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MagicWed Aug-04-10 09:15 AM
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"Mech Commander 2.5"
Mon Jul-18-11 09:17 AM by Magic

          

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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wolfmanWed Aug-04-10 09:12 PM
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#1. "RE: Mech Commander 2.5"
In response to Reply # 0


  

          

I am willing to test with wolfman-x and wolfman-MC2

check out wolfman's missions and wolfman's forum at
http://s2.invisionfree.com/wolfman_x_forum/index.php

  

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MagicMon Aug-09-10 06:29 AM
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#2. "RE: Mech Commander 2.5"
In response to Reply # 0


          

MC 2.5 update.

- Component purchase implemented.
- component purchase screen finished (need some art work) and works.

Will upload to DSC to the end of the week.

magic

  

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Pensives_WetnessWed Aug-11-10 05:14 AM
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#3. "RE: Mech Commander 2.5"
In response to Reply # 2


  

          

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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MagicWed Aug-11-10 07:38 AM
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#4. "RE: Mech Commander 2.5"
In response to Reply # 3


          

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

  

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wolfmanWed Aug-11-10 11:53 AM
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#5. "RE: Mech Commander 2.5"
In response to Reply # 4


  

          

Quote

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 both

check out wolfman's missions and wolfman's forum at
http://s2.invisionfree.com/wolfman_x_forum/index.php

  

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Crescent_Hawk0Fri Aug-13-10 01:16 AM
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#6. "RE: Mech Commander 2.5"
In response to Reply # 5


  

          

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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MagicFri Aug-13-10 08:09 AM
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#7. "RE: Mech Commander 2.5"
In response to Reply # 6


          

Quote

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?


One of my machines has Asus mobo with usb mouse, win7 and I have no problem.

magic

  

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MagicFri Aug-13-10 08:43 AM
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#9. "RE: Mech Commander 2.5"
In response to Reply # 7


          

As I remember mouse cursor didnt show in main menu screen only, it is fixed in my release.

magic

  

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MagicFri Aug-13-10 08:36 AM
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#8. "RE: Mech Commander 2.5"
In response to Reply # 0


          

Package uploaded to DSC

You will not be able to use your old saved games because saved game format is changed.

Purchase file format is the same but if you want 2 lasers in mission purchase you will have to put 2 lasers in the component section of the purchase file.

Example
old format:



b AllComponents = False

l Component0 = 7 //Heat Sink
l Component1 = 10 //Jump Jets
l Component2 = 25 //Armor Plating
l Component3 = 156 //Laser
l Component4 = 145 //PPC
l Component5 = 140 //Large Laser



st Mech0 = "werewolf"
st Mech1 = "hunchback"
st Mech2 = "bushwacker"
st Mech3 = "cougar"
st Mech4 = "enfield"

you have 1 of all these for purchase.

if you want 2 lasers and 2 bushwackers add a laser and bushwacker:



b AllComponents = False

l Component0 = 7 //Heat Sink
l Component1 = 10 //Jump Jets
l Component2 = 25 //Armor Plating
l Component3 = 156 //Laser
l Component4 = 145 //PPC
l Component5 = 140 //Large Laser
l Component6 = 156 //Laser



st Mech0 = "werewolf"
st Mech1 = "hunchback"
st Mech2 = "bushwacker"
st Mech3 = "cougar"
st Mech4 = "enfield"
st Mech5 = "bushwacker"

And yo are done.

magic

  

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wolfmanFri Aug-13-10 12:30 PM
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#10. "RE: Mech Commander 2.5"
In response to Reply # 8


  

          

I use USB mice only; no issues ever.

Is there a link?
Where is the download?

check out wolfman's missions and wolfman's forum at
http://s2.invisionfree.com/wolfman_x_forum/index.php

  

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MagicMon Aug-16-10 09:59 AM
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#11. "RE: Mech Commander 2.5"
In response to Reply # 10


          

Uploaded to DSC ftp.

Its up to crowfoot.
I dont have rights for more.

magic

  

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crowfootTue Aug-17-10 02:05 AM
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#12. "RE: Mech Commander 2.5"
In response to Reply # 11


  

          

post updated at TOP

________________________________________________

BattleCorps member GBD-0255 | XBOX LIVE Gamertag: crowfoot MI
XFire: crowfootJamie

  

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MagicTue Aug-17-10 07:12 AM
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#13. "RE: Mech Commander 2.5"
In response to Reply # 8


          

One thing I forgot.

In the mechlab right click remove weapon from the mech.

  

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MagicThu Aug-26-10 06:22 AM
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#14. "RE: Mech Commander 2.5"
In response to Reply # 0


          

More changes:

1. Sensor and jumping skills added to pilots like in mcg.
2. Pilot promotion screen and pilot review area changed.
3. Pilots get experience for those skills.
4. New calc system for ranks.
5. Sensor message when pilot has new sensor contact.
6. Jump facing jump direction fixed.
7. Skill try for sensors and jumping based on current sensor and jumping skill value.
8. Fall when failed jump skill check (... trying to fix endless loop jump bug from the original game)...

magic

  

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rollinThu Aug-26-10 08:01 AM
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#15. "RE: Mech Commander 2.5"
In response to Reply # 0


          

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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MagicThu Aug-26-10 09:09 AM
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#16. "RE: Mech Commander 2.5"
In response to Reply # 15


          

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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MagicThu Aug-26-10 09:15 AM
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#17. "RE: Mech Commander 2.5"
In response to Reply # 16


          

All those new mechs most vehicles and some new buildings are made by me.
(I just wish..., I made higher poly models for them)

Will be there in the final release.

  

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rollinThu Aug-26-10 09:23 AM
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#18. "RE: Mech Commander 2.5"
In response to Reply # 17


          

ha well that's nice


anyway.. I hope we can all pull on one string.. I don't care if wolfman or you are organizing things into one build as long as ALL improvements are collected into one mayor build
THAT's important

I'll post the source code of my messagebox stuff when I've tested it a bit more. I just want credit for initial author. But the code can be altered of course as long as the changes are made public too

I'm not a programmer.. is there a way to share those code changes easily and clearly laid out?

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..

I'll work on basic improvements I've posted in my thread. Starting with the most easy and important ones.

Gameplay or game mechanic changes are up to others (=you )

  

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MagicThu Aug-26-10 09:53 AM
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#19. "RE: Mech Commander 2.5"
In response to Reply # 18


          

Quote


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.

Quote


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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MagicThu Aug-26-10 09:56 AM
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#20. "RE: Mech Commander 2.5"
In response to Reply # 19


          

PS: very nice buildings.

  

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rollinFri 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


          

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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MagicFri Sep-03-10 06:21 AM
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#22. "RE: Mech Commander 2.5"
In response to Reply # 0


          

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

  

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wolfmanFri 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


  

          

Quote

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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SailingmasterFri 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


  

          

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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BeowulfFri 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


          

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
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_____________________________

Beowulf

  

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MagicMon Sep-06-10 08:43 AM
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#25. "RE: Mech Commander 2.5"
In response to Reply # 24


          

Beowulf, thank you for your replay.

is this exception occurs always or jut sometimes. Have you tried replaying the mission then accessing the purchase screen, or saving the mission after finish and accessing the purchase screen after load.

Anyway many issues with comp. purchase have been fixed. Try new release 06.09.2010 (link at top of the screen).

Latest additions (not tested at all):
in mission info will now show all 4 skills, plus number of mission kills and number of mech kills for selected pilot.

experimental stage: Im trying to add new wide resolutions to the game.

magic

  

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MagicMon Sep-06-10 08:45 AM
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#26. "RE: Mech Commander 2.5"
In response to Reply # 25


          

Wolfman, thank you for your help too.

New link is at top of the screen.

magic

  

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BeowulfTue Sep-07-10 04:39 PM
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#27. "RE: Mech Commander 2.5"
In response to Reply # 25


          


The problem occurs on and off but always at the same place. It is caused by accessing the components screen immediately after a completed mission. If you access the mech purchase screen first, I have not seen the abend.

_____________________________

Beowulf

  

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MagicThu Sep-09-10 06:19 AM
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#28. "RE: Mech Commander 2.5"
In response to Reply # 0


          

Looks good in 1920x1080 for an old timer.

magic

  

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cpt underpantsFri Sep-10-10 03:51 PM
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#30. "RE: Mech Commander 2.5"
In response to Reply # 28


          

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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MagicMon Sep-13-10 12:10 PM
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#31. "RE: Mech Commander 2.5"
In response to Reply # 30


          

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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BeowulfTue Sep-14-10 03:19 PM
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#32. "RE: Mech Commander 2.5"
In response to Reply # 31


          

Seems you are right. I just found out that I cannot play Exodus or Carver expansions. There is a problem with my machine. Can't play MW4 any more either.

_____________________________

Beowulf

  

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BeowulfWed Sep-15-10 05:17 PM
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#33. "RE: Mech Commander 2.5"
In response to Reply # 31


          

Fixed it. I reloaded the game and all its associated stuff. Everything is fine now. Sorry guys.

  

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MagicThu Sep-16-10 08:12 AM
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#34. "RE: Mech Commander 2.5"
In response to Reply # 0


          

New release scheduled for Monday, September 20.

- New mission resolution 1920x1080.
- Fixed some issues with mech purchase screen and mech bay screen.

magic

  

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MagicMon Sep-20-10 12:04 PM
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#35. "RE: Mech Commander 2.5"
In response to Reply # 0


          

There will be no release today (I was too busy last weekend and change is not significant enough)

Last changes:
- 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.
- Jump skill value represent how well will pilot jump (fall or not)

magic

  

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MagicWed Sep-22-10 08:45 AM
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#36. "RE: Mech Commander 2.5"
In response to Reply # 0


          

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

  

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wolfmanWed Sep-22-10 07:37 PM
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#38. "RE: Mech Commander 2.5"
In response to Reply # 36


  

          

Quote

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 thoughts

check out wolfman's missions and wolfman's forum at
http://s2.invisionfree.com/wolfman_x_forum/index.php

  

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MagicWed Sep-22-10 08:52 AM
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#37. "RE: Mech Commander 2.5"
In response to Reply # 0


          

Things will go slow from now on.

My only tester went to school and I will have to test everything I do myself (since there is no one else interested).

magic

  

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MagicThu Sep-30-10 08:13 AM
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#39. "RE: Mech Commander 2.5"
In response to Reply # 0


          

post updated at TOP

  

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MagicThu Oct-07-10 07:01 AM
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#40. "RE: Mech Commander 2.5"
In response to Reply # 0
Mon Oct-11-10 12:17 PM by Magic

          

Formations progress so far:

- Player unit roster is not sorted by tonnage any more. You can re arrange at your own will.

Point unit is the one that is first from the left on the roster in selection.

So far I have 4 workable formations:
Line, Column, Wedge, Arowhead.

- 11102010
Its up to 6 formations and I dont plan to make more for now. Need to do some testing and will post to the end of the week.

magic

  

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MagicMon Nov-01-10 08:35 AM
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#41. "RE: Mech Commander 2.5"
In response to Reply # 0


          

New logistics turned out to be a huge project for me.

Possible release date summer 2011.

magic

  

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MagicMon Nov-08-10 06:50 AM
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#42. "RE: Mech Commander 2.5"
In response to Reply # 0


          

Any comments about formations?

  

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MarcerorMon Nov-15-10 06:11 AM
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#43. "RE: Mech Commander 2.5"
In response to Reply # 42
Mon Nov-15-10 06:17 AM by Marceror

          

Quote

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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MarcerorMon Nov-15-10 06:24 AM
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#44. "RE: Mech Commander 2.5"
In response to Reply # 43


          

Seems like the ability to store components will really change the way your Exodus campaign plays out, since resources are so scarce. When you get the chance to purchase, you can stockpile a little more, and in theory, be a little better resourced for upcoming missions. Of course, you likely can't purchase as many of any given component, so that might work the other direction. Should be an interesting twist.

  

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MagicMon Nov-15-10 09:19 AM
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#45. "RE: Mech Commander 2.5"
In response to Reply # 44
Mon Nov-15-10 09:20 AM by Magic

          

Or you can take from mechs you want to sell, before you sell.

  

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MarcerorMon Nov-15-10 06:33 PM
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#46. "RE: Mech Commander 2.5"
In response to Reply # 45


          

Yep, absolutely. Obtain a mech with Clan weapons. Maybe you don't need the chassis, but those weapons can be stored in inventory and loaded into an existing mech when needed. This will allow greater flexibility to configure mechs that suit your pilot's skills, while not making the weapons themselves any less special or valuable. Makes a lot more sense than the original approach, as far as I'm concerned.

  

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MarcerorTue Nov-16-10 01:08 AM
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#47. "RE: Mech Commander 2.5"
In response to Reply # 45


          

Found a little bug. I failed mission 3 of Exodus (let an ambulance get destroyed). I was 10 tons under drop weight, and have gained my additional 20k C-bills prior to the mission. After failing, I still had my extra C-bills, but the team weight limit was 75/85, allowing me to get another 20k. I'm betting I could do this indefinitely and become very rich.

Also, I'm seeing mechs for purchase in the game still. I salvaged a Catapult and sold it for a profit after mission 1, and it was also added to the available mechs for purchase. Is this intended? It's almost like I have a static "inventory" of purchasable mechs. Is this intended?

  

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MarcerorTue Nov-16-10 02:33 AM
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#48. "RE: Mech Commander 2.5"
In response to Reply # 47


          

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.

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.

  

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MagicTue Nov-16-10 06:52 AM
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#50. "RE: Mech Commander 2.5"
In response to Reply # 48


          

Quote

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.

Quote

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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MagicTue Nov-16-10 06:46 AM
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#49. "RE: Mech Commander 2.5"
In response to Reply # 47


          

Quote

Found a little bug. I failed mission 3 of Exodus (let an ambulance get destroyed). I was 10 tons under drop weight, and have gained my additional 20k C-bills prior to the mission. After failing, I still had my extra C-bills, but the team weight limit was 75/85, allowing me to get another 20k. I'm betting I could do this indefinitely and become very rich.

Also, I'm seeing mechs for purchase in the game still. I salvaged a Catapult and sold it for a profit after mission 1, and it was also added to the available mechs for purchase. Is this intended? It's almost like I have a static "inventory" of purchasable mechs. Is this intended?


Yes I know about that "bug". Its still there for testing. Makes testing easier when you can get a lot of cbills for nothing.

Sold mechs should stay in purchase list for the mission in case you change your mind.

  

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MarcerorTue Nov-16-10 03:08 PM
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#51. "RE: Mech Commander 2.5"
In response to Reply # 49
Tue Nov-16-10 03:10 PM by Marceror

          

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.

  

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MarcerorTue Nov-16-10 03:36 PM
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#52. "RE: Mech Commander 2.5"
In response to Reply # 51


          

Here's another one...

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).

  

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MarcerorTue Nov-16-10 03:45 PM
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#53. "RE: Mech Commander 2.5"
In response to Reply # 51
Tue Nov-16-10 03:46 PM by Marceror

          

Quote

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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MarcerorTue Nov-16-10 06:57 PM
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#54. "RE: Mech Commander 2.5"
In response to Reply # 53


          

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."

  

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MarcerorWed Nov-17-10 01:37 AM
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#55. "RE: Mech Commander 2.5"
In response to Reply # 54
Wed Nov-17-10 01:37 AM by Marceror

          

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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MagicWed Nov-17-10 06:19 AM
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#56. "RE: Mech Commander 2.5"
In response to Reply # 55


          

Thank you very much.
No, please continue!

Im making a list and after you are done will see to it.

  

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MagicWed Nov-17-10 07:11 AM
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#57. "RE: Mech Commander 2.5"
In response to Reply # 55


          

Quote

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.

Quote

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.

Quote

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.

Quote

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.

Quote

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.

Quote

(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?

Quote

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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MarcerorWed Nov-17-10 05:16 PM
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#59. "RE: Mech Commander 2.5"
In response to Reply # 57


          

Quote

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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MarcerorWed Nov-17-10 06:54 PM
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#60. "RE: Mech Commander 2.5"
In response to Reply # 59


          

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.

  

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MarcerorWed Nov-17-10 11:50 PM
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#61. "RE: Mech Commander 2.5"
In response to Reply # 60
Wed Nov-17-10 11:53 PM by Marceror

          

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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MagicThu Nov-18-10 06:55 AM
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#63. "RE: Mech Commander 2.5"
In response to Reply # 61


          

Quote

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.

Quote

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.

Quote

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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MarcerorThu Nov-18-10 03:30 PM
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#65. "RE: Mech Commander 2.5"
In response to Reply # 63


          

Quote


Quote

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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MarcerorThu Nov-18-10 09:10 PM
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#66. "RE: Mech Commander 2.5"
In response to Reply # 65
Thu Nov-18-10 09:18 PM by Marceror

          

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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MarcerorThu Nov-18-10 09:12 PM
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#67. "RE: Mech Commander 2.5"
In response to Reply # 66


          

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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MarcerorThu Nov-18-10 09:16 PM
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#68. "RE: Mech Commander 2.5"
In response to Reply # 67
Thu Nov-18-10 09:27 PM by Marceror

          

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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MagicFri Nov-19-10 06:55 AM
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#69. "RE: Mech Commander 2.5"
In response to Reply # 65


          

Quote

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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MarcerorFri Nov-19-10 04:22 PM
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#70. "RE: Mech Commander 2.5"
In response to Reply # 69


          

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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MarcerorSun Nov-21-10 10:33 PM
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#71. "RE: Mech Commander 2.5"
In response to Reply # 70


          

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.

  

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MagicMon Nov-22-10 06:22 AM
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#73. "RE: Mech Commander 2.5"
In response to Reply # 70


          

Quote

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

Quote

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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KarlMon Nov-22-10 02:01 AM
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#72. "RE: Mech Commander 2.5"
In response to Reply # 69


          

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

  

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MagicMon Nov-22-10 06:29 AM
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#74. "RE: Mech Commander 2.5"
In response to Reply # 72


          

Quote

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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KarlMon Nov-22-10 09:12 AM
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#75. "RE: Mech Commander 2.5"
In response to Reply # 74


          

Cant wait to be free of object2.pak! As I said in the other thread give me an example of what you want done to the .csv files (obviously add a object class value) and consider it done for all the .csv files in your current MC2.5 package

  

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MarcerorTue Nov-23-10 07:02 AM
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#76. "RE: Mech Commander 2.5"
In response to Reply # 72


          

Quote

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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MagicTue Nov-23-10 07:13 AM
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#77. "RE: Mech Commander 2.5"
In response to Reply # 76


          

Quote

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.


Take your time Marceror, theres no need to hurry.
Almost all my days are like this.

  

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MarcerorThu Nov-25-10 08:53 PM
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#78. "RE: Mech Commander 2.5"
In response to Reply # 77


          

Magic, thanks for your understanding. I finally sent you campaign 1 and campaign 2. As mentioned in my email, I have been working very long hours all this week, so I was a bit more delayed in sending than I expected.

I look forward to your feedback.

  

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CWVKnucklesWed Nov-17-10 03:49 PM
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#58. "RE: Mech Commander 2.5"
In response to Reply # 0


  

          

Hello, I'm having some difficulty installing it. After I've installed the vanilla version, the unoffical expansion and patch, and the exodus campaign, I copied my MC2 folder to my desktop and tried to extract everything there. However, whenever I try to run MCRel, it gives me the error 'MSVCR90.dll is missing' and that I cannot run the program without it. I perused the contents of both my MC2 and MC2.5 folders and can find no such file. Please help!

Lokis FTW

  

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MagicThu Nov-18-10 06:38 AM
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#62. "RE: Mech Commander 2.5"
In response to Reply # 58
Thu Nov-18-10 07:06 AM by Magic

          

Try to copy to the root of your c or d partition:

c:\mechcommander2 or
d:\mechcommander2

Dont rename install folder just copy.
Unpack mechcommander2.5 package to root of c or d it has folder structure that begins in mechcommnader2 folder.

You dont have to copy, only if you want to keep original files. If you dont then unpack 2.5 package to the folder where you can find mechcommander2 install folder eg. c:\program files\ if your game is installed there (c:\program files\mechcommander2)

  

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CWVKnucklesThu Nov-18-10 03:21 PM
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#64. "RE: Mech Commander 2.5"
In response to Reply # 62


  

          

Right, this worked, thank you!

Lokis FTW

  

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MagicMon Nov-29-10 09:21 AM
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#79. "RE: Mech Commander 2.5"
In response to Reply # 0


          

29112010 update.

COMING SOON:
Say good by to object2.pak file for mechs.
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).
Saved 400-500 open/close/seek file operations in load.
Mechs still need object numbers: Convention- mech object numbers are between 1200 and 1699, 1700-2000 is reserved for vehicles later (not a priority).
This is just as I want to be, you can use any number for anything.
Number of objects that can be added the game virtually unlimited.

Number of ploygons limit tripled.

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.

  

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KarlTue Nov-30-10 05:25 AM
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#80. "RE: Mech Commander 2.5"
In response to Reply # 79


          

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?

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?

  

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Starman01Tue Nov-30-10 07:36 AM
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#81. "RE: Mech Commander 2.5"
In response to Reply # 80
Tue Nov-30-10 07:39 AM by Starman01

          

Awesome work man !!! If you need testing, I'm here to help too. Keep it up !

  

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MagicTue Nov-30-10 08:11 AM
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#82. "RE: Mech Commander 2.5"
In response to Reply # 80


          

Quote

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.

Quote

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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KarlTue Nov-30-10 09:07 AM
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#83. "RE: Mech Commander 2.5"
In response to Reply # 82


          

*waits in anticipation of new mc2.5*

Regarding the instructions, as I have posted in my Lupus thread, I will have a crack at finishing the madcat mkII, just a quick question... is it ok to cheat and rename a copy of say the madcat tgl files that store the animations to madcatmkII in an attempt to avoid having to create new animations (have not learned that side of modeling yet), ultimatly new animations will be done but they will be sometime away if you are going to wait for me to do them...

  

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rollinTue Nov-30-10 09:50 AM
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#84. "RE: Mech Commander 2.5"
In response to Reply # 83


          

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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MagicTue Nov-30-10 10:39 AM
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#85. "RE: Mech Commander 2.5"
In response to Reply # 84
Tue Nov-30-10 10:40 AM by Magic

          

Quote

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)


Yes, I did that and I think rollin did that too with his 2 new mechs.

I made animations at first for my first mechs, but I didnt have ase files back then, and I couldnt force the game to translate my animations. All my AGL files ended zero length after the game comile them. Thats why I took existing animations. All my mechs are using animations from original MC2 mechs.

For that MadCat 2, you only need to texture torso, arms and gunpods (and heap - look at the model). We can use heap (if not too different) and legs from Bloodasp.

rollin, can you please write "How to"?
I think its easier to export ase of your model then open chosen existing mech (renamed) ase and copy/paste mesh from your model.

  

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Starman01Tue Nov-30-10 01:18 PM
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#86. "RE: Mech Commander 2.5"
In response to Reply # 85


          

Yes, an exporter guide would be pretty useful. Karl and I are trying for days now to get my hangar working, but the conversion progress doesn't seem to work at all. I think that truespace is somehow responsible for it at some point, but theoretically it should be able to convert stuff.

  

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rollinWed Dec-01-10 04:27 PM
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#87. "RE: Mech Commander 2.5"
In response to Reply # 85


          

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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MagicThu Dec-02-10 09:38 AM
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#90. "RE: Mech Commander 2.5"
In response to Reply # 87


          

Quote

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)


You need only correct animations in correct file names (.AGL).

TGL files are models AGL files are animations. You only need to change TGL file or mech (mech, arms and destroyed) or ASE files of the original mech, after renaming all tgl and agl files to your_mech_name_...

  

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rollinThu Dec-02-10 10:53 AM
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#91. "RE: Mech Commander 2.5"
In response to Reply # 90


          

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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MagicThu Dec-02-10 11:08 AM
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#92. "RE: Mech Commander 2.5"
In response to Reply # 91


          

Quote

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)


Yes, pick one of the original and copy (all files ini, ase, tgl, agl). Your mech name is MECH_A. Rename all those files to MECH_A(...).ini and change ini..., MECH_A(...).ase,
MECH_A(...).tgl, MECH_A(...).agl. You only need to change mesh for body parts in (ase - tgl) and texture file name.
All animation files .agl work automatically.
I did this for all my mechs.

  

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rollinThu Dec-02-10 03:51 PM
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#93. "RE: Mech Commander 2.5"
In response to Reply # 92


          

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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MagicFri Dec-03-10 06:48 AM
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#95. "RE: Mech Commander 2.5"
In response to Reply # 93
Fri Dec-03-10 06:54 AM by Magic

          

Quote

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?


I simply dont have time to clean my release folder!?! Sorry.

BTW I changed the code according to your post about mech torso rotation, is this OK now?

  

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KarlSun Dec-05-10 08:37 PM
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#106. "RE: Mech Commander 2.5"
In response to Reply # 83


          

Hi Magic,

Just wanted to let you know that I am still working on the MadCat MkII texture (It is alot more difficult that I thought). I see that the warhawk texture was based upon the bloodasp texture, how were you able to create a UV map for the warhawk that fit the bloodasp texture? I ask as you suggested I do the same with the MadCat MkII but I cant for the life of me see how I would do that (inexperience is probable the problem here). I have asked Rollin if he would upload the max files and texture files for one of his mech so that I (and I guess anyone else) could study them for insight on how to create a good UV file and subsequently a good texture file, would you be willing to also upload one of your mechs max file for the purposes of study?

Again as I said to Rollin, its your mech your IP and your decision if this is something you would like to do

Cheers

Karl

(working hard on the MadCat MkII)

  

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MagicTue Dec-07-10 08:49 AM
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#109. "RE: Mech Commander 2.5"
In response to Reply # 106


          

Quote

Hi Magic,

Just wanted to let you know that I am still working on the MadCat MkII texture (It is alot more difficult that I thought). I see that the warhawk texture was based upon the bloodasp texture, how were you able to create a UV map for the warhawk that fit the bloodasp texture? I ask as you suggested I do the same with the MadCat MkII but I cant for the life of me see how I would do that (inexperience is probable the problem here). I have asked Rollin if he would upload the max files and texture files for one of his mech so that I (and I guess anyone else) could study them for insight on how to create a good UV file and subsequently a good texture file, would you be willing to also upload one of your mechs max file for the purposes of study?

Again as I said to Rollin, its your mech your IP and your decision if this is something you would like to do

Cheers

Karl

(working hard on the MadCat MkII)


Karl, 3 models posted.

  

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Raven IICWed Dec-01-10 10:58 PM
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#88. "RE: Mech Commander 2.5"
In response to Reply # 79


  

          

I want to download this but for some reason, I can't even download the release before this on RapidShare. Do I need an account? If so, does it cost anything?

  

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MagicThu Dec-02-10 09:33 AM
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#89. "RE: Mech Commander 2.5"
In response to Reply # 88


          

Quote

I want to download this but for some reason, I can't even download the release before this on RapidShare. Do I need an account? If so, does it cost anything?


No its free. Dbl click and follow instructions.

  

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iamallamaThu Dec-02-10 07:05 PM
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#94. "RE: Mech Commander 2.5"
In response to Reply # 0


          

Hey Magic,

Great work!

I was just wondering: Since the architecture has changed from the original layout, how would I go about editing purchase/logistics files to include certain mechs/weapons for certain missions?

Warmest regards.

  

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MagicFri Dec-03-10 06:51 AM
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#96. "RE: Mech Commander 2.5"
In response to Reply # 94


          

Quote

Hey Magic,

Great work!

I was just wondering: Since the architecture has changed from the original layout, how would I go about editing purchase/logistics files to include certain mechs/weapons for certain missions?

Warmest regards.


Purchase file format is the same but if you want 2 lasers in mission purchase you will have to put 2 lasers in the component section of the purchase file.

Example
old format:



b AllComponents = False

l Component0 = 7 //Heat Sink
l Component1 = 10 //Jump Jets
l Component2 = 25 //Armor Plating
l Component3 = 156 //Laser
l Component4 = 145 //PPC
l Component5 = 140 //Large Laser



st Mech0 = "werewolf"
st Mech1 = "hunchback"
st Mech2 = "bushwacker"
st Mech3 = "cougar"
st Mech4 = "enfield"

you have 1 of all these for purchase.

if you want 2 lasers and 2 bushwackers add a laser and bushwacker:



b AllComponents = False

l Component0 = 7 //Heat Sink
l Component1 = 10 //Jump Jets
l Component2 = 25 //Armor Plating
l Component3 = 156 //Laser
l Component4 = 145 //PPC
l Component5 = 140 //Large Laser
l Component6 = 156 //Laser



st Mech0 = "werewolf"
st Mech1 = "hunchback"
st Mech2 = "bushwacker"
st Mech3 = "cougar"
st Mech4 = "enfield"
st Mech5 = "bushwacker"

And yo are done.

For now. The purchase will change for new logistics...

  

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Starman01Fri Dec-03-10 07:11 AM
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#97. "RE: Mech Commander 2.5"
In response to Reply # 96


          

That's great ! I suppose you have changed the savegame based fit file the same way to store the players inventory ?

  

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iamallamaFri Dec-03-10 07:04 PM
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#98. "RE: Mech Commander 2.5"
In response to Reply # 96


          

Is that assuming I put the purchase file in the old /data/missions directory? Because I tried putting in purchase01, purchase02 and so forth in that directory and proceeded to edit the component and mech listings, and got nothing but the original three mechs and dozen weapons.

What should I be doing differently?

  

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Starman01Fri Dec-03-10 08:45 PM
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#99. "RE: Mech Commander 2.5"
In response to Reply # 98
Fri Dec-03-10 08:47 PM by Starman01

          

Quote

Is that assuming I put the purchase file in the old /data/missions directory? Because I tried putting in purchase01, purchase02 and so forth in that directory and proceeded to edit the component and mech listings, and got nothing but the original three mechs and dozen weapons.

What should I be doing differently?


What are you trying ? The orginal carver campaign or your own ? The correct named purchase file is set in the campaign editor. AFAIK it's not loaded when you play "solo mission", but I might be mistaken with that.

=======================

@Magic : Since I need a little playing offtime, I will now give your newest upload a try. I love the component logistic part

But one thing that annoys me, is that the game is always swichting into window mode between each screen. It's swichting not only from menu and mission, but also between some menu screens as well. Since I'm one of the last CRT users, I'm always getting afraid of my old monitor

Do you want me to check for something special while I'm at it ?

  

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MarcerorSat Dec-04-10 02:19 AM
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#100. "RE: Mech Commander 2.5"
In response to Reply # 99


          

The fullscreen thing is set in the config files for MC2, in the install directory. Options.cfg I believe it is called.

  

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Starman01Sat Dec-04-10 09:53 AM
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#101. "RE: Mech Commander 2.5"
In response to Reply # 100
Sat Dec-04-10 10:19 AM by Starman01

          

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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Starman01Sat Dec-04-10 12:57 PM
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#102. "RE: Mech Commander 2.5"
In response to Reply # 101


          

Eh, one more thing. Could you please hand out your compbas.csv seperatly ? Yours isn't compatible with the carver fit files, and I'm going to change them to make it compatible. That's also probably the error that lama encountered

  

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MagicMon Dec-06-10 11:14 AM
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#108. "RE: Mech Commander 2.5"
In response to Reply # 102


          

Quote

Eh, one more thing. Could you please hand out your compbas.csv seperatly ? Yours isn't compatible with the carver fit files, and I'm going to change them to make it compatible. That's also probably the error that lama encountered


Its compatible but if you want to use my compbas.csv you must install my patch before you unzip 2.5. Theres even new purchase for the carver V campaign.

  

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MagicMon Dec-06-10 11:09 AM
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#107. "RE: Mech Commander 2.5"
In response to Reply # 101


          

Thank you for testing.

Quote

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.

Quote

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.

Quote

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.

Quote

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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iamallamaSat Dec-04-10 10:53 PM
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#103. "RE: Mech Commander 2.5"
In response to Reply # 99


          

It's for the original carver V campaign.

  

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Starman01Sun Dec-05-10 10:49 AM
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#104. "RE: Mech Commander 2.5"
In response to Reply # 103


          

In that case you will have to rebuild the fit files to be compatible with MC 2.5 It looks to me,that some component id's changes, since I already don't receive new items in mission 4. For that, we need the extracted compbas.csv vom Magic, so that we get the id numbers.

  

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Starman01Sun Dec-05-10 04:25 PM
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#105. "RE: Mech Commander 2.5"
In response to Reply # 104


          

Hm, I extracted the compbas file myself, found it

Strange thing is, that at least in my case the component numbers haven't changed, but the new components are still not available in the purchase window. Must be a different problem ...

  

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MagicMon Dec-13-10 12:37 PM
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#110. "RE: Mech Commander 2.5"
In response to Reply # 0


          

MC2.5 update 13122010

Vehicles are free from object2.pak.

I failed to maintain compatibility with the old way, but its simple.

This means if you have vehicle with object num and file in object2.pak it will not be loaded correctly (it will be loaded, will not crush the mission, but will be indestructable static). All you need will be vehicle.fit file in data/objects folder, refernce in moveobj.fit file and line in buildings.csv with new object number.

I started converting all mechs with object numbers from 1200 and vehicles from 2000.
Object numbers can be changed in moveobj and buildings.csv at any later date to any free number and it will work.

Next thing to do is free buildings.

When I finish with buildings, I will release full playable mc2.5 with modified carver 5, exodus and unfinished mw2 mercs campaigns.

  

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Starman01Mon Dec-13-10 02:18 PM
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#111. "RE: Mech Commander 2.5"
In response to Reply # 110


          

Awesome ! Keep it up

  

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Starman01Mon Dec-13-10 03:47 PM
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#112. "RE: Mech Commander 2.5"
In response to Reply # 111


          

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.

  

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MagicTue Dec-14-10 10:56 AM
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#113. "RE: Mech Commander 2.5"
In response to Reply # 112
Tue Dec-14-10 10:59 AM by Magic

          

Quote

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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Starman01Tue Dec-14-10 11:21 AM
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#114. "RE: Mech Commander 2.5"
In response to Reply # 113


          

Roger, will do

I will now need to install a fresh OS because I have severe PC problems. Should be done on early this evening (currently its 1.00 pm for me).

Then I will start editing what you said.

P.S. Why do we post here ? Wouldn't you like to collect stuff in the project forum as well ? Just thinking....

  

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Starman01Tue Dec-14-10 06:06 PM
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#115. "RE: Mech Commander 2.5"
In response to Reply # 114


          

So, I'm back online (sort of). Damn this WLAN Router

@Magic: How much useful is building.csv in this matter ? Does it contain all buildings and small stuff, so that I can identify the object files according to their number entry in building.csv ? That would save me a lot of time

  

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Starman01Wed Dec-15-10 03:32 PM
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#116. "RE: Mech Commander 2.5"
In response to Reply # 113
Wed Dec-15-10 03:32 PM by Starman01

          

Quote

Quote

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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MagicThu Dec-16-10 06:43 AM
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#117. "RE: Mech Commander 2.5"
In response to Reply # 116


          

Quote

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 ?


You can use buildings.csv and after you have all files building_name.fit please make a txt file with:

object_number, building_name (without extension)

2500, building_name1
2501, building name2

Because that file can be automatically imported into my work.

  

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Starman01Thu Dec-16-10 09:00 AM
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#118. "RE: Mech Commander 2.5"
In response to Reply # 117
Thu Dec-16-10 09:00 AM by Starman01

          

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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MagicThu Dec-16-10 10:17 AM
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#119. "RE: Mech Commander 2.5"
In response to Reply # 118


          

Quote

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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MagicSun Dec-19-10 12:36 PM
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#120. "RE: Mech Commander 2.5"
In response to Reply # 0


          

Update 19122010

Buildings are free from object2 (not tested yet).
Mech purchase changed.
Fixed mechlab, no cost for adding or removing weapons.

  

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Pensives_WetnessTue Dec-21-10 05:26 AM
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#121. "RE: Mech Commander 2.5 (But can you save a game?)"
In response to Reply # 120


  

          

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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MagicTue Dec-21-10 01:29 PM
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#122. "RE: Mech Commander 2.5 (But can you save a game?)"
In response to Reply # 121


          

Quote

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?


It will not work over mc2x. Try over retail or over finalbuild from the source.

Im not using xna build and other things, only c++.

  

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MagicTue Dec-21-10 01:38 PM
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#123. "RE: Mech Commander 2.5 (But can you save a game?)"
In response to Reply # 122


          

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.

  

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MarcerorTue Dec-21-10 07:12 PM
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#124. "RE: Mech Commander 2.5 (But can you save a game?)"
In response to Reply # 123


          

Quote

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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MagicWed Dec-22-10 01:20 PM
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#125. "RE: Mech Commander 2.5 (But can you save a game?)"
In response to Reply # 124


          

Quote

Quote

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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MarcerorWed Dec-22-10 02:30 PM
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#126. "RE: Mech Commander 2.5 (But can you save a game?)"
In response to Reply # 125


          

Okay, got it. Thanks.

  

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JazzSun Jan-02-11 03:46 PM
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#127. "RE: Mech Commander 2.5 (But can you save a game?)"
In response to Reply # 126


          

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!

  

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MagicTue Jan-04-11 06:43 AM
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#128. "RE: Mech Commander 2.5 (But can you save a game?)"
In response to Reply # 127
Tue Jan-04-11 06:45 AM by Magic

          

Quote

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.

  

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JazzTue Jan-04-11 08:58 PM
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#129. "RE: Mech Commander 2.5 (But can you save a game?)"
In response to Reply # 128


          

Quote

Quote

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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MagicTue Jan-11-11 07:10 AM
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#130. "RE: Mech Commander 2.5 (But can you save a game?)"
In response to Reply # 129


          

Yes.

  

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MagicWed Jan-12-11 07:26 AM
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#131. "RE: Mech Commander 2.5"
In response to Reply # 0
Wed Jan-12-11 07:29 AM by Magic

          

Mech Commander Omnitech first release is almost ready (over 100 Mb)
- Modified Carver 5 campaign.
- Modified Exodus campaign.
- New MW2 Mercs campaign.

Whats new (12012011):
- All vehicles are free from object2.pak (object numbers start is at 2000).
- All buildings can be free from object2 (object numbers start is at 2500, original buildings will be left in object2)
- Set of Rollins buidings.
- Starmans Mech Hangar.
- possibly Karls new mechs?
- Number of potential abl commands doubled (was 256, now 512).
- Modified rollins message box added and accessible as abl command (for use in main mision abl file):

setTextMsg(0,"PROBE",10);

first parameter can be 0 or 1.
0 - instant message for the duration of number of seconds (10),
1 - rollins message box with press enter to continue, in this case third parameter should be 0.

second parameter is text message. It should have no limit because it passes a pointer to string to underlying function.

third is a number of seconds to display a message in case first is set to 0.

- Modified Mech purchase screen. New mech purchase simplified to the maximum, no memory consumption at all.

New version of the editor:
- Fixed many errors: dynamic memory allocation version conflict.
- New load for mechs, vehicles and buildings. It will load old MC2 way as well.
- Rollins resize bug fix implemented.
- Fixed 600 objects limit for buildings.

You will need Microsoft Visual C++ 2010 redistributable and
XNA build for the editor (extract xna build and dont dbl click XNABuildSetup.exe. Dbl click XNA Build System.msi. It will install and report an error in the end about something missing. Just finish the install and it will be OK.

  

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rollinThu Jan-13-11 07:47 AM
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#132. "RE: Mech Commander 2.5"
In response to Reply # 131
Thu Jan-13-11 07:48 AM by rollin

          

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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MagicThu Jan-13-11 08:24 AM
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#133. "RE: Mech Commander 2.5"
In response to Reply # 132


          

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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MagicWed Jan-19-11 11:45 AM
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#134. "RE: Mech Commander 2.5"
In response to Reply # 131


          

19012011

Release delayed because of mechs:

3 mechs are in the mech bay:

Lupus and Fafnir by Karl and
Intruder by Magic

One more is in production for this release: Mad Cat II.

  

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Makinus2Tue Jan-25-11 10:53 AM
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#135. "RE: Mech Commander 2.5"
In response to Reply # 134


          

Nice.... downloading now to test.....

btw: there is any way (probably need editing of the source code) so MC2 dumps in a text file the result of a battle (enemy/own mechs destroyed/damaged, etc.)?

  

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MagicTue Jan-25-11 12:35 PM
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#136. "RE: Mech Commander 2.5"
In response to Reply # 135


          

Quote

Nice.... downloading now to test.....

btw: there is any way (probably need editing of the source code) so MC2 dumps in a text file the result of a battle (enemy/own mechs destroyed/damaged, etc.)?


I didnt think about it, its possible.

  

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MagicTue Jan-25-11 12:36 PM
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#137. "RE: Mech Commander 2.5"
In response to Reply # 131


          

New mech number for the release is 5

Thug added...

  

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MagicMon Jan-31-11 10:07 AM
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#138. "RE: Mech Commander 2.5"
In response to Reply # 137


          

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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telyadiThu Feb-10-11 12:51 AM
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#139. "RE: Mech Commander 2.5"
In response to Reply # 138


          

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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MagicThu Feb-10-11 05:32 AM
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#141. "RE: Mech Commander 2.5"
In response to Reply # 139


          

First install all from 1 to 5. Then install patch 2.5.

Or simply download mechcommander omnitech its all inside.

  

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telyadiThu Feb-10-11 07:26 AM
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#142. "RE: Mech Commander 2.5"
In response to Reply # 141


          

Quote

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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MagicThu Feb-10-11 10:10 AM
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#143. "RE: Mech Commander 2.5"
In response to Reply # 142
Thu Feb-10-11 10:13 AM by Magic

          

This mode is now MCO. There will be no further updates here. MCO is full game with MC2.5, my exodus and MW2 mercs campaigns and modified carver 5. Its all in place with new modifications and 5 new mechs. And its only 400 megs, about 10 - 20 min download.

Its completely stabile. Alpha there is because of planned changes like new graphics, new logistics, better 3D models...

  

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DeathFXWed Mar-02-11 03:16 AM
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#144. "RE: Mech Commander 2.5"
In response to Reply # 143


  

          

Hi, I am getting an error message when i try to start up the game. it says MC2 could not open the file mission.fst. Please insert the MechCommander 2 CD and then click OK to continue. I have the CD mounted so I figure this should work, but it doesn't. I even have the actual CD-ROM, but when I put that in the disk drive, I still get the error.

Is there a fix for this?

  

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MagicWed Mar-02-11 06:25 AM
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#145. "RE: Mech Commander 2.5"
In response to Reply # 144
Wed Mar-02-11 06:26 AM by Magic

          

Strange,

No one reported something like this to me before.
I dont have time to support MC2.5 any more. Its in MCO, sorry.

  

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notrichFri Dec-23-11 12:31 PM
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#152. "RE: Mech Commander 2.5"
In response to Reply # 139


          

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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telyadiThu Feb-10-11 12:54 AM
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#140. "RE: Mech Commander 2.5"
In response to Reply # 138
Thu Feb-10-11 12:57 AM by telyadi

          

double post

  

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honghsien5Sun May-01-11 07:52 AM
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#146. "RE: Mech Commander 2.5"
In response to Reply # 140


          

i just downloaded MC2 and installed the game onto my hard drive
i also tried patching 2.5 into the folder
however my game still look the same and i can't set the resolution to 1920x1080

How exactly do i install the patch?
i downloaded it from the rapidshare at the first post

  

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MagicMon May-09-11 08:00 AM
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#147. "RE: Mech Commander 2.5"
In response to Reply # 146


          

hongsien,

thank you for downloading mc2.5.

This mode is no longer supported.
Please download and install MCOsetup066.

It is standalone game contains all MC2.5 features and much more.

  

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daimonxFri Sep-16-11 06:52 PM
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#148. "RE: Mech Commander 2.5"
In response to Reply # 0


          

I know I am late to the party but I love Mechcommander. I tried to download the 2.5 version and it sends me to a page that states that the file is deleted. Is there any other way to get 2.5?

  

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Raven IICFri Sep-16-11 07:55 PM
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#149. "RE: Mech Commander 2.5"
In response to Reply # 148


  

          

MechCommander 2.5 now has a new name, MechCommander Omnitech. Its basicly a continuation of MC 2.5, just with more bugfixes and mechs and vehicles, etc. Also several new features.

You can find it here: http://www.hard-light.net/forums/index.php?topic=77064.0
And you'll need Microsoft XNA, and Microsoft Visual C++ 2010 redestributable. Both can be found on the link.

  

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mercenary_mechaTue Sep-20-11 03:10 AM
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#150. "RE: Mech Commander 2.5"
In response to Reply # 0


  

          

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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MagicWed Sep-21-11 06:01 AM
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#151. "RE: Mech Commander 2.5"
In response to Reply # 150


          

Thank you for playing.

This project is Mech Commander Omnitech. Please visit us at Hardlight production forums.

  

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