Command & Conquer: Red Alert 2
|Command & Conquer: Red Alert 2|
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.
• 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.
- 1 Sub-Pages
- 2 Main Menu Commands
- 3 Unused Features
- 4 rules.ini
- 5 Unused Music
- 6 Obscured Graphics
- 7 Anti-Piracy
- 8 Game.exe
- 9 Unused Maps
- 10 Unused Sounds
- 11 Oddities
| Non-Functional .ini Properties|
Several unused keys with different properties.
| Unused Graphics|
Several unused graphics.
| Unused Models|
Unused models from Tiberian Sun, and early models for Red Alert 2.
| Unused Units|
| 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".
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.
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|
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.
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.
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.
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
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'.
Crazy Ivan and the terrorist both have death graphics that are obscured by their death explosions.
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.
An unused dialog box found in the main executable.
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 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.
Map tournament cut for no reason. Totally complete.
;;Tournament 3 ;[TN03T8] ;Description=NAME:TOURNEY3 ;CD=0,1 ;MinPlayers=2 ;MaxPlayers=8 ;GameMode=standard
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
Slaves have unused sounds, some can only be heard when they're told to guard mine.
ArmoredTransportAttack: Soviet Armored Transport
We'll have the power up in 30 seconds, sir.
We'll have the power up in 30 seconds, sir.
Ready to infiltrate
Obtaining intelligence. 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.
The Patriot Missile has the NA prefix, signifying that it was once for the Soviets, as in Red Alert 1. Pre-release image also shows the Allies using the flak cannons, strengthening this.