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Command & Conquer: Red Alert 2

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Title Screen

Command & Conquer: Red Alert 2

Developer: Westwood Studios
Publisher: EA Games
Platform: Windows
Released internationally: October 27, 2000


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
PiracyIcon.png This game has anti-piracy features.


NotesIcon.png This game has a notes page

Command & Conquer: Red Alert 2 is, quite obviously, the sequel to Red Alert and continues the timeline in which the Allies win. The Soviet Union has secretly recovered its army and takes the United States by surprise by invading it from all directions.

Hmmm...
To do:
• World Domination Tour resources are now unused with the service being unavailable.

https://www.modenc.renegadeprojects.com/Red_Alert_2 includes exe switches and a debug mode.
https://www.modenc.renegadeprojects.com/Yuri%27s_Revenge includes exe switches.

• eva.ini contains cut tutorials and map mechanics.

Sub-Pages

Miscellaneous tidbits that are interesting enough to point out here.
Notes
DevTextIcon.png
Non-Functional .ini Properties
Several unused keys with different properties.
RA2-Xxicon.png
Unused Graphics
Several unused graphics.
RA2-UnusedModels.png
Unused Models
Unused models from Tiberian Sun, and early models for Red Alert 2.
RA2-UnusedUnits.png
Unused Units
Unused units.
TextIcon.png
Unused Text
Several bits of text unused in Red Alert 2.

Main Menu Commands

The following codes can be typed on the main menu to unlock different effects, a beep will happen when correctly entered.

HIRES - Allows selecting resolutions up to 4096x4096 in the options menu.

THETEAM - Loads a custom tmcj4f.ini file after loading rules.ini, allowing custom rules to be used in skirmish mode. Stands for "Totally Cool Mission Just 4 Fun".

TOGGLE - From Tiberian Sun, obsolete. "Allowing or disallowing switch between video modes".

PENGO - From Tiberian Sun, obsolete. "Replaces Visceroid graphics with placeholder images".

Unused Features

Located in ra2.mix are some leftover graphics data from older Command & Conquer games, and unused graphics made for early versions of Red Alert 2. Several graphics from Command & Conquer, Red Alert and Tiberian Sun can be found in the data. These use color palettes from the earlier games which weren't left in Red Alert 2's files, and thus can only be properly seen using palettes extracted from the earlier games.

Setting CanDetonateTimeBomb to 'yes' in Rules.ini allows double clicking on an enemy with an Ivan bomb on them to instantly detonate it, as the comment says: "Turn this on to restore double click functionality on enemy bombs (actually easier than pulling out the Event)".

RA2-Bombcurs.png

Setting CanDetonateDeathBomb to 'yes' in Rules.ini does nothing, as the comment says:

"and this one controls double clicking bombs on own guys; neither of these will give double click back to Ivan himself // obsolete now that deathbombs cut".

It's possible the image to the right was used for the death bomb cursor, the time bomb cursor uses the SEAL C4 cursor.

Gap generators have an "ExtraPower" value of -9000, this means when gap generators have 9000 spare power available they can be deployed to use the SuperGapRadiusInCells as their range instead of the base GapRadiusInCells. However, this seems to have been just a quick way to disable the feature, as both radii are 10. Changing SuperGapRadius allows a functional version of the mechanic.

Setting InitialVeteran to 'yes' allows all starting units to be elites, which is otherwise unavailable as an option in skirmish.

Setting MutateExplosion to 'no' will turn the genetic mutator weapon from a 6x6 superweapon to a 3x3.

AImd.ini has scripts for AI taskforces to create two Psi-Commandos, however the final AITriggerTypes for them to create them isn't defined. It also has scripts to allow brutal AI to build two chrono-commandos to attack once their enemy has an allied tech center (likely a mistake, and is meant to be when they own a tech center), however, they cannot do this because chrono-commandos require stolen allied tech, and the script for spies to enter tech centers isn't set to be used on any difficulty.

UpgradeVeteranSound and UpgradeEliteSound allow different sounds to be played when a unit is promoted, but both use the same sound.

CreateInfantrySound, CreateAircraftSound, and CreateUnitSound would play a sound when a unit of that type is created, but it goes unused.

rules.ini

Red Alert 2 was developed on top of the Tiberian Sun game and engine, so a lot of graphics and programming code from the earlier game persists within Red Alert 2.

Side and Country Data

The Allies and Soviets are referred to by the sides system as "GDI" and "Nod" - the two main factions from Tiberian Sun. Unused country data also exists for "GDI" and "Nod" countries (using the gdii.pcx and nodi.pcx files shown below), either to just test the system, or possibly to later be converted into vanilla Allied and Soviet countries.

Some of the country names were also different to those employed in the final game.

Country name in final game Country name in rules.ini
America America
Britain Great Britain
France France
Germany Germany
Korea Asian Alliance
Russia Russia
Iraq Arab Union
Libya African Empire
Cuba Latin Confederation

Tiberium

Tiberium was the resource collected in Tiberian Sun, and came in two varieties - green and blue. These have been replaced by the more conventional ore and gems in Red Alert 2, in keeping with the original Red Alert. However, being built on the Tiberian Sun engine, most references to ore in rules.ini still mention "Tiberium", and control variables for the spread of ore and mining behaviour still have tag names such as "TiberiumFarScan".

In addition, ore is still referred to in code by the name of the standard green variant of Tiberium - Riparius. Gems have taken on the name of the rarer blue variant - Vinifera. Two unused Tiberium types that were present in the code of Tiberian Sun - Cruentus and Aboreus - are still present in Red Alert 2's code.

Super Weapons

Tiberian Sun's super weapon code is still contained within rules.ini, though commented out for the most part. The Nod Multi Missile super weapon was adapted into the Soviet Nuclear Missile, and still bears the old name of MultiSpecial. The only Tiberian Sun super weapon not commented out in the code is the GDI Ion Cannon - IonCannonSpecial. Whether this was just an oversight or whether it was actually used for something is uncertain.

Re-enabling these super weapons is not possible without the use of modding extensions such as Ares, as although they remain in the INIs, much of their internal engine code has been purged.

Terrain

Code still remains in the rules.ini, art.ini, and individual theater ini files for ice, tunnels and railways - all of which were present in Tiberian Sun. Without external enhancements like the Terrain Expansion, it is not possible to properly re-enable them.

Unused Music

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: The tracks Probing, Ready the Army, and C&C in the House can apparently be found on the disc, but I can't locate them in The First Decade's version.

Map select music from Tiberian Sun

RA2 Intro Music

Unused Used

Found lost in local.mix file, this music track can be found on the CD as background music called HM2. There are some differences like a different size and remixing smaller, besides being only mono track and 'low sound'.

Obscured Graphics

Crazy Ivan and the terrorist both have death graphics that are obscured by their death explosions.

Crazy Ivan Terrorist
C&C-RA2-CrazyIvanDeath.gif C&C-RA2-TerroristDeath.gif

Anti-Piracy

On pirated copies, the player's base, as well as the player's units, would explode after 30 seconds.

This anti-piracy measure sometimes results in a false positive if you install the game, expansion and patch and play one game. Relaunching the game allows normal play.

Game.exe

RA2-unused dialogo box.png

An unused dialog box found in the main executable.

Unused Gametypes

mpmodes.ini makes mention of a "Siege" mode that was "Removed until UI does or does not support game type.". MPsiege.ini also describes it as "Siege mode designates one player as the Defender. The Defender begins at the first starting point (map waypoint) with a conyard. The other players are allied as the Attackers. The Attacking players begin at the other starting points with an MCV".

More information from ModEnc:

The [Siege] entry is obsolete, it has not been substantiated whether or not this game mode can be made to work, although it can only be used on LAN or Internet games. In this mode, one player is designated the 'Defender' and starts at the first map waypoint with a Construction Yard. The other players are allocated as being 'Attackers' and start at the remaining waypoints with MCVs as usual. The defender cannot ally with any other player (although Attackers can, and all Attackers begin the game allied and unable to change alliances). The idea is for the Attackers to defeat the Defender or vice versa. You can enable this mode by deleting the comments ( ; ) and giving the mode a new number. Note also the spelling mistake which means the rulesOverride INI file does not get read - it states MPSeige.INI when it should in fact be MPSiege.INI which is in the game files. If you enable this mode, you must also add several string entries to the .CSF files to support it;-

MP:AttackerTeam	should contain a string such as 'Attacker'

MP:DefenderTeam	should contain a string such as 'Defender'

MP:IllegalTeam		should contain a string such as 'That team is not allowed!'

MP:NoAttackers	should contain a string such as 'No Attackers?'

MP:NoDefender		should contain a string such as 'No Defender?'

MP:OnlyOneBesieged	should contain a string such as 'Not enough attackers!'
(Source: https://modenc.renegadeprojects.com/Mpmodes.ini)

Unused Maps

Hmmm...
To do:
439FEA47 is another broken map that can be briefly loaded in Tiberian Sun before crashing.

E31.map

RA2-SCRN0000.png

Full map as seen in Final Alert 2. (click for full res)

A test map used to show the full power of Red Alert 2, It was probably developed exclusively to be played at the E3 2000. This map appears in several old screenshots, including the cover of the game. You start with the Soviet team, but can also control the Allies even as enemies. The map does not have any goal.

E32.map

RA2-Map2.png
Full map as seen in Tiberian Sun. (click for full res)

E32.map uses snow graphics and is a multiplayer map that is incomplete and missing graphics, most notably the water graphics. There is a psychic sensor on the map to Allied team. The map file is too corrupted to play, and can only be viewed in a map editor. It is possible to play it normally in Tiberian Sun with RA2 structures missing.

TN03T8.map

Map tournament cut for no reason. Totally complete.

;;Tournament 3
;[TN03T8]
;Description=NAME:TOURNEY3
;CD=0,1
;MinPlayers=2
;MaxPlayers=8
;GameMode=standard

TN03MW.map

Cut Mega Wealth version of the TOURNEY3 map. Totally complete.

;;Tournament 3 Mega Wealth
;[TN03MW]
;Description=NAME:TOURNEY3
;CD=0,1
;MinPlayers=2
;MaxPlayers=8
;GameMode=megawealth

Missing Map File

List of names of the map file that does not exist in the file multi.mix.

Missing Cooperative Maps Archives

The names exist but the maps are missing.

57=C1M1A
58=C1M1B
61=C1M2B
62=C1M2C
63=C1M3A
65=C1M3C
66=C1M4A
67=C1M4B
69=C1M5A
70=C1M5B
72=C2M1A
73=C2M1B
75=C2M2A
77=C2M2C
78=C2M3A
79=C2M3B
81=C2M4A
83=C2M4C
85=C2M5B
86=C2M5C
88=C3M1B
89=C3M1C
91=C3M2B
92=C3M2C
93=C3M3A
94=C3M3B
96=C3M4A
97=C3M4B
99=C3M5A
101=C3M5C
103=C4M1B
104=C4M1C
105=C4M2A
106=C4M2B
109=C4M3B
110=C4M3C
111=C4M4A
112=C4M4B
114=C4M5A
115=C4M5B
117=C5M1A
118=C5M1B
120=C5M2A
122=C5M2C
123=C5M3A
124=C5M3B
127=C5M4B
128=C5M4C
129=C5M5A
131=C5M5C

Unused Multiplayer Maps

Are incomplete maps, exist but are not used.

mp04t8.map
mp07t4.map
mp24t2.map
mp28u4.map
mp29u4.map
mp30s8.map

Unused Sounds

Infantry

Infantry
CivSovDie
Name Audio Note
icisdia
icisdib
icisdic
SpyCreated
Name Audio Note
ispyatc
SpySpecialAttack
Name Audio Note
ispyatd
This line should play when ordered to enter buildings but plays the generic move sounds instead. Giving the spy C4 enables this line when ordered to enter buildings.
EngAllPowerDown
Name Audio Note
ienapow
EngSovPowerDown
Name Audio Note
ienspow
BorisCreated
Name Audio Note
iborcrb
Boris has 5 creation sounds, but only the first in the list seems to play.
iborcrc
iborcrd
iborcre
EngYuriDie
Name Audio Note
ienydia
Death sounds for Yuri's engineer, however they're set to use Soviet death sounds.
ienydib
ienydic
ienydid
ienydie
GuardianGIDeployVoice
Name Audio Note
iggidea
Deploy sounds for GGIs, they just play their deploy sound and not voice line.
iggideb
iggidec
LaserCosmoDie
Name Audio Note
ilasdia
Death sounds for the cosmonauts, they just play the rocketeer's death sound instead.
ilasdib
ilasdic
ilasdid
ilasdie
RomanovAttackCommand
Name Audio Note
iromata
Attack sounds for Romanov, who is unarmed.
iromatb
iromatc
iromatd
iromate
SlaveWorkerAttackCommand
Name Audio Note
isl1ata
Attack sounds for worker slaves, who cannot attack, only mine.
isl1atb
isl1atc
isl1atd
isl1ate
SlaveWorkerHarvest
Name Audio Note
isl1haa
Telling slaves to harvest. They automatically harvest and can't be ordered. These lines can be enabled if the player frees an opponent's slaves then orders them into a Grinder.
isl1hab
isl1hac
isl1had
isl1hae
SlaveWorkerHarvest
Name Audio Note
isl1moa
Telling slaves to move. They can't be ordered to move.
isl1mob
isl1moc
isl1mod
isl1moe
TanyaPrimeCreated
Name Audio Note
itapcrb
Tanya has 4 creation sounds, but only the first in the list seems to play. The fourth line is used when Tanya appears at the start of 'Tomb Raided'.
itapcrc

Vehicles

Vehicles
ArmoredTransportAttack
Name Audio Note
varmatta
varmattb
OreTruckHarvest
Name Audio Note
vorehara

Buildings

Buildings
IronCurtainOff
Name Audio Note
siroof
PsychicSensorDetects
Name Audio Note
bpsydet
OreRefineryProcessing
Name Audio Note
borerefa

Sound Effects

Sound Effects
CameraSwitch
Name Audio Note
ucamera
Explosion01
Name Audio Note
gexp01a
Flare
Name Audio Note
gflare
MenuBuild
Name Audio Note
uqeue
OreMineExtract
Name Audio Note
goreupa
Sound Test
Name Audio Note
ts1
ts2
ts3
ts4
ts5
ts6
ts7
ts8
ts9
ts10
Unknown
Name Audio Note
ceva109
csof109
ceva122
csof122

Campaign

Campaign
Dark Night
Name Audio Note
ma5ta04
Tanya has lines for when all spies are killed. After the 3rd time the lines loop instead of playing this one.
Tutorials
Name Audio Note
cevau06
Allied V3 tutorial. Shown on the first level instead.
cevau07
Allied apocalypse tutorial.
cevau08
Allied kirov tutorial.
cevau13
Allied dreadnought tutorial. Shown on the first level instead.
cevau20
Allied psi corp tutorial.
cevau23
Allied engineer tutorial.
cevau24
Allied SEAL tutorial.
cevau25
Allied spy tutorial.
cevau26
Allied rocketeer tutorial.
cevau31
Allied mirage tank tutorial. Replaced with Einstein giving the tutorial.
csofu04
Soviet terror drone tutorial. Demonstrated with a cutscene instead.
csofu08
Soviet kirov tutorial.
csofu10
Soviet giant squid tutorial.
csofu11
Soviet typhoon attack sub tutorial.
csofu15
Soviet telsa trooper tutorial. Mentions being useless against buildings.
csofu18
Soviet crazy ivan tutorial.
csofu19
Soviet desolator tutorial.
csofu20
Soviet psi corp tutorial.
csofu25
Soviet spy tutorial.
csofu26
Soviet rocketeer tutorial.
csofu27
Soviet chrono-legionnaire tutorial.
csofu30
Soviet prism tank tutorial.
csofu33
Soviet harrier tutorial, using the old "Intruder" name.

Cut Sounds

Eva.ini contains lines and text said by Sofia/Eva, some were cut.

Campaign
Deep Sea
Name Text
Mis_A7_EvaSovNukeUp Commander, the Soviets have finished construction of a nuclear missile launcher on Niihau. We must build Gap Generators to hide our base before they can launch.
Fallout
Name Text
Mis_A11_EvaDolphins Commander, Marine World has loaned us their trained dolphins. They can be use a sonic enhancer to attack the Squids and drive them off our ships.(sic)
Misc
Tutorials
Name Text
Unit_Eva_Dolphin
Unit_Eva_Squid (none, but Soviet version recorded and can be heard in the above section)
Misc
Name Text
EVA_Countdown 10, 9, 8, 7, 6, 5, 4, 3, 2, 1

Oddities

The Patriot Missile has the NA prefix, signifying that it was once for the Soviets, as in Red Alert 1. Pre-release images also shows the Allies using the flak cannons, strengthening this.

Revisional Differences

Yuri's Revenge version 1.001 replaced the sounds for the Hollywood Heroes with generic GI sounds and names with "Hero". The original sounds still exist in the files.

Rescue sounds
Arnie Frankenfurter Sammy Stallion 1.001 generic

Arnie Frankenfurter
Attack
Die
Fear
Move
Psy Resist
Select

Flint Westwood
Attack
Die
Fear
Move
Psy Resist
Select

Sammy Stallion
Attack
Die
Fear
Move
Psy Resist
Select

tutorial.ini

This .ini file contains old lines for the campaigns (and some other stuff).

Lines 1-30

It states to be reserved for generic messages (Lines 13-30 are blank).

1=Objective 1 completed!
2=Objective 2 completed!
3=Objective 3 completed!
4=Objective 4 completed!
5=NEW OBJECTIVE RECIEVED
6=REINFORCEMENTS HAVE ARRIVED
7=NEW PRODUCTION OPTION
8=MISSION FAILED
9=MISSION SUCCESSFUL
10=Objective 1:  Force a landing on the beach and set up a base.  
11=Objective 2:  Destroy American Production Facilities.  
12=Objective 3:  Destroy American Fleet. 
13=
14=
15=
16=
17=
18=
19=
20=
21=
22=
23=
24=
25=
26=
27=
28=
29=
30=

Lines 10, 11, 12 seem to be based on the second Soviet mission.

Lines 31-60

It states to be reserved for the fifth Allied mission.

31=TANYA: Shoot! The dogs got our spies!  We need help here!
32=TANYA: Man down! Darn it! We need another couple spies!
33=TANYA: Argh! Is Puppy Chow cologne standard issue for these guys? Send more Spies!
34=TANYA: BEEP, BEEP BEEEP!!! Dogs! They BEEPing ate another of our guys!
35=Nuclear Missile Silo coordinates downloaded successfully. 
36=OBJECTIVE 1: Infiltrate the Soviet Battle Lab
37=OBJECTIVE 2: Locate and Neutralize the Soviet Nuclear Missile Silos
38=SOVIET SOLDIER: Be on the look out for spies, comrades.  It seems a little too quiet tonight.
39=SOVIET SOLDIER: Ha ha ha. we don't need to worry about stupid American spies.  That's what the dogs are for. 
40=HINT: Spies can assume the form and color of any infantry unit.  To do this, select the Spy and Left-Click on a valid target.
41=HINT: Special "detector" units can see throught a Spy's disguise.  Beware of the Dogs - they are excellent detectors!
42=TANYA: Looks like we're going to need some more backup here.  Send some more Spies.
43=SPY: If you can get me into one of those Tesla Reactors, I can shut down all of the base's power for thirty seconds.  It's not much time, but maybe you can use it to sneak past the defenses.
44=BRITISH ENGINEER: Sorry we're late.  What do you need us to do?
45=SOVIET SOLDIER: Hey, you're not one of us!
46=POLISH VILLAGER: Please don't hurt me, I am just a poor cow herder.
47=POLISH VILLAGER: What took you so long, Boris?  I need your help getting these cows back to the village.
48=POLISH VILLAGER: Where are we going? This doesn't look like the way back to the village.
49=POLISH VILLAGER2: Mmmmm. Cows... Thanks for bringin' them in.
50=POLISH VILLAGER: Here's your split o' the money.  And just so you know, I heard that there's some rebels hiding up in the mountains to the east of the Soviet base.
51=POLISH REBEL: Someone's found our village!  KILL HIM!
52=POLISH REBEL: Ah, there you are, Boris.  We're ready to move out against the Soviets.  Lead us to victory, comrade!
53=TANYA: Those rebels look like bad news.  They'll probably fight us just as readily as they fight the Soviets.
54=POLISH VILLAGER: Psst. Comrade! There's a secret path up to the Soviet base behind my house.
55=NUCLEAR MISSILE DESTROYED
56=NUCLEAR MISSILE INFILTRATED
57=Soviet BattleLab destroyed - Objective Failed
58=MAP ENLARGED - New Terrain Revealed
59=
60=

Lines 31-34: Written counterpart of Tanya's censored swearing (see Unused Sounds for audio version).

Lines 38 and 39: Written counterpart of an audio file featuring a Conscript (line 38) and a Rhino Tank (line 39) the sounds have been used in the fan-made modification Mental Omega.

Line 44: It seems the player meant to receive engineers in some part of the mission.

Lines 61-70

It states to be reserved for the tenth Allied mission

61=Lt Eva:  When the Mirage tank is in position, select any nearby tree.  The Mirage Tank will then cloak itself as the tree you've selected and be ready to stealthily attack any enemy that comes into range.
62=ALERT!  Soviet Invasion forces have entered your AOR!  ALERT!
63=Reserved
64=Reserved
65=Reserved
66=Reserved
67=Reserved
68=Reserved
69=Reserved
70=Reserved

Lines 71-247

Leftover lines from Tiberian Sun.

Lines 300-350

It states to be reserved for the tenth Soviet mission.

300=Soviet General: 	Welcome, Comrade. Enjoy these beautiful 
			tropical islands while you can...we are
			going to destroy them soon.

			But first we must find our target, da?
			The Allied dogs are hiding their super
			weapon with a powerful Gap Generator, 
			so we must destroy it before we can 
			begin. Crazy Ivan and Yuri could be 
			particularly well suited for the task at
			hand. Go now--build your base and 
			prepare your forces.
301=Soviet General: Da?

Only has 2 lines instead of 50.