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Magic | Wed Aug-04-10 09:15 AM |
Charter member
647 posts
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"Mech Commander 2.5"
Mon Jul-18-11 09:17 AM by Magic
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Release 06.12.2010 Link: http://www.filesonic.com/file/1443477094 (I encountered killer runtime error - turned out to be unhandled exception that kept me occupied too long, fixed now. Plus: - pilot skill check is now random)(70) - was 80.)
- There is NO need for mech.fit file in object2.pak. Fully compatible with The old way, no need to change mech.csv files. (one FIT file added to objects folder movobj.FIT where info about object numbers and csv file names is stored for quick reference, for compatibility, in order to leave mech.csv files as they are).Mechs still need object numbers: Convention- mech object numbers are between 1200 and 1699, 1700-2000 is reserved for vehicles later (not a priority). - Number of ploygons limit tripled (hopefully)? - A modification of rollins message box implemented. Select mode to be instant message, game is not paused, and is displayed for given num of seconds (default) or rollins message box with pause game and press enter to continue (used for formation changes).
Progress so far:
- Components inventory is back, just like in old MCG. - No more unlimited purchase for mechs. - Mission is too difficult and you have a lot of cbills, no problem, buy additional drop weight (5t - 10000cb), as much as you can afford. - New save game file format. - Component purchase. - Component purchase screen. - Sensor and jumping skills added to pilots like in mcg. - Pilot promotion screen and pilot review area changed. - Pilots get experience for those skills. - New calc system for ranks. - Sensor message when pilot has new sensor contact. - Jump facing jump direction fixed. - Skill try for sensors and jumping based on current sensor and jumping skill value. - Fall when failed jump skill. - New resolution 1920x1080. - Sensor specialty skill and Jump specialty skill are now obsolete. - 4 existing sensor levels are based on sensor skill value. - Jump distance reduced for heavier mechs, more tons - lesser jump distance. - Unit roster is no longer sorted, you can change as you wish. That way you can shift damaged units back in formation and put undamaged in front. - 6 formations available for now. Formation key is "K", press to cycle through formations. - Mechs are free of object2.pak. - Number of ploygons limit tripled (hopefully)? - A modification of rollins message box implemented.
Plan: - Free pilots from pilot icon textures (each pilot have a big pic that is opened in logistics - will change that - all pilot icons are created from that file instead. Pilot icon file is limited by 256x256 texture limit in MC2. Will see I may try to increase texture size?) - New logistics (paused).
It should work with original MC2, my expansion (or any expansion), even with Wolfmans standalone (not tested).
You need installed MC2 game, with or without expansion (Carver campaign and Exodus work fine).
Its still early beta...
Anyone in for some field testing?
magic
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wolfman | Wed Aug-04-10 09:12 PM |
Member since Apr 15th 2003
351 posts
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#1. "RE: Mech Commander 2.5"
In response to Reply # 0
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#3. "RE: Mech Commander 2.5"
In response to Reply # 2
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my only concerns is playing platform. i know MC2 plays horrid on my newer laptop (Vista) but performed well on older laptop (Xp)
any thoughts or insight to which OS you run when using this game version?
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wolfman | Wed Aug-11-10 11:53 AM |
Member since Apr 15th 2003
351 posts
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#5. "RE: Mech Commander 2.5"
In response to Reply # 4
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Tested on Win7 (64bit) and WinXP (32bit).
Works OK on both platforms, no difference.
No experience on vista.
I dont think the platform is the real problem. Real problem is vidcard/badcard. You have to enter specs for your video card in vidcard.csv or delete bot those files, Im not sure, it was a long time.
It had a problem on both machines until I entered the data for my vidcards.
magic
delete bothcheck out wolfman's missions and wolfman's forum at http://s2.invisionfree.com/wolfman_x_forum/index.php
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#6. "RE: Mech Commander 2.5"
In response to Reply # 5
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Magic and Wolfman, I just say that for me you both are "lifesavers" I was an origianl beta tester for MC2 and simply love the game and all of the iterations you both have constructed. I just recently built my new machine. Win 7, but I have a problem, I use a USB mouse with MC2 ant it doesn't show it all of the time. Any suggestions? **Hoping the Unseen become Magic's property**
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wolfman | Fri Aug-13-10 12:30 PM |
Member since Apr 15th 2003
351 posts
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#10. "RE: Mech Commander 2.5"
In response to Reply # 8
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rollin | Thu Aug-26-10 08:01 AM |
Member since Aug 25th 2010
114 posts
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#15. "RE: Mech Commander 2.5"
In response to Reply # 0
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nice one magic!
So you really planing to put some effort into it
I would suggest to combine all general improvements into one build. Or make them open for everyone to add to it's own build
of course except mod specific stuff.
I'm saying this bc we are very very few which are working on mc2
personally I would love to see everthing combined into (or with) MC2X because it has a lot of new mechs and buildings to offer.
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Magic | Thu Aug-26-10 09:09 AM |
Charter member
647 posts
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#16. "RE: Mech Commander 2.5"
In response to Reply # 15
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Jump bug from the original game fixed (I think, need more testers, only one so far).
rollin, Can you do message box for current pilot kills?
Say, when you press "K" key, message box opens and show current kills (icons like in pilot review area, it already exists) for selected pilot. If you have more then one pilot selected, pick first from the selection.
Hopefully this will be designed to work with every previous release. The only thing that will not be compatible are saved game files. You will have to start campaign from the beginning.
I dont have time nor plans to do more art (mechs, buildings, etc...), forgot what needs to be done for that. I will try to combine things from other autors, with their permission, but only after I finish more important things, if ever...
magic
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Magic | Thu Aug-26-10 09:53 AM |
Charter member
647 posts
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#19. "RE: Mech Commander 2.5"
In response to Reply # 18
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I'm not a programmer.. is there a way to share those code changes easily and clearly laid out?
Unfortunately NO, I changed more then 50 source code files and I dont have time for administration. When I successfully finish one step in my plan I make an archive labeled by date and change in case I have to return.
I have hardly time to do things but I really really want to add foot step sounds for the mechs .. I hope it's not going to be a big deal..
will see about that...
my free time is limited too, and this will change to worse very soon.
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Magic | Thu Aug-26-10 09:56 AM |
Charter member
647 posts
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#20. "RE: Mech Commander 2.5"
In response to Reply # 19
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rollin | Fri Aug-27-10 06:25 AM |
Member since Aug 25th 2010
114 posts
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#21. "RE: Mech Commander 2.5"
In response to Reply # 19
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maybe an extra message-sub-board where we can create a thread for every new feature in there all modified files are listed and the code added to these files to implement the specific feature .
code changes which replace or heavily modify existing code should maybe not be posted.
except it's something useful for everyone, like bug fixes or "like-it-should-have-worked" improvements
I don't think this is going to be a very huge thing but that's no reason to don't start it organized in the first place.
Any further or other thoughts ?
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wolfman | Fri Sep-03-10 04:29 PM |
Member since Apr 15th 2003
351 posts
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#23. "RE: Mech Commander 2.5"
In response to Reply # 22
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Hello mech commanders!
Is anyone out there?
Latest update: - purchasing and saved games issues fixed and finished. - component purchase screen polished. - double click added to comp. purchase screen.
Anyone tried this, any bugs, anything?
magic
Unfortunately it never becomes clear to wherethe latest downloads are. The original links still lead to the first revision. Finding downloads is and has always been a challenge at DSC for me. check out wolfman's missions and wolfman's forum at http://s2.invisionfree.com/wolfman_x_forum/index.php
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Sailingmaster | Fri Sep-10-10 12:41 AM |
Member since Sep 10th 2010
1 posts
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#29. "RE: Mech Commander 2.5"
In response to Reply # 22
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Hello all. I downloaded and installed the new 2.5 patch, got the following error on the first mission of the Exodus campaign when I went to the Components screen. I had not purchased any mechs yet, but I had accessed that screen.
EXCEPTION : Attempt to read from address 0x9AB133CC in MC2REL! (+0xCBD6E) Address : 0x004CCD6E Location : MC2REL! (+0xCBD6E)
Call Stack ========== 0x525DFF4A
Processor Registers EAX=0x0012E544 EBX=0x00000000 ECX=0x0A207020 EDX=0x00000000 Flags=0x00010202 =================== ESI=0x0A207020 EDI=0x046AAEB0 EBP=0x0A207A34 ESP=0x0012E4D8 EIP=0x004CCD6E EIP (0x004CCD6E) 3B BE AC C3 90 90 90 84 4E 0C 00 00 89 BE AC C3 01 00 88 9E EC 1A 00 00 3B FB 0F 84 99 0B 00 00 ESP (0x0012E4D8) 74C0DE1F 0A207224 00000000 0A207A34 0A236480 00000000 00000000 0A207A34 0A2073D4 00000006 0A236480 00496E4B 44090000 42E20000 0A236480 0A22FBE0 00000000 40812000 00000000 405CC000 0012E554 004933E0 0A207224 00000000 EDI (0x046AAEB0) 65 00 00 00 08 00 00 00 65 7D 00 00 35 85 00 00 02 00 00 00 02 00 00 00 C8 18 87 03 84 6D 68 04 00 00 00 00 01 00 00 00 9A 99 99 40 00 00 A0 40 28 00 00 00 00 00 40 41 55 0B 00 00 00 00 00 40 ESI (0x0A207020) 14 60 68 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3F 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3F 00 00 00 00 00 00 00 00 00 00 00 00 EAX (0x0012E544) 84 E5 12 00 D0 4B 66 00 FF FF FF FF D4 A4 4C 00 B0 AE 6A 04 01 00 00 00 35 A5 4C 00 02 00 00 00 ECX (0x0A207020) 14 60 68 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3F 00 00 00 00 00 00 00 00 00 00 00 00
Machine details =============== Executable name : C:\Program Files\Microsoft Games\MechCommander2\MC2Rel.exe Executable time, date : 20:11:58 Thursday 9/9/2010 Command line : Current directory : C:\Program Files\Microsoft Games\MechCommander2 Current time, date : 20:31:00 Thursday 9/9/2010 GameOS build version : Version 1.1 11/2/2000 Software rasterizer : c:\program files\microsoft games\mechcommander2\assets\binaries\blade.dll (Size 286,786 bytes) User name : Rogue Machine name : ORANGE Processor : 2479MHz Intel PIII MMX SSE Model=7, Type=6, Stepping=10 (Two Processors) Cache Information : L1: 0K code / 0K data L2: 0K L2 r/w/rw speed : 5 cycles 15865MB/s, 12 cycles 6610MB/s, 6 cycles 13221MB/s Main memory r/w/rw speed : 15 cycles 5288MB/s, 24 cycles 3305MB/s, 7 cycles 11332MB/s Video memory r/w/rw speed : 3713 cycles 21MB/s, 35 cycles 2266MB/s, 3711 cycles 21MB/s AGP memory r/w/rw speed : 35 cycles 2266MB/s, 39 cycles 2034MB/s, 89 cycles 891MB/s Operating system : Windows 2000 (5.1.2600) Service Pack 3 DirectX version : 9.04.00.0904 Time since booted : 5h 46m 37s Time in game logic : 0h 2m 32.50s (on frame 8321) Time app running : 0h 2m 32.50s Physical memory : 2,147,483,647 bytes (2048 Meg) Available physical memory : 1,732,136,960 bytes (1652 Meg) Swapfile size : 4,294,967,295 bytes (0 Meg) Swapfile available : 3,816,988,672 bytes (3640 Meg) Virtual memory : 2,147,352,576 bytes (2048 Meg) Available virtual memory : 1,899,749,376 bytes (1812 Meg) Amount of stack used : 10812 bytes Memory load : 40% Desktop video mode : 1440,900 32bpp Mode when crash occured : Windowed 800x600x32 Refresh=60Hz (NVIDIA GeForce 9600M GT) Networked Machine : No Executable version : 00.06.01.0614 PCI Chipset : Unknown
Processes Pri Threads Path ========================================== IRW.exe : 8 : 3 : C:\WINDOWS\system32\IRW.exe rundll32.exe : 8 : 4 : C:\WINDOWS\system32\rundll32.exe jusched.exe : 8 : 1 : C:\Program Files\Common Files\Java\Java Update\jusched.exe avgtray.exe : 8 : 10 : C:\PROGRA~1\AVG\AVG9\avgtray.exe prl_cc.exe : 8 : 4 : C:\Program Files\Parallels\Parallels Tools\prl_cc.exe Bootcamp.exe : 8 : 5 : C:\Program Files\Boot Camp\Bootcamp.exe RUNDLL32.EXE : 8 : 1 : C:\WINDOWS\system32\RUNDLL32.EXE RTHDCPL.EXE : 8 : 4 : C:\WINDOWS\RTHDCPL.EXE iTunesHelper.exe : 8 : 11 : C:\Program Files\iTunes\iTunesHelper.exe DTLite.exe : 8 : 3 : C:\Program Files\DAEMON Tools Lite\DTLite.exe WindowsSearch.exe : 8 : 10 : C:\Program Files\Windows Desktop Search\WindowsSearch.exe TRAINER.EXE : 8 : 1 : C:\Documents and Settings\Rogue\Desktop\Desktop Crap\TRAINER.EXE firefox.exe : 8 : 27 : C:\Program Files\Mozilla Firefox\firefox.exe MC2Rel.exe : 8 : 9 : C:\Program Files\Microsoft Games\MechCommander2\MC2Rel.exe dw.exe : 8 : 1 : C:\Program Files\Microsoft Games\MechCommander2\dw.exe
DLL Version numbers =================== msvcrt.dll - Version 6.00.8337.0 - Found in C:\Program Files\Microsoft Games\MechCommander2 msvcrtd.dll - Version 6.00.8337.0 - Found in C:\Program Files\Microsoft Games\MechCommander2 msvcirt.dll - Version 6.00.8168.0 - Found in C:\Program Files\Microsoft Games\MechCommander2 msvcirtd.dll - Version 6.00.8168.0 - Found in C:\Program Files\Microsoft Games\MechCommander2 amstream.dll - Version 6.05.2600.5512 quartz.dll - Version 6.05.2600.5933 Ir50_32.dll - Version R.5.10.15.2.55 dsound.dll - Version 5.3.2600.5512 dinput.dll - Version 5.03.2600.5512 d3dim.dll - Version 5.1.2600.0 ddraw.dll - Version 5.03.2600.5512 dplayx.dll - Version 5.03.2600.5512
Sound device 0 (Current) - (HW Mixing Disabled) ============== Description : Realtek HD Audio output Driver file : rtkhdaud.sys Driver size : 5,911,552 bytes Driver date : 02:48:17 Tuesday 3/24/2009 Attributes : Final Release, Private Build Driver version : 5.10.0.5936 CERTIFIED : Yes EMULDRIVER : No CONTINUOUSRATE : Yes PRIMARYMONO : Yes PRIMARYSTEREO : Yes PRIMARY8BIT : Yes PRIMARY16BIT : Yes SECONDARYMONO : Yes SECONDARYSTEREO : Yes SECONDARY8BIT : Yes SECONDARY16BIT : Yes MinSecondarySampleRate : 8000 MaxSecondarySampleRate : 192000 PrimaryBuffers : 1 MaxHwMixingAllBuffers : 33 MaxHwMixingStaticBuffers : 33 MaxHwMixingStreamingBuffers : 33 FreeHwMixingAllBuffers : 32 FreeHwMixingStaticBuffers : 32 FreeHwMixingStreamingBuffers: 32 MaxHw3DAllBuffers : 33 MaxHw3DStaticBuffers : 33 MaxHw3DStreamingBuffers : 33 FreeHw3DAllBuffers : 32 FreeHw3DStaticBuffers : 32 FreeHw3DStreamingBuffers : 32 TotalHwMemBytes : 0 FreeHwMemBytes : 0 MaxContigFreeHwMemBytes : 0 UnlockTransferRateHwBuffers : 0 PlayCpuOverheadSwBuffers : 0
Video device 0 ============== Description : NVIDIA GeForce 9600M GT Driver file : nv4_disp.dll Driver size : 5,972,864 bytes Driver date : 02:56:08 Tuesday 3/24/2009 Attributes : Final Release, Private Build Driver version : 6.14.11.8861 Version : 6.14.11.8861 Hardware ID : 10DE.0647 (Rev 161, Subsys 0xa9106b) Video memory : 524,836,608 bytes (501 Meg) Card texture mem : 524,836,608 bytes (501 Meg) AGP texture memory : 527,433,727 bytes (503 Meg) FourCC modes : UYVY YUY2 YV12 YVU9 IF09 IV32 IV31 NV12 NV24 RAW8 DXT1 DXT2 DXT3 DXT4 DXT5 NVCS Texture formats : 555 1555 4444 565 0888 8888 Bump map DuDv (8,8) Bump map DuDv (8,8) FourCC (1TXD) FourCC (2TXD) FourCC (3TXD) FourCC (4TXD) FourCC (5TXD) Z Buffer formats : 16 bit Z 24 bit Z (Z=32 (0xffffff00) Stencil=8 (0xff)) 16 bit modes : 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1360x768 1440x900 32 bit modes : 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1360x768 1440x900 CERTIFIED : No DRAWPRIMITIVES2 : Yes DRAWPRIMITIVES2EX : Yes DRAWPRIMTLVERTEX : Yes FLIPINTERVAL : Yes FLIPNOVSYNC : Yes NO2DDURING3DSCENE : No NONLOCALVIDMEM : Yes NOPAGELOCKREQUIRED : Yes CALIBRATE GAMMA : No PRIMARYGAMMA : Yes ZBuffer : 16 24 Render Depth : 16 32 Texture Size : 1x1 to 8192x8192 Maximum u,v coords : 8192.0 Guard Band Clipping: -100000000,-100000000 to 100000000,100000000 AlphaTest NotEqual : Yes Missing Src blend : Missing Dest blend : AGP Texture : Yes Texture Coords : 8 Blend Stages : 8 Max Textures : 8 Hardware T&L : Yes Vertex Blending : 4 Maximum Lights : 8 Clip Planes : 8 Blend Lightmap : Ok Blend Specularmap : Ok Blend Detail : Ok Linear vid memory : Yes SELECTARG1 : Yes SELECTARG2 : Yes ADD : Yes ADDSIGNED : Yes SUBTRACT : Yes MODULATE : Yes MODULATE2X : Yes MODULATE4X : Yes BLENDCURRENTALPHA : Yes BLENDDIFFUSEALPHA : Yes BLENDTEXTUREALPHA : Yes BUMPENVMAP : Yes BUMPENVMAPLUMINANCE: Yes DOTPRODUCT3 : Yes ANISOTROPY : Yes ANTIALIASSORTINDEP : Yes FOGTABLE : Yes FOGVERTEX : Yes FOGRANGE : Yes WFOG : Yes WBUFFER : No MIPMAPLODBIAS : Yes WBUFFER : No ZBUFFERLESSHSR : No MIPNEAREST : Yes LINEARMIPLINEAR : Yes DONOTSTRIPELEMENTS : Yes TEXTURE CLAMP : Yes TEXTURE BORDER : Yes TEXTURE MIRROR : Yes ALPHAGOURAUDBLEND : Yes SQUAREONLY : No COLORFLATMONO : Yes COLORGOURAUDMONO : Yes COLORFLATRGB : Yes COLORGOURAUDRGB : Yes SPECULARFLATRGB : Yes SPECULARGOURAUDRGB : No
Video device 1 ============== Description : NVIDIA GeForce 9600M GT Driver file : nv4_disp.dll Driver size : 5,972,864 bytes Driver date : 02:56:08 Tuesday 3/24/2009 Attributes : Final Release, Private Build Driver version : 6.14.11.8861 Version : 6.14.11.8861 Hardware ID : 10DE.0647 (Rev 161, Subsys 0xa9106b) Video memory : 524,836,608 bytes (501 Meg) Card texture mem : 524,836,608 bytes (501 Meg) AGP texture memory : 527,433,727 bytes (503 Meg) FourCC modes : UYVY YUY2 YV12 YVU9 IF09 IV32 IV31 NV12 NV24 RAW8 DXT1 DXT2 DXT3 DXT4 DXT5 NVCS Texture formats : 555 1555 4444 565 0888 8888 Bump map DuDv (8,8) Bump map DuDv (8,8) FourCC (1TXD) FourCC (2TXD) FourCC (3TXD) FourCC (4TXD) FourCC (5TXD) Z Buffer formats : 16 bit Z 24 bit Z (Z=32 (0xffffff00) Stencil=8 (0xff)) 16 bit modes : 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1360x768 1440x900 32 bit modes : 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1360x768 1440x900 CERTIFIED : No DRAWPRIMITIVES2 : Yes DRAWPRIMITIVES2EX : Yes DRAWPRIMTLVERTEX : Yes FLIPINTERVAL : Yes FLIPNOVSYNC : Yes NO2DDURING3DSCENE : No NONLOCALVIDMEM : Yes NOPAGELOCKREQUIRED : Yes CALIBRATE GAMMA : No PRIMARYGAMMA : Yes ZBuffer : 16 24 Render Depth : 16 32 Texture Size : 1x1 to 8192x8192 Maximum u,v coords : 8192.0 Guard Band Clipping: -100000000,-100000000 to 100000000,100000000 AlphaTest NotEqual : Yes Missing Src blend : Missing Dest blend : AGP Texture : Yes Texture Coords : 8 Blend Stages : 8 Max Textures : 8 Hardware T&L : Yes Vertex Blending : 4 Maximum Lights : 8 Clip Planes : 8 Blend Lightmap : Ok Blend Specularmap : Ok Blend Detail : Ok Linear vid memory : Yes SELECTARG1 : Yes SELECTARG2 : Yes ADD : Yes ADDSIGNED : Yes SUBTRACT : Yes MODULATE : Yes MODULATE2X : Yes MODULATE4X : Yes BLENDCURRENTALPHA : Yes BLENDDIFFUSEALPHA : Yes BLENDTEXTUREALPHA : Yes BUMPENVMAP : Yes BUMPENVMAPLUMINANCE: Yes DOTPRODUCT3 : Yes ANISOTROPY : Yes ANTIALIASSORTINDEP : Yes FOGTABLE : Yes FOGVERTEX : Yes FOGRANGE : Yes WFOG : Yes WBUFFER : No MIPMAPLODBIAS : Yes WBUFFER : No ZBUFFERLESSHSR : No MIPNEAREST : Yes LINEARMIPLINEAR : Yes DONOTSTRIPELEMENTS : Yes TEXTURE CLAMP : Yes TEXTURE BORDER : Yes TEXTURE MIRROR : Yes ALPHAGOURAUDBLEND : Yes SQUAREONLY : No COLORFLATMONO : Yes COLORGOURAUDMONO : Yes COLORFLATRGB : Yes COLORGOURAUDRGB : Yes SPECULARFLATRGB : Yes SPECULARGOURAUDRGB : No
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Beowulf | Fri Sep-03-10 05:48 PM |
Charter member
455 posts
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#24. "RE: Mech Commander 2.5"
In response to Reply # 0
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OK, I have tried this and I have a few observations, and one unhandled exception. Exception occurs when I finish a mission and try to enter the component purchasing screen. this is what I get.
EXCEPTION : Attempt to read from address 0x0F5FCF64 in MC2REL! (+0xC5765) Address : 0x004C6765 Location : MC2REL! (+0xC5765)
Call Stack ========== 0x1FFFFFFF
Processor Registers EAX=0x00000001 EBX=0x00000010 ECX=0x0F5FCF64 EDX=0x031B7E01 Flags=0x00010246 =================== ESI=0x0A8C5014 EDI=0x00000001 EBP=0x0A8C527C ESP=0x0017FDE8 EIP=0x004C6765 EIP (0x004C6765) 8B 01 8B 50 14 6A 00 FF D2 80 3D 74 0A 71 00 00 5F 5D 5B 75 0B 8B 0D 38 58 6F 00 E8 FB BD 04 00 ESP (0x0017FDE8) 00000000 0A8C4D4C 00000000 0A8C530C 00000000 00000000 00000000 BF800000 0CC20000 00000010 0CC60000 FFFFFFFF 00000010 FFFFFFFF 004C64BB 3F800000 00000000 004DD2C4 0A8C43C0 0A8C497C 00000000 00000000 0A8C4D4C 004F6C75 ESI (0x0A8C5014) 18 3C 68 00 00 00 0C 42 00 00 48 44 00 00 16 44 00 00 00 00 00 00 C8 43 00 00 96 43 00 00 00 00 6A C9 99 33 E8 D5 12 BF F3 B3 51 3F B4 3C 43 B8 90 69 BA 43 BA 1C 05 C4 00 00 00 00 00 00 00 00 ECX (0x0F5FCF64) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? EDX (0x031B7E01) 20 48 65 61 70 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Machine details =============== Executable name : C:\Program Files (x86)\MechCommander2\Mc2Rel.exe Executable time, date : 09:11:34 Friday 8/13/2010 Command line : Current directory : C:\Program Files (x86)\MechCommander2 Current time, date : 13:43:56 Friday 9/3/2010 GameOS build version : Version 1.1 11/2/2000 Software rasterizer : c:\program files (x86)\mechcommander2\assets\binaries\blade.dll (Size 286,786 bytes) User name : Old_Beowulf Machine name : OLD_BEOWULF-PC Processor : 2310MHz AMD Unknown MMX 3DNow! SSE Model=2, Type=15, Stepping=3 (Three Processors) Cache Information : Unknown L2 r/w/rw speed : 4 cycles 18480MB/s, 5 cycles 14784MB/s, 4 cycles 18480MB/s Main memory r/w/rw speed : 17 cycles 4348MB/s, 20 cycles 3696MB/s, 10 cycles 7392MB/s Video memory r/w/rw speed : 1977 cycles 37MB/s, 33 cycles 2240MB/s, 2103 cycles 35MB/s AGP memory r/w/rw speed : 2000 cycles 36MB/s, 32 cycles 2310MB/s, 2099 cycles 35MB/s Operating system : Windows (6.0.6002) Service Pack 2 DirectX version : 9.04.00.0904 Time since booted : 9h 3m 10s Time in game logic : 0h 20m 38.53s (on frame 57450) Time app running : 0h 20m 38.53s Physical memory : 4,292,427,776 bytes (4094 Meg) Available physical memory : 1,271,808,000 bytes (1213 Meg) Swapfile size : 4,294,967,295 bytes (0 Meg) Swapfile available : 4,294,967,295 bytes (0 Meg) Virtual memory : 2,147,352,576 bytes (2048 Meg) Available virtual memory : 1,792,901,120 bytes (1710 Meg) Amount of stack used : 3924 bytes Memory load : 70% Desktop video mode : 1280,1024 32bpp Mode when crash occured : Windowed 800x600x32 Refresh=60Hz (ATI Radeon HD 3800 Series) Networked Machine : No Executable version : 00.06.01.0614 PCI Chipset : Unknown
Processes Pri Threads Path ========================================== wmplayer.exe : 8 : 31 : C:\Program Files (x86)\Windows Media Player\wmplayer.exe HydraDM.exe : 8 : 1 : C:\Program Files (x86)\ATI Technologies\HydraVision\HydraDM.exe AAWTray.exe : 8 : 3 : C:\Program Files (x86)\Lavasoft\Ad-Aware\AAWTray.exe jusched.exe : 8 : 1 : C:\Program Files (x86)\Common Files\Java\Java Update\jusched.exe ccSvcHst.exe : 8 : 44 : C:\Program Files (x86)\Norton Security Suite\Engine\3.8.0.41\ccSvcHst.exe SetPoint32.exe : 8 : 2 : C:\Program Files\Logitech\SetPoint\x86\SetPoint32.exe mswinext.exe : 8 : 24 : C:\Program Files (x86)\MSN Toolbar\Platform\4.0.0379.0\mswinext.exe firefox.exe : 8 : 31 : C:\Program Files (x86)\Mozilla Firefox\firefox.exe SCServer.exe : 8 : 5 : C:\Program Files (x86)\Microsoft\Search Enhancement Pack\SCServer\SCServer.exe plugin-container.exe : 8 : 12 : C:\Program Files (x86)\Mozilla Firefox\plugin-container.exe Mc2Rel.exe : 8 : 11 : C:\Program Files (x86)\MechCommander2\Mc2Rel.exe
DLL Version numbers =================== msvcrt.dll - Version 6.00.8337.0 - Found in C:\Program Files (x86)\MechCommander2 msvcrtd.dll - Version 6.00.8337.0 - Found in C:\Program Files (x86)\MechCommander2 msvcirt.dll - Version 6.00.8168.0 - Found in C:\Program Files (x86)\MechCommander2 msvcirtd.dll - Version 6.00.8168.0 - Found in C:\Program Files (x86)\MechCommander2 amstream.dll - Version 6.6.6000.16386 quartz.dll - Version 6.6.6000.16386 Ir50_32.dll - Version R.5.10.15.2.55 dsound.dll - Version 6.0.6000.16386 dinput.dll - Version 6.0.6000.16386 d3dim.dll - Version 6.0.6001.18000 ddraw.dll - Version 6.0.6000.16386 dplayx.dll - Version 6.0.6000.16386
Input devices ============= Thrustmaster HOTAS Cougar Buttons 28 Axis 6 Sliders 1 POV hats 1
Sound device 0 (Prefered device) (Current) - (HW Mixing Disabled) ============== Description : Speakers (2- Logitech USB Headset) Driver file : {0.0.0.00000000}.{73468fdf-f769-41a0-825f-c2b66912d722} Driver file data : Cannot find driver file CERTIFIED : No EMULDRIVER : No CONTINUOUSRATE : Yes PRIMARYMONO : Yes PRIMARYSTEREO : Yes PRIMARY8BIT : Yes PRIMARY16BIT : Yes SECONDARYMONO : Yes SECONDARYSTEREO : Yes SECONDARY8BIT : Yes SECONDARY16BIT : Yes MinSecondarySampleRate : 100 MaxSecondarySampleRate : 200000 PrimaryBuffers : 1 MaxHwMixingAllBuffers : 1 MaxHwMixingStaticBuffers : 1 MaxHwMixingStreamingBuffers : 1 FreeHwMixingAllBuffers : 0 FreeHwMixingStaticBuffers : 0 FreeHwMixingStreamingBuffers: 0 MaxHw3DAllBuffers : 0 MaxHw3DStaticBuffers : 0 MaxHw3DStreamingBuffers : 0 FreeHw3DAllBuffers : 0 FreeHw3DStaticBuffers : 0 FreeHw3DStreamingBuffers : 0 TotalHwMemBytes : 0 FreeHwMemBytes : 0 MaxContigFreeHwMemBytes : 0 UnlockTransferRateHwBuffers : 0 PlayCpuOverheadSwBuffers : 0
Sound device 1 ============== Description : Speakers (High Definition Audio Device) Driver file : {0.0.0.00000000}.{01b987a5-bbf4-46b4-bd91-6b87f551c5f9} Driver file data : Cannot find driver file CERTIFIED : No EMULDRIVER : No CONTINUOUSRATE : Yes PRIMARYMONO : Yes PRIMARYSTEREO : Yes PRIMARY8BIT : Yes PRIMARY16BIT : Yes SECONDARYMONO : Yes SECONDARYSTEREO : Yes SECONDARY8BIT : Yes SECONDARY16BIT : Yes MinSecondarySampleRate : 100 MaxSecondarySampleRate : 200000 PrimaryBuffers : 1 MaxHwMixingAllBuffers : 1 MaxHwMixingStaticBuffers : 1 MaxHwMixingStreamingBuffers : 1 FreeHwMixingAllBuffers : 0 FreeHwMixingStaticBuffers : 0 FreeHwMixingStreamingBuffers: 0 MaxHw3DAllBuffers : 0 MaxHw3DStaticBuffers : 0 MaxHw3DStreamingBuffers : 0 FreeHw3DAllBuffers : 0 FreeHw3DStaticBuffers : 0 FreeHw3DStreamingBuffers : 0 TotalHwMemBytes : 0 FreeHwMemBytes : 0 MaxContigFreeHwMemBytes : 0 UnlockTransferRateHwBuffers : 0 PlayCpuOverheadSwBuffers : 0
Sound device 2 ============== Description : Digital Output Device (SPDIF) (High Definition Audio Device) Driver file : {0.0.0.00000000}.{94d0340b-4ae4-4979-89d7-d1e5e6d45dbe} Driver file data : Cannot find driver file CERTIFIED : No EMULDRIVER : No CONTINUOUSRATE : Yes PRIMARYMONO : Yes PRIMARYSTEREO : Yes PRIMARY8BIT : Yes PRIMARY16BIT : Yes SECONDARYMONO : Yes SECONDARYSTEREO : Yes SECONDARY8BIT : Yes SECONDARY16BIT : Yes MinSecondarySampleRate : 100 MaxSecondarySampleRate : 200000 PrimaryBuffers : 1 MaxHwMixingAllBuffers : 1 MaxHwMixingStaticBuffers : 1 MaxHwMixingStreamingBuffers : 1 FreeHwMixingAllBuffers : 0 FreeHwMixingStaticBuffers : 0 FreeHwMixingStreamingBuffers: 0 MaxHw3DAllBuffers : 0 MaxHw3DStaticBuffers : 0 MaxHw3DStreamingBuffers : 0 FreeHw3DAllBuffers : 0 FreeHw3DStaticBuffers : 0 FreeHw3DStreamingBuffers : 0 TotalHwMemBytes : 0 FreeHwMemBytes : 0 MaxContigFreeHwMemBytes : 0 UnlockTransferRateHwBuffers : 0 PlayCpuOverheadSwBuffers : 0
Video device 0 ============== Description : ATI Radeon HD 3800 Series Driver file : atiu9pag.dll Driver size : 20,480 bytes Driver date : 23:06:26 Tuesday 3/2/2010 Attributes : Driver version : 8.14.01.6099 Version : 8.14.01.6099 Hardware ID : 1002.9501 (Rev 0, Subsys 0x20031787) Video memory : 2,408,869,888 bytes (2297 Meg) Card texture mem : 530,612,224 bytes (506 Meg) AGP texture memory : 1,878,257,664 bytes (1791 Meg) FourCC modes : DXT1 DXT2 DXT3 DXT4 DXT5 UYVY YUY2 NV12 NV21 YV12 AYUV SORT SYV2 INST GET4 R2VB Texture formats : 555 1555 4444 565 Bump map DuDv (8,8) Bump map DuDv (8,8) 0888 8888 FourCC (8 bit Luminance FourCC (1TXD) FourCC (2TXD) FourCC (3TXD) FourCC (4TXD) FourCC (5TXD) FourCC (1ITA) Z Buffer formats : 16 bit Z 16 bit Z 32 bit Z (Z=32 (0xffffff) Stencil=8 (0xff000000)) 24 bit Z 16 bit modes : 640x480 720x480 800x600 848x480 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1360x1024 1400x1050 1440x900 1600x1200 32 bit modes : 640x480 720x480 800x600 848x480 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1360x1024 1400x1050 1440x900 1600x1200 CERTIFIED : No DRAWPRIMITIVES2 : Yes DRAWPRIMITIVES2EX : Yes DRAWPRIMTLVERTEX : Yes FLIPINTERVAL : Yes FLIPNOVSYNC : Yes NO2DDURING3DSCENE : No NONLOCALVIDMEM : Yes NOPAGELOCKREQUIRED : No CALIBRATE GAMMA : No PRIMARYGAMMA : Yes ZBuffer : 16 Render Depth : 16 32 Texture Size : 1x1 to 4096x4096 Maximum u,v coords : 8192.0 Guard Band Clipping: -8192,-8192 to 8192,8192 AlphaTest NotEqual : Yes Missing Src blend : Missing Dest blend : AGP Texture : Yes Texture Coords : 8 Blend Stages : 8 Max Textures : 8 Hardware T&L : Yes Vertex Blending : 4 Maximum Lights : 8 Clip Planes : 6 Blend Lightmap : Ok Blend Specularmap : Ok Blend Detail : Ok Linear vid memory : Yes SELECTARG1 : Yes SELECTARG2 : Yes ADD : Yes ADDSIGNED : Yes SUBTRACT : Yes MODULATE : Yes MODULATE2X : Yes MODULATE4X : Yes BLENDCURRENTALPHA : Yes BLENDDIFFUSEALPHA : Yes BLENDTEXTUREALPHA : Yes BUMPENVMAP : Yes BUMPENVMAPLUMINANCE: Yes DOTPRODUCT3 : Yes ANISOTROPY : Yes ANTIALIASSORTINDEP : No FOGTABLE : Yes FOGVERTEX : Yes FOGRANGE : Yes WFOG : Yes WBUFFER : No MIPMAPLODBIAS : Yes WBUFFER : No ZBUFFERLESSHSR : No MIPNEAREST : Yes LINEARMIPLINEAR : Yes DONOTSTRIPELEMENTS : No TEXTURE CLAMP : Yes TEXTURE BORDER : Yes TEXTURE MIRROR : Yes ALPHAGOURAUDBLEND : Yes SQUAREONLY : No COLORFLATMONO : No COLORGOURAUDMONO : Yes COLORFLATRGB : Yes COLORGOURAUDRGB : Yes SPECULARFLATRGB : Yes SPECULARGOURAUDRGB : No
Video device 1 ============== Description : ATI Radeon HD 3800 Series Driver file : atiu9pag.dll Driver size : 20,480 bytes Driver date : 23:06:26 Tuesday 3/2/2010 Attributes : Driver version : 8.14.01.6099 Version : 8.14.01.6099 Hardware ID : 1002.9501 (Rev 0, Subsys 0x20031787) Video memory : 2,408,869,888 bytes (2297 Meg) Card texture mem : 530,612,224 bytes (506 Meg) AGP texture memory : 1,878,257,664 bytes (1791 Meg) FourCC modes : DXT1 DXT2 DXT3 DXT4 DXT5 UYVY YUY2 NV12 NV21 YV12 AYUV SORT SYV2 INST GET4 R2VB Texture formats : 555 1555 4444 565 Bump map DuDv (8,8) Bump map DuDv (8,8) 0888 8888 FourCC (8 bit Luminance FourCC (1TXD) FourCC (2TXD) FourCC (3TXD) FourCC (4TXD) FourCC (5TXD) FourCC (1ITA) Z Buffer formats : 16 bit Z 16 bit Z 32 bit Z (Z=32 (0xffffff) Stencil=8 (0xff000000)) 24 bit Z 16 bit modes : 640x480 720x480 800x600 848x480 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1360x1024 1400x1050 1440x900 1600x1200 32 bit modes : 640x480 720x480 800x600 848x480 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1360x1024 1400x1050 1440x900 1600x1200 CERTIFIED : No DRAWPRIMITIVES2 : Yes DRAWPRIMITIVES2EX : Yes DRAWPRIMTLVERTEX : Yes FLIPINTERVAL : Yes FLIPNOVSYNC : Yes NO2DDURING3DSCENE : No NONLOCALVIDMEM : Yes NOPAGELOCKREQUIRED : No CALIBRATE GAMMA : No PRIMARYGAMMA : Yes ZBuffer : 16 Render Depth : 16 32 Texture Size : 1x1 to 4096x4096 Maximum u,v coords : 8192.0 Guard Band Clipping: -8192,-8192 to 8192,8192 AlphaTest NotEqual : Yes Missing Src blend : Missing Dest blend : AGP Texture : Yes Texture Coords : 8 Blend Stages : 8 Max Textures : 8 Hardware T&L : Yes Vertex Blending : 4 Maximum Lights : 8 Clip Planes : 6 Blend Lightmap : Ok Blend Specularmap : Ok Blend Detail : Ok Linear vid memory : Yes SELECTARG1 : Yes SELECTARG2 : Yes ADD : Yes ADDSIGNED : Yes SUBTRACT : Yes MODULATE : Yes MODULATE2X : Yes MODULATE4X : Yes BLENDCURRENTALPHA : Yes BLENDDIFFUSEALPHA : Yes BLENDTEXTUREALPHA : Yes BUMPENVMAP : Yes BUMPENVMAPLUMINANCE: Yes DOTPRODUCT3 : Yes ANISOTROPY : Yes ANTIALIASSORTINDEP : No FOGTABLE : Yes FOGVERTEX : Yes FOGRANGE : Yes WFOG : Yes WBUFFER : No MIPMAPLODBIAS : Yes WBUFFER : No ZBUFFERLESSHSR : No MIPNEAREST : Yes LINEARMIPLINEAR : Yes DONOTSTRIPELEMENTS : No TEXTURE CLAMP : Yes TEXTURE BORDER : Yes TEXTURE MIRROR : Yes ALPHAGOURAUDBLEND : Yes SQUAREONLY : No COLORFLATMONO : No COLORGOURAUDMONO : Yes COLORFLATRGB : Yes COLORGOURAUDRGB : Yes SPECULARFLATRGB : Yes SPECULARGOURAUDRGB : No
_____________________________
Beowulf
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cpt underpants | Fri Sep-10-10 03:51 PM |
Member since Sep 10th 2010
5 posts
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#30. "RE: Mech Commander 2.5"
In response to Reply # 28
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First time poster here, just wanted to say I was a fan of the work you and others have done to MC2 over the years Magic.
I gave this file a try, installing it over MC2 with your expansion and modified Carver V campaign, it works well but one side effect is that all the in-game videos (movies and pilots) have been disabled, and I no longer get access to new weapons after I capture weapon facilities (or whatever they are called) in the carver V campaign. No big deals but just wanted to point it out (maybe it's just a problem on my side). Anyway hope you can continue the good work, and good luck with it. ______________________________________
I'm not retreating, I'm just fighting in another direction.
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Magic | Mon Sep-13-10 12:10 PM |
Charter member
647 posts
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#31. "RE: Mech Commander 2.5"
In response to Reply # 30
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cpt underpants,
Movies have been removed in shared source release, I can do nothing about that.
This is disabled in Modified Carver V campaign, in original it may work but you get only 1 piece of weapon, not tested.
Beowulf,
I played Mc2 (with my mods) for the weekend, 5-6 missions in a row, always accessing comp. pur. screen after mission, never had any error message.
I also tried what Sailingmaster said, starting my exodus and mw2 mercs camp at least 10 times and accessing comp. pur. screen, no errors.
magic
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wolfman | Wed Sep-22-10 07:37 PM |
Member since Apr 15th 2003
351 posts
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#38. "RE: Mech Commander 2.5"
In response to Reply # 36
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Wolfman,
Sorry to bother you, have you tried my latest release with your standalone or expansion?
I want to make it compatible with everything.
magic
I send you an e-mail with my thoughtscheck out wolfman's missions and wolfman's forum at http://s2.invisionfree.com/wolfman_x_forum/index.php
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Magic | Thu Sep-30-10 08:13 AM |
Charter member
647 posts
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#39. "RE: Mech Commander 2.5"
In response to Reply # 0
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Marceror | Mon Nov-15-10 06:11 AM |
Member since Jul 24th 2007
47 posts
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#43. "RE: Mech Commander 2.5"
In response to Reply # 42
Mon Nov-15-10 06:17 AM by Marceror
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Any comments about formations?
Magic, I just stumbled upon Mech Commander 2.5 tonight, and had a chance to install it. It completely blew up at first due to my UAC settings in Windows 7. I went ahead and turned UAC off, and it finally installed properly. I haven't had more than a few minutes to play with it, but here are some quick observations:
--The new resolution settings look great. This is the most crisp I've ever seen a mech look in MC2! For some reason after I set the resolution to 1900x1080x32 the resolution field appears blank when I come back to it in Options. A minor point, as the setting itself seems to be working. --When I launch a mission in 1900 resolution the loading screen is not in the same resolution as everything else, and occupies only about 2/3 of my screen. It looks a bit odd. --The new mechwarrior skills are nice to see back from the original MC, and should serve to provide even more variety to your mechwarriors. Very nice. --The -/+ team weight is also very cool. --In mission 1 of Carver V, wow, that Razorback can jump far!! That will be fun to play with. --The formations are cool, but it would be nice if there was some way of knowing the order of the formations. I had to type K, and then move my mechs to see how they formed up, then type K again, and move again, and so on. With 6 formations, that could get frustrating, and many players not to use them much. It was cool to see your mechs form into a line though. Oh, and if you adjust the order of your mechs, quicksave and quickload, after the load process your mechs will be reverted back to the default order. --When launching your Exodus campaign, the mech purchasing button is grayed out, so there's no way to actually begin the first mission. Same issue with a few solo missions I opened.
If I could get past the mech purchasing issue, I could give this more of a test drive.
EDIT: Hmm, I killed the game and relaunched it, and suddenly the option to purchase mechs is available. 
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Magic | Tue Nov-16-10 06:52 AM |
Charter member
647 posts
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#50. "RE: Mech Commander 2.5"
In response to Reply # 48
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It seems like giving 10,000 C-bills per 5 tons dropped from the drop weight limit it too much. I Played mission 4 of Exodus at 135 (vs 185) because my best mechs, the Dragon, Shadow Cat and Kit Fox happened to weight that much. That's 100k extra.
Yes I know about that too, just didnt have any feedback so far.
Also, if you remove weapons from your mech (e.g. empty it out) you get C-bills for doing so. However, you're not selling those weapons, they are going to your inventory. If you then sell the weapons, you get money for them again. Again, seems way too generous.
That I failed to see, you are right I will look into it. Thank you.
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Marceror | Tue Nov-16-10 03:45 PM |
Member since Jul 24th 2007
47 posts
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#53. "RE: Mech Commander 2.5"
In response to Reply # 51
Tue Nov-16-10 03:46 PM by Marceror
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I hope the feedback is helpful Magic.
The Catapult mech, and several of the mission 1 mechs stayed in my list for 5 missions actually. For mission 6 (Falcon Dropship) I noted that my mech purchase list was empty.
I guess that I spoke too soon. Last night when I looked at my available mechs inventory prior to starting mission 6, it was empty. After reloading the game, still prior to mission 6, I suddenly have a Hunchback, Fire Ant, UrbanMech and 2 Locusts available for purchase.
Oh, and the Shadow Cat that I salvaged at the end of mission two is equipped with a Clan Heavy Machine Gun. When I look at this weapon in the deployment portion of the game it's listed as an "East Turret Control." I've salvaged this mech before in prior runthroughs of Exodus (without 2.5 installed), and didn't have this issue. Once I get into a mission it is named properly.
Hopefully I'm not overloading you with feedback.
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Marceror | Wed Nov-17-10 01:37 AM |
Member since Jul 24th 2007
47 posts
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#55. "RE: Mech Commander 2.5"
In response to Reply # 54
Wed Nov-17-10 01:37 AM by Marceror
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Hey Magic, you wanted feedback, right? Here's a bit more. 
(In my humble opinion) mechs are falling over way too often when jumping. Currently most of my mechwarriors jumping skills are in the high 50s, low 60s, and it's plain embarassing how often their mechs are falling over. I love the new feature, but it just needs to be toned down.
I really like the increased jump ranges, and the variable ranges based on the class of the mech (light, medium, heavy, assault) are a nice, realistic touch.
Also, I very much appreciate the mech kills and total kills counters for each pilot during a mission. That's just a handy addition!
More to come as I have it to share (unless I've passed my quota and you want me to shut up for a while).
And for what it's worth, it absolutely boggles my mind that there aren't more comments in this thread from MC2 players. A few crash comments, and not too much else. That is, until I came along!
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Magic | Wed Nov-17-10 07:11 AM |
Charter member
647 posts
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#57. "RE: Mech Commander 2.5"
In response to Reply # 55
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The Catapult mech, and several of the mission 1 mechs stayed in my list for 5 missions actually. For mission 6 (Falcon Dropship) I noted that my mech purchase list was empty.
Mech should stay in purchase for the mission or for duration of a mini campaign. I plan to move purchase from that screen. Plan is to make commanders office from where commander can access purchase screen (like MW2). It will not be mission dependant, nor hard coded it will be random.
If you add drop weight for a mission, save the game, and then reload that save, your c-bills to purchase extra drop weight will be gone, but the extra drop weight will be removed. It basically appears to be the reverse of the problem I mentioned earlier (where failing a mission with low drop weight allows you to receive unlimited funds).
Yes, its the same bug, I know how to fix it but will stay for now, as I said its helpful for testing.
I guess that I spoke too soon. Last night when I looked at my available mechs inventory prior to starting mission 6, it was empty. After reloading the game, still prior to mission 6, I suddenly have a Hunchback, Fire Ant, UrbanMech and 2 Locusts available for purchase.
Yes there are issues with purchase lists, but I plan to move purchase from that screen.
Oh, and the Shadow Cat that I salvaged at the end of mission two is equipped with a Clan Heavy Machine Gun. When I look at this weapon in the deployment portion of the game it's listed as an "East Turret Control." I've salvaged this mech before in prior runthroughs of Exodus (without 2.5 installed), and didn't have this issue. Once I get into a mission it is named properly.
Hopefully I'm not overloading you with feedback.
Its mc2res.dll from 2.5 (its not tested). Replace that file with mc2res.dll from unofficial expansion.
No, thank you very much for your feedback. Please continue.
Minor point, but when you are in a mission and you look at your pilots stats, the graphic used to represent the jump skill is the "sensor graphic" rather than the "jumping mech graphic."
Its a problem with MC2 texture space.
(In my humble opinion) mechs are falling over way too often when jumping. Currently most of my mechwarriors jumping skills are in the high 50s, low 60s, and it's plain embarassing how often their mechs are falling over. I love the new feature, but it just needs to be toned down.
Mech will fall when random num of 80 is bigger then pilot jump skill. If the pilot has jump skill 40 he/she should have 50% chance to fall. I can make random of 70, or even 60?
Also, I very much appreciate the mech kills and total kills counters for each pilot during a mission. That's just a handy addition!
Useful for gunnery skill. You dont have to have one pilot with 20 kills and another with 0.
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Marceror | Wed Nov-17-10 05:16 PM |
Member since Jul 24th 2007
47 posts
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#59. "RE: Mech Commander 2.5"
In response to Reply # 57
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Mech will fall when random num of 80 is bigger then pilot jump skill. If the pilot has jump skill 40 he/she should have 50% chance to fall. I can make random of 70, or even 60?
I will continue to play and see how the experience changes as my mechwarriors improve. Of course, MC 2.5 is your update, and it should live up to your vision, but if I were to make a recommendation it would be to roll a random number out of 70. Jumping a mech is hard, and I believe this change will still reflect that fact, but should serve to minimize the chance that 3 out of 4 mechs fall when you jump them. Of course, this means that a pilot with 70 jump skill will never fall, but on the other hand, if they have reached that level of skill, they have become true masters of the jump! It wouldn't seem inappropriate to me that such a pilot no longer drops his mech. If that's too extreme for you, maybe 75 could be a compromise, but it likely wouldn't make much of a noticable difference at lower levels.
I don't think I would go to 60, that's probably too extreme a change.
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Marceror | Wed Nov-17-10 11:50 PM |
Member since Jul 24th 2007
47 posts
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#61. "RE: Mech Commander 2.5"
In response to Reply # 60
Wed Nov-17-10 11:53 PM by Marceror
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A minor gripe, but I can no longer effectively use Assault mechs in your "Remember (the) Port Arthur" mission due to jump range reductions. I used to run them to the big hill to the south east of the starting position, jump down the hill and across the river. Well, after around 45 minutes of trying, I concluded it simply wasn't possible. Lights, Mediums and Heavies can still do it.
Oh well, adjust and adapt, as they say. Instead of going in 15 tons over drop weight, I'll be going in 30 under, taking 3 heavies, 1 medium and a light. I'm confident in my abilities to win! 
On another, mostly unrelated note, I sure would love to rewrite and improve a lot of the text in Exodus. It's such a wonderful campaign, and is ideal for my playing style (resources are tight, and you're always struggling to get the upper hand), but there are so many opportunities to improve grammar and clarify the story a bit further, perhaps even introduce a few new characters to expand the sense of story and give the mission briefings more of a voice. But on this, I REALLLY digress! 
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Magic | Thu Nov-18-10 06:55 AM |
Charter member
647 posts
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#63. "RE: Mech Commander 2.5"
In response to Reply # 61
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I will continue to play and see how the experience changes as my mechwarriors improve. Of course, MC 2.5 is your update, and it should live up to your vision, but if I were to make a recommendation it would be to roll a random number out of 70. Jumping a mech is hard, and I believe this change will still reflect that fact, but should serve to minimize the chance that 3 out of 4 mechs fall when you jump them. Of course, this means that a pilot with 70 jump skill will never fall, but on the other hand, if they have reached that level of skill, they have become true masters of the jump! It wouldn't seem inappropriate to me that such a pilot no longer drops his mech. If that's too extreme for you, maybe 75 could be a compromise, but it likely wouldn't make much of a noticable difference at lower levels.
I don't think I would go to 60, that's probably too extreme a change.
70 will be, noted.
Changing the DLL did the trick, just as you said. No more East Turret in my Kit Fox.
In terms of grouping your units in a particular order, it probably wouldn't hurt to explain how to do that in your read me file prior to MC 2.5 going "gold". I was able to figure it out, but a less experienced MC2 player will probably struggle with this. Just a thought; obviously not a coding issue.
Noted.
A minor gripe, but I can no longer effectively use Assault mechs in your "Remember (the) Port Arthur" mission due to jump range reductions. I used to run them to the big hill to the south east of the starting position, jump down the hill and across the river. Well, after around 45 minutes of trying, I concluded it simply wasn't possible. Lights, Mediums and Heavies can still do it. Oh well, adjust and adapt, as they say. Instead of going in 15 tons over drop weight, I'll be going in 30 under, taking 3 heavies, 1 medium and a light. I'm confident in my abilities to win!  On another, mostly unrelated note, I sure would love to rewrite and improve a lot of the text in Exodus. It's such a wonderful campaign, and is ideal for my playing style (resources are tight, and you're always struggling to get the upper hand), but there are so many opportunities to improve grammar and clarify the story a bit further, perhaps even introduce a few new characters to expand the sense of story and give the mission briefings more of a voice. But on this, I REALLLY digress! 
I never used assaults on that one, only heavies, meds and lights. Never did the jump across the river. I prefer mobility and max armor in MC games.
KTE did some improving of the text in his Exodus campaign FAQ. If you think you can further enhance the story please do so and post here. I plan to change exodus for the final release.
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Marceror | Thu Nov-18-10 03:30 PM |
Member since Jul 24th 2007
47 posts
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#65. "RE: Mech Commander 2.5"
In response to Reply # 63
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A minor gripe, but I can no longer effectively use Assault mechs in your "Remember (the) Port Arthur" mission due to jump range reductions. I used to run them to the big hill to the south east of the starting position, jump down the hill and across the river. Well, after around 45 minutes of trying, I concluded it simply wasn't possible. Lights, Mediums and Heavies can still do it. On another, mostly unrelated note, I sure would love to rewrite and improve a lot of the text in Exodus. It's such a wonderful campaign, and is ideal for my playing style (resources are tight, and you're always struggling to get the upper hand), but there are so many opportunities to improve grammar and clarify the story a bit further, perhaps even introduce a few new characters to expand the sense of story and give the mission briefings more of a voice. But on this, I REALLLY digress!  I never used assaults on that one, only heavies, meds and lights. Never did the jump across the river. I prefer mobility and max armor in MC games. KTE did some improving of the text in his Exodus campaign FAQ. If you think you can further enhance the story please do so and post here. I plan to change exodus for the final release.
Using the very special, jump-jet enabled, Clan equipped Atlas has always been part of my strategy for this mission, since usually I only have a few mechs with Clan weapons by this point (Kit Fox, Shadow Cat and Atlas). But since I can swap weapons around in 2.5 leaving this mech out isn't nearly as much of a loss as it otherwise would have been. I had no problems getting through with 2 heavies, 1 medium and 2 light mechs (and of course, I salvaged in a Cougar at the end).
I wonder if KTE is still around. I'd be happy to use his excellent improvements as a starting point, and work instead on adding some characters and increasing the elements of voice and story. I've appreciated his work, and wouldn't want to side step him. On the other hand, I wouldn't modify his work without his express consent. Either way, I'm not looking to make any radical changes, but to improve on what's already there. I'm working a lot of long hours lately, so my time is somewhat constrained. How soon are you looking to do the final release, approximately?
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Marceror | Thu Nov-18-10 09:10 PM |
Member since Jul 24th 2007
47 posts
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#66. "RE: Mech Commander 2.5"
In response to Reply # 65
Thu Nov-18-10 09:18 PM by Marceror
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Magic, before I go much further, I thought I'd give you an idea of what I'm thinking. I've written an intro, which could be included in the read me and the mission selection screen for mission 1 (which is conveniently empty for all missions, and is a good place to build the story). Let me know what you think, because if you don't like the idea, I won't bother continuing with it. My intent is to weave in the story around what you've already created. The relationship between Michael St. John and Melonie Shore (not sure I'll stick with those names) will be a subplot that slowly plays out over the course of the campaign. My hope is that players will really connect with Michael and see the campaign from his perpsective.
Melonie will be the voice of most of the mission briefings, so some changes will be required there, but I mainly plan to stick to the existing script. She's not a "tactical officer" persay, but she does she does deal in information and will be a good voice to share the mission objectives with Michael. When we are under contract with another military organization, these briefings may come from an officer of that organization, like Colonel Orenga. The messages will always be coming from someone who is named, rather than an anomymous voice. The intro is perhaps the only exception to that.
Oh, and my thought on creating a history with the Capellan Confederation is to create some greater intrigue when house Liao is brought into the picture. I want the campaign to feel less like a series of loosely connected plots, and increase the significance of many of the characters we meet for Michael over the course of the overarching story.
In additon to the intro, I have also written an example of how I'm envisioning weaving some story into the mission objectives for mission 1. Again, please let me know what you think. I also welcome feedback from other forumites. I will post each excerpt in its own post so it can be reviewed on its own merit.
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Marceror | Thu Nov-18-10 09:12 PM |
Member since Jul 24th 2007
47 posts
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#67. "RE: Mech Commander 2.5"
In response to Reply # 66
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PROPOSED INTRO
You are Michael St. John, a failed military officer, ejected from the ranks of the Capellan Confederation for the reasons of regular insubordination, gross misconduct, and displaying reckless, albeit effective, tactics on the battlefield. You have no family, no home, and with your dishonorable discharge, your disgrace was made complete. That was five years ago.
Since then, you’ve struggled to carve-out your place in the world. Going into business with Melonie Shore, a shrewd, even ruthless, business woman seemed like an excellent idea at the time. But you made the mistake of getting mixed up with her in more than a professional capacity – let’s face it, she’s irresistible. Your on again, off again relationship with her has been more off than on, by a significant margin, and nothing has worked out quite as you envisioned. Most days have been nothing short of a living hell for you, but your closest companion – your bottle of Richard Pealer Scotch Whiskey – has never left your side. It’s something, right?
On the other hand, Melonie has used her “natural charms” to keep business steady. Guard duty, escort duty, not the most glamorous or exciting work, but it keeps your mind occupied, and pays for the Richard P. You’re never going to get rich this way; Melonie gets most of the profits, but it’s a living.
But take heart Mr. St. John, for fate is not done with you yet. Redemption may still be yours to claim. Though to do so will require great sacrifice, suffering, and many will lives will be lost. I hope you are up to the task, for destiny is about to descend upon you… with a vengeance.
Rise up, and become a savior for the broken, the homeless, and the cast out, or wither away and die in your cup. The choice is yours. The Exodus is soon to begin.
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Marceror | Thu Nov-18-10 09:16 PM |
Member since Jul 24th 2007
47 posts
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#68. "RE: Mech Commander 2.5"
In response to Reply # 67
Thu Nov-18-10 09:27 PM by Marceror
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MISSION 1 BRIEFING
--Electronic journal of Michael St. John--
The Draconis Combine hired us for a simple 4 month contract – as simple and boring as garrison duty can be.
Our destination was planet Ceres, a small DC mining colony. They gave us two brand new Fire Ant mechs for the local Militia.
While en route our jumpship mis-jumped to Ambrosia, the border system between Clan Wolf and Jade Falcon occupation zones. Just my luck! Clan Wolf warships hit us. They boarded our jumpship, and we engaged them. Our small handful of mechs and a pair of Rommel tanks didn't last long. Luckily our dropship captain fired up her engines, and some of us escaped in a severely damaged dropship. We were forced to land on Ambrosia VII, a small rocky planet in the middle of nowhere. Melonie was among the survivors. I don’t know if I should be glad or disappointed. A little of both, I suppose. Many other good men weren’t as fortunate as she.
We were surprised when our scouts discovered a pirate base in the crater of an inactive volcano. It looks like the pirates are not home, but they have more than enough firepower compared to us. They don’t seem aware of us, so for now we wait and tend to the wounded, until we figure out our next move.
7 days later.
Our scouts report one 65-ton Catapult, one 30-ton Urbanmech and a mixed lance of vehicles in the Volcano base. We will continue to watch their movement and wait for a chance to attack. The survivors look to me for leadership. We are in big trouble, if I’m the best they’ve got. I’m doing what I can, but it aint much. Thank god that some of my RP stash survived the crash. Been exceptionally “thirsty” lately. Melonie won’t talk to me, or even look at me. Probably for the best. She can blame me for this if she wants to. She brokered the deal with DC, not me. This is so like her.
14 days later.
Nothing is happening. The Catapult is always powered down, and the Urbanmech performs a patrol twice a day. Maybe they don't have a pilot for that Catapult, or more likely, the Catapult pilot is the base commander. We’re trying to repair our dropship, but we don’t have all the necessary materials. I bet the pirates could help us out, but I don’t expect they’d just hand over what we need.
They have slaves working in the agricultural centers. Slaving bastards!
24 days later.
There's nothing left to eat! We're moving in at dawn when the Urbanmech goes out on patrol. The mechwarrior barracks is a priority target. Hopefully we'll catch them still sleeping in their beds.
Melonie’s talking to me again, but she’s all business. I guess she sees a chance for us to get back on our feet. Greedy wench! I haven’t the heart to tell her that this is nothing short of a suicide operation. At least it will be an end.
I have laid out the plans. In spite of their relative inexperience, Twitch and Longshot seem resolute in their task. It’s do or die. Either outcome sounds fine to me.
**TACTICAL NOTICE** DO NOT attack the Urbanmech - let it go.
DESTROY the Mechwarrior Barracks AS QUICKLY AS YOU CAN. If you do that fast, the CATAPULT WILL NOT POWER UP
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Magic | Fri Nov-19-10 06:55 AM |
Charter member
647 posts
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#69. "RE: Mech Commander 2.5"
In response to Reply # 65
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I wonder if KTE is still around. I'd be happy to use his excellent improvements as a starting point, and work instead on adding some characters and increasing the elements of voice and story. I've appreciated his work, and wouldn't want to side step him. On the other hand, I wouldn't modify his work without his express consent. Either way, I'm not looking to make any radical changes, but to improve on what's already there. I'm working a lot of long hours lately, so my time is somewhat constrained. How soon are you looking to do the final release, approximately?
KTE if you are still around please respond?
Not very soon, next summer? This is a lot of work and I pushed myself over the limits.
I like the intro and the story behind, mission briefing too. Excellent start.
My problem is that I had to be: - programmer, - 3d designer, - artist, - and hacker (too hack mc2 files in 2002.), - father and husband, and English is not my native language. I could do better with the story but it didnt seem important to me then. Most important were new mechs.
Im trying to be only programmer (father and husband goes without saying) this time and this project is d"#$ big for one man.
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Marceror | Fri Nov-19-10 04:22 PM |
Member since Jul 24th 2007
47 posts
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#70. "RE: Mech Commander 2.5"
In response to Reply # 69
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Magic, I'm glad you like the concept. I'll keep going. I've been putting together an outline and the ideas are flowing like honey. I've always felt Exodus could easily have a much stronger story, but I've been amazed at how well this all seems to be coming together after only a few hours of work. I think this will be something very special.
It might make sense for us to communicate about future content updates via email, so that the ideas don't get "spoiled" by virtue of being contained in a public forum, with perhaps selective updates provided here if you so desire.
With regards to "doing it all" hey, you have nothing to apologize for here. You created something that is, in my opinion, and those of many others, excellent and unique. And you did it on your own, juggling a lot different priorities. Are there some opportunities to improve upon it? Sure, aren't there always?
English is my native language. While I'm not a published author, my career does require me to write in a professional capacity, and I have written a full length novel (that I decided would require a full rewrite for me to be happy with it, so I set it aside). I think I can make an impact on your campaign, and I’d be honored to help out with improving the writing/story for the next release of Exodus. Hopefully this will free you up to focus on other areas, and result in an overall better finished product. AND, this will be a chance for me to give something back, since I’ve been leaching enjoyment off the MC2 modding community for years.
I will wait a few days for feedback from KTE, and focus on finishing the outline. If he does not materialize, I will go ahead and provide my own edits to the existing text, in addition to my story related additions. I don’t believe you’re planning to look at the lack of video for MC2.5, so I will plan on transcribing the videos into text to be displayed in the mission selection interface, unless you have an objection to that approach.
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Magic | Mon Nov-22-10 06:22 AM |
Charter member
647 posts
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#73. "RE: Mech Commander 2.5"
In response to Reply # 70
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Magic, I'm glad you like the concept. I'll keep going. I've been putting together an outline and the ideas are flowing like honey. I've always felt Exodus could easily have a much stronger story, but I've been amazed at how well this all seems to be coming together after only a few hours of work. I think this will be something very special. It might make sense for us to communicate about future content updates via email, so that the ideas don't get "spoiled" by virtue of being contained in a public forum, with perhaps selective updates provided here if you so desire. With regards to "doing it all" hey, you have nothing to apologize for here. You created something that is, in my opinion, and those of many others, excellent and unique. And you did it on your own, juggling a lot different priorities. Are there some opportunities to improve upon it? Sure, aren't there always? English is my native language. While I'm not a published author, my career does require me to write in a professional capacity, and I have written a full length novel (that I decided would require a full rewrite for me to be happy with it, so I set it aside). I think I can make an impact on your campaign, and I’d be honored to help out with improving the writing/story for the next release of Exodus. Hopefully this will free you up to focus on other areas, and result in an overall better finished product. AND, this will be a chance for me to give something back, since I’ve been leaching enjoyment off the MC2 modding community for years. I will wait a few days for feedback from KTE, and focus on finishing the outline. If he does not materialize, I will go ahead and provide my own edits to the existing text, in addition to my story related additions. I don’t believe you’re planning to look at the lack of video for MC2.5, so I will plan on transcribing the videos into text to be displayed in the mission selection interface, unless you have an objection to that approach.
Thank you very much for your efforts. I changed my mail (the old one was a paid mail and is no longer available). You can send me email from the forum or directly:
vladas28@gmail.com
Magic, just a quick update. I've completed a first pass at campaign 1, and have completed a good portion of campaign 2. I think this is shaping up nicely. I'll send you campaign 1 soon, if you're interested in taking an early look.
Yes Id like to see it, please send to the email from above.
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Magic | Mon Nov-22-10 06:29 AM |
Charter member
647 posts
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#74. "RE: Mech Commander 2.5"
In response to Reply # 72
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Hi Magic, massive fan of your work, and as such would like to see it continue. Your right it is a big job especially with the help you have offered to starmans budding project. I just wanted to say that if you want help with MC2.5 I am willing to lend a hand, one father, husband, programmer (in training), 3d designer (in training), artist (in training) to another Marceror, I am digging the story line and I think it will add significantly to Exodus
Thank you Karl. Right now I am at abl scripting. Trying to make it more flexible. After I finish that Im going to try to remove object2.pak reference from mechs (only one int value will have to be added to mech.csv file - objectclass).
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Marceror | Tue Nov-23-10 07:02 AM |
Member since Jul 24th 2007
47 posts
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#76. "RE: Mech Commander 2.5"
In response to Reply # 72
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Marceror, I am digging the story line and I think it will add significantly to Exodus
I appreciate that feedback Karl. The further I get on this, the more excited I'm getting about how well everything is coming together.
Magic, I was hoping to send you campaign 1 and campaign 2 together, as I'm now about 90% done with campaign 2. Unfortunately, I've had a crazy work day today and haven't been able to move this forward (it's midnight, and I'm still working). I'll see how my morning goes tomorrow, and if I can wrap up campaign 2, I'll send you both. If it's not looking feasible, I'll just send campaign 1. Either way, you should be receiving something from me tomorrow.
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Magic | Tue Nov-30-10 08:11 AM |
Charter member
647 posts
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#82. "RE: Mech Commander 2.5"
In response to Reply # 80
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Great job Magic,
I will put my hand up for testing if you would like...
Not to be pushy but are you planning on writing a comprehensive "how to add mechs the new way" document?
Everything is the same except the fact that you dont need object2.pak file. If someone can add MC2 texture to one of the mechs I released, I can try to add that mech and write new how to.
Regarding the polycount, I am curious how you triple the limit (what code was changed)? Was the code that I posted in Rollin's code topic helpful? Again just curious
Thanks again Magic, I for one truly appreciate your work and effort, and any idea when I can download your new MC2.5?
That and one more thing but Im not 100% sure its going to work OK, will see.
Link will be posted at top here, just need to pack it.
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rollin | Tue Nov-30-10 09:50 AM |
Member since Aug 25th 2010
114 posts
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#84. "RE: Mech Commander 2.5"
In response to Reply # 83
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mc2 is awesome what animation handling is concerned.
You can use any animation on any rig as long as the dummy-names (bones) are the same
it might look awkward but the model doesn't get screwed (means the joints keep intact)
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rollin | Wed Dec-01-10 04:27 PM |
Member since Aug 25th 2010
114 posts
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#87. "RE: Mech Commander 2.5"
In response to Reply # 85
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no all my animations are from me. I'm not using the mc2 animations
I don't know where it is stored which ini links to which animations ( as this is NOT stored in the ini as it would be cool)
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rollin | Thu Dec-02-10 10:53 AM |
Member since Aug 25th 2010
114 posts
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#91. "RE: Mech Commander 2.5"
In response to Reply # 90
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I'm not sure I understand you here
atm (original MC2) it's like that:
I want to replace MECH_A
now I need to replace the MECH_A.ini with my own
but I can name the tgl (model, shadow, lod) in any way I want bc I can link them in the ini
but the animations still need to be MECH_A(...).agl
Have you changed that? (Would be great in connection with the new way of adding stuff)
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rollin | Thu Dec-02-10 03:51 PM |
Member since Aug 25th 2010
114 posts
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#93. "RE: Mech Commander 2.5"
In response to Reply # 92
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ok tested your mod very quick and I have to say there are some great things in there!
(love the slower mech rotation even though it's still bit giggly )
one question though.. why are you using these .obj files?
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Starman01 | Sat Dec-04-10 09:53 AM |
Member since Nov 10th 2010
110 posts
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#101. "RE: Mech Commander 2.5"
In response to Reply # 100
Sat Dec-04-10 10:19 AM by Starman01
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Thanks, that did the trick 
@ Magic :
Here are some infos :
I'm not sure if this is, because it's still Beta, anyway here what I encountered sofar in your new component sale :
First, I can only purchase one Item per Component, but as I have read here, I think that's just because the fit file is no longer compatible with the carver 5 campaign
But there are two bugs I found (one quite handy atm for testing )
I can cheat and increase my component inventory without buying stuff. When I remove stuff from the mech, and click on "accept" the component amount will be saved. But when I click "cancel" in the variant save Window AND go back to the unit roster, the components will be turned back in the mech, but the "new" components ramain in the inventory. That way, I can cheat components to the masses. If possible, you should change the save point to the accept button in the variant save window instead of the mechhangar accept button.
Second, equal components will not be stacked. I had 9 entries for the same machine gun and had to scroll down already.
Third, I can no longer remove or add a component with a doubleclick, only drag and drop. Not sure if its worth to be called a problem, I'm simply used to make it with double click
Just for your information 
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Magic | Mon Dec-06-10 11:09 AM |
Charter member
647 posts
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#107. "RE: Mech Commander 2.5"
In response to Reply # 101
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Thank you for testing.
I'm not sure if this is, because it's still Beta, anyway here what I encountered sofar in your new component sale :
First, I can only purchase one Item per Component, but as I have read here, I think that's just because the fit file is no longer compatible with the carver 5 campaign
Yes its because of old purchase files. You only have one weapon because purchase was unlimited.
But there are two bugs I found (one quite handy atm for testing  ) I can cheat and increase my component inventory without buying stuff. When I remove stuff from the mech, and click on "accept" the component amount will be saved. But when I click "cancel" in the variant save Window AND go back to the unit roster, the components will be turned back in the mech, but the "new" components ramain in the inventory. That way, I can cheat components to the masses. If possible, you should change the save point to the accept button in the variant save window instead of the mechhangar accept button.
There is an issue with add/remove component, (Marceror too found this ) noted. Noted just didnt have time... Will do the list now before I try to free pilots.
Second, equal components will not be stacked. I had 9 entries for the same machine gun and had to scroll down already.
Yes it was the easiest way to use mc2 existing component list box. Components were unlimited so it never needed a counter.
Third, I can no longer remove or add a component with a doubleclick, only drag and drop. Not sure if its worth to be called a problem, I'm simply used to make it with double click Just for your information 
You can remove component with right click and add with dbl click. (tried to use right click for both but encountered problems with right click add)
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Magic | Tue Dec-14-10 10:56 AM |
Charter member
647 posts
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#113. "RE: Mech Commander 2.5"
In response to Reply # 112
Tue Dec-14-10 10:59 AM by Magic
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BTW Magic, If you want I can help you with the file editing, so you can concentrate on the coding stuff.
Besides, after you finished buildings, please take a look into weapon effects also, I think there are also entries in Object.pak. It would be great if you could free them too.
I need help with buildings, please.
Download my unpacked object2. There are files a0001.fit through a1xxx.fit. I need all those files (only for buildings for now, mechs are not needed and vehicles done), named and text file with list of all those files:
Building object number (start from 2500), building_name.fit (in ABC order by the file name).
all axxxx.fit files must be renamed to building_name.fit where building name = appearanceName from the file and assigned to obj number in txt file started from 2500).
Good thing is that you have all orig buildings named in source/data/objects, but check if the names are equal to appairanceNames from the files its important.
Thats the plan. I think weapon effects will be OK because all those obj numers are refernced in effects and compbas, ut will see.
We shell see what level of incompatibillity the buildings will create.
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Starman01 | Wed Dec-15-10 03:32 PM |
Member since Nov 10th 2010
110 posts
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#116. "RE: Mech Commander 2.5"
In response to Reply # 113
Wed Dec-15-10 03:32 PM by Starman01
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BTW Magic, If you want I can help you with the file editing, so you can concentrate on the coding stuff.
Besides, after you finished buildings, please take a look into weapon effects also, I think there are also entries in Object.pak. It would be great if you could free them too.
I need help with buildings, please. Download my unpacked object2. There are files a0001.fit through a1xxx.fit. I need all those files (only for buildings for now, mechs are not needed and vehicles done), named and text file with list of all those files: Building object number (start from 2500), building_name.fit (in ABC order by the file name). all axxxx.fit files must be renamed to building_name.fit where building name = appearanceName from the file and assigned to obj number in txt file started from 2500). Good thing is that you have all orig buildings named in source/data/objects, but check if the names are equal to appairanceNames from the files its important. Thats the plan. I think weapon effects will be OK because all those obj numers are refernced in effects and compbas, ut will see. We shell see what level of incompatibillity the buildings will create.
I started, but I'm not sure what you mean with the object number. Am I supposed to number them myself and start by 2500, and then provuide you a simple text file with that synthax :
Filename.fit|objectnumber first line | 2500 second line | 2501
That all ?
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Starman01 | Thu Dec-16-10 09:00 AM |
Member since Nov 10th 2010
110 posts
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#118. "RE: Mech Commander 2.5"
In response to Reply # 117
Thu Dec-16-10 09:00 AM by Starman01
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OK.
That means, the original ID is no longer important, right ? That's what I meant:
Example from building.csv
Streetlight3,-1,27012,BUILDING,114,DROPZONE,1,0,0,0,,1
27012 is the nameID, and 114 is the Fit ID (from Object pak I think).
So both numbers are now no longer required ? If that's the case, I don't need building.csv at all 
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Magic | Thu Dec-16-10 10:17 AM |
Charter member
647 posts
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#119. "RE: Mech Commander 2.5"
In response to Reply # 118
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OK. That means, the original ID is no longer important, right ? That's what I meant: Example from building.csv Streetlight3,-1,27012,BUILDING,114,DROPZONE,1,0,0,0,,1 27012 is the nameID, and 114 is the Fit ID (from Object pak I think). So both numbers are now no longer required ? If that's the case, I don't need building.csv at all 
No only FIT ID is no longer required, the 27012 is the reference to mc2res.dll. I didnt come to that yet.
Buildings.csv is required for editor. Editor displays only what is in that file. Even with new object numbers every object must have its line in buildings.csv
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#121. "RE: Mech Commander 2.5 (But can you save a game?)"
In response to Reply # 120
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ive been planning a little but one thing i take note is that it wont save a game (actually crashes the client). now the version ive been playing is MC2X.
what gives?
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Marceror | Tue Dec-21-10 07:12 PM |
Member since Jul 24th 2007
47 posts
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#124. "RE: Mech Commander 2.5 (But can you save a game?)"
In response to Reply # 123
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Update 21122010
Mechs and vehicles are free from object2 and it works for gameplay and for editor from the retail.
Buildings are free from object2 but I had to fix the editor, which crushes on save because of xna build and things. It must be free from xna build.
One big release named MechCommander Omnitech (over 100 Mb) is scheduled for next monday.
It will contain: 1. Latest 2.5 2. editor fixed for buildings (but requires xna...) for building testing. 3. modified carver 5, exodus and new unfinished MW2 mercs campaigns.
Wow, Magic you are making fast progress! Will the updated Exodus compaign contain the updated story/characters? And if so, is there any chance you can give me a day or two to do a final quick edit of the entire manuscript to get it ready for that?
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Magic | Wed Dec-22-10 01:20 PM |
Charter member
647 posts
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#125. "RE: Mech Commander 2.5 (But can you save a game?)"
In response to Reply # 124
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Update 21122010
Mechs and vehicles are free from object2 and it works for gameplay and for editor from the retail.
Buildings are free from object2 but I had to fix the editor, which crushes on save because of xna build and things. It must be free from xna build.
One big release named MechCommander Omnitech (over 100 Mb) is scheduled for next monday.
It will contain: 1. Latest 2.5 2. editor fixed for buildings (but requires xna...) for building testing. 3. modified carver 5, exodus and new unfinished MW2 mercs campaigns.
Wow, Magic you are making fast progress! Will the updated Exodus compaign contain the updated story/characters? And if so, is there any chance you can give me a day or two to do a final quick edit of the entire manuscript to get it ready for that?
No its "prerelease" I want to give the project team something solid before Christmas. No need to hurry, take your time.
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Marceror | Wed Dec-22-10 02:30 PM |
Member since Jul 24th 2007
47 posts
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#126. "RE: Mech Commander 2.5 (But can you save a game?)"
In response to Reply # 125
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Jazz | Tue Jan-04-11 08:58 PM |
Member since Jan 02nd 2011
6 posts
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#129. "RE: Mech Commander 2.5 (But can you save a game?)"
In response to Reply # 128
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Magic, I just downloaded MC 2.5 and your work is very impressive. I had a quick question about Vidcom; was this intentionally removed or am I experiencing a bug? Both in between missions as well as in missions I am not receiving the video messages.
Thanks!
Thank you Jazz, Video is disabled in MC2 shared source release.
Roger that! I would imagine that your mods work the same with a disc installation?
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Magic | Tue Jan-11-11 07:10 AM |
Charter member
647 posts
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#130. "RE: Mech Commander 2.5 (But can you save a game?)"
In response to Reply # 129
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rollin | Thu Jan-13-11 07:47 AM |
Member since Aug 25th 2010
114 posts
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#132. "RE: Mech Commander 2.5"
In response to Reply # 131
Thu Jan-13-11 07:48 AM by rollin
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this is soooooooooo f* awesome !!
as soon as I've got my iphone game on itunes I'll be here more often again and I'll check this out for sure!
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Magic | Thu Jan-13-11 08:24 AM |
Charter member
647 posts
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#133. "RE: Mech Commander 2.5"
In response to Reply # 132
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Rollin, do you want your mechs added?
We just cracked an easy way for adding mechs.
All I need is workable model (textured - ase export : your_mech.ase) Model must have parts: - Torso, - Hip, - Left upper arm, - Left lower arm (gun), - Right upper arm, - Right lower arm (gun), - Left upper leg, - Left lower leg, - Left foot (and toes if the model has toes), - Right upper leg, - Right lower leg, - Right foot (and toes if the model has toes),
Your_mechx.ase Your_mechfallforwarddam.ase Your_mechfallbackwarddam.ase Texture file. And name of the original model animation to use for your mech.
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Magic | Mon Jan-31-11 10:07 AM |
Charter member
647 posts
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#138. "RE: Mech Commander 2.5"
In response to Reply # 137
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Almost ready:
Whats new (29012011)
changeded objectchangesides abl command for use in mission.abl
syntax: objectchangesides(PartID, teamID);
PartID - number from the editor for buildings, part id for mover (getunitmates(squadID)) from squad ID. teamID - (0,2 player; 1,3,... enemy)
effect: change object side. works for MECHS, VEHICLES and BUILDINGS
NEW ABL command: addmovertoplayer(PartID, teamID, commanderID);
PartID - part id for mover (getunitmates(squadID)) from squad ID. teamID - (0,2 player; 1,3,... enemy) commanderID = 0, player is 0 for Single player. Here for possible future multiplayer.
Effect: switch enemy mech or vehicle to player and add that unit to player roster.
Release date: very soon - this week.
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telyadi | Thu Feb-10-11 12:51 AM |
Member since Feb 10th 2011
3 posts
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#139. "RE: Mech Commander 2.5"
In response to Reply # 138
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As a newcomer, the lack of project status information on each thread's first post making a big confusion.
So is this mod still active or has discontinued then absorbed in new mod (MechCommander Omnitech) ?
If this MC2.5 still active, how the correct step to use it with "Unofficial Expansion files 10/02": (1) Unofficial Expansion 1.0 *** (2) Patch 1v2 (3) Carver V (to purchase new 'Mechs there) (4) CarverV New Start - Player starts with Razorback, Firestarter and Jenner (and 6000 RPs) (5) Exodus 2.0
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telyadi | Thu Feb-10-11 07:26 AM |
Member since Feb 10th 2011
3 posts
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#142. "RE: Mech Commander 2.5"
In response to Reply # 141
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First install all from 1 to 5. Then install patch 2.5.
Or simply download mechcommander omnitech its all inside.
If this mod is another active branch than omnitech, for now I choose the MC2.5 rather than download a 400MB still in alpha dev.
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notrich | Fri Dec-23-11 12:31 PM |
Member since Dec 23rd 2011
2 posts
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#152. "RE: Mech Commander 2.5"
In response to Reply # 139
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i am also a newcomer and confused about why this thread is stickied if it is not supported anymore?
great to see that you guys are working on this great old game! (but as a new guy to your forum it is a bit confusing)
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telyadi | Thu Feb-10-11 12:54 AM |
Member since Feb 10th 2011
3 posts
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#140. "RE: Mech Commander 2.5"
In response to Reply # 138
Thu Feb-10-11 12:57 AM by telyadi
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#150. "RE: Mech Commander 2.5"
In response to Reply # 0
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Greetings,
I have owned and loved Mech Commander 2 since the day it was first released. I have played it sporadically every few years when I get the urge to play, and it is near the top of the list of my all time favorite games.
On a whim last week, I searched Google to see if a game company was perhaps resurrecting the franchise (or any game based in the BattleTech universe for that matter).
Much to my surprise I found a small community of modders working on an improved version of the game I love!
First, let me say thank you all very much for the work you have done. Second, I want to play around with the editor and the released source code, and once acclimated, perhaps get involved with this project. I have limited experience with game editors, and graphics creation, but I do have some programming knowledge (I am a 2nd year Comp Sci major) .
Let me know if you could use any help with the project!
Anyways, thanks again.
-Mercenary Mecha
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