https://modenc.renegadeprojects.com/api.php?action=feedcontributions&user=89.147.67.118&feedformat=atomModEnc - User contributions [en]2024-03-28T13:12:33ZUser contributionsMediaWiki 1.30.0https://modenc.renegadeprojects.com/index.php?title=Play&diff=16770Play2009-08-23T15:33:41Z<p>89.147.67.118: </p>
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<div>{{DeeZireInclusion}}<br /><br />
Can be set to 'yes' or 'no' and determines if the Red Alert 2 introduction movie is played when the game is started. By default, this is set to 'yes' when Red Alert 2 is installed and is then set to 'no', the effect being that you only get to see the movie the first time that you run Red Alert 2 (it is hardcoded and can't be skipped). Setting this to 'yes' allows you to watch the movie again next time the game is started (but it can be skipped with Esc). The game is hardcoded to play A00_F00E.BIK so by adding a movie with that filename (and in BIK format) to the Red Alert 2 directory you can get a different movie to play.</div>89.147.67.118https://modenc.renegadeprojects.com/index.php?title=Red_Alert_2&diff=16769Red Alert 22009-08-23T15:31:53Z<p>89.147.67.118: /* Obsolete Ones */</p>
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<div>{{stub}}<br />
{{GameBar<br />
|name=Red Alert 2<br />
|image=ra2box.jpg<br />
|dev=Westwood Studios<br />
|dates=23.10.2000<br />
|version=1.006<br />
|site=http://www.ea.com/official/cc/firstdecade/us/index.jsp<br />
}}<br />
Red Alert 2 is the sequel to the game [[Red Alert]], though it has been officially designated as non-canon by [[Electronic Arts]]. Its story, though continuing straight on from Red Alert's Allied campaign, makes no mention of GDI and instead has a puppet Soviet ruler called Romanov who has been installed by the Allies, who, though an aristocrat and a member of the communist party (which is actually an oxymoron), was an advocate of peace. Ever since an artificially psychic Yuri became his chief advisor, his relations with the US have deteriorated, and some signs have shown he is not acting in good faith. After he attacks America, President Dugan orders a full-scale retaliation, which fails because Yuri remotely disables the ICBM silos. RA2 has a more funny and cinematic style compared to its prequel and [[Tiberian Sun]], but also better FMV acting. It has an expansion pack, [[Yuri's Revenge]]. Though it uses the TS engine, several logics have been removed from it, and others added.<br />
==Cheat codes==<br />
All cheat codes must be entered in main menu screen.<br><br />
If you input it correctly, you will hear a beep.<br />
;"HIRES": Allow select 4096x4096 video mode if your system support it.<br><br />
:Also allowing another video modes which support by your system.<br />
;"TOGGLE": Allowing or disallowing switch between video modes (obsolete in RA2).<br />
;"[[THETEAM]]": Allowing to read [[tmcj4f.ini]] when game is starting.<br />
;"PENGO": Replaces Visceroid graphics with placeholder images (obsolete in RA2).<br />
<br />
==EXE Switches==<br />
{|align="right"<br />
|__TOC__<br />
|}<br />
{{clr}}<br />
The following switches can be applied to ra2.exe from a command line to achieve certain functionalities:<br />
<br />
;-MPDEBUG :Runs the game with Multiplayer Debug Mode enabled<br />
: [[Image:Mpdebug.jpg|thumb|150px|Game in MPDEBUG mode]]<br />
:::There will be a number written in the top left corner while ingame, it is not known what it represents. : Also, there will be two new key assignment functions under ''Options - Keyboard'' in the ''Debug'' option: <br />
;:: {{Tt|Multiplayer Debug Info}}, pressing the assigned key in-game will toggle the output of extra Multiplayer Debug status to the screen.<br />
;:: {{Tt|Game Sync logging}}, toggles the logging of multiplayer info files (this seems to be responsible for the {{Tt|SYNC*.txt}} file writing, which are created by default in all multiplay games).<br />
{{clr}}<br />
;-noaudio :Switches all audio off (useful for players with sound card issues) <br />
;-nostr :Starts the game without reading the .CSF file, see [[FATAL Error]].<br />
: ''Note:'' Doesn't do anything on Yuri's Revenge. {{N}}<br />
;-str :As above but the game will read the .CSF file (default) <br />
: ''(How is this testable?)''<br />
;-record :Creates a game movie file (defaults to SESSION.IPB) in the Red Alert 2 directory{{fnl|1}}<br />
;-play [filename] :Plays a game movie file (IPB format)<br />
;-CD''path:to/c.d'' :Specifies the location of the CD-ROM from which to run the game. Should contain the {{Tt|YR1.dsk}} file with at least 3 bytes of content.<br />
;-ATTRACT : Old version of ''-play''. This caused DOS C&C1 to load a game recording from the file RECORD.BIN and play it out on the game's first multiplayer map, ''Green Acres''. The demo starts after the game is left untouched on the main menu for one minute. The recording included in C&C1 is damaged though, causing the game to crash after a while. The automatically-playing Dune II demo is an example of the same system in action. This parameter is probably obsolete in RA2.<br />
;-DESTNET :Destination network address (IP format, nn.nn.nn.nn)<br />
;-SOCKET :Specifies a network socket number (between 0 and 16383)<br />
;-DROP=[int] : Packet Loss Simulation mode enabled<br />
;-SPEEDCONTROL : Allows changing game speed in campaign mode (when you pause the game, the Game Speed slider in Game Controls window will be visible). Normally it is only possible for non-campaign modes.<br />
;-DLINK :Enable additional D-Link logic (helps with D-Link based LAN configurations)<br />
;-NETGEAR :Enable additional NetGear logic (helps with NetGear based LAN configurations)<br />
;-STEALTH :Hides players names in multiplayer LAN and Internet games<br />
;-MESSAGES :Allows incoming messages from outside the game (WOL)<br />
;''width''X''height'' :Runs the game with the specified resolution (e.g. 1024X768)<br />
:This doesn't seem to work anymore, as it is overridden by the [[ScreenWidth]]/[[ScreenHeight]] statements in {{Ini|ra2}} (which in itself is overridden by the Yuri's Revenge shell screen, which is hardcoded to 800x600).<br />
{{clr}}<br />
;-480 :Sets the screen height to 480px<br />
;-16 :Forces 16-bit color mode<br />
;-WIN :Runs the game in a window (as opposed to full screen){{fnl|2}}<br />
;-jabber :Disables reading of the .CSF file, see [[FATAL Error]].<br />
: ''Note:'' Doesn't do anything on Yuri's Revenge. {{N}}<br />
: ''possibly used to load CSF files with Language set to "[[CSF File Format#Language|Jabberwockie]]"''.<br />
;GrabPatches :Launches the game and gets it only to check for an updated version (patch) <br />
: ''Note:'' Doesn't do anything on Yuri's Revenge. {{N}}<br />
<br />
===Obsolete Ones===<br />
These might work in earlier games, but are obsolete in [[RA2]]:<br />
;-X :DOS 1.19+ compatibility mode<br />
;-O :DOS 1.07 compatibility mode<br />
;-h, /h, -?, /? :Supposed to display some explanations (CSF entries {{Tt|TXT_OPTION_HELP_01}} through {{Tt|TXT_OPTION_HELP_06}}) and exit, but actually just exits the game.<br />
<br />
===Unknown Ones===<br />
;-NOROUTER : Network-related (Not use mphmd.exe?)<br />
;(Unknown switch, encrypted) : Show the intro movie (Equivalent to setting Ra2md.ini {{sl|Intro}}{{arr|r}}{{TTL|Play|yes}}.)<br />
<br />
==Footnotes==<br />
{{fn|1|Note that these aren't movies per se, but rather re-enactments of the battle. Therefore, any change to the game between the recording and playing of the "movie" file will damage it in unforseeable ways. e.g. if you recorded yourself how you destroyed a base with five Grizzlies, then made buildings immune to damage, and then played the recorded movie, the Grizzlies in it couldn't destroy the building and the actions on screen would make no sense at all.}}<br />
{{fn|2|Your current video mode must have 16-bit color.}}<br />
<!-- <br />
==See also==<br />
[http://www.modenc.renegadeprojects.com/index.php/Image:Cnc_timeline.gif Red Alert Timeline with time travel shown] --><br />
<!-- file isn't there --><br />
<br />
{{CnC Navigation<br />
|prevgame=[[Tiberian Sun]]<br />
|prevadd=[[Firestorm]]<br />
|nextadd=[[Yuri's Revenge]]<br />
|nextgame=[[Renegade]]<br />
}}</div>89.147.67.118https://modenc.renegadeprojects.com/index.php?title=HoverPad&diff=16760HoverPad2009-08-21T19:23:22Z<p>89.147.67.118: </p>
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<div>{{DeeZireInclusion}}<br /><br />
Can be set to 'yes' or 'no' and determines if this BuildingType acts as a Hover Pad - in other words, if a unit with the Hover Locomotor= CLSID docks with this structure, then it 'lands' on it instead of hovering over it. This is used by Service Depots and RA2's Naval Yards (since both has the ability to repair hovering units).</div>89.147.67.118https://modenc.renegadeprojects.com/index.php?title=AI_SW_Targeting&diff=16759AI SW Targeting2009-08-21T19:14:09Z<p>89.147.67.118: </p>
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<div>The [{{TTL|General}}] section has several flags relating to AI offensive Super Weapon targeting. They all share the same behaviour - they state the "priority" or "importance" of certain object types when evaluating the best target. This targeting model applies to super weapons with the following settings:<br><br><br />
;TS<br />
:{{TTL|Type|IonCannon}}<br />
:{{TTL|Type|MultiMissile}}<br />
;RA2/YR<br />
:{{TTL|Type|MultiMissile}}<br />
:{{TTL|Type|LightningStorm}}<br />
:Super weapons with {{TTL|AITargetingType|1}} set.<br />
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See [[:Category:AIIonCannon_Flags|here]] for a list of such flags. If one of these flags is missing but the relevant object exists on the map, it can cause an [[Internal Error]]. All flags have three values for hard, medium and easy difficulty, in this order. In at least RA2, the only difference between medium and hard is that on the latter, the AI checks if a possible target is in production; if it is and it has higher priority, then the AI will wait until production is complete then strike (according to Rules.ini comments).<br />
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{{SourceCode|http://dc.strategy-x.com/src2/HouseClass/PickIonCannonTarget.cpp|tr=yes}}<br />
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[[Category:AIIonCannon_Flags| ]]</div>89.147.67.118https://modenc.renegadeprojects.com/index.php?title=AI_SW_Targeting&diff=16758AI SW Targeting2009-08-21T19:10:28Z<p>89.147.67.118: </p>
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<div>The [{{TTL|General}}] section has several flags relating to AI offensive Super Weapon targeting. They all share the same behaviour - they state the "priority" or "importance" of certain object types when evaluating the best target. This targeting model applies to super weapons with the following settings:<br><br><br />
;TS<br />
:{{TTL|Type|IonCannon}}<br />
:{{TTL|Type|MultiMissile}}<br />
;RA2/YR<br />
:{{TTL|Type|MultiMissile}}<br />
:{{TTL|Type|LightningStorm}}<br />
:Super weapons with {{TTL|AITargetingType|1}} set.<br />
<br />
See [[:Category:AIIonCannon_Flags|here]] for a list of such flags. If one of these flags is missing but the relevant object exists on the map, it can cause an [[Internal Error]].<br />
<br />
{{SourceCode|http://dc.strategy-x.com/src2/HouseClass/PickIonCannonTarget.cpp|tr=yes}}<br />
<br />
[[Category:AIIonCannon_Flags| ]]</div>89.147.67.118