.
  21. For Throwback Thursday this week, we remember the tunnel logic introduced in Tiberian Sun from 1999. Units could traverse a tunnel between two ends as if it were a normal path, only protected from above. The logic was quite well-integrated, as the units could do everything they could outside of the tunnel, including attacking enemies in range. They would also make use of tunnels when being ordered to move to a place they could only access by going through it, instead of being given special orders for it, which shows how well they were "fused" into the game's code. They also appeared fully coded and with art in Red Alert 2, but were not used in any map for some reason. Still, they can be added in the FinalAlert map editor. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.
  22. In this week's edition of Throwback Thursday, we look back at a very rare feature in video games, but a much favoured one among C&C fans. In C&C games up to and including Yuri's Revenge, as well as in Dune 2000, Westwood would put track lists in the sound control menus. Basically, we got C&C's own little media players, where you could listen to Frank Klepacki's then-to-be classics in any order and any time you wanted! This is also how many of us memorized all those track names before having YouTube and personal composers' websites to check them. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.
  23. The Mental Omega APYR mod for Yuri's Revenge has received yet another unit showcase video. This one is more focused on aircraft and stolen tech units, one of the latter being the return of the rejected Westwood design and a once popular addition to Yuri's Revenge mods - the Allied Chrono Prison. As an icing on the cake, the last unit is an insanely powerful Haihead (Foehn subfaction) vehicle visibly inspired by the M.A.D. Tank from Red Alert: The Aftermath.
  24. The Mental Omega APYR mod for Yuri's Revenge has recently received another unit showcase video. In this one, we can see some more units for the new Foehn side and its subfactions, some updates and new entries for existing sides and new stolen tech units. There is even a logic from C&C Generals on display in one of the units - all of this provided by the Ares DLL.
  25. It's back to the Yuri's Revenge soundtrack for this week's selection for C&C Music Monday. "Deceiver" is part techno, part rock, it's a real mix of many styles in this one from Frank Klepacki. Once again an awesome heavy guitar riff is heavily featured. A new track will be posted next Monday. And as always, don't forget to share this on social media using the hash tags #CnCMusicMonday and #MusicMonday.
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