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Beta updated -- Posted By Blade

I've created an updated version of the beta to work with more recent rock patch versions and the latest Npatch. Check the readme inside the BETA for mor info. The newest patches should fix the problems with save games. No new features are available, this is just a compatibility update.

Download Here

[Wednesday, August 1 2007]

Project Beta release is public -- Posted By Blade

I've finally got a version of the mod that I think warrants a public beta. I've released links for it in the forums but if you don't want to go hunting around for it, follow this link here.

[Tuesday, February 28 2006]

The Project is not dead! -- Posted By Blade

I'm well aware I haven't updated the site in a long time, but the mod is not dead. I just take long breaks from actually doing anything on it. Recently DCoder has helped convert the remaining RA2 missions so they work with YR so now both the allied and soviet campaigns will have all the maps. Who knows, I might even manage to release a beta version some day.

[Wednesday, January 18 2006]

Competition dead in the water? -- Posted By Blade

Well, either there are less mappers with the skills to make good single player missions out there than I feared or they are busy with their own projects and don't want to contribute to this one. I only recieved 1 submission of a map to consider for the first mission. It is quite a good mission but the difficulty was a bit high for the first mission of a campaign and I felt it would fit better as a second mission anyway once the introduction is over. Without more entries I cannot really call it a competition though and so there isn't really anything to judge. If you want to help make maps or offer any other contributions to The Project, drop by The Project forums on the main C-Gen forums and speak up.

Thanks to FlyingZ who was the only person to submit a mission, I know I didn't give as much feedback as you would have liked, but the mission was of a high quality and certainly had potential with a bit more refinement.

[Sunday, March 7 2004]

Single Player mapping competition -- Posted By Blade

I've decided to let people compete to create the first map of the Yuri campaign and to try and recruit some talent. When all the campaign is completed you may even see me giving the video briefing for your mission (no autographs, sorry). The prize is to have your mission included in 'The Project' as the first mission of the Yuri campaign and you will also be offered the chance to work on more of the campaign if you wish. Here are the vauge requirements that the map needs to meet:

The mission must be set BEFORE Yuri defected from the Soviets...hence no Yuri buildings or units that the Psi-Corps wouldn't have had at that point.
Initiates, Psi-corps troopers (yuri clones) and psi commandos are acceptable but should be mixed with soviet units and structures.
Mission should be an objective for a Psi-Corps commander, not Yuri himself (he gets others to do the dirty work).
Mission should not simply be a case of building a base and killing the opponent, be more creative. I don't really want to see a construction yard at all for the player.
Ask at the C-Gen forums for help on how to set up certain trigger events, but you should be able to do most yourself.
Shouldn't be too difficult as it is the first mission of a campaign, but it SHOULD have differentiated triggers for difficulty level and suggested par times.
Use of the Terrain Expansion is allowed and infact encouraged.
You can avail yourself of any map testers you wish except the staff of C-Gen who I'll cajole into helping me judge who's mission is best.
Deadline is 1st March for entry unless I get no entries at all. In which case damn you all to hell for not having a go. If you feel that your mission isn't quite finished, but can be played, submit anyway! If you want to get into game design, I'm sure being involved in something like this will look good in your portfolio too.

For those of you who don't feel you can cope with all the annoyance of triggers and variables, there will be positions to just do the mapping for the missions and I will do the scripts and triggers. I will also be posting my current plan for the missions on C-Gen after the competition, at which point anyone and everyone will be welcome to come and criticise them and suggest new, better ideas for missions or perhaps to help flesh them out and postulate secondary objectives or other little nice touches to maps (like the Bovine Rescued trigger in RA2 mission 5)

Submissions should be by e-mail to me.

[Wednesday, January 28 2004]

New infantry in 'The Project' -- Posted By Blade

Here is a sneak peek at two new infantry that will likely make an appearence in the mod. The first is the 'Chaos Grenadier', while the second is the 'Desert Lance' railgun trooper.



[Monday, January 19 2004]

Beta test in progress -- Posted By Blade

For the last few weeks a new internal Beta test has been available to testers to play with and so far no major bugs have been reported though some experimental units have recieved mixed receptions. I've also just added another toy for the testers to play with, a 19 mission long merged allied campaign. This is a merge of all the RA2 allied missions into the YR campaign so that it is one long progression. The RA2 maps have undergone some modification to allow them to be played under YR and of course the movies are missing or are wrong, but the missions do play pretty much normally. This is a feature that may be included in a public release if everything works and a large download to fill in the needed movies and load screens would be provided at that time. To complement this addition I am also working on a 'Classic' mode that is based before Yuri defected and so his Psi-Corps army is just another soviet faction with its own special unit and both soviets and allies can only access RA2 technology, not YR tech. This will go along side the normal YR battle mode and the new extreme modes if it is successfully developed.

[Wednesday, January 14 2004]

Terrain Expansion v2.0 released -- Posted By Blade

The latest version of the terrain expansion has finally been released as a Christmas present for the community. The expansion has exceeded what was intended to be v1.4 and so we have decided that it needs a whole new major revision number. It also has its own site now that you will find by following the network link on the side bar. Currently we don't have the maps up for it, but they will be provided later. This release will satisfy a number of map makers out there who have been waiting to get their hands on it.

Development of the Project mod continues and a private Beta test is almost ready for testing. This may well lead finally to a public multiplayer version.

[Thursday, December 25 2003]

Links updated -- Posted By Blade

Due to the upcomming release of the new TX revision I've added a few links that users might find useful. They are the links to the XCC homepage where you will find XCC mixer among other useful utilities, and the link to Matze's unofficial release of FA2YR v1.02 that has many of the old features from 0.98 that were removed on licence to WestWood available to reactivate through altering the control files.

[Sunday, August 10 2003]

TX 1.4 is almost here -- Posted By Blade

The Terrain Expansion is almost completed for v1.4 thanks to the vast amount of time that DJBREIT must have put into its development. I'm working on the documentation now and I will be including support for FA2YR v1.02 that has been unofficially released by Matze. The new FAData.ini will allow the placement of tunnel paths in FA2 and also allows the placement and drawing of train tracks.
The Project continues development with a new BETA test release that implements the new IFV turrets and tidies up a number of bugs and graphical inconsistencies. If testing goes well (get on to it testers if you would) then it will be a release candidate to be unleased upon the unsuspecting public with any minor cosmetic problems found being fixed.

[Tuesday, August 5 2003]


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