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#1 User is offline   Bibber 

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Posted 01 March 2010 - 05:38 PM

After weeks of work and a lot frustration about non-functioning code the work on Red Alert 3: Upheaval has been finished now.

All eleven buildable Uprising units are now available in Red Alert 3 and work as close as possible to the way they did in Uprising. Also the AI uses the new units! An overview of all contained units is here:

Allies
- Cryo Legionnaire
- Future Tank X-1
- Harbinger Gunship
- Pacifier FAV

Japan
- Archer Maiden
- Giga-Fortress
- Steel Ronin

Soviet
- Desolator
- Grinder
- Mortar Cycle
- Reaper

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You can get the download source code and some other pictures of the mod on its ModDB profile.
Keep in mind that you need my Red Alert 3 Mod SDK Extra Files to be able to compile the source code.
Also it would be nice if you credit me when using assets or code pieces of the source code.

I don't guarantee that this mod is free of bugs because there is much Uprising code not working in Red Alert 3. If you find one, please report to me. Anyway, I hope you enjoy and have a lot of fun.


Happy modding
Bibber
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#2 User is offline   Bibber 

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Posted 12 April 2010 - 02:40 PM

New version is live now and brings some graphical improvements some users requested.
I didn't replace Yuriko's effects with the ones from Uprising. I added them to the existing original ones and I think it looks quite nice. Also the Allied Health Tent effect from Uprising has been added.

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With some complications I managed to get the Uprising maps working in Red Alert 3. This update comes up with 41 new maps including the 13 bonus maps of Red Alert 3 and the 28 remaining Uprising maps. A full list of all maps is available here.

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Also I fixed a bug that Giles, Naomi and Zhana didn't build war factories and another one that the Allied health tent was invisible after loading a savegame.
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#3 User is offline   General Aurum 

  • Miles Invictus
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Posted 13 April 2010 - 09:16 AM

Can I ask what you did to get the Uprising maps converted for use in regular RA3? I've been trying to do a similar thing with bringing KW maps to TW, but to no avail.
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#4 User is offline   Bibber 

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Posted 13 April 2010 - 01:47 PM

The main thing why Uprising maps didn't work in RA3 were the scripts. I deleted them with some hex editing.
Also I had to port some Uprising objects to RA3 e.g. the castle walls on the last screenshot.
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#5 User is offline   Bibber 

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Posted 06 July 2010 - 05:55 PM

3 months after the last update it's time for a new (hopefully final) version of the mod. 1.09 just brings some minor changes and fixes like the following:

  • Giga-Fortress' laser now comes out of its mouth instead from the chin.
  • Desolator's secondary weapon has now a firing animation.
  • Cryo Legionnaire and Tesla Trooper are now immune to the Desolator's death spray as in Uprising.
  • Secret protocols have been rearranged as in Uprising.
  • The 13 bonus maps have been removed because they are all downloadable in the web and some people have them already installed. This is to avoid having maps twice.

Thanks to The Worms and PsionicAssassin for reporting. Check out the ModDB profile!
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#6 User is offline   Bibber 

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Posted 19 August 2010 - 10:04 AM

Since I see the mod as "finished" I had the plan to make a language pack for the people out there in Germany. So, here it is.

In order to make the language pack working I had to change some things on the manifest file of the mod. That's why it is version 1.10. There are no ingame changes compared to version 1.09.
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#7 User is offline   Bibber 

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Posted 15 November 2010 - 05:20 PM

It is time! ModDB searches the Mod Of The Year 2010!
It would be very nice if you vote for RA3: Upheaval, too. :)

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