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Red alert 1 mods
Red alert 1 mods













Right click on the game in your Steam Library, in the General tab, click on Set Launch options.

red alert 1 mods

Now this part is where a lot of people have problems with, how to run the mod? Extract the setup somewhere and install the mod (next, next, next, yes yes, it's legit alright, no toolbars or other junk).ģ. (if steam removes the link again, just google "the red alert" among the results should be cnclabs website with the download link.Ģ. Go to the official website and download the latest version (v1.2 - 409MB at the time of writing this) modconfig "C:\Users\YOUR_USERNAME\Documents\Red Alert 3\Mods\TheRedAlert\config.txt" -xres 1360 -yres 768ġ. If you play on 1360x768 screen resolution then add -xres 1360 -yres 768 so that it looks like this:

red alert 1 mods

  • Use launch-game.cmd on Windows or launch-game.sh on Linux or MacOS to start the mod.-modconfig "C:\Users\YOUR_USERNAME\Documents\Red Alert 3\Mods\TheRedAlert\config.txt".
  • This will download the engine so you need internet connection for that.
  • Run make.cmd on Windows or run make with terminal on mod folder on Linux or MacOS.
  • red alert 1 mods

    Download using "Download ZIP" button under "Clone or download" above.InstallationĪltho there isn't much added in yet, if you wanna test the installation process is same as usual of any OpenRA Mod SDK mod. You can find a spreadsheet containing plans at here. Mod is currently in pretty early stage, all (sub)faction specialities are now in but no missions are done yet.

    red alert 1 mods

    Current plan is to give each faction 3 and each subfaction an additional unit per subfaction. Mod contains 6 factions with total 29 subfactions, but with minimal faction differences like in Dune 2000. 5 is an OpenRA mod aiming to have a campaign acting around 1936 to start of Red Alert 1 (early 50s) and show what happened during this time in Red Alert universe.















    Red alert 1 mods