The purpose of this guide is to assist in the creation of scenarios for the game Red Alert By Westwood Studios, especially concerning the structure of the INI files used to do this.
If you intend to use quite a bit of this guide in your FAQ or similar text then I would quite like to hear from you, as I can create a reference to it in my guide. Also I want be credited if you use parts of this guide in your own.
If you have a contribution then please email it to the above address, it'll be more than welcome, and of course, you'll be credited for it. Remember these are only the initial releases of the guide, so is far from perfect, so any help is appreciated.
Web Site Authors : You are welcome (and encouraged) to have my guide on your page(s), as
long as you either:
Enough of the legal crap, enjoy....
As you may or may not know, there were a series of editors and documents regarding the same subject for the original C&C game, some of the processes and sections are similar so a past knowledge is more than helpful
Well, I reccommend starting with the Terrain Editor that comes with Red Alert, just create a suitable battleground for the scenario you wish to create, a MPR file will be created. (I found a BARRIERS.ZIP file, which I included in this ZIP, it is a map which has walls and crates on it so you can easily cut and paste them around the map, thanks to ????)
Copy this MPR file to another file with the extension INI, like : MYSCEN.MPR --> MYSCEN.INI (Please note that I will not detail the use of the RA Terrain Editor)
It is best to keep the original MPR file, if you wish to change the terrain you can use this, (will be discussed later)
You should now be able to edit the INI file under Windows '95 by simply double clicking on it, or alternatively under DOS use the command line : EDIT MYSCEN.INI
Once you have completed your INI file, rename it to one of the following: SCGxxEA.INI (allied mission) or SCUxxEA.INI (soviet mission) replacing the xx with the mission number, starting at 01. You may remember the SCMxxEA.INI files from C&C.
I've found that calling it MAPNAME.MPR, as RA multiplayer maps have always been, will
allow you to have the extra features as described in this text in multiplayer games, meaning
that you can design a co-operative map with a common enemy which has a massive
base complete with air and sea reinforcements!
(I have not tried using SCMxxEA.INI, it seems redundant if .MPR's are availiable)
Note that the EB and EC are also used at the end instead of EA, for missions where more than one choice is open on the map select screen. But if you set the SkipMapSelect property in the [BASIC] section to yes, you'll have no worries.
You can now run RA, if you made a mission 1 scenario, just begin as you would normally, and it'll start. Otherwise load a savegame from the mission you have replaced, (you'll have to do this unless theres a mission selector I do not know of) and restart the mission, it'll then play you're customised one. I suggest that if you want to distribute your scenarios, you save the game as soon as it starts, and distribute that (do a Win95 and DOS If you're feeling friendly). This is probably the best method as it stops people from modifying your maps. Remember to put a blank MISSION.INI file in the /REDALERT directory, otherwise the Briefing for the mission will not work. However, if you distribute a savegame, the end-user only needs that, and no other files, the MISSION.INI doesn't matter when loading a saved game.
Remember also to delete the whole [DIGEST] section, as otherwise you'll get an unsightly error message pop up every time you run the scenario.
[Basic] NewINIFormat=3 1 Name=My Scenario 2As far as I know, the following are also possible:
Intro= 3 Brief=ALLY1 4 Win=SNOWBOMB 5 Lose=BMAP 6 Action=LANDING 7 Player=Greece 8 Theme=No theme 9 CarryOverMoney=0.25 10 ToCarryOver=no 11 ToInherit=no 12 TimerInherit=no 13 CivEvac=no 14 CarryOverCap=0 15 EndOfGame=no 16 NoSpyPlane=no 17 SkipScore=no 18 OneTimeOnly=no 19 SkipMapSelect=no 20 Official=yes 21 FillSilos=no 22 TruckCrate=no 23 Percent=0 24 1 If it is 3 then it uses Mappack and Overlaypack as created with the Terrain editor. If it is 1 then an Overlay section can be used instead of overlaypack (a'la C&C) 2 Name of the scenario, if a covert ops style add-on pack is ever released for RA, then this would be displayed in a listbox. 3 Video clip (see MOVIES.TXT or MOVIES2.TXT for lists) 4 Video clip 5 Video clip shown when mission is completed successfully 6 Video clip shown when mission is lost 7 Video clip 8 Player name (i.e. side playing for) mainly for colour, all references to players units later on refer to this side Spain, Greece, USSR, England, Germany, Ukraine, France, Turkey, GoodGuy, BadGuy, Neutral, Special, Multi1-Multi8 Yellow Blue Red L.Green Grey Orange D.Green Brown Blue Red Yellow Yellow ?????????? 9 Music track played throughout scenario : BIGF226M CRUS226M FAC1226M FAC2226M Mike McFall found these, cheers for the help. HELL226M (102412.471@compuserve.com) RUN1226M SMSH226M Personally though, stick an 'Oasis' track on a nearby Hi-fi TREN226M with a decent set of speakers, ahhh, much better :) WORK226M , or 'Prodigy' if you like dance music even more;) AWAIT DENSE_R FOGGER1A MUD1A RADIO2 ROLLOUT SNAKE TERMINAT TWIN VECTOR1A MAP SCORE INTRO CREDITS 10 Fraction of money carried over from previous mission (1=100%, 0.5=50%, 0.25=25%) 11 Carry money over from last mission, or not. 12 ?? 13 Where timer left off on last mission, carry it on now from same number 14 Evacuate Civilians if attacked 15 ?? 16 Using yes means that the game will show the credits once the win video has been shown for this scenario 17 Disables Spy Plane from use 18 Skips the scoring section after the mission 19 ?? 20 Set this to yes to get rid of the map advancement screen when you've done the scenario. 21 ?? Could affect the credit sequence or map screen, havent checked yet... 22 Silos are designated full at start of mission 23 Crate appears when truck is destroyed 24 ??
[USSR] Edge=West 1 Maxunit=200 2 Maxinfantry=200 3 Maxvessel=50 4 Maxbuilding=200 5 Techlevel=15 6 Credits=40 7 IQ=5 8 Allies=England,Ukraine 9 PlayerControl=yes 10 1 The edge of the map that reinforcements come for that side (North, East, South or West) 2 The maximum amount of air and land units that can be built 3 Maximum number of infantry 4 Maximum number of sea units 5 Maximum number of buildings 6 Techlevel of side (determines what can be built) 7 Credits side starts with /100. As Credits=40 gives 4000 credits 8 IQ of side (see [IQ] Section later) 9 Sides that this side will not attack, and will have information on 10 Whether the Main Player Side can control this side (yes/no) Similar to Warcraft 2 Style Play, where you control a load of units of one colour, and when you find this other colour's units, you can then control them.
See Trigteam.htm file (included in the ZIP this 'should' have come with)
See Trigteam.htm file (included in the ZIP this 'should' have come with)
[Map] Theater=TEMPERATE 1 X=1 2 Y=32 3 Width=126 4 Height=64 5 1 The map setting, can be TEMPERATE, SNOW, or INTERIOR. 2 The X offset of the map 3 The Y offset 4 The width of the map 5 The height of the mapIt is best to change the map section of the MPR file then edit it with the terrain editor again, this allows you to create maps of any size, but note that the (width * height) cannot exceed 8064, and both the width and height individually cannot exceed 126. A good formula to centre the map on radar is to use the following values of X and Y with the values of height and width:
128 - Width 128 - Height X= ----------- Y= ------------ 2 2
[Waypoints] 0=6332 1=7094 2=6826 98=5678 ^ ^ 1 2 1 Incrementing number, triggers and teamtypes refer to this as Waypoint 'x' (So 0=6332 means Waypoint 0 is at cell 6332) 2 Cell number Also, Waypoint 98 is used to denote the top-left corner of the screen when the mission starts
[CellTriggers] 6631=bom1 6952=watr ^ ^ 1 2 1 The cell number 2 The trigger name to activate when the cell is moved through (see Trigs)
[MapPack] 1=DQAAIII5AMsAAP7vH/+B/4AJAAAggf/+/h//gf+ACQAAIIH//v4f/4H/gAkAACCB//7+H/ 2=+B/4AJAAAggQD+/h8AgQCACQAAIIEA/v4fAIEAgA== ^ ^ 1 2 1 Incrementing reference numbers 2 The coded map data - PLEASE PLEASE PLEASE email if you know how it is coded.
[TERRAIN] 4391=T01 4529=TC03 5408=TC03 ^ ^ 1 2 1 Cell Number 2 Terrain Tiles: MINE - ** ORE MINE ** THANKS TO JULIUS AND PER JACOBSEN FOR CORRECTING ME! BOXES01-09 - Boxes as seen in Interior terrain (untested as yet in SNOW or TEMPERATE) ICE01-05 - Ice slabs (look good on SNOW terrain) T01-17 - Individual Trees (Use Terrain Editor) TC01-05 - Tree Collections (Use Terrain Editor)
[UNITS] 0=Spain,MRJ,256,6453,128,Guard,None 1=Greece,MCV,256,7854,224,Guard,None 2=USSR,MRJ,256,6455,128,Guard,None ^ ^ ^ ^ ^ ^ ^ ^ 1 2 3 4 5 6 7 8 1 Make sure the units are referred to in this way, from 0 upward, it doesn't matter where on the map they go in relation to this number 2 Side the unit belongs to 3 Unit type: V2RL - V2 Rocket Launcher 1TNK - Light Tank 3TNK - Heavy Tank 2TNK - Medium Tank 4TNK - Mammoth Tank MRJ - Radar Jammer MGG - Mobile Gap Generator ARTY - Artillery HARV - Ore Truck MCV - Mobile Construction Vehicle JEEP - Ranger APC - APC MNLY - Mine Layer TRUK - Truck These are termed as units, but will not work under [UNITS] only [Teamtypes] BADR - Badger Bomber U2 - Spy Plane MIG - MIG Jet YAK - Yak Plane TRAN - Chinook HELI - Longbow Chopper HIND - Hind Chopper 4 Hitpoints, where 256 is full strength and 128 is half. 5 Cell on map where it is: Remember the X and Y values from the [MAP] section, they are the top-left co-ordinates of the map, to get the cell from any co-ordinates use: Cell=(Y*128)+X 6 Direction it is facing (0=North, 64=East, 128=South, 192=West) 7 Action it undertakes: Guard - Guard This Area Hunt - Seek out enemy Harvest - Use on ore trucks to harvest when mission starts Area Guard - More agressive guard Sticky - Will stay at the cell, but will attack if provoked Harmless - Use on units which can't attack (Radar Jammer, Mobile Gap Gen) Sleep - Will not do anything, moving or attacking, used on indoor maps mostly. These actions may not be applicable to starting units, but still may work: Attack - ?? Same as hunt Move - ?? Move to waypoint ?? or cell ?? QMove - ?? Retreat - ?? Go to owners base Enter - ?? Capture - ?? Use to get engineers and spies to capture at start of mission Return - ?? Go to owners base Stop - ?? Ambush - ?? Unload - ?? Sabotage - ?? Construction - ?? Deploys MCV Selling - ?? Repair - ?? Goes to a free owners repair bay Rescue - ?? Missile - ?? 8 Trigger related to the unit ('None' if not needed, See [Trigs])
[SHIPS] 0=Greece,PT,256,6541,64,Guard,None 1=Greece,PT,256,7053,64,Guard,None 2=USSR,SS,256,6699,224,Guard,None ^ ^ ^ ^ ^ ^ ^ ^ 1 2 3 4 5 6 7 8 1 Incremental I.D number 2 Side Owned by 3 Vessel type: SS - Submarine DD - Destroyer CA - Cruiser LST - Transport PT - Gunboat 4 Strength left (256=full) 5 Cell number to place at 6 Direction facing (See Units) 7 Action Undertaken (See Units) 8 Trigger associated with (See Trigs)
[INFANTRY] 0=Greece,MEDI,38,6120,1,Harmless,192,None 1=USSR,E1,256,11097,3,Guard,64,None 2=USSR,E1,256,11097,1,Guard,64,None ^ ^ ^ ^ ^ ^ ^ ^ ^ 1 2 3 4 5 6 7 8 9 1 Incrementing numbers assigned to each infantry unit 2 Side owned by 3 Infantry Type: DOG - Attack Dog E1 - Rifleman E2 - Grenadier E3 - Rocketer E4 - Flamethrower E6 - Engineer SPY - Spy THF - Thief E7 - Tanya MEDI - Medic GNRL - General C1-10 - Civilians EINSTEIN - Einstein/Scientist DELPHI - Agent Delphi CHAN - Chan 4 Hitpoints left (256=full strength) 5 Cell number it is in 6 Each cell can have 5 infantry units in, this specifies this "sub-cell" from 0 to 4. 7 Action undertaken : (See Units section above) 8 Way infantry is facing (See Units) 9 Trigger associated with (See Trigs)
[STRUCTURES] 0=USSR,TSLA,256,7623,0,None,1,0 1=USSR,POWR,256,8267,0,None,1,0 2=USSR,POWR,256,7363,0,None,1,0 ^ ^ ^ ^ ^ ^ ^ ^ ^ 1 2 3 4 5 6 7 8 9 1 Incrementing number 2 Side Owned By 3 Structure Name: BARL - Single Barrel BRL3 - Group of 3 Barrels MINV - AT Mine (??Does it work??) MINP - AP Mine (??Does it work??) IRON - Iron Curtain FCOM - Forward Soviet Command Centre ATEK - Allied Tech Center PDOX - Chronosphere WEAP - War Factory SYRD - Shipyard SPEN - Sub Pen PBOX - Pillbox HBOX - Camo. Pillbox TSLA - Tesla Coil GUN - Gun Turret AGUN - AA Gun FTUR - Flame Turret FACT - Construction Yard FACF - Fake Cons. Yard WEAF - Fake War Factory PROC - Ore Refinery SILO - Ore Silo HPAD - Helipad DOME - Radar Dome GAP - Gap Generator SAM - SAM Site MSLO - Missile Silo AFLD - Airfield POWR - Power Plant APWR - Advanced Power Plant STEK - Soviet Tech Center HOSP - Hospital (C&C1 Style) BIO - Bio Labs (C&C1 Style) BARR - Soviet Barracks TENT - Allied Training Tent KENN - Kennels SYRF - Fake Shipyard SPEF - Fake Sub Pen DOMF - Fake Radar Dome FIX - Repair Yard V01 .. - Civilian Buildings V37 MISS - Tech Centre (C&C1 Style) 4 Strength left (256=Full bar, 128=Half damaged, 24=Critical) 5 Cell number to place building's topleft corner 6 ?? 7 Trigger associated with (See Trigs) 8 ?? 9 ??
[Base] Player=Spain 1 Count=4 2 000=POWR,7523 001=PROC,8036 002=SILO,7782 003=GUN,8035 ^ ^ ^ 3 4 5 1 Side name that it applies to 2 Number of buildings used in Base section 3 Incrementing number (follow this format from 000 to Count - 1) 4 Structure ID String (See Structures Section) 5 ?? Could be result of algorithm (a'la C&C1), or a cell number
[OverlayPack] 1=mQAAIIH//iQP/4MFBQUgBP52AP+BCXCI/ncA/wD+MQD/dQAqDyB4MYP/dQAtECB9gQlRAv 2=5xAP8g+xIHgQkAhP93AC8RgQUAfRCAEgn+bwD/MfQwgf91AK8QQ/4gf/91AK0QUIBACf5v 3=AP8z9hMBMQD+cAD/IHMihP93AKoQI3Uwgf90AC0UyJwT/34AqA//eQAqD3CC/lIJ/4H/gA 4=kAACCB//7+H/+B/4A= ^ ^ 1 2 1 Incrementing reference numbers 2 The coded overlay data - PLEASE PLEASE PLEASE email if you know how it is coded.
[SMUDGE] 12473=CR1,12473,0 12474=CR1,12474,0 12475=CR1,12475,1 ^ ^ ^ ^ 1 2 3 4 1 Cell Number 2 Type of smudge: CR1-6 - Six kinds of crater SC1-6 - Six kinds of scorchmark BIB1-3 - ?? 3 Cell number 4 ??
However, you must put a blank text file into the /REDALERT directory called MISSION.INI, otherwise RA will not use your briefing, it'll take the briefings from the original levels instead ** THANKS TO MIKE COCCA **
[Briefing] 1=Rescue the moronic and utterly out-of-his-head Einstien from the Polish boot 2=camp, remember that any sudden movements could result in failure of this mission. ^ ^ 1 2 1 Just keep going up in numbers 2 Put your briefing here, just try to keep it within reason. :)
** NEW BIT THANKS TO ALL THOSE WHO TOLD ME!! ** The digest section is a checksum created by the editor, RA will throw up an 'Incompatable Scenario File' Error if you edit the file after the checksum is made by the RA terrain editor. It is however, thankfully, perfectly safe to delete, allowing your scenario to look more 'Error-free' ;) ** NEW BIT THANKS TO ALL THOSE WHO TOLD ME!! ** [Digest] 1=a86ye5teiKVqFYuoImnEz34fU1E= ^ ^ 1 2 1 Incrementing reference numbers 2 The coded digest data
[Overlay] 3456=GOLD04 ^ ^ 1 2 1 Cell Number (see above) 2 Overlay Tile I.D: SBAG - Sandbag wall CYCL - Chain Link Fence BRIK - ?? Concrete Wall BARB - Barbed Wire WOOD - ?? Wooden Fence FENC - ?? GOLD01-04 - Ore 1=Most Dense GEM01-04 - Gems 1=Most Dense V12-18 - ?? Civilian Blgs. FPLS - ?? WCRATE - Wooden Crate WWCRATE - Wooden Water Crate SCRATE - Silver Crate
First, in relation to C&C1 where each cell is represented by 2 bytes, as the total map size in RA seems to be 128x128 then the binary file for the map which could then be fiddled with and read by third-party editors would be a 128x128x2 byte binary file (=32k) (This would definately be needed if an editor was created allowing the creation of INDOOR maps) To think about.....Maybe putting a 32k SCG01EA.BIN file along with the INI (a'la C&C1), this would be a solution, but unfortunately the RA terrain editor only handles packed maps :( (note that NewINIFormat=1 would PROBABLY be needed for this way to work.) I 'think' it would be a 2-part process: [MapPack] 1=983704304RREREW84790....... 2=8743907547054......... > Compressed Binary > 32k Map Binary 3=..... (probably Run-length) 2 bytes per cell ..... And So On .. < 70 chars a line > From writing a mini program to analyse ALL the RA mission INIs, the Packed sections use the ASCII codes as follows: Written in ASCII order: +/0123456789=ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz (Note : ASCII 32, ' ' [space] never appears in a Packed Section) Aha! Looked in GAME.DAT for the full alphabet and saw: =.ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/ ^^ Special/ \Ascii 00 Note that there are 65 characters above, but the '=' character is only used at the end of packed sections curiously... So more likely 64 is the key number, from 0 to 63 of course. (That Ascii 00 in game.dat is a bit of a mystery, but C/C++ stores strings null terminated, so the '=' is definitely special in the packed sections, Hex was ... 00 3D 00 ^ ^ ^ Null from prev. string '=' Null terminate of '=' Theory: ------- The GAME.DAT sequence shows that A would be 0, B=1, C=2..... +=62 and /=63 Each character represents 6 bits, arranged as follows 6 bits [000000][111111][000000][111111] So in the compressed Binary form: 8 bits [00000011][11110000][00111111] Maybe the '=' character is a padding to an incomplete last 8bit. Ok then, try some mappacks: --------------------------- Blank : CQAAIIH//v4f/4H/gAkAACCB//7+H/+B/4AJAAAggf/+/h//gf+ACQAAIIH//v4f/4H/gAkAACCBAP7+HwCBAIAJAAAggQD+/h8AgQCA 09 00 00 20 81 FF FE FE 1F FF 81 FF 80 09 00 00 20 81 FF FE FE 1F FF 81 FF 80 09 00 00 20 81 FF FE FE 1F FF 81 FF 80 09 00 00 20 81 FF FE FE 1F FF 81 FF 80 09 00 00 20 81 00 FE FE 1F 00 81 00 80 09 00 00 20 81 00 FE FE 1F 00 81 00 80 1 Rock : DAAAIIT//2EA/vsf/4H/gAkAACCB//7+H/+B/4AJAAAggf/+/h//gf+ACQAAIIH//v4f/4H/gAkAACCBAP7+HwCBAIAJAAAggQD+/h8AgQCA 0C 00 00 20 84 FF FF 61 00 FE FB 1F FF 81 FF 80 09 00 00 20 81 FF FE FE 1F FF 81 FF 80 09 00 00 20 81 FF FE FE 1F FF 81 FF 80 09 00 00 20 81 FF FE FE 1F FF 81 FF 80 09 00 00 20 81 00 FE FE 1F 00 81 00 80 09 00 00 20 81 00 FE FE 1F 00 81 00 80 2 Rocks: DgAAIIb//2EAYQD++R//gf+ACQAAIIH//v4f/4H/gAkAACCB//7+H/+B/4AJAAAggf/+/h//gf+ACQAAIIEA/v4fAIEAgAkAACCBAP7+HwCBAIA= 0E 00 00 20 86 FF FF 61 00 61 00 FE F9 1F FF 81 FF 80 09 00 00 20 81 FF FE FE 1F FF 81 FF 80 09 00 00 20 81 FF FE FE 1F FF 81 FF 80 09 00 00 20 81 FF FE FE 1F FF 81 FF 80 09 00 00 20 81 00 FE FE 1F 00 81 00 80 09 00 00 20 81 00 FE FE 1F 00 81 00 80003 Rocks: DgAAIIT//2EAEAL+9x//gf+ACQAAIIH//v4f/4H/gAkAACCB//7+H/+B/4AJAAAggf/+/h//gf+ACQAAIIEA/v4fAIEAgAkAACCBAP7+HwCBAIA= 0E 00 00 20 84 FF FF 61 00 10 02 FE F7 1F FF 81 FF 80 09 00 00 20 81 FF FE FE 1F FF 81 FF 80 09 00 00 20 81 FF FE FE 1F FF 81 FF 80 09 00 00 20 81 FF FE FE 1F FF 81 FF 80 09 00 00 20 81 00 FE FE 1F 00 81 00 80 09 00 00 20 81 00 FE FE 1F 00 81 00 80004 Rocks: DgAAIIT//2EAMAL+9R//gf+ACQAAIIH//v4f/4H/gAkAACCB//7+H/+B/4AJAAAggf/+/h//gf+ACQAAIIEA/v4fAIEAgAkAACCBAP7+HwCBAIA= 0E 00 00 20 84 FF FF 61 00 30 02 FE F5 1F FF 81 FF 80 09 00 00 20 81 FF FE FE 1F FF 81 FF 80 09 00 00 20 81 FF FE FE 1F FF 81 FF 80 09 00 00 20 81 FF FE FE 1F FF 81 FF 80 09 00 00 20 81 00 FE FE 1F 00 81 00 80 09 00 00 20 81 00 FE FE 1F 00 81 00 8000Well, it seems to be that an = sign is on every byte sequence ending with a '00'. This probably means chuck the last byte (unwanted discrepance from 6-8 bit conversion) BLOODY HELL, taking a break for a while, doin my head in! *********** NEW ************* The DECODER.ZIP file has a utility which will do the above process for you. *****************************
The sections from the now well known RULES.INI can be padded into the scenario INI (or MPR) to make a special map conforming to those rules. For example, in order to create higher tech things on a level 1 scenario (SCG01EA.INI), you'll need to set the techlevels of certain structures and units (and maybe prerequisites) in order to build those there. I will not go into the RULES.INI file in detail here (it speaks for itself, pat on the back to the programmer that stuck it in!). However it is essential really to create a fully functional scenario, sections such as [IQ] reside here which are commented and explain how you can set the AI of computer sides (see [USSR] etc...). The [General] section is also very handy. If you do not know about, or have a commented RULES.INI file in your REDALERT directory, then you'll be able to get one from: http://www.best.com/~phenix/ra/archive/rulesini.zip (On The IRON CURTAIN site)
The Scenarios from the actual game can be extracted from the MAIN.MIX file on the CDROM. Search for "[Missions]" with your friendly neighbourhood hex editor to find near the beginning them. The whole load of INIs amount to about 1 meg. **NOT REDALERT.MIX SORRY ABOUT BEFORE** There will be a utility with this guide which will extract the missions for you, it'll be ready when v1.1 is released (when my editor is too)
Email me if you want to be sent a BETA version of my scenario editor when it is availiable. I do not know of any other editors out at this time (excluding the masses of RULES.INI ones)
Few bits from [Basic] Many parts of [Trigs] Many parts of [TeamTypes] The packed sections fully, (from packed to 32k binary) I'm hoping to include a sample INI file with information on how I created it sometime... (along with a savegame file so you can play it!)
Westwood for making the great game Mike McFall for the feedback (and encouragment!) (102412.471@compuserve.com) White Fury (whitefury1@hotmail.com) Frank Gray (rbrnk@hotmail.com) Julius (juul@xs4all.nl) Per Jacobsen (perjac@inet.uni-c.dk) R. Cranen (cranen@worldaccess.nl) Geoff J. Taylor (gtaylor@gotham.eastcoll.nf.ca) Erkki Nenonen (enenonen@oktasys.fi) FOR ALL OF YOUR CONTRIBUTIONS, THANKS!!! Guy Ulmer (pookie@zigzag.pl) and Shaun Lyle (MrLyle@msn.com) for your movie lists, I got them both on the same days, and I didn't want to exclude one of them :) Mike Cocca (102543.406@compuserve.com) for helping me out with the packed info, and the briefings section. Al Paterson (alpat@globalnet.co.uk) for clarifying most of the [Basic] section. Check out Al Paterson's text on INI files at http://www.globalnet.co.uk/~alpat/red.htm Whoever made the BARRIERS.MPR map, thanks (give me your name so you'll get the credit). Anyone who thinks they deserve it.
Also, email me if you see anything that is wrong, or missing, or should be included, I'll give you credit for that particular part of course :)
You'll find the latest version of this text here:
(Under Heavy Construction, Editor (AFTER TESTING) will be there by March, hopefully)