Printer-friendly copy
Top MechCommander MechCommander 2 topic #5944
View in linear mode

Subject: "Mech Commander Omnitech" First topic | Next topic
MagicWed Feb-02-11 09:52 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
"Mech Commander Omnitech"
Tue Apr-02-13 05:37 AM by Magic

          

Mech Commander Omnitech is standalone game.
There is no need for Mech Commander 2 installation nor disk.
There is no need for XNA installation any more for Mission Editor.

MCO 304
Link: http://www.moddb.com/mods/mechcommander-omnitech/downloads/mech-commander-omnitech-304

277: bugfix on delete array in missionBriefingScreen and missiongui.
278: ExtentRadius changed to be bigger for larger mechs
279: Variables defining removed heap sizes removed from the code.
280: Debugwins and variables removed from the code
281: Autosave file "Before_mission" added.
282: Mechlab bug - removed components saved to inventory fixed.
283: Players mechs are facing direction of the mission drop mech (first player unit in mission file)
shadowcat texture fix.Old Zeus replaced with Zeus mk2 model. Zeus mk2 to be replaced with another mech.
Buildings.csv fix - all dropships moved to air units. x_2_4 mission changed - components salvage added.
284: Cahnges in radio to prevent memory alloc if zero packet.
285: Problem with destroyed gates and pathfinding for longer disatnces fixed.
286: Bugfix in move.cpp - fixed redefinition of array(30) - mustbe 40+.
287: Many changes in define MAX variables in move.h and .cpp and other modules.Maps 180+ no longer crush on second load in solo.
Many checks added on delete or free. Misions MW2_1_1 and MW2_1_2 changed.
288: MW2_4_1 fix.
289: Saved variant name can go up to 20 characters (14). Crab icon. MW2_7_1 fix. Before_mission autosave for solo missions disabled.
290: PPC turret - new model. Bugfix in damage transfer from mission to logistics. Message window position changed.
Pilot ready screen fixed overlaping mech-pilot stats.
291: Mechlistbox and MechPurchase screen rewritten, no more crushes. Animation redesign - Fafnir and Warhammer2c (Karl).
New texture Warhammer2c (Karl).
292: Options - unlimited purchase implemented (components only for now). Options screen changed. Options.cfg changed - line for unlimited purchase added.
Change in logistics resolution selection.
293: Nova lGun joint fix.
294: Logistics resolution changes - logistics uses the same resolutons as mission.
295: Hi res offsets for logistics resolutions. ini files for logistic screens added for 1680 and 1920 res.
296: Logistics screens are in detected best supported resolution. Positions are calculated per offsets from ini files and 1280 as refernce.
297: Scaling for mech models and roataing weapon models for hi-res fixed. Hard coded cover rect for in pilot ready area moved to other rects.
298: Repair truck deploy reset if mission failed.
299: Salvage component changed to support CompCount. New Warhammer2c shadow (Karl).
300: Error in goblin pilot file fixed. Editor recompiled, xna-arm removed from editor obj manager.
301: Pilot radio under airstrike enabled.
302: Mech selection boxes for 2nd and 3rd line for offsets fixed. Pilot attribute metters not showing because of new cover rect fixed.
303: Fix: ECM shut down for dead or disabled mech with ECM. Fix: BlackJack eror in CSV file.
304: Editor is free of XNA.

MCO 269
241 :More detail and water textures.
242 : Minor building fixes (Karl), cement2 to 7 (Starman)
243 :
Extent radius for large vehicles returned/set to 20 (Starman).
Hollander.csv new variant (Starman).
Timberwolf fix (Karl).
MAX_SENSORS increased to 200 (+50).
Editor: message for max units on save changed from 104 to 192.

244 :Mw4 Cougar fixed - error in tgl incorrect ase export (6 weapon nodes), new Cougar model (6 weapon nodes).
245 : MAX_MOVERS_PER_TEAM increased to 150 (was 120). Max units for one team must be less then 150 (usually enemy).
Number of units plus number of sensor towers must be less then 200.
246 : AblStackHeap set to 4Mb.,Mission mw2_8_1_Wolcot added to mw2mercs campaign
247 : No salvage if mech too deep under water, removed gos_free in terrtxm.cpp.
248 : New mech - Stalker 11 weapon nodes, Nova mech - Changed torso - original was unusable.
249 : Button layout for lowest resolutions fixed, Stalker and Mist Lynx icons, New salvage values in salvage screen, armor and internal damage reduce the price, Players disabled mech can be salvaged for 10% of the price.
250 : Mech salvaged through salavge screen after mission are not auto-repaired.
251 : Hollander2.csv fix.
252 : Mech icon - Crossbow, MistLynx fix (Karl).
253 : UniversalBrain.abl file updated, 2 new component warehouses (new textures), Destroyed Nova fix, CanHaveECM will not be listed as ECM in weapons listbox for mechs. It is listed as a component.
254 : Null overlay index (terrain type) redefinition from 41 to 1, Both Editor and MCO recompiled, New mech Crab.
255 : Fixed crush on exit after last mission in campaign (save dropweight), New vehicle ACV.
256 : New vehicle Bulldozer, New vehicle Hummer
257 : New Argus texture, new shadow model (Karl).
258 : New BloodKite texture and shadow model (Karl)
259 : New Fafnir texture and shadow model (Karl)
260 : Fafnir texture fix (Karl)
261 : Changes in several modules per Echalon9s PVS studio changes, MaxVisualRange = 400 (gamesys.fit)
262 : New Champion model (Karl), 5 new textures for Karls models.
263 : 2 bugfixes per Echelon
264 : New mech Firefly (Karl - model by Starman)
265 : Firefly icon (Karl), Compbas min ranges for some weapons added, LRM range decreased.
266 :
Component stacking in components inventory and purchase.
Number of components can be set in purchase file:
l Component3 = 156 //Laser
l CompCount3 = 10
Game can read both new and old purchase files and combination (if CompCount is not found CompCount=1)

Mech variant can be set in purchase file:
st Mech1 = "Jenner"
l MechVariant1 = 1
Game can read both new and old purchase files and combination (if MechVariant is not found MechVariant=0)

Files mcl_c$ and mcl_mc changed in art folder - new text box definition for component count.
267 : Change in Component Purchase screen because of previous modifications.
268 : Lupus redesign (Karl).
269 : Hellfire redesign and Lupus fix (Karl). Mech purchase screen changes.

MCO 240
- Redesigned mission GUI - MC1 style,
- Damage transfer from mission to logistics,
- Repair buttons added to mechbay and mechlab.
- Every weapon has its own weapon range - new ranges calculation, simple math instead of predefined tables in mc2,
- ECM works as ECM umbrella now, all friendly mechs under ECM range are invisible for sensors, can be purchased and added to the mech in mechlab.
- New simple math calculations for LOS, increased LOS for high ground,
- New Beagle probe, increase sensor range and can detect shutdown mechs, can be purchased and added to the mech.
- max unit textures are now up to 512x512,
- max game detail textures... can go up to 1024x1024,
- new detail textures fixed that ugly looking terrain,
- new building textures, redesign of existing textures.
- redesigned old overlays and over 100 new overlays, cement, grass, terrain...
- additional ammo bins for all weapons,
- player can hire local mercs in mission if allowed by mission designer. Full control of those merc mech and vehicles for the duration of the mission,
- New Paved Road texture,
- High res damage icons are used for logistics and will show damage in logistics.
- Orange is added to damage colors.
- New MCO purchase file editor by Karl,
- New Arrow IV turret - model by Starman, texture by Karl.
- Quick load/save fix.
- New feature Resource points for the mission are now visible in mechbay, player can icrease or decrease the number just like the drop weight.
- Left click and drag disabled in mechbay and mechlab.
- Component salvage like in MC1
- new button design for mission gui.
- new button for repair truck - recharge your repair truck with one click (cost RPs).

ABL Commands:
NEW
- teleporttopoint(PartID, position),
- setbrain(PartID, brainFileName),
- togglesensorstrike;
- toggleartillerypiece;
- toggleairstrike;

Fixed/activated:
- setobjectivetype(objectiveID, type)
- checkobjectivetype(objectiveID)

Mechs:
Redesigned
- Summoner - magic.
- Timberwolf - Karl.
- Mad Dog - Karl.

EDITOR
NEW:
- Objective Action for Mission Editor - Add Component salvage (add a components FIT file containing number of salvage components and component list)

Bugfixes:
- Error when loading mission with destroyed building as first after start.
- Bugfix for MakenewtechnologyAvailable, Playwav and PlayBik
- Bugfix incorrect entry for additional purchase files.


MCO 156
I am sorry for problem with corrupted textures, it is fixed.

MCO 155
- K_lightgate fix

MCO 154
- left, right, up, down animations disabled in menus.
- tileHeap, tileRAMHeap eliminated.

MCO version 152
One new mech and 27 new buildings.
- New mech - Omen (Karl)
- Kurita building set - (Heavy, Medium, Light) Gate, Wall, Post and Kurita Turret Control (Karl)
- Petrol Station (Karl - model by Starman)
- MC1/G building set - CranePA (animated), Elemental Barracks, Farmhouse, Field Storage, Hanger, 6 Kurita Houses, 5 Office Buildings Variants (Karl)

MCO version 151
- exodus x_2_5 mission fix (mission was impossible because of new feature, indirect fire without LOS).
- 1 bug and 3 possible problems fixed.
- folders missions and textures cleanup.
- Flyer units movement changes reversed. This should fix many problems in released 3rd party campaigns.

MCO version 148
More then 50 problems, bugs and fixed limits in the code fixed.
Improved stability.
Crushes for large maps (200) fixed.

MCO version 143
- Object2 changed files for all my buildings (impassablewhendestroyed)
- Long Tom projectile speed doubled.
- bug - invalid normal fixed (crush in base aries mission and possibly more missions. Function with two arguments with the second argument defaulted to NULL if omitted. At one place in the function value is assigned to second argument without checking its existence.)

MCO version 141
- textureCacheHeap and textureStringHeap eliminated
- colorMapHeap and colorMapRAMHeap eliminated
- craterPosHeap, cratershpHeap and craterList heap eliminated
- mapData heap eliminated
- Indirect fire weapons can fire if target is in range (no need for LOS)
- Crater texture loaded as separate var.
- Flyer units dynamics fixes.
- impassableWhenDestroyed for buildings activated. Set to False in building.fit file and destroyed building will be passable in game.
- impassableWhenDestroyed changed in all fit files for buildings in MCO objects folder.

MCO version 133
Mechs are free of mc2res.dll for logistics.

MCO version 132
REmodeled buildings: Barracks, Chemical Plant, Dome, HQ, Hangar,
Industrial complex, Liquid Storage - (Karl - models Hades)
Popup MRM Turrets anim fix (karl)
New buildings: Factory, Dome (karl)
New Salamander Armor as mech (karl - model by ThorC).
REmodeled buildings: 2StoryCivLiving (karl)
Fixed: Elemental (new animation - karl), Factory, Dome (Karl).
New Building: Windmill Port Arthur variant (karl)
Editor buiding groups fix.
Exodus and MW2 missions fixes - l modelID = ... must be new objnum for mechs,
vehicles and new buildings, or the edit0r crush on show object in objectives.
x_2_5 fix: Truck moved out of danger.
Repair Bay dynamics changed.
New building: Field Repair Bay
New Building: Portable Repair Bay
New Vehicle: Armored Supply Truck
Old Repair bay with new anims for new repbay dynamics

4 new abl commands:
1)
addresourcepoints(pointsToAdd);
pointsToAdd - number of Resource points, can be + or -.
Effect: Add resource points for the mission.
2)
addmoney(pointsToAdd);
pointsToAdd - amount of money, can be + or -.
Effect: In mission add money.
3)
togglerepairtruck;
Effect: Enable/Disable repair truck in support for the mission.
4)
togglesalvagecraft;
Effect: Enable/Disable salvage craft in support for the mission.

Chance to fall under heavy fire (hit by heavy weapons).
Auto detect closest supported resolution to players desktop resolution.

NEW ABL command:
settxtbuildingname(BuildingID, "BuildingName");

BuildingID - number from the editor for building.
"BuildingName" = "New text building name"

Effect: Display "BuildingName" text as building name in mission.
Works for Buildings, Turrets amd Gates

Building does not need entry in mc2res.dll. All is set in Building.fit:
st Name="Building Name" - text for in mission display
l BuildingName=0 - must be zero

Buildings dont need entrys in mc2res.dll for the editor.
In buildings.csv type "Building Name" instead of "Name ID Number"
Mechs and vehicles also dont need entrys in mc2res.dll.
For vehicles it is (vehicle.fit file): st Name ="Ambulance".
For mechs it is (mech.csv file): MechName,Anihilator.

Elemental and Salamander jump fix (karl)
Huntsman and IceFerret - better mech models (karl)
Mech CSVs fix for new armor.
New armor allocation - more armor types.
My missions RPtruck fix.

Mech speed display extended

New Hi-res menus. 3 resolutions: standard 800x600 plus 1280x1024 and 1440x900

Mission briefing screen and pilot ready area added to new menus.
Mech purchase fix, compnent purchase fix.

mech purchase screen added to new menus.

Fixed bad load for feet0000.tga
Added folder detail with some detail textures to textures folder.

New logistic res change

new menus component purchase screen added.
new building - Generator (karl)

auto resolutions change - change resolution only if desktop res is
different then logistic res.

mission heap eliminated
appearance heap eliminated
terrain heap eliminated (200 crushes on first loaod after game start)
radio and msgheap heap eliminated
soundheap heap eliminated
system heap eliminated
gui heap eliminated - it was not used?
tgl heap eliminated.


gamesys.fit (f MaxVisualRange = 500 //300)
mechlab art for mechs - Karl
ase2tgl mem error fixed.

MCO version 102
Editor fixed: no more crushes on exit under win7, no more crushes in unit settings dialog.
Repair vehicle recharge completed.
Quick save/load fixed, no more crushes after quick load.
Game will recalculate paths for destroyed buildings.

MCO version 092
- Quicksave bug fix - more then 10 weapon nodes - another fixed limit.
- Better Kodiak mech model - 10 weapon nodes.

MCO version 091
- Quick load bug fix - another fixed limit.
- Repair truck can be deployed only once.

MCO version 089
Whats new:
- Mouse wheel incorporated in all MCO list boxes.
- Many mech fixes from Karl.
- New mech - Warhammer 2c (Karl)
- Improved mach models (magic):
Warhawk (model changed, 10 weapon nodes),
CauldronBorn (model changed, 12 weapon nodes),
Orion (better model, 9 weapon nodes, better animation),
Orion2c (better model, 9 weapon nodes, better animation),
Awesome (better model, 9 weapon nodes, better animation),
Centurion (better model, 6 weapon nodes, better animation),
Intruder (9 weapon nodes),
Grizzly (8 weapon nodes),
Nova (better model, 7 weapon nodes, better animation).
- New mech Zeus MK2 - 9 weapon nodes (magic).
- 4 new tanks: JEdgar, Saracen, Savannah, Striker (karl)
- Bug fixed - vehicle weapon nodes only 2 active, if created more then 2 in ASE/TGL, wehicle fire only first salvo and never again. All 4 nodes are now active and OK.
- new Elemental as mech (Karl, model by Thorc).
- 2 types of Forest-walls added to the game (karl).
- new building - Solar Collector (magic).
- max waypoints changed to 32 (magic).
- Repair Truck can recharge from resource buildings and resource vehicles.
- Repir Bay is not destroyed when empty.

===============================================================================
OK here is the first release of MCO:
(full game installer package - 400 Mb)

(http://www.moddb.com/downloads/start/30109) - no longer available.

===============================================================================
THE SECOND MCO RELEASE
(full game installer package - 430 Mb)
http://www.moddb.com/mods/mechcommander-omnitech

We wish to thank all the people who downloaded and played MCO's first release. Special thanks to all of you that playtested and reported bugs and other problems. Many of the problems and bugs found in the first release were fixed and there are many new features in the current build. We are very happy about receiving so much positive feedback and the interest you people still show into that yewel of a game.

===============================================================================
We would like to outline 4 very big changes in this new build :
===============================================================================

- Texture resolution for in game objects (mechs, vehicles, buildings) and terrain detail texture is now 256x256 (was 128x128) (To clarify : It's now possible, but not changed everywhere already )
- Memory allocation for game and Editor is changed and that fixed many issues.
- New maps 140x140, 160x160, 180x180 and 200x200
- 15 (!!!) new mechs added to the game
===============================================================================

PROGRAM REQUIREMENTS
This is a stand alone game: install this in its own folder. Also, you will need Microsoft Visual C++ 2010 (x86) redistributable which can be obtained from Microsoft directly at:
(http://www.microsoft.com/downloads/details.aspx?familyid=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84)
and
If you want to use the editor, you will have to also install the XNA build for the editor (extract xna build and don't 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.
(http://www.microsoft.com/downloads/en/details.aspx?familyid=868fe562-5ded-4bb1-8648-708d3481bda3&displaylang=en)


What's new in Mech Commander Omnitech?

- 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 (object numbers start is at 1200).
- Number of polygons limit tripled.
- A modification of rollins message box implemented.
- 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 buildings.
- Starman's Mech Hangar.
- 5 new mechs (Fafnir and Lupus by Karl, Intruder and Thug by magic and MadCat MkII by MCO team).
- Number of potential abl commands doubled (was 256, now 512).
- Modified rollins message box added and accessible as abl command (for use in main mission 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.

-changed 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.

- Changed the way of loading pilot icons.
- 6 NEW (not replacement NEW) pilots from MCG: Vixen, Scarab, Hunter, Beast, Mystique, Hitman. Thanks to ThorC.
- Activated ALL 4 weapon nodes for turrets.
- Max object texture resolution changed to 256x256.
- 3 wide resolutions supported; 1920x1200, 1680x1050 and 1440x900.
- reduced number of buildings and trees that can be rendered by the distance from camera.
- shadows will not render if distance from camera is too long.

What's NEW in 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.
- Max number of pilots doubled to 128.

===============================================================================
Whats new in second release:
===============================================================================
===============================================================================
- Texture resolution for in game objects (mechs, vehicles, buildings) is now 256x256 (was 128x128)
- Memory allocation for game and Editor is changed and that fixed many issues.
- New maps 140x140, 160x160, 180x180 and 200x200
- Activated ALL 4 weapon nodes for turrets.
- Max object texture resolution changed to 256x256.
- 3 wide resolutions supported; 1920x1200, 1680x1050 and 1440x900.
- reduced number of buildings and trees that can be rendered by the distance from camera (to prevent crashings or polygon overload).
- shadows will not render if distance from camera is too long.
- New maps 140x140, 160x160, 180x180 and 200x200
- Turrets and gates are free of object2
- Starmans Autocannon, LargeLaser, LRM and Calliope turrets included.
- Memory alloc fixed. Maps 180 and 200 are not crushing on exit now.
- All MC1 pilots are in MCO (by ThorC).
- New mechs Grizzly, Cicada, Crossbow, Ranger (by Magic)
- New Mechs Sunder, Hellfire, Redesigned Mist Lynx, Blood Kite, Naga and Mad Cat Mk3 (by Karl),
- New mechs Uziel, Argus, Thanatos, Owens (by Karl, models by Starman)
- New mech Champion (by Karl - model by RavenIIC)
- Mobile Turret Control vehicle and Mobile AC Turet (by Starman)
- New MRM turret, MRM popup and camo turets and LRM camo turrets (by Karl).
- New/fixed ABL and brain file functions (check the moddb download description for more details on this issue)


What's NEW in editor:
- Max number of pilots doubled to 128.
- More skys added to editor up to 36.
- Editor mem alloc changed.

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

magic

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

Replies to this topic
Subject Author Message Date ID
RE: Mech Commander Omnitech
Feb 02nd 2011
1
RE: Mech Commander Omnitech
Feb 03rd 2011
2
RE: Mech Commander Omnitech
Feb 03rd 2011
3
RE: Mech Commander Omnitech
Feb 03rd 2011
4
RE: Mech Commander Omnitech
Feb 04th 2011
6
      RE: Mech Commander Omnitech
Apr 30th 2011
105
           RE: Mech Commander Omnitech
May 02nd 2011
106
RE: Mech Commander Omnitech
Feb 03rd 2011
5
RE: Mech Commander Omnitech
Feb 04th 2011
7
      RE: Mech Commander Omnitech
Feb 05th 2011
8
      RE: Mech Commander Omnitech
Feb 07th 2011
13
      RE: Mech Commander Omnitech
Feb 26th 2011
50
           RE: Mech Commander Omnitech
Feb 28th 2011
51
                RE: Mech Commander Omnitech
Feb 28th 2011
52
RE: Mech Commander Omnitech
Feb 06th 2011
9
RE: Mech Commander Omnitech
Feb 06th 2011
10
RE: Mech Commander Omnitech
Feb 07th 2011
15
      RE: Mech Commander Omnitech
Feb 07th 2011
17
RE: Mech Commander Omnitech
Feb 07th 2011
14
RE: Mech Commander Omnitech
Feb 06th 2011
11
RE: Mech Commander Omnitech
Feb 06th 2011
12
      RE: Mech Commander Omnitech
Feb 07th 2011
16
           RE: Mech Commander Omnitech
Feb 07th 2011
18
RE: Mech Commander Omnitech
Feb 08th 2011
19
RE: Mech Commander Omnitech
Feb 13th 2011
20
RE: Mech Commander Omnitech
Feb 13th 2011
21
      RE: Mech Commander Omnitech
Feb 13th 2011
22
           RE: Mech Commander Omnitech
Feb 13th 2011
23
                RE: Mech Commander Omnitech
Feb 15th 2011
24
                     RE: Mech Commander Omnitech
Feb 16th 2011
25
RE: Mech Commander Omnitech
Feb 16th 2011
26
RE: Mech Commander Omnitech
Feb 16th 2011
27
RE: Mech Commander Omnitech
Feb 17th 2011
28
      RE: Mech Commander Omnitech
Feb 17th 2011
29
           RE: Mech Commander Omnitech
Feb 17th 2011
30
                RE: Mech Commander Omnitech
Feb 17th 2011
31
                     RE: Mech Commander Omnitech
Feb 18th 2011
33
RE: Mech Commander Omnitech
Feb 17th 2011
32
RE: Mech Commander Omnitech
Feb 18th 2011
34
RE: Mech Commander Omnitech
Feb 18th 2011
35
      RE: Mech Commander Omnitech
Feb 19th 2011
36
      RE: Mech Commander Omnitech
Feb 19th 2011
37
      RE: Mech Commander Omnitech
Feb 19th 2011
38
      RE: Mech Commander Omnitech
Feb 19th 2011
39
      RE: Mech Commander Omnitech
Mar 29th 2011
74
           RE: Mech Commander Omnitech
Mar 29th 2011
75
           RE: Mech Commander Omnitech
Mar 31st 2011
76
RE: Mech Commander Omnitech
Feb 21st 2011
40
RE: Mech Commander Omnitech
Feb 23rd 2011
41
      RE: Mech Commander Omnitech
Feb 23rd 2011
42
           RE: Mech Commander Omnitech
Feb 23rd 2011
43
RE: Mech Commander Omnitech
Feb 24th 2011
44
RE: Mech Commander Omnitech
Feb 24th 2011
45
      RE: Mech Commander Omnitech
Feb 25th 2011
46
           RE: Mech Commander Omnitech
Feb 25th 2011
47
                RE: Mech Commander Omnitech
Feb 25th 2011
48
                     RE: Mech Commander Omnitech
Feb 25th 2011
49
RE: Mech Commander Omnitech
Mar 01st 2011
53
RE: Mech Commander Omnitech
Mar 02nd 2011
54
      RE: Mech Commander Omnitech
Mar 02nd 2011
55
RE: Mech Commander Omnitech
Mar 04th 2011
56
RE: Mech Commander Omnitech
Mar 04th 2011
57
      RE: Mech Commander Omnitech
Mar 04th 2011
58
           RE: Mech Commander Omnitech
Mar 04th 2011
59
                RE: Mech Commander Omnitech
Mar 07th 2011
60
                     RE: Mech Commander Omnitech
Mar 10th 2011
61
                          RE: Mech Commander Omnitech
Mar 11th 2011
62
                               RE: Mech Commander Omnitech
Mar 11th 2011
63
                                    RE: Mech Commander Omnitech
Mar 11th 2011
64
                                         RE: Mech Commander Omnitech
Mar 13th 2011
65
                                              RE: Mech Commander Omnitech
Mar 14th 2011
66
                                                   RE: Mech Commander Omnitech
Apr 18th 2011
85
                                                        RE: Mech Commander Omnitech
Apr 18th 2011
86
RE: Mech Commander Omnitech
Mar 24th 2011
67
RE: Mech Commander Omnitech
Mar 24th 2011
68
RE: Mech Commander Omnitech
Mar 24th 2011
69
RE: Mech Commander Omnitech
Mar 27th 2011
71
RE: Mech Commander Omnitech
Mar 26th 2011
70
RE: Mech Commander Omnitech
Mar 27th 2011
72
      RE: Mech Commander Omnitech
Mar 27th 2011
73
RE: Mech Commander Omnitech
Apr 04th 2011
77
RE: Mech Commander Omnitech
Apr 05th 2011
78
      RE: Mech Commander Omnitech
Apr 06th 2011
79
RE: Mech Commander Omnitech
Apr 12th 2011
80
RE: Mech Commander Omnitech
Apr 12th 2011
81
RE: Mech Commander Omnitech
Apr 15th 2011
82
RE: Mech Commander Omnitech
Apr 16th 2011
83
      RE: Mech Commander Omnitech
Apr 17th 2011
84
RE: Mech Commander Omnitech
Apr 21st 2011
87
RE: Mech Commander Omnitech
Apr 21st 2011
88
      RE: Mech Commander Omnitech
Apr 21st 2011
89
           RE: Mech Commander Omnitech
Apr 22nd 2011
90
                RE: Mech Commander Omnitech
Apr 23rd 2011
91
                     RE: Mech Commander Omnitech
Apr 23rd 2011
92
                          RE: Mech Commander Omnitech
Apr 23rd 2011
93
                               RE: Mech Commander Omnitech
Apr 25th 2011
94
                                    RE: Mech Commander Omnitech
Apr 25th 2011
95
                                         RE: Mech Commander Omnitech
Apr 26th 2011
96
                                              RE: Mech Commander Omnitech
Apr 26th 2011
97
                                                   RE: Mech Commander Omnitech
Apr 27th 2011
98
                                                        RE: Mech Commander Omnitech
Apr 27th 2011
101
RE: Mech Commander Omnitech
Apr 27th 2011
99
RE: Mech Commander Omnitech
Apr 27th 2011
100
      RE: Mech Commander Omnitech
Apr 29th 2011
102
           RE: Mech Commander Omnitech
Apr 29th 2011
103
                RE: Mech Commander Omnitech
Apr 29th 2011
104
RE: Mech Commander Omnitech
May 05th 2011
107
RE: Mech Commander Omnitech
Jul 10th 2011
115
      RE: Mech Commander Omnitech
Jul 11th 2011
117
RE: Mech Commander Omnitech
May 09th 2011
108
RE: Mech Commander Omnitech
Jun 01st 2011
109
RE: Mech Commander Omnitech
Jun 05th 2011
110
RE: Mech Commander Omnitech
Jun 09th 2011
111
RE: Mech Commander Omnitech
Jul 06th 2011
112
RE: Mech Commander Omnitech
Jul 08th 2011
113
RE: Mech Commander Omnitech
Jul 08th 2011
114
      RE: Mech Commander Omnitech
Jul 11th 2011
116
           RE: Mech Commander Omnitech
Jul 11th 2011
118
                RE: Mech Commander Omnitech
Jul 12th 2011
119
                     RE: Mech Commander Omnitech
Jul 12th 2011
120
RE: Mech Commander Omnitech
Jul 16th 2011
121
RE: Mech Commander Omnitech
Jul 18th 2011
122
RE: Mech Commander Omnitech
Jul 20th 2011
123
RE: Mech Commander Omnitech
Jul 20th 2011
124
RE: Mech Commander Omnitech
Jul 20th 2011
125
RE: Mech Commander Omnitech
Jul 21st 2011
126
      RE: Mech Commander Omnitech
Jul 21st 2011
127
           RE: Mech Commander Omnitech
Jul 27th 2011
128
                RE: Mech Commander Omnitech
Jul 27th 2011
129
                RE: Mech Commander Omnitech
Jul 28th 2011
130
                     RE: Mech Commander Omnitech
Aug 02nd 2011
132
                          RE: Mech Commander Omnitech
Aug 03rd 2011
133
                               RE: Mech Commander Omnitech
Aug 03rd 2011
134
RE: Mech Commander Omnitech
Jul 29th 2011
131
RE: Mech Commander Omnitech
Aug 03rd 2011
135
      RE: Mech Commander Omnitech
Aug 04th 2011
136
           RE: Mech Commander Omnitech
Aug 07th 2011
137
RE: Mech Commander Omnitech
Aug 08th 2011
138
RE: Mech Commander Omnitech
Aug 09th 2011
139
      RE: Mech Commander Omnitech
Aug 09th 2011
140
           RE: Mech Commander Omnitech
Aug 09th 2011
141
                RE: Mech Commander Omnitech
Aug 11th 2011
142
                     RE: Mech Commander Omnitech
Aug 11th 2011
143
                          RE: Mech Commander Omnitech
Aug 11th 2011
144
                               RE: Mech Commander Omnitech
Aug 11th 2011
145
                                    RE: Mech Commander Omnitech
Aug 12th 2011
146
                                         RE: Mech Commander Omnitech
Aug 19th 2011
147
                                              RE: Mech Commander Omnitech
Aug 20th 2011
148
                                                   RE: Mech Commander Omnitech
Aug 20th 2011
149
                                                        RE: Mech Commander Omnitech
Aug 21st 2011
150
                                                             RE: Mech Commander Omnitech
Aug 21st 2011
151
                                                             RE: Mech Commander Omnitech
Aug 21st 2011
152
                                                                  RE: Mech Commander Omnitech
Aug 22nd 2011
153
                                                                       RE: Mech Commander Omnitech
Aug 25th 2011
156
RE: Mech Commander Omnitech
Aug 24th 2011
154
RE: Mech Commander Omnitech
Aug 25th 2011
155
RE: Mech Commander Omnitech
Aug 28th 2011
157
RE: Mech Commander Omnitech
Sep 05th 2011
158
      RE: Mech Commander Omnitech
Sep 08th 2011
159
           RE: Mech Commander Omnitech
Sep 08th 2011
160
RE: Mech Commander Omnitech
Sep 08th 2011
161
RE: Mech Commander Omnitech
Oct 10th 2011
162
RE: Mech Commander Omnitech
Oct 18th 2011
163
RE: Mech Commander Omnitech
Oct 18th 2011
164
      RE: Mech Commander Omnitech
Oct 18th 2011
165
           RE: Mech Commander Omnitech
Oct 18th 2011
166
RE: Mech Commander Omnitech
Oct 26th 2011
167
RE: Mech Commander Omnitech
Oct 27th 2011
168
RE: Mech Commander Omnitech
Oct 27th 2011
169
      RE: Mech Commander Omnitech
Oct 29th 2011
170
           RE: Mech Commander Omnitech
Oct 29th 2011
171
                RE: Mech Commander Omnitech
Oct 31st 2011
172
                     RE: Mech Commander Omnitech
Nov 02nd 2011
173
                     RE: Mech Commander Omnitech
Nov 03rd 2011
174
                     RE: Mech Commander Omnitech
Nov 04th 2011
175
                          RE: Mech Commander Omnitech
Nov 04th 2011
176
RE: Mech Commander Omnitech
Nov 07th 2011
177
RE: Mech Commander Omnitech
Nov 09th 2011
178
      RE: Mech Commander Omnitech
Nov 12th 2011
179
           RE: Mech Commander Omnitech
Nov 12th 2011
180
RE: Mech Commander Omnitech
Nov 22nd 2011
181
RE: Mech Commander Omnitech
Nov 27th 2011
182
      RE: Mech Commander Omnitech
Nov 28th 2011
183
           RE: Mech Commander Omnitech
Nov 28th 2011
184
           RE: Mech Commander Omnitech
Nov 28th 2011
185
RE: Mech Commander Omnitech
Dec 01st 2011
186
RE: Mech Commander Omnitech
Dec 15th 2011
187
      RE: Mech Commander Omnitech
Jan 03rd 2012
188
           RE: Mech Commander Omnitech
Jan 09th 2012
189
                RE: Mech Commander Omnitech
Jan 10th 2012
190
                     RE: Mech Commander Omnitech
Jan 11th 2012
191
                          RE: Mech Commander Omnitech
Jan 11th 2012
192
RE: Mech Commander Omnitech
Jan 17th 2012
193
RE: Mech Commander Omnitech
Mar 16th 2012
194
RE: Mech Commander Omnitech
Mar 17th 2012
195
RE: Mech Commander Omnitech
Mar 29th 2012
196
RE: Mech Commander Omnitech
May 22nd 2012
197
RE: Mech Commander Omnitech
May 22nd 2012
198
      RE: Mech Commander Omnitech
May 23rd 2012
199
RE: Mech Commander Omnitech
May 23rd 2012
200
RE: Mech Commander Omnitech
May 23rd 2012
201
      RE: Mech Commander Omnitech
May 25th 2012
202
RE: Mech Commander Omnitech
May 25th 2012
203
RE: Mech Commander Omnitech
Jun 10th 2012
204
RE: Mech Commander Omnitech
Sep 13th 2012
205
RE: Mech Commander Omnitech
Sep 14th 2012
206
      RE: Mech Commander Omnitech
Dec 31st 2012
207
           RE: Mech Commander Omnitech
Dec 31st 2012
208
                RE: Mech Commander Omnitech
Dec 31st 2012
209
                     RE: Mech Commander Omnitech
Feb 26th 2013
210
RE: Mech Commander Omnitech
Apr 02nd 2013
211

cpt underpantsWed Feb-02-11 12:42 PM
Member since Sep 10th 2010
5 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#1. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

Excellent, going to download straight away. Thanks Magic, Starman, Rollin and all others who worked on this.

______________________________________

I'm not retreating, I'm just fighting in another direction.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

OscarThu Feb-03-11 12:33 PM
Member since Feb 03rd 2011
14 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#2. "RE: Mech Commander Omnitech"
In response to Reply # 0


  

          

Still playing....installation went perfectly. Thanks tons for your effort!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MethuselahThu Feb-03-11 06:45 PM
Member since Apr 15th 2003
612 posts
Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#3. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

1. See this on HLP
2. Look confused
3. ????
4. Download with rapturous expression!

Great work guys!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

OscarThu Feb-03-11 07:01 PM
Member since Feb 03rd 2011
14 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#4. "RE: Mech Commander Omnitech"
In response to Reply # 0


  

          

- New resolution 1920x1080

Humm...where to set? I don't see this in Options. Only see 1280x1024x32....

Is this an auto detect? I know my card and monitor support this resolution. Thought I'd give it a try.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
MagicFri Feb-04-11 05:46 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#6. "RE: Mech Commander Omnitech"
In response to Reply # 4


          

Oscar, yes its on autodetect.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
RatbatSat Apr-30-11 08:47 PM
Member since Apr 30th 2011
1 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#105. "RE: Mech Commander Omnitech"
In response to Reply # 6


          

i can only get 1600 res, how do i get 1920x1080?
its set to 7 in the cfg file but i cant see a list of the res number.

Also, does it not auto salvage mechs? it seems to skip over the salvage screen after a mission

Thanks

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
MarcerorMon May-02-11 06:37 PM
Member since Jul 24th 2007
47 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#106. "RE: Mech Commander Omnitech"
In response to Reply # 105


          

I'm not sure what campaign you're playing, but if it's Exodus, many missions do not allow you to pick up after mission salvage. That campaign is about making the best with initially limited resources, and often there simply isn't time to go pick up salvage.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MarcerorThu Feb-03-11 11:34 PM
Member since Jul 24th 2007
47 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#5. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

Congratulations on this release Magic!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
MagicFri Feb-04-11 05:49 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#7. "RE: Mech Commander Omnitech"
In response to Reply # 5


          

Quote

Congratulations on this release Magic!


Thank you Marceror.
Have you finished The Story?
Id like to begin to (slowly) change exodus texts.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
MarcerorSat Feb-05-11 07:49 PM
Member since Jul 24th 2007
47 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#8. "RE: Mech Commander Omnitech"
In response to Reply # 7


          

Magic, I will try to get the final draft wrapped up shortly and send it to you. January 2011 was probably one of the most demanding work months I've ever had (lots of 85-90 hour work weeks), so needless to say, my time for other stuff was limited. February is quite busy too so far, but as close as I am on the story... I know I can get it wrapped up relatively quickly.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
MagicMon Feb-07-11 08:35 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#13. "RE: Mech Commander Omnitech"
In response to Reply # 8


          

Quote

Magic, I will try to get the final draft wrapped up shortly and send it to you. January 2011 was probably one of the most demanding work months I've ever had (lots of 85-90 hour work weeks), so needless to say, my time for other stuff was limited. February is quite busy too so far, but as close as I am on the story... I know I can get it wrapped up relatively quickly.


OK, no prob.
Just email when ready.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
MarcerorSat Feb-26-11 12:34 AM
Member since Jul 24th 2007
47 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#50. "RE: Mech Commander Omnitech"
In response to Reply # 7


          

Magic, just a quick update. I'm nearly done with my revisions on the Exodus campaign manuscript, and should be sending the final draft to you this weekend.

Cheers,
Marceror

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
MagicMon Feb-28-11 05:48 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#51. "RE: Mech Commander Omnitech"
In response to Reply # 50


          

OK, thank you.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                
MarcerorMon Feb-28-11 06:24 AM
Member since Jul 24th 2007
47 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#52. "RE: Mech Commander Omnitech"
In response to Reply # 51


          

VERY Close now, but it's late and I'm going to call it a night. I'll do one more pass of proof reading, and probably have it to you within the next day or two.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

Kappa DeltaSun Feb-06-11 05:46 AM
Member since Jan 16th 2011
2 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#9. "RE: Mech Commander Omnitech"
In response to Reply # 0


  

          

First off I want to thank everyone involved with making this awesome mod.

I would like to say that some of the flavor text is mispelled. Unfortunately, I don't have specific references for you at this time.

I am still in my first play through and am stumped on one of the missions. I am in MW2_4_2 New Ivaarson. After crossing the bridge my mission always seems to fail no matter what I attempt to accomplish. What am I doing wrong?

Kappa Delta

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
nubsSun Feb-06-11 08:51 PM
Member since Jul 18th 2010
4 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#10. "RE: Mech Commander Omnitech"
In response to Reply # 9


          

hi there, this sounds great and would love to play it, but i keep getting MCOsetup.exe is not a valid win32 application, if anyone has a suggestion would love to hear it D

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
MagicMon Feb-07-11 08:44 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#15. "RE: Mech Commander Omnitech"
In response to Reply # 10


          

Quote

hi there, this sounds great and would love to play it, but i keep getting MCOsetup.exe is not a valid win32 application, if anyone has a suggestion would love to hear it D


Delete and download again.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
nubsMon Feb-07-11 11:12 AM
Member since Jul 18th 2010
4 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#17. "RE: Mech Commander Omnitech"
In response to Reply # 15


          

hi thx magic, i had allready tried that to no avail, so i tryed it again and it worked ! thx, i loved your exodus campaign and cant wait to get stuck into your new mw2 mercs camp, wolfmans camps always get to hard after a while so thx alot and good day, keep up the good work

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
MagicMon Feb-07-11 08:39 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#14. "RE: Mech Commander Omnitech"
In response to Reply # 9
Mon Feb-07-11 08:42 AM by Magic

          

Quote

First off I want to thank everyone involved with making this awesome mod.

I would like to say that some of the flavor text is mispelled. Unfortunately, I don't have specific references for you at this time.

I am still in my first play through and am stumped on one of the missions. I am in MW2_4_2 New Ivaarson. After crossing the bridge my mission always seems to fail no matter what I attempt to accomplish. What am I doing wrong?

Kappa Delta


After crossing that bridge, if you are not fast enough dropship will leave. In that case you must follow the road to the north to the jeep.

There was video with explanation but since MCO does not support video I will change to message box for future release. Sorry.

Dont worry about failed objectives, when you rich that jeep mission will be successful.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

Busto963Sun Feb-06-11 08:57 PM
Member since Jan 21st 2011
4 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#11. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

I cannot get the program working due to the following error:

"The program can't start because MSVCR100.dll is missing from your computer. Try reinstalling the program to fix this problem."

Do I need the "Microsoft Visual C++ 2010 redistributable" to get the dll or is this another issue???

I read the download instructions as the above file was required for the editor so please do not think I am a total slug!

GAB

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
Starman01Sun Feb-06-11 10:47 PM
Member since Nov 10th 2010
110 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#12. "RE: Mech Commander Omnitech"
In response to Reply # 11
Sun Feb-06-11 10:47 PM by Starman01

          

"Microsoft Visual C++ 2010 redistributable" is necessary to run the game. The error comes up, because you haven't installed that one.

The second download is for the XNA build, which you need only ADDITIONAL if you want to use the editor.

Hope that helps.

Cheers
Starman

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
MagicMon Feb-07-11 08:47 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#16. "RE: Mech Commander Omnitech"
In response to Reply # 12


          

"Microsoft Visual C++ 2010 redistributable x86" is required to run.

MCO is x86 application, so "Microsoft Visual C++ 2010 redistributable x64" will not work.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
Busto963Mon Feb-07-11 12:31 PM
Member since Jan 21st 2011
4 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#18. "RE: Mech Commander Omnitech"
In response to Reply # 16
Mon Feb-07-11 12:33 PM by Busto963

          

Quote

"Microsoft Visual C++ 2010 redistributable x86" is required to run.

MCO is x86 application, so "Microsoft Visual C++ 2010 redistributable x64" will not work.


Thanks,

Maybe the sticky read:

"OK here is the first release of MCO:
(full game installer package - 400 Mb)

http://www.moddb.com/downloads/start/30109

PROGRAM REQUIREMENTS
*** This is a stand alone game: install this in its own folder. Also, you will need Microsoft Visual C++ 2010 redistributable which can be obtained from Microsoft directly at:
(http://www.microsoft.com/downloads/details.aspx?familyid=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84)
If you want to use the editor, you will have to also install the XNA build for the editor (extract xna build and don't 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.
(http://www.microsoft.com/downloads/en/details.aspx?familyid=868fe562-5ded-4bb1-8648-708d3481bda3&displaylang=en)
...

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicTue Feb-08-11 06:14 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#19. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

NEWS UPDATE 08022011

- All 4 weapon nodes for turrets are now active (it was only 1 (of 4) in the original).

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

Stone_RhinoSun Feb-13-11 01:42 AM
Charter member
399 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#20. "RE: Mech Commander Omnitech"
In response to Reply # 0
Sun Feb-13-11 01:43 AM by Stone_Rhino

  

          

Greetings,
It seems that i encountered a bug with the Mission Killdeer from the Carver 5 Campaign.
I kept crashing time and again a few minutes into the mission with the error:
Object moved off map

Finally i found a slow flying Hellcat II from west to east, which btw doesn`t show up on Radar, and as soon as it hits the east map edge -> Crash.
I do not know if this is intended, i just wanted to let you know since i couldn`t find this error when i did a search on this forum.

Is it normal that you can`t choose any saved Configs anymore? At least i don`t have that dropdown arrow besides the Mechnames anymore in Mechlab. Pita
And anyone else noticed that you don`t always can buy stuff eventhough you did capture the corresponding Weapon Facility in a mission? ( Clan Laser, Swarm LRM and Clan Gauss for me ). Played those missions a few times to see if i made a mistake somewhere, but still couldn`t buy them afterwards. Yet other Wep Fac that i captured i could buy said stuff before the next mission.

Nice day

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
Starman01Sun Feb-13-11 01:57 PM
Member since Nov 10th 2010
110 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#21. "RE: Mech Commander Omnitech"
In response to Reply # 20


          

Can you reach the hellcat in time to destroy it ?

Also, which mission is this please ? Liao or Davion Campaign ? I will then take a look into it.

Sorry about the mech configs and the not working purchase stuff. First one is a real bug, second is because the purchase files are also far from being good balanced. Will be fixed in later releases

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
Stone_RhinoSun Feb-13-11 06:05 PM
Charter member
399 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#22. "RE: Mech Commander Omnitech"
In response to Reply # 21


  

          

Mission Intercept: Killdeer from the Liao Campaign ( 1 of 3 choice Missions ).

Yeah it is reachable, but unless you pay close attention and know it is flying there you can easily overlook or not notice it.

When i played the mission the first few times ( and kept getting that error ) i used 3 Mechs ( Lao Hu, Summoner and Cauldron Born ) and had the Lao head east to the Resource Building with the other 2 Mechs northwards to the Resource Building in the small City just north.
When the Lao killed the Tank defender at the eastern RB and took it over i would let it head back to my other 2 Mechs who by then would engage the 2 Mechs coming in from the Hillrange to the east of the northern City.
If you would follow the Lao´s run back then he would make, most likely, visual contact with the Plane. But as said before it doesn`t show up on radar ( just like infantry doesn`t ) and you are most likely occupied with the fight in the northern City with your 2 Mechs vs the 2 Light Mechs from the East you wouldn`t notice it`s even there.
Hope that describes the problem good.

Thanks for the response and the Info on the other 2 things.

Certainly a very neat mod for sure. Though i guess some of the new mechs are in the Exodus Campaign ( Dire Wolf, Faffy, etc? ) or are those soley for Multiplayer games?
Well time to get my ass whooped in Exodus.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
Starman01Sun Feb-13-11 10:00 PM
Member since Nov 10th 2010
110 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#23. "RE: Mech Commander Omnitech"
In response to Reply # 22


          

Just those 5 mechs from the latest news are completly new and mostly likely not in any campaign. Everything else, that was already included in Magics MC2.5 is also in OT

I take a look at the mission. Thanks for the bugreport

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                
ShayashiTue Feb-15-11 11:12 PM
Member since Feb 15th 2011
7 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#24. "RE: Mech Commander Omnitech"
In response to Reply # 23
Tue Feb-15-11 11:22 PM by Shayashi

          

* I warn you now - this is a detailed, BOOK, on Magic’s Addition, let the reader beware *

I, first off, want to congratulate you, Magic, on the additions you have made to this game. As an avid fan of the series since it came out, I was in adoration to see Mechs from all across MW universe pumped into your variant of the game (especially the Marauder IIc - Thanks a billion!!) The Mech designs are not only for the most part accurate, but are fluently and flushly adapted to the skins. (Ive seen customized games where a character moves a certain way and their arm and body have "chasms" in between). I downloaded both sets, the Omnitech game you put out, as well as the mech pack for the original MC2, and in doing so, actually decided to register here to offer my congratulations as well as a few constructive "outsider views" if they would be appreciated. ~~ All of the data I perceive will be from my local machine - Vista x32 - so if Windows 7 is any different I apologize. Also, I will be noting EVERYTHING, if it seems trivial, its not directed to be nitpicky, its just for information, PLEASE REMEMBER - I LOVE THIS ADDITION and if you need a tester for future variants/additions I'd love to participate ~~


*Before I go into my observations, I want everyone to understand my playability standards*

Recruit - Can breeze through a Lvl with insignificant damage w/o repairing (great for lvl testing/or stacking future lvls with easily acquired enemy mechs, aka cheating)

Regular - Missions can be finished w/o repairing, usually without losing any mechs if played properly, some mechs may sustain considerable damage during battle.

Veteran - If a repair truck/bay is not used you WILL lose several to all of your mechs, most mechs will sustain considerable damage throughout battle.

Elite - God has tagteamed with Satan, and sent the hordes of hell after you... What would you like on your tombstone??


1) - DIFFICULTY - Being a lover of a real challenge, I tested the first three missions on each difficulty, and it seems the survivability of player mechs, might be a little high (at least up to Veteran, as per Elite is F'ing ridiculous and will be the mainstay of my future gameplay)... Playing even the second mission of the Carver V campaign on VETERAN, I was able to not only beat the entire mission with only a Jenner, I did it without repairing, without using turret support, and without hiding behind Objects/Buildings to survive volleys. A slight tweak of harder difficulty, maybe another 25%, would make this setting perfect for a good gamer.
- - I then proceeded to do the same mission on REGULAR, rushing directly through the main gate of the bases without capping turret controls, thus taking fire from all vehicles, Mechs, and enemy turrets, and actually beat the mission with "zero" visible color damage to my Jenner?!? Regular could use about a 40% increase in enemy accuracy/damage.
- - As far as ELITE goes, I tried a Jenner vs. the "Flea"; face to face confrontation w/ little to no evasive techniques, and got ravaged - I LOVED every second of it

If there is a way I can either increase the Weapon Damage or Accuracy rate of Enemy Mechs, myself, (and not just pilot skill level eg: reg,vet,elite) would you be willing to provide that information? If I enter into battle with 1 mech against 5 mechs in Veteran, I want to be raped, not come out victorious


2) - Range/Vehicle Speed - This is a two part 'alert', several of the vehicles/Mechs I have noticed, seem to be relying on an incorrect speed/range table, as I have had some LRM trucks that move faster than Centipedes and Centipedes that are apparently unable to fire at me unless they were at long range, as they would just continue to drive away from me infinitely, I could keep them at medium range and they would refuse to attack me (most Mechwarriors would find unhostile enemies a blessing I find it sad they dont want to play ). In addition several of the mechs, instead of having evasive firefight styles, just rush up, literally point blank range and just hump my mech while firing at me... I understand it if they have melee battletech weaponry, but I swear this Javelin pilot is just straight up retarded. I have had LRM trucks that do this as well, instead of firing at me, just drive up to me and follow me around... I was actually using them as exploding puppies to deter the Javelins away


3) - Line of Sight - I have noticed the Line of sight is affected by placeable objects but not some of the terrain in your addition. Not a big deal as a lot of MMO's actually have this issue as well, but playing on Elite and using level change to protect my arse, will not work so well when they can PPC me right through the bloodstained hill. (I will do some more testing if you wish to find more accurately what "angle" of terrain is most affected)


4) - Pilot Avatars - The Pilot "videos" you have incorporated are the basic MC1 Style ones - which is GREAT!! MC2 had a tendency to play them at retarded times, or not at all. I play with them turned off usually, b/c that yellow box highlighter is enough visual warning for me, but I did notice the first couple missions I ran... If TWITCH for example would see something on radar, his pic/vid would initiate, but if FLASH caught it on radar too, TWITCH’s picture would stay active until the chain of announcements would end. I had one chain of 6 sensor acquisitions, then being attacked by 7 different targets for one of my mechs, and LONGSHOT’s pic/vid ran for almost 23 seconds, even though obviously not all the *.wav’s were her. For the sake of battle, and seeing our damage, shortening them a tad might even be a worthwhile investment. Just long enough to see who said it is really all that’s needed.


5) - MechLab/Weapon Component - THANK YOU FOR BRINGING THIS BACK!!! REALLY!!! UNLIMITED WAS FOR NOOBS ANYWAYS - Please, submit these as my main requests above all else - if you could find a way to let weapons stack, provide more “standard weps for customizing” like lasers(I’m sure command would be willing to pitch the C-bills to grant more than 1 laser, and 1 SRM per lvl, and yes I know u can just buy mechs, strip them and sell them back, but that defeats the purpose of limited components ), that would be the best improvement on to your entire addition, that and maybe incorporating the Component merchant into the MechLab to save having to go back and forth. As you already know the variant drop down menu is also removed. Other than that… Spectacular job bringing the best component of MC1 into MC2++.


6) - STRICTLY A COMPLIMENT - THANK YOU FOR FIXING TARGET ACQUISTION <PERIOD>. MC2 had this stupid habit of locking an entire force group on one target and trying to chase him down while I just had my 7 other mechs “lock-on to headshot” and chase them around picking them off one by one for perfect salvages of the entire group while I just ran around with my decoy. Your Enemies at least switch targets when my decoy leaves their “happy range”. Bravo to you sir .


7) - ENCYCLOPEDIA - For both the Omnitech, and the Mech pack, half of the mechs (the ones with the BT Variant names - "Jenner JR7-D" or "Anihilator ANH-1A", etc) show up in the vehicle section of the Encyclopedia, and I was curious if there was any way to change this, so that all of them are together in the Mechs section. (In the mech pack, several of the vehicles actually appear in the mech section as well which I will be detailing in Part 8)


8) - MISSING FILES - I noticed only one file missing for Omnitech, but I have a feeling that was because I accidentally stole it with ‘Cut and Paste’ to my Mech pack for MC2 original as opposed to Copy and Paste, but I will Include it just in case… (for everyone who found MechPack not to work properly - you can copy paste these files from the Omnitech download to the respective folders in your mechpack/MC2original if you want to access them in your Original MC2 Encyclopedia).

These are the vehicles that also show up as Mechs in the Encyclopedia

<MC2\Data\Objects>
- Missing from Omnitech - may have been user error
Cargodropship2.CSV

- Missing from Mechpack :
Cargodropship2.CSV
Gotha.CSV
Hellcat.CSV
Jfbroadsword
Leopard.CSV
Lucifer.CSV
Rapier.CSV
Sabutai.CSV
Sholagar.CSV

<MC2\Data\TGL>

All files respective to the ones missing above: (example for Gotha.CSV below: repeat for each CSV)

Gotha.agl
Gotha.ini
Gotha.tgl
Gothadam.tgl
Gothafallbackward.agl
Gothafallbackwarddam.tgl
Gothafallforward.agl
Gothafallforwarddam.tgl
Gothahitback.agl
Gothahitfront.agl
Gothahitleft.agl
Gothahitright.agl
Gothaidle.agl
Gothaparktostand.agl
Gotharntowk.agl
Gotharun.agl
Gothastandtopark.agl
Gothasttowk.agl
Gothawalk.agl
Gothawktorn.agl
Gothawktost.agl
Gothax.tgl


To wrap things up… Omnitech plays better on my Vista system than the original did, has a farther draw distance than the original did, and overall more exciting due to the dramatic increase in mech chassis. Great ‘expansion’ and we look forward to more things from you soon!!


PS - If you could email me the details on putting the MechPack chassis’ into the Original MC2 Purchase file that would be awesome… keep up the good work!!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                    
MagicWed Feb-16-11 10:29 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#25. "RE: Mech Commander Omnitech"
In response to Reply # 24
Wed Feb-16-11 10:31 AM by Magic

          

Shayashi,

Thank you very much for your response. It is appreciated.

Some answers:

1. Difficulty. I completely agree with you in every detail. Most trouble I had form the first release of my first expansion pack was difficulty. About 90% of complaints were that its too difficult, so I went a little to easy for this one.
You can change the way you want in data/missions/gamesys.FIT.

Look for:


l<4> PlayerSkills = 100,100,100,100
l<4> EnemySkills = 40,60,80,100
l<4> PlayerWeapons = 160,140,120,100
l<4> EnemyWeapons = 40,60,80,100

Enemy weapons will be back to 100% for all difficulty levels. for the next release.

2. I increased weapon ranges compared to the original and all weapons there have min fire range, like Large Lasers, they cant fire if mech or vehicle is too close. Will consider lowering those min fire ranges.

As for the movement I havent changed anything. Its old MC2 pathfinding algorithm.

3. That is leftover from MC2 as well.

4. Im not sure but I think all those videos are 23s or so long. We will have to reduce all pilot videos to 5-6 sec.

5. There will be mechcommander office from where he/she can access mech and weapons purchase. Once commander accept the mission or mini campaign (several linked missions) he/she will be in the field with no purchase.

6. That was fixed in my first expansion, and you are welcome.

7. I dont have time and I dont plan to spend a second on encyclopedia, sorry. This can be fixed...

8. ...?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicWed Feb-16-11 12:24 PM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#26. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

NEWS 16022011

Max object texture is now 256x256 (was 128x128) supported by the game and the editor.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

ShayashiWed Feb-16-11 09:16 PM
Member since Feb 15th 2011
7 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#27. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

Sweet... made my own personal adjustments, to tweak my preferences.. but i ran upon this... and was curious if this was correct, or possibly the reason for the dramatic difference in difficulty between VETERAN to ELITE

f<4> WarriorRankScale = // Based upon weighted average of skills
45.0, // Green
56.0, // Regular
66.0, // Veteran
999.0 // Elite <--- possibly meant to be 99.0?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
MagicThu Feb-17-11 05:54 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#28. "RE: Mech Commander Omnitech"
In response to Reply # 27


          

Possible, will take a look...

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
ShayashiThu Feb-17-11 08:25 AM
Member since Feb 15th 2011
7 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#29. "RE: Mech Commander Omnitech"
In response to Reply # 28


          

Ive been going through as many of the files as I can but I cant seem to find the Weapon Component files that specify each weapons damage/range/rate of fire, ID information etc, if you dont mind sharing. I did find them individually specified for each mech within their individual specs files, and I'm going to assume each needs to be manually changed for the ones that are equipped for each mech as well??

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
MagicThu Feb-17-11 10:54 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#30. "RE: Mech Commander Omnitech"
In response to Reply # 29


          

Look for file compbas.scv.

All weapons are there. Be careful when edit, it has external dependances, and is comma delimited. I recommend notepad for editing.

Plus for every mech every weapon must be set in mech.csv file.
Weapon specs are not important in mech file weaponID is.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                
ShayashiThu Feb-17-11 05:29 PM
Member since Feb 15th 2011
7 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#31. "RE: Mech Commander Omnitech"
In response to Reply # 30
Thu Feb-17-11 06:38 PM by Shayashi

          

Much appreciated!! Thank you

(And yes I've been using three files for modding, aka making three copies, Excel to copy/paste from, .xlr to organize, and Notepad to do the actual modding once I tweak it the way I want it - seems like extra work, but color coding in .xlr makes it 10 times easier to just data drop for me)



Is BR in your compbas just a Base Value Rating? I noticed it is usually one tenth of your compprice - so wasnt sure if this was an actual stat or just a formula result you used to determine your prices.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                    
MagicFri Feb-18-11 05:58 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#33. "RE: Mech Commander Omnitech"
In response to Reply # 31


          

Quote

Is BR in your compbas just a Base Value Rating?


BR is battle rating used for AI to sort targets, by a treat level. The higher BR is the bigger threat.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

OscarThu Feb-17-11 11:32 PM
Member since Feb 03rd 2011
14 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#32. "RE: Mech Commander Omnitech"
In response to Reply # 0


  

          

Just for reference, from the MC2 Editor Documentation:

"Map sizes correlate approximately as follows: 60 x 60 = 29 x 29 tiles; 80 x 80 = 39 x 39 tiles; 100 x 100 = 49 x 49 tiles; and 120 x 120 = 59 x 59 tiles."

"Tiles - Terrain is mapped in tiles each equal to 25 by 25 meters in the “real world,” equivalent to 128 x or y world units. Map coordinates are measured in world units."

So, a 120x120 pixel map is 59 tiles square, with each tile equal to 25m square. Total map size, in meters, is 1475m x 1475m (ie. 1.5km approx.).

Long range weapons have a default setting of 300m (IIRC), or, fully 20.3% of the distance along any edge of the map on flat terrain.

Is there ANY future possibility of expanding the map sizes to 240x240 or maybe even 480x480 - memory constraints not withstanding?

This additional 'playgroud' would make a huge difference in playability for MCO. As it is right now, we MechCommanders are limited somewhat to 'quick and dirty', 'instant action' single lance actions and can't explore other tactical considerations like multi-lance operations without everone walking all over themselves.

Thanks for MCO. I'm enjoying the Alpha and looking forward to future release versions as things progress.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
MagicFri Feb-18-11 06:02 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#34. "RE: Mech Commander Omnitech"
In response to Reply # 32


          

Quote

Just for reference, from the MC2 Editor Documentation:

"Map sizes correlate approximately as follows: 60 x 60 = 29 x 29 tiles; 80 x 80 = 39 x 39 tiles; 100 x 100 = 49 x 49 tiles; and 120 x 120 = 59 x 59 tiles."

"Tiles - Terrain is mapped in tiles each equal to 25 by 25 meters in the “real world,” equivalent to 128 x or y world units. Map coordinates are measured in world units."

So, a 120x120 pixel map is 59 tiles square, with each tile equal to 25m square. Total map size, in meters, is 1475m x 1475m (ie. 1.5km approx.).

Long range weapons have a default setting of 300m (IIRC), or, fully 20.3% of the distance along any edge of the map on flat terrain.

Is there ANY future possibility of expanding the map sizes to 240x240 or maybe even 480x480 - memory constraints not withstanding?

This additional 'playgroud' would make a huge difference in playability for MCO. As it is right now, we MechCommanders are limited somewhat to 'quick and dirty', 'instant action' single lance actions and can't explore other tactical considerations like multi-lance operations without everone walking all over themselves.

Thanks for MCO. I'm enjoying the Alpha and looking forward to future release versions as things progress.


Thank you for the info, thats new to me. I will definitely try for bigger maps, when I get time.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
wolfmanFri Feb-18-11 12:16 PM
Member since Apr 15th 2003
351 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#35. "RE: Mech Commander Omnitech"
In response to Reply # 32
Fri Feb-18-11 12:57 PM by wolfman

  

          

Hi,

i was wondering if your calculations and data is correct.
The mapsizes 60x60 or 120x120 are in tiles. When you open the editor and measuere the distance from one side to the other in meters using the "distance to last click" feature you are told that the 120x120 map is around 16000 m wide. These measures are in contradiction to what you posted. The long range weapons reach not such far on a 120x120 map either. Please explain your logic and calculation to make me understand your post better .

I agree nevertheless with the drive to larger maps. I work on this for a while for other reasasons you mentioned, agree to the need
Thank you for more explanations

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

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
OscarSat Feb-19-11 12:19 AM
Member since Feb 03rd 2011
14 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#36. "RE: Mech Commander Omnitech"
In response to Reply # 35
Sat Feb-19-11 12:21 AM by Oscar

  

          

Hey Wolfman,

I was just quoting what I found in the Editor Manual and a basis for the calculations.

I am however confused by the usage of the terms and the relationship of/to "real world", "world unit" and "Map Corordinates".

(quote)"Tiles - Terrain is mapped in tiles each equal to 25 by 25 meters in the “real world,” equivalent to 128 x or y world units. Map coordinates are measured in world units."(/quote)

What is the "size" of a "world unit"? If a tile is 128 "world units" square, and (BIG) IF a world unit is 25m then I could see the likelyhood of 16000m. Actually, (59x(128x25m)) = 188800m though, which is greater than your 16000m by a long shot and definitely larger that 16000m. 58x128 (if you assume 128 = meters) only accounts for 7552m, which comes up a bit short of your 16000m as well. Very confusing.

Then there are the textures as well with all their different sizes representing regular and detail terrain levels.

Its all rather confusing, but it works. A formula would surely be nice - no doubt. It would be nice to be able to know for sure the exact map sizes and how there are arrived at in a meaningful way. It would be great to know this than for no other reason that to calculate the total memory requirement for a 'future' map and just exactly how big that map could be and no larger. As a programmer friend of mine is often fond of saying "...its in the code, man."

In any event, maps that are/could be double or triple their current size "would" be a great update to the game; which is were this whole idea/thought/request started. If Magic and Starman and yourself can find a way to do this then I would be a very happy camper.


  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
ShayashiSat Feb-19-11 12:36 AM
Member since Feb 15th 2011
7 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#37. "RE: Mech Commander Omnitech"
In response to Reply # 36
Sat Feb-19-11 12:37 AM by Shayashi

          

you could always go barebones with it and do a manual "range test" to correlate the size of a map... very simply actually...
set up a bunch of buildings, or objects in a row, now across the way from them do the same thing, but at varying distances... keep track of how many "tiles and/or cubits" you are setting the buildings apart, and then use either long range, or midrange range weapons to determine with the firing range, the approximate distance between the buildings and thus their tiles... it wont be one hundred percent accurate, but using that, at least u know what the formula needs to add up to when u sub in the co-ordinates of the buildings as variables. (in case that was too wordy, its along the lines of a firing range)


Building A - - - - - - - - - - Building B

X - - - - - - - - - - - - - - - - - - - O <- 7.0 Tiles Apart
X - - - - - - - - - - - - - - - - - - O <- 6.8 Tiles Apart
X - - - - - - - - - - - - - - - - - O <- 6.6 Tiles Apart
X - - - - - - - - - - - - - - - - O <- 6.4 Tiles Apart
X - - - - - - - - - - - - - - - O <- 6.2 Tiles Apart

etc. etc.

Again, I know it seems really primative, but when I map and adjust my settings in game, there is no better judge of result, than the actual result itself

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
OscarSat Feb-19-11 02:35 PM
Member since Feb 03rd 2011
14 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#38. "RE: Mech Commander Omnitech"
In response to Reply # 35
Sat Feb-19-11 02:36 PM by Oscar

  

          

Wolfman, I see in your MC2X Rev15 that you have included a 160x160 map. How did that change go - I haven't tried it yet?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
wolfmanSat Feb-19-11 02:42 PM
Member since Apr 15th 2003
351 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#39. "RE: Mech Commander Omnitech"
In response to Reply # 38


  

          

Not working yet. It crashes after a it shows the taxmap correctly.
I work on it since some time 160, 200,240.
I guess it is amemory allocation issue. The bigger maps just disappear with out error mesage nor tacmap. 160 does somethin

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

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
OscarTue Mar-29-11 02:24 PM
Member since Feb 03rd 2011
14 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#74. "RE: Mech Commander Omnitech"
In response to Reply # 35
Tue Mar-29-11 04:04 PM by Oscar

  

          

Quote

Hi,

i was wondering if your calculations and data is correct.
The mapsizes 60x60 or 120x120 are in tiles. When you open the editor and measuere the distance from one side to the other in meters using the "distance to last click" feature you are told that the 120x120 map is around 16000 m wide. These measures are in contradiction to what you posted. The long range weapons reach not such far on a 120x120 map either. Please explain your logic and calculation to make me understand your post better .

I agree nevertheless with the drive to larger maps. I work on this for a while for other reasasons you mentioned, agree to the need
Thank you for more explanations


Calculating Map Size

Every map in MC2 has TWO basic measurement systems:

(1) Pixel Size - for terrains, images, graphics, etc.
(2) 3D World Coordinate Size - for locations.

MC2 maps are created in 3D and are portrayed at right angles.
Maps in MC2 are portrayed orthographically to represent the 3D envirnoment of the game.

PIXEL SIZE

Using the 60x60 map size as an example:

The map is represented as 29x29 tiles with each tile being measured at 25m x 25m square. In actuality, the tile itself is a cube with each side measuring 25m and a volume of 3125 meters cubed - but we will get back to this later.

In this 3D world, a map of 29x29 tiles is represented by a grid, where the grid squares are at a 45deg angle to the side of the map - not perpendicular to the edge.

The right angle edges of this 29x29 tile area are diamonded because of the orthographic representation. The sides need to be squared-off or filled with a triangles so that each side of the physical map is represented as a straight line.

This can best be illusltrated by drawing a 29 by 29 area on a piece of graph paper, then rotating the image 45 degrees and drawing another 29 by 29 area on top of the first area, and then drwaing a darker perimeter line around the 29 by 29 grid area. Doing this, you wil see the ragged edge of each side that needs to be filled-in in order to 'square' or 'make straight' the map edges.

Adding a single triangle to each side of the map adds 1 more tile to the overal map size. So a 29x29 tile map is actually 30x30 tiles or 750 meters by 750 meters.

So,

A 60x60 map is actually 30x30 tiles, each measuring 25m by 25m for an overall map size of 750 meters by 750 meters
A 80x60 map is actually 40x40 tiles, each measuring 25m by 25m for an overall map size of 1000 meters by 1000 meters
A 100x100 map is actually 50x50 tiles, each measuring 25m by 25m for an overall map size of 1250 meters by 1250 meters
A 120x120 map is actually 60x60 tiles, each measuring 25m by 25m for an overall map size of 1500 meters by 1500 meters

If we extrapolate this forward to larger maps, then:

A 140x140 map is actually 70x70 tiles, each measuring 25m by 25m for an overall map size of 1750 meters by 1750 meters
A 160x160 map is actually 80x80 tiles, each measuring 25m by 25m for an overall map size of 2000 meters by 2000 meters
A 180x180 map is actually 90x90 tiles, each measuring 25m by 25m for an overall map size of 2250 meters by 2250 meters
A 200x200 map is actually 100x100 tiles, each measuring 25m by 25m for an overall map size of 2500 meters by 2500 meters
A 220x220 map is actually 110x110 tiles, each measuring 25m by 25m for an overall map size of 2750 meters by 2750 meters
A 240x240 map is actually 120x120 tiles, each measuring 25m by 25m for an overall map size of 3000 meters by 3000 meters

Given the size of the map in our example (60x60) is now determined, we can compute the pixel size by dividing the side length (750m) by 60 which gives us a pixel size of 12.5 meters per pixel.

To verify; given a map size of 240x240, we can compute the pixel size by dividing the side length (3000m) by 240 which gives us a pixel size of 12.5 meters per pixel.


WORLD COORDINATE SIZE

In the MC2 Editor, at the top of the screen, are three displays:

(1) Distance from Last Click
(2) XY coordinate of the Current Cursor Position
(3) (? - hum, can't remember - will fix later)

All three of these displays are based on the World Coordinate System within the Editor itself. The World Coordinate System is used to determine the exact location and placement of objects, and the distances between those objects, within the Editors 3D orthographic world.

There is NO coorelation between the World Coordinate System used in the editor and the Pixel map size.

Using the 60x60 map example from above:

(1) the map is represented as 29x29 tiles with each tile being measured at 128 x 128 world coordinate points. We already know that the 'actual' map size is 30x30 from above. This makes a 60x60 map equal 3840 by 3840 world coordinate points.

The map is divided into 4 quadrants: bottom left (-x)(southwest), bottom right (-y)(southeast), top left (x)(northwest) and top right (y)(northeast). These 4 quadrants divide the 3840 by 3840 world coordinate points into 4 areas each 1920 by 1920 world coordinate points.

The exact center of the map is world coordinate x,y or 0,0. As you move the cursor away from the center of the map, the x and -x, and y and -y world coordinates change based on the map quadrant in which the cursor is located.

The northeast quadrant represents world coordinate points x 0 to 1920 and by y 0 to 1920
The southeast quadrant represents world coordinate points x 0 to 1920 and by -y -0 to -1920
The northwest quadrant represents world coordinate points -x -0 to -1920 and by y 0 to 1920
The southwest quadrant represents world coordinate points -x -0 to -1920 and by -y -0 to -1920

-----

So far, I've represented the map as only a two-dimensional surface, but orthographically, each tile is also a cube 25m by 25m by 25m, OR, 128 by 128 by 128 world coordinates.

This means that each tile itself is a cube with each side measuring 25m and a volume of 3125 meters cubed.

This also means that each tile has not only an x and y coordinate, but also a z coordinate or 2097152 world coordiantes cubed.

And likewise each map quadrant has an x and -x, y and -y, and now a z and -z value.

These z and -z values as well as the 25m cubed values come into direct usage when creating greyscale height maps and depicting elevation changes and the gradients between each elevation change.

But, that's another discussion......

-----

What I was after here was an acurate calculation for map sizes and to obtaining a meter per pixel value. The reason I did this is twofold:

- One, because Wolfman asked for clarification of my calculations. {Edit} The 16000m wolfman references would be 16000 world coordinate points - not meters. But I don't know about that 16000 number, because a 120x120 would be 60 tiles square @ 128 points per tile, or 7680 points. ?????

- And two, because now I can extract Terra (Earth) SRTM map data from USGS for "actual world locations" and convert it to 'in-game' use. I am no longer limited to freehand 8bit greyscale images or Terragen generated images. I can create a map based on actual locations - like a map of my neighborhood so I can now walk around it in my favorite mech.

Or, a mountainous desert map based on the Western Saudi Arabia Penisula.
Or, a swamp map based on the bayous of the Mississippi River Delta.
Or, a mountaineous jungle map based on the jungles of New Guinea.

The sky is the limit!

(...hope my math is right - LOL!)

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
OscarTue Mar-29-11 08:11 PM
Member since Feb 03rd 2011
14 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#75. "RE: Mech Commander Omnitech"
In response to Reply # 74
Tue Mar-29-11 08:22 PM by Oscar

  

          

Correction: Delete the entire section on WORLD COORDINATES above. Its wrong - at least it is with what you see in the editor. But, I will figure it out.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
OscarThu Mar-31-11 11:45 AM
Member since Feb 03rd 2011
14 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#76. "RE: Mech Commander Omnitech"
In response to Reply # 74
Thu Mar-31-11 11:49 AM by Oscar

  

          

Please forgive my stupidity. I have errored in the map size calculation. The following measurements are now corrected:

PIXEL SIZE

Using the 60x60 map size as an example:

The map is represented as 29x29 tiles with each tile being measured at 25m x 25m square.

In the MC2 3D world, a map of 29x29 tiles is represented by a grid, where the grid squares are at a 45deg angle to the side of the map - not perpendicular to the edge.

The right angle edges of this 29x29 tile area are diamonded because of the orthographic representation.

The tiles must be measured, not from the corners A, B, C, D, but from the opposing corners A-C and B-D in order to arrive the correct width of the map area.

Given a right triangle where the corners are A, B, and C with sides represented as a, b, c, and using the formula for a right triangle, (sin A = opp/hyp = a/c and cos A = adj/hyp = b/c), where a=25 and b=25 and C=90 deg angle, the length of c (or the distance between A and B) is 35.36.

So,

A 60x60 map is actually 29x29 tiles, an overall map size of 1025.44 meters by 1025.44 meters
A 80x60 map is actually 39x39 tiles, an overall map size of 1379.04 meters by 1379.04 meters
A 100x100 map is actually 49x49 tiles, an overall map size of 1732.64 meters by 1732.64 meters
A 120x120 map is actually 59x59 tiles, an overall map size of 2086.24 meters by 2086.24 meters

If we extrapolate this forward to larger maps, then:

A 140x140 map is actually 69x69 tiles, an overall map size of 2439.84 meters by 2439.84 meters
A 160x160 map is actually 79x79 tiles, an overall map size of 2793.44 meters by 2793.44 meters
A 180x180 map is actually 89x89 tiles, an overall map size of 3147.04 meters by 3147.04 meters
A 200x200 map is actually 99x99 tiles, an overall map size of 3500.64 meters by 3500.64 meters
A 220x220 map is actually 109x109 tiles, an overall map size of 3854.24 meters by 3854.24 meters
A 240x240 map is actually 119x119 tiles, an overall map size of 4207.84 meters by 4207.84 meters

Given the size of the map in our example (60x60) is now determined, we can compute the pixel size by dividing the side length (1025.44m) by 60 which gives us a pixel size of 17.090666666666666666666666666667 or 17.09 meters per pixel.

Given a map size of 240x240, we can compute the pixel size by dividing the side length (4207.84 m) by 240 which gives us a pixel size of 17.532666666666666666666666666667 or 17.53 meters per pixel.

Sometimes its hard to see the forest for the trees...... A little simple geomotry can solve any problem when used correctly.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicMon Feb-21-11 06:55 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#40. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

NEWS 20022011

- 3 (new for MCO) wide resolutions supported; 1920x1200, 1680x1050 and 1440x900.
- reduced number of buildings and trees that can be rendered by the distance from camera.
- shadows will not render if distance from camera is too long.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
ForlornWed Feb-23-11 01:55 PM
Member since Nov 25th 2003
2 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#41. "RE: Mech Commander Omnitech"
In response to Reply # 40


          

Is this update available for download?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
Starman01Wed Feb-23-11 02:26 PM
Member since Nov 10th 2010
110 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#42. "RE: Mech Commander Omnitech"
In response to Reply # 41


          

Not yet, sorry. We are polishing it a bit and including some more stuff in it But it shouldn't take too long.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
ForlornWed Feb-23-11 03:17 PM
Member since Nov 25th 2003
2 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#43. "RE: Mech Commander Omnitech"
In response to Reply # 42


          

Rgr! Thanks for the work! Haven't touched MC2 for at least 4 years but last weekend I looked for my install media and grabbed the old dropshipcommand url in my browers and there is this awesome thing here. My eyes are hurting in 1024x768 though.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicThu Feb-24-11 05:31 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#44. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

NEWS UPDATE 24012011

4 New maps (in testing):
140x140
160x160
work fine in the editor: create new, save, load. And in game load, play, finish, failed.

180x180
200x200
work fine in the editor: create new, save, load. And in game load and play. Finish an failed are crushing the game - memory allocation issue.

More thorough object placement is yet to be tested.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
OscarThu Feb-24-11 10:45 AM
Member since Feb 03rd 2011
14 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#45. "RE: Mech Commander Omnitech"
In response to Reply # 44


  

          

This is excellent news and progress...thanks!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
ulric_bekkerFri Feb-25-11 04:51 PM
Member since Feb 25th 2011
15 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#46. "RE: Mech Commander Omnitech"
In response to Reply # 45


          

Hey all

I joined for the sole reason of congratulating the MCO team for the great effort and sharing some of my observations with the alpha release.

First of all, I find it a great that there is now a survival motive (no more unlimited purchase of mechs/guns, limited number of pilots) included in the game, the new pilot skills (jump, sensors) add realism.

I have, however been experiencing game crashes, that mostly happened during my fiddling with the new component/mech purchase screen. (the game exits with the usual suspect exit message) and the other time is when i try to quick load the game.

Since MC is a fairly easy game, I have started to notice these things when I upped the difficulty level to elite, hence the need for quickload gets more frequent. (Quickload will randomly not work on Win XP PRO SP3 x86/Win 7 Ultimate x64 SP1, even tried it VIA Virtualbox OSE 4.04; ALL OSes were fully patched using the newest drivers)

Has anyone else been having the same problems?

Besides the above mentioned nuisance the game rocks.

Best regards

Ulric Bekker

\o/

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
Starman01Fri Feb-25-11 05:27 PM
Member since Nov 10th 2010
110 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#47. "RE: Mech Commander Omnitech"
In response to Reply # 46


          

Welcome to the board

Sorry for the inconvinience with the purchase system. This will be eradicated somewhere in the future because Magic is recoding it completly, though that might take a while (I'm just saying this, because when I say something takes long, then usually he suprises me the next day with "Look what I have done" )

I also noticed the not working quickloads with my XP Home, SP3(not always, but often).

The game will become more stable in the future

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                
ShayashiFri Feb-25-11 08:47 PM
Member since Feb 15th 2011
7 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#48. "RE: Mech Commander Omnitech"
In response to Reply # 47


          

haha, yeah the mechlab is the main place I experience my glitches too... I try and avoid it for the most part during the campaign, using pieces I salvage off other mechs and what not... my main glitch with vista, I tend to notice if I run solo mission... in the mech purchasing, if I buy something like an Atlas or another mech, then change my mind and sell it back, for some reason - it turns into a different mech in the mechlab buy screen (usually a cougar, but not always) thus if I change my mind AGAIN and DO want to buy it, I'm SOL that little "Quit Game" button has become my best friend, bc reloading the game seems to be the only way to fix this, as just going to the main screen and reloading the mission - reloads it with the mechlab condition it was in before (minus whatever mech I sold, and the random mech added)...

I'm still trying to find a way to hack the mechlab/component purchasing tabs - to change it from "1 purchase of each item" to maybe 2 or 3 (for instance reg. lasers)

*I played the original MC2 campaign on Elite, only using razorbacks, and the last two missions I think I switched to Sha Yu's - kinda want to attempt the same for MC2.5/3.0*

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                    
Starman01Fri Feb-25-11 10:18 PM
Member since Nov 10th 2010
110 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#49. "RE: Mech Commander Omnitech"
In response to Reply # 48


          

If you want more than one component or mech in stock, it must be placed 2x times in the purchase file, simply create two lines with the same entry, just raise the rolling number by 1

What I noticed in the purchase screen, is that it swichtes through the variants. Each time you load the game, the next variant from mech.csv is loaded One it reaches the end of the file, one or two times the mech won't load at all

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicTue Mar-01-11 10:28 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#53. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

New 01032011

- Turrets and gates are free of object2.
- Starmans AC, LargeLaser, LRM and Calliope turrets included.
- More skys added to editor up to 36.
- More menu options for objects in editor.
- Two more mechs from Karl: Argus and Mad Cat MkIII.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
DeathFXWed Mar-02-11 04:58 AM
Member since Apr 11th 2005
33 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#54. "RE: Mech Commander Omnitech"
In response to Reply # 53


  

          

hmm very interesting. downloaded the game and played a few missions, so far. I never played much McG so this is really different for me.

I have one question so far that was probably already answered, but I'm too lazy to look, what is the difference between carver 5 and carver V campaigns?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
MagicWed Mar-02-11 06:22 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#55. "RE: Mech Commander Omnitech"
In response to Reply # 54


          

Quote

hmm very interesting. downloaded the game and played a few missions, so far. I never played much McG so this is really different for me.

I have one question so far that was probably already answered, but I'm too lazy to look, what is the difference between carver 5 and carver V campaigns?


In truth, I dont remember, It was done years ago. I think I wanted to change loading of purchase files (new purchase files or something, or limiting something...)

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicFri Mar-04-11 08:19 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#56. "RE: Mech Commander Omnitech"
In response to Reply # 0
Fri Mar-04-11 08:20 AM by Magic

          

News 04032011

Pilot loading files changed (increased pilot icon capacity 8 times)
All MCG pilots will be added.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
rollinFri Mar-04-11 09:00 AM
Member since Aug 25th 2010
114 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#57. "RE: Mech Commander Omnitech"
In response to Reply # 56
Fri Mar-04-11 09:01 AM by rollin

          

hi magic.. cool stuff your doing

I'm wondering how you debug your code? I'm missing some console or something where I can send print() stuff

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
MagicFri Mar-04-11 11:19 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#58. "RE: Mech Commander Omnitech"
In response to Reply # 57


          

Export debug data to a file.

Rollin,

I shared the info about maps above 120 with Wolfman. Do you want the info? May be you can help.

Maps 140x140 and 160x160 work OK.
Maps 180x180 and 200x200 are all OK to the end of the mission and then after mission successful or mission failed the game crush hard. I traced it to the memory heap but there are some routines written in assembler...

Maps below 180 are consuming memory heap < 1,000,000 and above 180 its above million (decimal)... (multiplied more by something else...)

Memory heap is dword (unsigned long) which is from 0 up to 4 million.

The error is: trying to move invalid block through the heap.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
rollinFri Mar-04-11 01:50 PM
Member since Aug 25th 2010
114 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#59. "RE: Mech Commander Omnitech"
In response to Reply # 58


          

hard to tell what's going on here.. maybe some routine at the end of the mission has some hardcoded maximum and leads to an invalid block even if the dword would support it.


I'm struggling atm with another problem.. the quicksave bug in single missions

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                
MagicMon Mar-07-11 06:10 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#60. "RE: Mech Commander Omnitech"
In response to Reply # 59


          

Email me with the details.

Ill help you if I can.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                    
MikeZimThu Mar-10-11 11:28 PM
Member since Mar 04th 2011
11 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#61. "RE: Mech Commander Omnitech"
In response to Reply # 60


          

i dont mean to bitch but this mod is very unstable and i dont know if its just me, but the game crshes alot. More so then MC2 does for me so any ideas on how to correct this oversight?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                        
MagicFri Mar-11-11 05:53 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#62. "RE: Mech Commander Omnitech"
In response to Reply # 61


          

How, when, where the game crush?

Was it a clean install?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                            
MikeZimFri Mar-11-11 07:12 AM
Member since Mar 04th 2011
11 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#63. "RE: Mech Commander Omnitech"
In response to Reply # 62


          

i just did a clean reinstall of both games and now they work fine. Before it always crashed when loading mission 4 of Carver 5. Sorry to pester you guys. BUt if anything else comes up ill let you know.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                
MikeZimFri Mar-11-11 12:44 PM
Member since Mar 04th 2011
11 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#64. "RE: Mech Commander Omnitech"
In response to Reply # 63


          

This mod rocks, great job on getting the models in and the invo system. Anyhow i was wondering if you guys were gonna redo the Port Arthur and Cermak campaigns from MGC for the mod cause that would be a great add on. Also since you got components in would it be possible to bring back the store houses that give weapons?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                    
DeathFXSun Mar-13-11 09:17 PM
Member since Apr 11th 2005
33 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#65. "RE: Mech Commander Omnitech"
In response to Reply # 64


  

          

Been a few weeks now and am replaying the carver and exodus campaigns. It's probably been about 8 years since I tried exodus. Both are really cool with the new version. Kudos to Magic!

I do have one question though, would it be possible to save a configuration (mech & componenents)? For every mission it seems like I need to build the mech variant from scratch. While coming up with new variants is fun, it would be quicker if you could just select a previously saved config, assuming you have all of the components in storage.

Thanks!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                        
MagicMon Mar-14-11 06:26 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#66. "RE: Mech Commander Omnitech"
In response to Reply # 65


          

It was an option in MC2.5, it gave me a lot of trouble and I had to disable that combo.

I am going to rewrite entire logistics, and will come to that Q later.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                            
DeathFXMon Apr-18-11 01:09 AM
Member since Apr 11th 2005
33 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#85. "RE: Mech Commander Omnitech"
In response to Reply # 66


  

          

i noticed the regular mrm2 rack had a better firing rate and was cheaper than the streak mrm2 rack. shouldn't the streak be better than the regular if it costs more?

Thanks!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                                
MagicMon Apr-18-11 05:34 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#86. "RE: Mech Commander Omnitech"
In response to Reply # 85


          

Could be.

The difference is, streak wont miss, every shot counts.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicThu Mar-24-11 06:50 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#67. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

MCO UPDATE 24032011

I wrote new module for memory heap and revamped entire MCO memory allocation (changes in about 17 modules and possibly more). Use of virtual memory is reduced to a minimum as it should be. Virtual memory should be used only if you run out of system memory.

I removed several fixed limits. This code is unbelievable. Its full of fixed limits. Memory will now allocate more dynamically and hopefully I removed the upper limit. Upper limit should be available system memory + available virtual memory.

And I must say my Test180 and Test200 maps are not crushing on exit any more.

If all goes well with the testing I will go for 240x240 map.

Editor will have to be changed too later.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
rollinThu Mar-24-11 07:33 AM
Member since Aug 25th 2010
114 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#68. "RE: Mech Commander Omnitech"
In response to Reply # 67


          

ha, you are really rocking this place !!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
OscarThu Mar-24-11 07:13 PM
Member since Feb 03rd 2011
14 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#69. "RE: Mech Commander Omnitech"
In response to Reply # 67


  

          

That's excellent news Magic! Your efforts are appreciated more than you know! 240-240 maps - OMG!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
wolfmanSun Mar-27-11 03:04 PM
Member since Apr 15th 2003
351 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#71. "RE: Mech Commander Omnitech"
In response to Reply # 67


  

          

This is abreakthrough achievement, Magic. Congratulations

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

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

enaceoSat Mar-26-11 09:09 AM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#70. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

First off - great work - I wish the people in the gaming industry were as passionate about their work as the MCO team and everyone else is around here.

Now to my question - is there a way to have the movies for the Carver 5 campaign in the game? I have the full version of the game ( not the source-code downloaded one,so I have the movie files I guess ) .

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
ThorCSun Mar-27-11 06:37 PM
Member since Sep 21st 2010
44 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#72. "RE: Mech Commander Omnitech"
In response to Reply # 70
Sun Mar-27-11 06:39 PM by ThorC

  

          

I have also tried to add the video's into the game, but it did not work. I even tried swapping diffrent source files with ones from the CD to see if it would allow the video's to run in MCO campaigns, but every attempt ended in a crash. Then again I do not have much code experiance and will bring this topic up in our project goals.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
wolfmanSun Mar-27-11 08:53 PM
Member since Apr 15th 2003
351 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#73. "RE: Mech Commander Omnitech"
In response to Reply # 72
Sun Mar-27-11 09:48 PM by wolfman

  

          

Quote

I have also tried to add the video's into the game, but it did not work. I even tried swapping diffrent source files with ones from the CD to see if it would allow the video's to run in MCO campaigns, but every attempt ended in a crash. Then again I do not have much code experiance and will bring this topic up in our project goals.


The issue is that MC2 uses third party code to play the in game video file format provided by rad video tools. This requires to pay license fees. By releasing the source code this third party code was taken out to avoid legal conflicts. I am not a lawyer but this is basically the story. Any replacement of the capability must be free for use for everybody or it is illegal.

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

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicMon Apr-04-11 08:59 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#77. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

MCO NEWS UPDATE 04042011

Editor memory allocation changed. Its much faster now.
Maps 180 and 200 tested as solo and as part of the campaign and work OK.
One annoying bug that caused memory leak in sound found and fixed.
A few other memory related bugs fixed.
A few minor bug fixes in mech purchase screen.
Support vehicles changed to support free vehicles mode.
Fixed Arty changed to Mobile Arty.
Repair vehicle will not self destruct when empty (will add recharge button).

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
OscarTue Apr-05-11 11:43 AM
Member since Feb 03rd 2011
14 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#78. "RE: Mech Commander Omnitech"
In response to Reply # 77


  

          

Quote

.
.
.
Support vehicles changed to support free vehicles mode.
.
Repair vehicle will not self destruct when empty (will add recharge button).


Support vehicles? "free vehicles mode"?

So, we deploy the repair vehicle only once, then "recharge" it from the Resources tab instead of redeploying another truck?

One question, will not-mech units (repair/salvage vehicles, aircraft, tanks, etc) be available for drop scenarios?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
MagicWed Apr-06-11 06:40 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#79. "RE: Mech Commander Omnitech"
In response to Reply # 78


          

Quote

Support vehicles? "free vehicles mode"?

So, we deploy the repair vehicle only once, then "recharge" it from the Resources tab instead of redeploying another truck?

One question, will not-mech units (repair/salvage vehicles, aircraft, tanks, etc) be available for drop scenarios?


"free vehicles mode" - vehicles free of object2.pak

The idea is to deploy repair truck only once (with mechs) if you have enough dropweight.

I dont know yet about all vehicles for logistics. Will see.
I will try to add "Repair Mech"?
And ... salvage vehicle (if player take salvage vehicle into mission he/she can salvage one mech, but cant use it for that mission (a little more reality). I dont plan to remove salvage craft, it will be up to mission designer to use it or not.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicTue Apr-12-11 06:18 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#80. "RE: Mech Commander Omnitech"
In response to Reply # 0
Thu Apr-14-11 10:50 AM by Magic

          

MCO NEWS 12042011

Second release is almost ready.

New mechs:
MadCatMkIII
Argus
Grizzly
Cicada
Uziel
Hellfire
Crossbow
Sunder
Champion
EDIT: Thanatos

New vehicles:
Mobile Turret Control

New turrets:
Mobile Turret

All MC1/MCG pilots are successfully transferred to MCO.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
MethuselahTue Apr-12-11 03:14 PM
Member since Apr 15th 2003
612 posts
Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#81. "RE: Mech Commander Omnitech"
In response to Reply # 80


          

Superb - I've been playing my way through the Exodus campaign, and I'm really looking forward to seeing what people come up with. Might even have to string together a few missions in the editor too!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicFri Apr-15-11 09:20 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#82. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

MCO NEWS 15042011

ABL command setobjectivestatus fixed.

Syntax:

setobjectivestatus(objective_number, newObjectiveStatus)

objective_number - mission objective number.

newObjectiveStatus can be:
0 - undetermined,
1 - success,
2 - failed.

Effect:
Set objective status from main mission abl file.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
enaceoSat Apr-16-11 01:18 PM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#83. "RE: Mech Commander Omnitech"
In response to Reply # 82


          

Will the second release be ready during next week?

Keep up the good work guys!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
Starman01Sun Apr-17-11 09:18 AM
Member since Nov 10th 2010
110 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#84. "RE: Mech Commander Omnitech"
In response to Reply # 83


          

Yep, it will be. Just a few more days !

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

Wolf105Thu Apr-21-11 12:15 AM
Member since Apr 20th 2011
10 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#87. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

i downloaded MCO and the Visual c++ but i am confused on how to get it to work. the file was renamed unconfirmed 89654.crdownload. it wont open or anything. any ideas?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
MagicThu Apr-21-11 05:22 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#88. "RE: Mech Commander Omnitech"
In response to Reply # 87


          

Quote

i downloaded MCO and the Visual c++ but i am confused on how to get it to work. the file was renamed unconfirmed 89654.crdownload. it wont open or anything. any ideas?


Which one: MCO or vc++ redist?
Redownload?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
Wolf105Thu Apr-21-11 08:02 PM
Member since Apr 20th 2011
10 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#89. "RE: Mech Commander Omnitech"
In response to Reply # 88
Thu Apr-21-11 08:04 PM by Wolf105

          

i downloaded them both. ive tried redownloading MCO multiplie times but it still wont run after i download it. when ever i click on it, it asks me what program to run with it. this is a stand alone game correct?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
Wolf105Fri Apr-22-11 08:11 PM
Member since Apr 20th 2011
10 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#90. "RE: Mech Commander Omnitech"
In response to Reply # 89
Fri Apr-22-11 08:12 PM by Wolf105

          

my bad, i read question wrong. the visual C++ downloaded fine, the MCO file was renamed crdownload, ive tried redownloading but i get the same result. im not computer savy so i have no idea what is wrong

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                
Wolf105Sat Apr-23-11 01:43 AM
Member since Apr 20th 2011
10 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#91. "RE: Mech Commander Omnitech"
In response to Reply # 90
Sat Apr-23-11 02:00 AM by Wolf105

          

i tried downloading it again except i noticed that when it stopped downloading there was still 1 mb left to download (393/394). but it wont download it, it just stops. any ideas?

EDIT: actually nevermind, i guess it was just a matter of downloading it until i got it right. now i got something to do this weekend, cheers


Edit: back again with a new problem, when i started the game it froze at a black screen before even getting to the menu, i have this issue with the original MC2 to, any ideas?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                    
enaceoSat Apr-23-11 07:31 AM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#92. "RE: Mech Commander Omnitech"
In response to Reply # 91


          

Well I'm not really an expert on the game code like some of these guys around here, but I bet it would help your troubleshooting process if you wrote some system specs ( operating system/hardware ) and some details about the problem like when was the last time MC2 worked for you?

Also,some "tips" from my experience:

do you have a antivirus running? Some antiviri ( or antiviruses...whatever ) give you prompts when system resources are being accessed - for example when your game starts and is loading up some of its data, you might get a prompt from your antivirus and for some reason or other it is not showing up in the foreground,so you can't see it;

also - if I remember correctly,Microsoft games like MC,MW and others ask you to agree to a liscence agreement and check some settings before the game starts - the same thing can happen with this as with the antivirus - it happened to me with MW 4 actually - the prompts got stuck in the bacground - hit alt-tab and see if there are any prompts you are not seeing; MC2 also has a prompt with graphics settings testing the first time you run it if I remember correctly;

I hope this helps .

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                        
Wolf105Sat Apr-23-11 01:24 PM
Member since Apr 20th 2011
10 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#93. "RE: Mech Commander Omnitech"
In response to Reply # 92


          

here is my current specs

OS: Windows 7 64bit
Processor: AMD Sempron Processor 3300+ 2.00ghz
RAM: 1.5g
Vidcard: ATI Radeon HD 2600/3600 series



the last time MC2 worked for me was when my PC was using windows xp instead of windows 7. and i think these are the specs i used to have

OS: Windows xp
Processor: same as before
RAM: 256mb
Vidcard: VGA UniChrome 64mb

it asks me about the antivirus check before i start the game up, and i probably should have metioned this but i have gotten MC2 to work once, but it froze again at the campaign so it not a antivirus software issue.
ill still try and see if anything pops up in the back ground though, and i have also tried the graphics setting test mulitplie times with no avail.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                            
AspontusMon Apr-25-11 10:08 AM
Member since Jun 01st 2005
42 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy listClick to send message via ICQ
#94. "RE: Mech Commander Omnitech"
In response to Reply # 93


  

          

Have you tried running it on XP on virtual machine?

If you don't know what it's all about here's the guide:
http://www.petri.co.il/installing-windows-xpm-on-windows-7.htm

and here's the (old) info on this feature:
http://news.cnet.com/8301-13860_3-10229125-56.html

Hope this helps.

Cheers
Aspontus

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                
Wolf105Mon Apr-25-11 09:00 PM
Member since Apr 20th 2011
10 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#95. "RE: Mech Commander Omnitech"
In response to Reply # 94


          

I downloaded the virtual machine and everything but microsoft decided to kick me down one more time. Xp mode is unable to detect the graphics card and is unable to use the GPU. basically only useful for word documents and such. thanks for the help anyway. out of curiosity what OS is MCO designed for? and does anyone have any other suggestions? or am i doomed to never play MC2 or MCO

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                    
enaceoTue Apr-26-11 08:20 AM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#96. "RE: Mech Commander Omnitech"
In response to Reply # 95


          

I don't know if OS has such a big say in this - the game came out in 2001 , and generally works on XP , but I can play the game fine on Win7 64 bit ( MC2,MCO , hell even MC1 and MCX ).

So by all means the game should work fine ... or start up in any case. Maybe someone else encountered this problem.

( I assume you have already tried running the game with administrator privileges. If not...see if this has any effect )

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                        
Wolf105Tue Apr-26-11 09:28 PM
Member since Apr 20th 2011
10 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#97. "RE: Mech Commander Omnitech"
In response to Reply # 96
Tue Apr-26-11 10:39 PM by Wolf105

          

it works for you? and i did try running it as administrator but again to no effect. the yellow and blue shield icon appears over the MC2 icon, what exactly does that mean? and does anybody here know how to completely wipe out any and all information related to a program easily? im starting to think that there may be corrupted files somewhere causing my problems. reinstalling is not cutting it. again any help is appreciated!

EDIT: after multiplie tests it appears that it freezeing while starting is no longer a problem But it still seems to freeze when ever i try to play the campaign. slowly but surely, thanks for the continued help.

EDIT2: back to square 1. after 3 successful tests of getting to the menu it freezes again while starting. grrr

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                            
MagicWed Apr-27-11 05:34 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#98. "RE: Mech Commander Omnitech"
In response to Reply # 97


          

The game is tested and works fine on Win XP(32), Win7 (32 ans 64).
It is not tested on Vista.

You have to lower your security settings in win7...

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                                
Wolf105Wed Apr-27-11 08:13 PM
Member since Apr 20th 2011
10 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#101. "RE: Mech Commander Omnitech"
In response to Reply # 98


          

I give up, the codeing for MCO and MC2 just wont work on my PC, no matter what i do. ill stop spaming this forum with technical issues. thanks for the help anyway
Have a good one people

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicWed Apr-27-11 10:35 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#99. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

MCO NEWS 27042011

Second release is packed and ready to go.

Release date: very soon.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
OscarWed Apr-27-11 07:46 PM
Member since Feb 03rd 2011
14 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#100. "RE: Mech Commander Omnitech"
In response to Reply # 99


  

          

Yea!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
MethuselahFri Apr-29-11 11:43 AM
Member since Apr 15th 2003
612 posts
Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#102. "RE: Mech Commander Omnitech"
In response to Reply # 100


          

+1 - looking forward to trying it; for some reason my MCO won't save games past about mission 18 in the Exodus campaign so I'm sure a reinstall is due regardless.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
Starman01Fri Apr-29-11 03:40 PM
Member since Nov 10th 2010
110 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#103. "RE: Mech Commander Omnitech"
In response to Reply # 102


          

Hello !!

I'm back I just wanted to drop you people a note, that a News Update has now been posted, and the next Version of the Mod is now available for download. Either check the Moddb-Page here : http://www.moddb.com/mods/mechcommander-omnitech or drop by in our forum at HLP here : http://www.hard-light.net/forums/index.php?topic=75840.0 (note : Moddb and the download itself will only be available in about 24 hours due to their authorization procedure).

Best wishes from
The MCO Team

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                
MarcerorFri Apr-29-11 08:11 PM
Member since Jul 24th 2007
47 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#104. "RE: Mech Commander Omnitech"
In response to Reply # 103


          

Nice job guys! It's great to see this project continuing to progress!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicThu May-05-11 05:45 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#107. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

MCO 066 released.

Post updated at top.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
CindarSun Jul-10-11 03:09 PM
Charter member
213 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#115. "RE: Mech Commander Omnitech"
In response to Reply # 107


          

Magic. The second release link shows me this message when I try it:

"The download link you tried has expired. Please try starting your download again."

Been happening for a couple days

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
MagicMon Jul-11-11 06:02 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#117. "RE: Mech Commander Omnitech"
In response to Reply # 115


          

Thank you Cindar, something has changed at moddb.

Link changed to main MCO moddb page, you can download from there.

One think I forgot to post here:

Old Wolfs Dragoons campaign remake for MCO posted at MCO moddb site.
(mostly auto changed brains and a few fixes)
Day of Heroes for MCO is ready for the release.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicMon May-09-11 05:41 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#108. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

MCO NEWS 09052011

Mouse wheel incorporated in all MCO list boxes.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicWed Jun-01-11 08:51 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#109. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

MCO NEWS 01062011

Old mc2 vehicle weapon nodes bug fixed.
If more then 2 weapon nodes defined in ASE/TGL that vehicle will fire only once (only one salvo).

All possible 4 weapon nodes for vehicles are now active.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
KurgisSun Jun-05-11 02:13 PM
Member since Nov 27th 2002
2 posts
Click to send private message to this authorClick to add this author to your buddy list
#110. "RE: Mech Commander Omnitech"
In response to Reply # 109


          

Magic & Co

On your Exodus campaign (from the Omnitech build) I keep getting the "instant death" problem on mission X_2_5 "Rescue Takagi's Son". Think that truck still needs moving behind the building so the Bushwacker has time to get the turret control.

Also. On the MW2 campaign, the second "training" mission is quite tough as your two mechs, that you are meant to be rescuing, can barely stay alive against the two mechs - then the 3+ vehicles that appear. IMO it needs tweaking slightly as 3/4 times they will die (even dropping the difficulty to "Green" - which is a bit embarrassing) before you even get there.

On another note - been sending the link to this to all my old Mech pals, had given up hope of seeing this in high res and my hats off to all the people involved in bringing Mech Commander 2 alive again, great job.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
ThalarThu Jun-09-11 01:07 AM
Charter member
16 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#111. "RE: Mech Commander Omnitech"
In response to Reply # 109
Thu Jun-09-11 01:12 AM by Thalar

          

Nevermind. All is well.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicWed Jul-06-11 05:40 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#112. "RE: Mech Commander Omnitech"
In response to Reply # 0
Wed Jul-06-11 05:42 AM by Magic

          

MCO NEWS 06072011

1. Number of waypoints increased from 16 to 32 for queued move order.
2. Refit truck can be recharged now from captured resource trucks.

A few questions for the community:
1. Should I remove addition of resource points from captured RP trucks and RP buildings to main support, or combine addition and subtraction (refit truck, minelayer recharge)?

2. What is better, to convert unspent RPs to Cbills at the end of the mission and add to players treasury or accumulate unspent RPs from mission to mission?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
Perrin42Fri Jul-08-11 02:49 AM
Charter member
1602 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy listClick to send message via ICQ
#113. "RE: Mech Commander Omnitech"
In response to Reply # 112


          

I'd prefer to accumulate RP's myself.


Brian/Perrin42
http://www.tro42.com

Per ardua ad astra.
Through struggle to the stars

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
MarcerorFri Jul-08-11 09:15 PM
Member since Jul 24th 2007
47 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#114. "RE: Mech Commander Omnitech"
In response to Reply # 112


          

Magic, I don't really understand your first question about RP trucks, so I can't comment.

As to your question about unspent RPs... I'm rather partial to the "use them or lose them" philosophy personally. This helps maitain some control over the course of a campaign on how many resources a player accumulates. My concern is that when someone creates a campaign(you, Microsoft, etc), they assume that a player has only certain resources at their disposal. But if those resources are saved up from previous missions... a particular mission that was supposed to be challenging due to having no RPs... might become absurdly easy.

Between the two options you list, I would prefer that these be converted to C-bills, as that seems to be the option less likely to ruin the difficulty of a campaign. In most campaigns you have more C-Bills than you need anyway, so what's the harm of a few more.

On another note -- and this is just my humble opinion -- perhaps you would consider limiting the amount of extra tonnage that can be purchased before a mission. In campaigns with a lot of C-Bills floating around, it's not too hard to take what is supposed to be a low, 75 ton type campaign and turn it into one where you can bring in more than twice that amount. Again, it could have a horrible impact on the overall balance of missions. Maybe limit the amount of extra tonnage that can be purchased to 10 - 20, or thereabouts. This couldn't be abused nearly as easily, but would help players to squeeze in a Mech upgrade here and there.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
MagicMon Jul-11-11 05:52 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#116. "RE: Mech Commander Omnitech"
In response to Reply # 114


          

Thank you Perrin.

And Thank you Marceror.

About first question:
When you capture RP truck or RP building, 4000 or 10000 RPs are added to your RP pool (mission support tab).
For now I left those "additions" of RPs. When the player recharge Refit Truck it will subtract RPs from the amount of RPs that RP truck has and from players RP pool. If RPs for that RP truck is <= 0, Refit truck can not be recharged from that truck any more.

Second, unspent RPs.
Opinions are divided, so I think to do the following: I will add a field in logistics, near the drop weight, - current players RPs, plus and minus buttons. It will be left to player to decide. (About balancing and mission designers, every player has his own balance and I want to give them that chance.)

I will add limit(s) to mission support tab. For example you can add Refit truck only once, and you will have to guard it, its rechargeable and valuable resource. If you loose it, no more Refit trucks.

There is one more thing. If the player captures an enemy Refit truck, should it be added to players roster by default? Player can use it just the same as Refit truck from the support tab.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
diamndclanMon Jul-11-11 11:37 PM
Member since Jul 11th 2011
4 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#118. "RE: Mech Commander Omnitech"
In response to Reply # 116


          

Long time user, of mechlab's releases, exodus, wolfmans' campaigns.

Thank you for keeping this wonderful game alive after 10 years.

This is almost on topic...

In the mission support tab there is the sensor probe drop, with the advanced sensors of many recon mechs, it isn't used.

Could this be used with the Karnov animation to drop a fire support team? With increased RP cost of course. Something along the lines of a squad (5) of power armor, or an aerospotter, or vonluckners, or any combination of units-short of mechs.

Back on topic.

The Refit trucks, could also be used in the intended random RP bldgs'
on maps-which does not work. So that any replay, would put them in undiscovered territory. But, again this is adding more work to your
entended ends.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                
MagicTue Jul-12-11 05:48 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#119. "RE: Mech Commander Omnitech"
In response to Reply # 118


          

Quote

Long time user, of mechlab's releases, exodus, wolfmans' campaigns.

Thank you for keeping this wonderful game alive after 10 years.

This is almost on topic...

In the mission support tab there is the sensor probe drop, with the advanced sensors of many recon mechs, it isn't used.

Could this be used with the Karnov animation to drop a fire support team? With increased RP cost of course. Something along the lines of a squad (5) of power armor, or an aerospotter, or vonluckners, or any combination of units-short of mechs.

Back on topic.

The Refit trucks, could also be used in the intended random RP bldgs'
on maps-which does not work. So that any replay, would put them in undiscovered territory. But, again this is adding more work to your
entended ends.


diamndclan,

about the fire support, Fixed Arty already changed to Mobile Arty. If you want more then one, you have to pay. I can "drop" any vehicle and the number of support buttons can be increased.

Refit truck can be recharged on any building that has RPs except Repair bay. I had a situation conflict there "repair" and "be repaired". It can be done too, but it is not worth the time.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                    
diamndclanTue Jul-12-11 11:36 PM
Member since Jul 11th 2011
4 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#120. "RE: Mech Commander Omnitech"
In response to Reply # 119


          

The mobile arty is great. No more static defense, and I can remove the twin long toms from the blood asp.

I am simply proposing the same, with what you did with the artillery.
Giving the game a combined arms sense, and options to solving tactical issues with RP's.

And without adding anymore support buttons, just updating the existing ones.

Sensor probe could become Recon Drop with 3 light hovercraft. RP cost 5000

Airstrike could become Raider Drop with 2 medium hover, 1 medium tank( vonluckner or manticore- since they have multiple range weapons) and 5 power armor. RP cost 10000

Scout copter could become Strike Drop with 3 hover, 2 medium tanks(see above) and 10 power armor. RP cost 15000

Minelayer could become Assault Drop with 3 medium tanks, 2 heavy tanks(legion or challenger-for the above listed medium tank reasons) and 15 power armor. RP cost 20000

I don't know how the community feels about these changes, but I sense that most of them have played the CNC series of games with there special drop powers, the new starcraftII with the merc drop ablities, and most of the recent RTS style games.

But then again I may be off my nut on this one... And I stand alone.

P.s. I know that Wolfman added all the vehicles into his system by making dummy .csv files for everyone, this however eats up precious drop weight in the Mech Lab. And since you cannot take vehicles from mission to mission, they are disposible for the single mission they are used for.

Thanks again Magic


  

Alert Printer-friendly copy | Reply | Reply with quote | Top

ulric_bekkerSat Jul-16-11 01:56 PM
Member since Feb 25th 2011
15 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#121. "RE: Mech Commander Omnitech"
In response to Reply # 0
Sat Jul-16-11 02:20 PM by ulric_bekker

          

The new build (0.89) always seems to crash after quick load, while build 0.66 did not have this error.

It is worth noting that I used a savegame from build 0.66, but those should be compatible?

Tried it in Carver V campaign, mission Killdeer.



System:
Win7 x64 /w VC++ 2010 x86
Athlon X2 6000+
8GB
Radeon HD5770

\o/

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
MagicMon Jul-18-11 05:59 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#122. "RE: Mech Commander Omnitech"
In response to Reply # 121
Mon Jul-18-11 09:14 AM by Magic

          

Quote

The new build (0.89) always seems to crash after quick load, while build 0.66 did not have this error.


version 091 is released. Bug fixed - another fixed limit.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

sagurWed Jul-20-11 02:13 PM
Member since Jul 20th 2011
3 posts
Click to send private message to this authorClick to add this author to your buddy list
#123. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

In build 091 Exodus during Convoy Pickup mission, i get this error on quick save
-STOP : Mech Has too many weapon nodes to save 12

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
ulric_bekkerWed Jul-20-11 06:55 PM
Member since Feb 25th 2011
15 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#124. "RE: Mech Commander Omnitech"
In response to Reply # 123
Wed Jul-20-11 07:02 PM by ulric_bekker

          

I got that too, but in Carver V campaign C2M14 Eclipsed. I took a Rifleman IIC (Prime config; not modded) and Vulture (modded config;7CLRM,2CMPL,3Armor)mechs with me and I think that was the reason. I have savegames if anyone wants to test for bugs. The other mechs were quicksave-safe .

I must say this is my favorite mission since I get all those clan goodies, so I try to head-shot every single mech to get the most out of it. I managed to finish the mission eventually w/o quicksave .

\o/

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
sagurWed Jul-20-11 09:07 PM
Member since Jul 20th 2011
3 posts
Click to send private message to this authorClick to add this author to your buddy list
#125. "RE: Mech Commander Omnitech"
In response to Reply # 124


          

Quote

I got that too, but in Carver V campaign C2M14 Eclipsed. I took a Rifleman IIC (Prime config; not modded) and Vulture (modded config;7CLRM,2CMPL,3Armor)mechs with me and I think that was the reason. I have savegames if anyone wants to test for bugs. The other mechs were quicksave-safe .

I must say this is my favorite mission since I get all those clan goodies, so I try to head-shot every single mech to get the most out of it. I managed to finish the mission eventually w/o quicksave .

good for you while i still have no luck winning my mission without quicksave(my first exodus run). i guess i'll give it another try later.

i don't think it has something to do with my mech or weapons. i tried deploying only kitfox without any weapons but it still persists.

@magic
i found 2 cheats in MCO
-dupe mech/weapons
-increase c-bills from dupe(by accident, i noticed an increase in my c-bills while duping/selling).

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
MagicThu Jul-21-11 05:21 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#126. "RE: Mech Commander Omnitech"
In response to Reply # 123
Thu Jul-21-11 05:22 AM by Magic

          

Quote

-STOP : Mech Has too many weapon nodes to save 12


"Bug" (fixed limit) found and fixed.

I know about those cheats, will be fixed in new logistics.

Thank you for playing.

092 is ready for upload with that bug fixed and better Kodik model with 10 weapon nodes

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
sagurThu Jul-21-11 10:56 AM
Member since Jul 20th 2011
3 posts
Click to send private message to this authorClick to add this author to your buddy list
#127. "RE: Mech Commander Omnitech"
In response to Reply # 126
Thu Jul-21-11 11:17 AM by sagur

          

anyone experiencing slow gameplay during merc campaign mw21_1_1galedon map? i tried playing different campgn after having issues with quicksave in exodus(eventually i finished it earlier :D ddn't know i can destroy the bridges)

@magic
thx for the fix, waiting for DL.

i have other issues with MCO also
-game exits by buying units(may also happen after buying back sold units).
EXCEPTION : Attempt to read from address 0x0000004D in MCOREL! (+0x9C194)
Address : 0x0049D194
Location : MCOREL! (+0x9C194)

-sometimes mech won't shoot M/L weapons while running away(S weaps will be its priority after firing at that range)

-LRM turrets firing at great range(once in LOS, distant turrets will attack)

-mech keeps turning around while being chased by faster S units

-in exodus, components missing(?) on next mission after buying all of it

Is there a campaign where i can only salvage mech/weaps? No buying of stock items and c-bills will be used to increase tonnage.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
CrappyWed Jul-27-11 12:04 PM
Member since Jul 27th 2011
2 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#128. "RE: Mech Commander Omnitech"
In response to Reply # 127


  

          

Hiya,

Longtime lurker that finally registered. First off thanks to Magic and all the people that keep MC2 going and getting better.
Now the bad news.....Sorry....

i searched and did not find that this had happened before so here goes... while playing mission 11 of Original Carver Campaign the game throws an error and stops. I have tried different mechs,weapons ,warriors and it still happens. Below find the stop error that was posted by windoze. I get this error in both 092 and 089.

STOP : Object moved off map
Address : 0x004177D2
Location : MCOREL! (+0x167D2)

Call Stack
==========
0x0043B2D2 MCOREL! (+0x3A2D2)
0x0042F2BB MCOREL! (+0x2E2BB)
0x0044B9FB MCOREL! (+0x4A9FB)
0x0047F200 MCOREL! (+0x7E200)
0x004037F1 MCOREL! (+0x27F1)
0x005A8614 MCOREL! (+0x1A7614)

Processor Registers EAX=0x00000000 EBX=0x00000000 ECX=0x00000000 EDX=0x00000000 Flags=0x00000000
=================== ESI=0x00000000 EDI=0x00000000 EBP=0x0012DD80 ESP=0x0012D830 EIP=0x004177D2
EIP (0x004177D2) 5E 5B 8B E5 5D C2 08 00 CC CC CC CC CC CC 55 8B EC 83 EC 0C D9 41 18 D8 65 08 D9 5D F4 D9 41 1C
ESP (0x0012D830) 0012D870 0012E134 0FF9EDC0 00000000 00000014 3F033333 0012D85C 00417872
0012DCDC 0012DD90 00000200 0000003C 09FC3320 00000100 00000030 17CB6460
00010000 0000038F 183629E0 BF0A3800 C4368F4E 3F800000 15AC1560 00000000

Machine details
===============
Executable name : C:\MechCommanderOmnitech092\MCORel.exe
Executable time, date : 16:12:50 Wednesday 7/20/2011
Command line :
Current directory : C:\MechCommanderOmnitech092
Current time, date : 07:36:01 Wednesday 7/27/2011
GameOS build version : Version 1.1 11/2/2000
Software rasterizer : c:\mechcommanderomnitech092\assets\binaries\blade.dll (Size 286,786 bytes)
User name :
Machine name :
Processor : 2099MHz AMD Unknown MMX 3DNow! SSE Model=3, Type=15, Stepping=1 (Two Processors)
Cache Information : Unknown
L2 r/w/rw speed : 8 cycles 8396MB/s, 8 cycles 8396MB/s, 8 cycles 8396MB/s
Main memory r/w/rw speed : 19 cycles 3535MB/s, 24 cycles 2798MB/s, 22 cycles 3053MB/s
Video memory r/w/rw speed : 6856 cycles 9MB/s, 428 cycles 156MB/s, 7856 cycles 8MB/s
AGP memory r/w/rw speed : 6714 cycles 10MB/s, 427 cycles 157MB/s, 7855 cycles 8MB/s
Operating system : Windows (6.1.7600)
DirectX version : 9.04.00.0904
Time since booted : 335h 34m 52s
Time in game logic : 0h 6m 13.79s (on frame 18020)
Time app running : 0h 6m 13.79s
Physical memory : 2,147,483,647 bytes (2048 Meg)
Available physical memory : 2,147,483,647 bytes (2048 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 : 1,659,416,576 bytes (1583 Meg)
Amount of stack used : 10296 bytes
Memory load : 41%
Desktop video mode : 1440,900 16bpp
Mode when crash occured : Full Screen 1440x900x16 Refresh=60Hz (ATI Radeon 3100 Graphics)
Networked Machine : No
Executable version : m00064
PCI Chipset : Unknown

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                
ulric_bekkerWed Jul-27-11 02:24 PM
Member since Feb 25th 2011
15 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#129. "RE: Mech Commander Omnitech"
In response to Reply # 128
Wed Jul-27-11 02:29 PM by ulric_bekker

          

I got this error, once again at trying to quickload
This time its Carver V C2M16 Base Hermes.

Using build V0.92 and following mechs: 1x Shadow Cat, 1x Nova, 2x Kit Fox, 3x Sha Yu (all of them are custom configs)

---------------------------------------------------------------------------------------------------
EXCEPTION : Attempt to read from NULL in MCOREL! (+0x55DEF)
Address : 0x00456DEF
Location : MCOREL! (+0x55DEF)

Call Stack
==========
0x0044C981 MCOREL! (+0x4B981)
0x0049003B MCOREL! (+0x8F03B)
0x00403A36 MCOREL! (+0x2A36)
0x005A8614 MCOREL! (+0x1A7614)

Processor Registers EAX=0x00000000 EBX=0x0DE700BC ECX=0x00000000 EDX=0x000000E0 Flags=0x00010246
=================== ESI=0x15A099F0 EDI=0x00000000 EBP=0x0018BC98 ESP=0x0018BC78 EIP=0x00456DEF
EIP (0x00456DEF) 8B 01 8B 10 56 53 C7 45 FC FF FF FF FF FF D2 D9 EE 8B 4D 0C D8 51 24 DF E0 F6 C4 05 7A 04 83 4E
ESP (0x0018BC78) C83ABACD 0000102E 160CC300 15A099F0 00000000 0018CF54 0066FD94 00000000
0018CF60 0044C981 00000001 0B81900C C83AC935 00001712 027CB5E0 00000000
00000000 00000000 00000000 00000000 00000000 00000000 00000000 77E0F8F5
ESI (0x15A099F0) 2C 88 68 00 09 00 00 00 2E 10 00 00 00 00 00 00 00 00 00 00 61 01 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 FF FF FF FF 85 00 00 00 00 00 00 FF 00 00 00 00 00 00 00 00 00 00 00 00
EBX (0x0DE700BC) 90 F8 69 00 F0 03 00 00 00 00 00 0F D4 F8 E6 0D AC 00 E7 0D 5F 98 C8 C1 90 31 B7 BE 1E 16 BE C1
----------------------------------------------------------------------------------------------------

Best regards

Ulric

\o/

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                
MagicThu Jul-28-11 08:11 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#130. "RE: Mech Commander Omnitech"
In response to Reply # 128
Thu Jul-28-11 08:14 AM by Magic

          

Crappy,

Its mission 12 and it is because of the hellcat airspace fighter. Brain fixed for the next release. Thank you.

ulric_bekker,

Is it persistent or one time error?
When you restart the mission and do quicksave/quickload is it working?

still working on some quicksave/quickload issues.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                    
ulric_bekkerTue Aug-02-11 01:56 PM
Member since Feb 25th 2011
15 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#132. "RE: Mech Commander Omnitech"
In response to Reply # 130


          

Magic,

The quickload error is persistant.

Here is the savegame if you are willing to take a look at it.

http://uploading.com/files/m6e36286/CC2M16%2BBase%2BHermes.fit/

Best regards

Ulric Bekker

\o/

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                        
enaceoWed Aug-03-11 07:29 AM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#133. "RE: Mech Commander Omnitech"
In response to Reply # 132
Wed Aug-03-11 07:32 AM by enaceo

          

I also get the same error when trying to quickload on several missions from the Exodus campaign ( in 0.92 ) . I have tried many combinations of mechs but apparently they have no influence on this issue.

I first encountered it in the second mission ( pirate graveyard ), then it did not appear for a number of missions ,and now after the mission with the general ( e_3_0 I think ) it keeps being an issue with every mission .

Same story I guess - I am "allowed" one quick-load during a mission, after which any attempt to quick-load ( and even to abort the mission , or to complete it ) results in the same error as Ulric receives .

After restarting the mission ,the result is the same - if I complete the mission without quick-loading, everything is fine - but if I try to quickload ( the old quick-save or even a new one ) ,the mission is again uncompletable - quick-loading,aborting,or completing the mission results in game crash.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                            
MagicWed Aug-03-11 11:01 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#134. "RE: Mech Commander Omnitech"
In response to Reply # 133


          

Thank you for playing.
I am working on that "Quickload" issue.
There are 2 reasons for that:
- increase of max number of waypoints in queued tacorder and
- max mech weapon nodes for quick save/load (it was hard coded to 10).

There will be new release soon with that fixed (I hope).

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicFri Jul-29-11 05:40 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#131. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

MCO NEWS 29072011

New buidlings: Jade Falcon and Wolf banners (magic).
Unspent RPs added after mission as CBills.
Liao elite barracs walkable fix
New Pyramid (magic)
Game recalc passability when building destroyed.
New Forest Clump - regular building (magic)

Editor - NO crush on exit in win7!
More building groups in editor (buildings.csv).
When capture, enemy units are not all team 2.
Editor finally fixed - no more crushes in unit settings dialog.
4 Groups for mechs, 2 groups for vehicles.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
enaceoWed Aug-03-11 02:59 PM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#135. "RE: Mech Commander Omnitech"
In response to Reply # 131


          

Will 0.92 saves be compatible with the new build?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
MagicThu Aug-04-11 05:17 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#136. "RE: Mech Commander Omnitech"
In response to Reply # 135


          

Saves Yes, qucksaves NO.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
MechIISun Aug-07-11 12:12 AM
Member since Oct 16th 2005
25 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy listClick to send message via AOL IM
#137. "RE: Mech Commander Omnitech"
In response to Reply # 136
Sun Aug-07-11 12:48 AM by MechII

          

I look forward to trying this. Any chance that multiplayer functionality can be added back in?

Another thing that I was interested in was collision detection of weapons on mechs. Is there a way to make direct line of sight weapons perhaps fire at a location rather than lock onto a mech itself?

This would mean you have a chance of avoiding damage by manuevering tactics rather than a percentage based number chance. Other mechs can manuever in the way and take the hit instead, and no shooting through your own mechs to hit enemy mechs.

This would be a dramatic change in gameplay that i think would be for the better.





  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicMon Aug-08-11 08:10 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#138. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

Post updated at top.

MCO version 102 released.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
enaceoTue Aug-09-11 11:02 AM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#139. "RE: Mech Commander Omnitech"
In response to Reply # 138


          

Great work!

No more quick-load problems so far ( played a few missions from Exodus and Carver V )

Some missions are however much more difficult now,as the AI no longer gets stuck in walls/gates ,but I am not complaining .

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
enaceoTue Aug-09-11 04:01 PM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#140. "RE: Mech Commander Omnitech"
In response to Reply # 139


          

Sorry for double-post but editing time has expired .

What plans does the team have for the future?

Any other versions,new features? ( multiplayer maybe ? )

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
enaceoTue Aug-09-11 08:21 PM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#141. "RE: Mech Commander Omnitech"
In response to Reply # 140


          

Actually just received an error while quick-loading on a mission in the exodus campaign .

http://www.2shared.com/document/MSzrhnVr/errorlog.html

Here is the errorlog if it is of any help.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                
MagicThu Aug-11-11 05:58 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#142. "RE: Mech Commander Omnitech"
In response to Reply # 141


          

In which mission you got that error. Is it one time or repeating?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                    
enaceoThu Aug-11-11 07:12 AM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#143. "RE: Mech Commander Omnitech"
In response to Reply # 142
Thu Aug-11-11 07:12 AM by enaceo

          

I got it on the "Black Iceland" mission . I had deployed 3 mechs - vulcan,assassin and centurion with custom configs.

After I got the error and the game crashed,I re-started the mission,quick-loaded, and then tried to quick-load or abort and would get the same behaviour ( game crash with the NULL error ) .

However,after again restarting the mission ( and deploying the same mechs ) new quicksaves did not cause the same error - I quicksaved a lot of times during that mission and then quick-loaded a lot of times to see if I could get the error again but everything went fine.

I played some more missions with the same lot of quick-save lot of quick-load experiment and have not received the error again .

I guess it was a one time thing.

The AI though still has trouble with ... well...its brain I guess - the first time I played the Black Iceland mission, I tried capturing one of the turret controls and the pirates did not just sit on their asses - they actively attacked the turrets and the jenner re-captured the controls! After mission restart though, I tried it again ,and this time they did not react to the turrets at all..they just sit there and get destroyed ... is this a problem with the AI or a limitation of the game engine?

Also on the mission where you have to destroy some clan supplies ( 10 resource buildings,a transmitter and some other stuff , I don't remember the mission name ) , there is supposed to be a diversionary attack by friendly units - the same thing happens on this mission - the first time I played , the enemy AI correctly responded to the diversion and all the heavy mechs went south to engage the partisans . On mission restart , the enemy AI no longer responds to the diversionary attack...they just sit where they spawn.


  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                        
MagicThu Aug-11-11 10:19 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#144. "RE: Mech Commander Omnitech"
In response to Reply # 143


          

Yes I remember those 2 missions. Those errors will activate after quickload. It is from before, even my first MC2 patch has those problems with quickload. I improved the AI scripts but after quickload game fail to recognize those improvements (or something like that).

I will look into quick load of abl scripts.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                            
enaceoThu Aug-11-11 07:03 PM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#145. "RE: Mech Commander Omnitech"
In response to Reply # 144


          

Attempting to start mission X_2_5 Family Business results in instant mission failure...a few seconds after spawn the primary objective ( capture or destroy 2 turret controls ) is ticked as failed and mission ends.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                
MagicFri Aug-12-11 05:31 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#146. "RE: Mech Commander Omnitech"
In response to Reply # 145


          

Yes that is an old mission error. The objective truck gets destroyed by turrets. Will move it out of the range.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                    
enaceoFri Aug-19-11 06:44 PM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#147. "RE: Mech Commander Omnitech"
In response to Reply # 146


          

Does the component menu not work after some missions,or is it also related to quick-load?

I noticed that after some missions I get new items and after some that I should I don't receive any new items to buy ( exodus campaign ) .

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                        
MagicSat Aug-20-11 08:18 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#148. "RE: Mech Commander Omnitech"
In response to Reply # 147


          

Exodus is designed to have new items only after a few missions. Purchase is very limited.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                            
enaceoSat Aug-20-11 09:19 AM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#149. "RE: Mech Commander Omnitech"
In response to Reply # 148
Sat Aug-20-11 09:26 AM by enaceo

          

I understand this but on some playthroughs of the same missions ,I sometimes get new components,sometimes I do not . Sometimes the components inventory gets "stuck" with the same items over and over again,and only after game restart do the items seem to refresh.

For example,on one playthrough ,after the mission with finding the door to the underground SL base , I did not receive any kind of new components,and yesterday I played it again, having restarted the game just before playing,and after the mission I received a complement of new weapons ( including MRMs and other new weapons ) . ( played on the same version 102 ) .

I also remember when playing older versions though, that after some of the first missions I would receive the larger LRM systems ( 15,20) for purchase after some missions , while on other playthroughs of the same missions I would not ... ( I also do not remember receiving these versions of the LRMs while playing version 102 but maybe the component lists have been changed ) .


  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                                
enaceoSun Aug-21-11 08:51 AM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#150. "RE: Mech Commander Omnitech"
In response to Reply # 149


          

I have tested some more and it appears that quick-loading is the issue.

I played the "Remember Port Arthur" mission and quick-saved right before capturing the convoy,but did not quick-load. I completed the mission, and afterwards checked the components menu - I received a batch of clan tech ( clan pulse lasers, clan ER lasers, clan SRMs etc ).

I then re-started the mission,and quick-loaded the previous quick save. I captured the convoy again and completed the mission. This time ,I checked the components menu, and I did not receive the same items. In fact I think I received a "standard" batch of MAC,LAC,and machine gun for ballistic, some normal lasers , and JJ,armor and heat sync .

I have gotten used to completing missions without quick-save,but on some missions I really wish I could use it and get the goodies at the end

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                                    
enaceoSun Aug-21-11 02:11 PM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#151. "RE: Mech Commander Omnitech"
In response to Reply # 150


          

Also ,it looks like family business mission keeps giving crash errors at random ... when some vehicles get destroyed apparently (sometimes it's the legion tank that guards the ridge, sometimes it seems that some of the friendly convoy vehicles cause this but it looks random )

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                                    
InfernusdomniSun Aug-21-11 06:51 PM
Member since Aug 21st 2011
2 posts
Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#152. "RE: Mech Commander Omnitech"
In response to Reply # 150


          

I have found on the Carver 5 campagin after completing Remote Assualt: Eclispe mission the first time I click on the componets menu to see my new tech the game crashes. Upon restarting the game and loading the save the new weapons are not there. anyone have a idea as to why this is occuring?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                                        
enaceoMon Aug-22-11 07:33 AM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#153. "RE: Mech Commander Omnitech"
In response to Reply # 152


          

This happens regardless of the crash I think - exiting the game and re-loading without buying any of the new weapons causes them to disappear.

I think that if you manually save the game after completing a mission ( main menu -> save ) and then load this custom save you keep the new items ,but I am not sure . I usually buy ( or salvage ... rather ) the new components right after completing a mission then manually save, but I have not personally experienced component-screen related crashes in 1.02 .

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                                                            
InfernusdomniThu Aug-25-11 10:47 AM
Member since Aug 21st 2011
2 posts
Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#156. "RE: Mech Commander Omnitech"
In response to Reply # 153
Thu Aug-25-11 10:54 AM by Infernusdomni

          

thats interesting because when I load manual save files (or any save file for that matter) the items that i have acquired from the past few missions end up disappering from both my mech menu and the componet screen. Say for example I have just completed mission 15 of Carver 5 campagin if i make a manuel save and load it, all of the mechs and componets reset back to I would guess level 8 or something like that.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

CrappyWed Aug-24-11 01:23 PM
Member since Jul 27th 2011
2 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#154. "RE: Mech Commander Omnitech"
In response to Reply # 0


  

          

Ok, I admit I am an idiot. 102 states repair truck can be recharged from resource. The truck will not capture the buildings or trucks so how does it reload when depleted ?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
MagicThu Aug-25-11 09:22 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#155. "RE: Mech Commander Omnitech"
In response to Reply # 154


          

Quote

Ok, I admit I am an idiot. 102 states repair truck can be recharged from resource. The truck will not capture the buildings or trucks so how does it reload when depleted ?


First, you must capture RP building or RP truck with mechs. It can be recharged from captured (friendly) RP buildings and trucks.

I am considering to give all (vehicles and air units) the ability to capture.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

ulric_bekkerSun Aug-28-11 06:39 PM
Member since Feb 25th 2011
15 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#157. "RE: Mech Commander Omnitech"
In response to Reply # 0
Sun Aug-28-11 06:47 PM by ulric_bekker

          

I have found this error while fiddling with the components screen in
the first mission of Exodus campaign. It seems to happen when I try to sell excess weapons in the components inventory. This is V1.02 with XP SP3 x86.

EXCEPTION : Attempt to read from address 0x141C1DA0 in MCOREL! (+0x10D716)
Address : 0x0050E716
Location : MCOREL! (+0x10D716)

Call Stack
==========
0x00507A15 MCOREL! (+0x106A15)
0x00402F75 MCOREL! (+0x1F75)
0x005A7C6F MCOREL! (+0x1A6C6F)

Processor Registers EAX=0x071D0638 EBX=0x098FD5C0 ECX=0x0A8C0120 EDX=0x00000005 Flags=0x00210A03
=================== ESI=0x00000000 EDI=0x00000000 EBP=0x0012FE90 ESP=0x0012FE68 EIP=0x0050E716
EIP (0x0050E716) 8B 94 19 C0 46 00 00 8B 42 28 8D 8C 19 C0 46 00 00 57 56 FF D0 8D 8B 74 0A 00 00 89 4D E4 C7 45
ESP (0x0012FE68) 098FD5C0 07240538 FFFFFCE0 09900324 00000000 07240538 FFFFFCE0 00000000
00000000 88643B6E 0012FEBC 00507A15 00000000 00000000 007F7F88 00000001
00000000 00000000 096C91E0 00000000 00000000 0012FEE0 00402F75 00000000
EAX (0x071D0638) 00 00 00 00 F8 74 7B 10 9C 89 6B 00 00 00 00 00 00 00 00 00 00 00 00 00 C4 5A 6B 00 08 75 7B 10
EBX (0x098FD5C0) D4 A2 69 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
ECX (0x0A8C0120) 9C 12 00 00 10 D0 4D 07 C2 EB 08 0E 64 2A 79 97 00 00 1E F2 36 13 00 00 10 D0 0B 07 80 EB E0 0E

And this one happen when I try to sell some mech. Also first mission of Exodus campaign.

EXCEPTION : Attempt to read from address 0x0000004D in MCOREL! (+0x9BBB4)
Address : 0x0049CBB4
Location : MCOREL! (+0x9BBB4)

Call Stack
==========
0x00499C60 MCOREL! (+0x98C60)
0x00503536 MCOREL! (+0x102536)
0x00506308 MCOREL! (+0x105308)
0x00504EDF MCOREL! (+0x103EDF)
0x00508CB2 MCOREL! (+0x107CB2)
0x004DA0C0 MCOREL! (+0xD90C0)
0x00403745 MCOREL! (+0x2745)
0x005A7FC4 MCOREL! (+0x1A6FC4)

Processor Registers EAX=0x00699A5C EBX=0x00000007 ECX=0x00000005 EDX=0x00499C40 Flags=0x00010206
=================== ESI=0x09A08E3C EDI=0x09A08280 EBP=0x0012E414 ESP=0x0012E410 EIP=0x0049CBB4
EIP (0x0049CBB4) D9 41 48 D8 61 08 D9 5D FC D9 45 FC 8B E5 5D C3 CC CC CC CC CC CC CC CC CC CC CC CC 55 8B EC 8B
ESP (0x0012E410) 00000005 0012E430 00499C60 00000007 0733AB10 00000007 09A08280 0733AB10
0012E460 00503536 00000005 00000001 9F29B124 09A08280 00000000 00000007
00000005 0012E5E8 00679ADB FFFFFFFF 0012E5F4 00506308 0733AB10 9F29B0B0
EDI (0x09A08280) 34 9E 69 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
ESI (0x09A08E3C) 5C 9A 69 00 00 80 01 44 00 00 AC 42 00 00 00 00 00 00 00 3F 00 00 00 FF 00 00 00 00 00 00 00 00
00 00 00 00 00 80 01 44 00 00 90 43 00 00 00 00 00 00 00 3F 00 00 00 FF 00 00 00 00 00 00 00 00
EAX (0x00699A5C) 60 6A 49 00 30 D7 4F 00 00 D7 4F 00 50 AE 49 00 90 83 49 00 60 CC 49 00 90 CC 49 00 40 CA 49 00
EDX (0x00499C40) 55 8B EC 83 EC 0C 56 8B F1 8B 4D 08 85 C9 75 0A 83 C8 FF 5E 8B E5 5D C2 08 00 53 E8 50 2F 00 00


Best regards

Ulric

\o/

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
ulric_bekkerMon Sep-05-11 07:04 PM
Member since Feb 25th 2011
15 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#158. "RE: Mech Commander Omnitech"
In response to Reply # 157


          

I also found this error while quickloading. It happened during Exodus C2M10 Remember Port Arthur. Using build 1.02 & WinXP SP3 x86.

EXCEPTION : Attempt to read from address 0x38DD7000 in MCOREL! (+0x1866A5)
Address : 0x005876A5
Location : MCOREL! (+0x1866A5)

Call Stack
==========
0x00541A3B MCOREL! (+0x140A3B)
0x0054222C MCOREL! (+0x14122C)
0x00562299 MCOREL! (+0x161299)
0x005394AA MCOREL! (+0x1384AA)
0x00539DF3 MCOREL! (+0x138DF3)
0x0048F2CA MCOREL! (+0x8E2CA)
0x00403A36 MCOREL! (+0x2A36)
0x005A7FC4 MCOREL! (+0x1A6FC4)

Processor Registers EAX=0x00000E98 EBX=0x00000FDE ECX=0x00000C00 EDX=0x00001000 Flags=0x00210246
=================== ESI=0x38DD6FFD EDI=0x2CE8CE24 EBP=0x0012C4E0 ESP=0x0012C4D0 EIP=0x005876A5
EIP (0x005876A5) 8B 06 33 DB D3 E8 02 CD 8B 15 AC 06 77 00 8A D9 80 E1 07 C1 EB 03 23 C2 03 F3 90 3D 01 01 00 00
ESP (0x0012C4D0) 00004000 1C38FDC0 2CE88E78 00000000 0012C9CC 00541A3B 2CE88E78 38DD5B10
000014F0 91D40EED 0000010E 1C38FDC0 02020D0D FFFFFFFF 7C91455F 005F0061
005F0031 002E0033 00750062 006E0072 006E0069 006A002E 00670070 05660000
EDI (0x2CE8CE24) 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01
01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01
ESI (0x38DD6FFD) 71 1F 10 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??

\o/

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
ulric_bekkerThu Sep-08-11 05:37 AM
Member since Feb 25th 2011
15 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#159. "RE: Mech Commander Omnitech"
In response to Reply # 158


          

Magic,

I also found some strange glitches in MCO V1.02 and I guess older versions too.

On Win7 x64 the maximum widescreen resolution I can pick is 1400x900 and on WinXP x86 if I choose 1920x1080 it automatically switches back to 1680x1050 no matter what I do.

PC Specs: AMD Athlon X2 6000+, Radeon HD5770, 8GB, 27" LCD.

I have to try it in Linux /w WINE to see the results.

Any clues.

Best regards,

Ulric

\o/

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
MagicThu Sep-08-11 07:25 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#160. "RE: Mech Commander Omnitech"
In response to Reply # 159
Thu Sep-08-11 12:22 PM by Magic

          

The hardware detection in old MC2 is some 10+ years old.

I am using win 7/64 and it works OK. I had reports about resolution options not showing...

Go to the MechCommander Omnitech Folder, theres an Options CFG file. Open that in Notepad and Change your Reslolution to the number X. After that, boot up a Mission and it should show up as the proper Resolution.

X can be:
0 - 640x480
1 - 800x600
2 - 1024x768
3 - 1280x1024
4 - 1600x1200
5 - 1920x1080
6 - 1920x1200
7 - 1680x1050
8 - 1440x900

On the monitors I have, all resolutions except No 6 are working OK.
None of my monitors support 1920x1200. It is untested.

Do you want any other resolution?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicThu Sep-08-11 11:50 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#161. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

MCO news 07092011

MCO ver 0.103 (17082011 - magic)

REmodeled buildings: Barracks, Chemical Plant, Dome, HQ, Hangar,
Industrial complex, Liquid Storage - (Karl - models Hades)
Popup MRM Turrets anim fix (karl)
New buildings: Factory, Dome (karl)
New Salamander Armor as mech (karl - model by ThorC).
*****************************************************************
MCO ver 0.104 (20082011 - magic)

REmodeled buildings: 2StoryCivLiving (karl)
Fixed: Elemental (new animation - karl), Factory, Dome (Karl).
New Building: Windmill Port Arthur variant (karl)
*****************************************************************
MCO ver 0.105 (22082011 - magic)

Editor buiding groups fix.
Exodus and MW2 missions fixes - l modelID = ... must be new objnum for mechs,
vehicles and new buildings, or the editor crush on show object in objectives.
x_2_5 fix: Truck moved out of danger.
*****************************************************************
MCO ver 0.106 (23082011 - magic)

Repair Bay dynamics changed.
New building: Field Repair Bay
*****************************************************************
MCO ver 0.107 (25082011 - magic)

New Building: Portable Repair Bay
New Vehicle: Armored Supply Truck
*****************************************************************
MCO ver 0.108 (26082011 - magic)

Old Repair bay with new anims for new repbay dynamics
*****************************************************************
MCO ver 0.109 (29082011 - magic)

4 new abl commands:
1)
addresourcepoints(pointsToAdd);
pointsToAdd - number of Resource points, can be + or -.
Effect: Add resource points for the mission.
2)
addmoney(pointsToAdd);
pointsToAdd - amount of money, can be + or -.
Effect: In mission add money.
3)
togglerepairtruck;
Effect: Enable/Disable repair truck in support for the mission.
4)
togglesalvagecraft;
Effect: Enable/Disable salvage craft in support for the mission.

MCO ver 0.110
- chance to fall under heavy fire.

MCO ver0.111
- autodetect of closest supported resolution to the players desktop resolution, no more resolution setup...

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicMon Oct-10-11 11:06 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#162. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

MCO NEWS 10102011

MCO ver 0.112

NEW ABL command:
settxtbuildingname(BuildingID, "BuildingName");

BuildingID - number from the editor for building.
"BuildingName" = "New text building name"

Effect: Display "BuildingName" text as building name in mission.
Works for Buildings, Turrets amd Gates

Building does not need entry in mc2res.dll. All is set in Building.fit:
st Name="Building Name" - text for in mission display
l BuildingName=0 - must be zero

Still must for the editor.
*****************************************************************
MCO ver 0.113

Buildings dont need entrys in mc2res.dll for the editor.
In buildings.csv type "Building Name" instead of "Name ID Number"
Mechs and vehicles also dont need entrys in mc2res.dll.
For vehicles it is (vehicle.fit file): st Name ="Ambulance".
For mechs it is (mech.csv file): MechName,Anihilator.
*****************************************************************
MCO ver 0.114

Elemental and Salamander jump fix (karl)
Huntsman and IceFerret - better mech models (karl)
Mech CSVs fix for new armor.
New armor allocation - more armor types.
My missions RPtruck fix.
*****************************************************************
MCO ver 0.115

Mech speed display extended
*****************************************************************
MCO ver 0.116

New Hi-res menus. 3 resolutions: standard 800x600 plus 1280x1024 and 1440x900
*****************************************************************
MCO ver 0.117

Mission briefing screen and pilot ready area added to new menus.
Mech purchase fix, component purchase fix.
*****************************************************************
MCO ver 0.118

mech purchase screen added to new menus.
*****************************************************************
MCO ver 0.119

Fixed bad load for feet0000.tga
Added folder detail with some detail textures to textures folder.
*****************************************************************
MCO ver 0.120

New logistic res change
*****************************************************************
MCO ver 0.121

general rebuild.
*****************************************************************
MCO ver 0.122

new menus component purchase screen added.
new building - Generator (karl)
*****************************************************************
MCO ver 0.123

auto resolutions change - change resolution only if desktop res is
different then logistic res.

...
*****************************************************************
MCO ver 0.131 (03102011 - magic)

From ver 124 - general changes to memory allocation throughout the game - total elimination of old MC2 user heaps.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

Sir CarnifexTue Oct-18-11 05:10 AM
Member since Oct 18th 2011
6 posts
Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#163. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

Hello,

I just came across this today and decided to try it out, so I downloaded it, downloaded the files for windows that it says to get, and installed the game. Everything appears to work well, but when I try loading it, I get a blank black window about one fourth the size of my screen. The game freezes and I just have to close it out. Trying multiple times gets me the same result.

I read above about another person having the problem, though it was quite some time ago. It seems he had Vista or 7 and people told him to try running in XP compatibility. The thing is... I'm running Windows XP, so it can't be a problem with the OpSys. Any suggestions?

I have a GeForce 9800.

Thanks for any help. I'm eager to try this out.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
MagicTue Oct-18-11 05:41 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#164. "RE: Mech Commander Omnitech"
In response to Reply # 163


          

What resolution you set?

Try to set some of the standard resolutions:
1280x1024 or 1024x768.

Old MC2 autodetect system has problems to detect some video cards.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
Sir CarnifexTue Oct-18-11 06:23 AM
Member since Oct 18th 2011
6 posts
Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#165. "RE: Mech Commander Omnitech"
In response to Reply # 164


          

My resolution is at 1650x1080. I tried switching to your two suggestions and the problem still persists.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
Sir CarnifexTue Oct-18-11 08:04 PM
Member since Oct 18th 2011
6 posts
Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#166. "RE: Mech Commander Omnitech"
In response to Reply # 165


          

I decided to install the original MC2. That one gave the black screen at first, too, but then the resolution detect kicked in and automatically switched settings and I could run it. After this, I tried out MCO and it got me to the menu. It takes a lot longer than MC2, but I just assume it has more to load.

If I run into any other hangups, I'll be back. I'm looking forward to testing this out.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicWed Oct-26-11 07:54 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#167. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

MCO version 132 released.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

DeathFXThu Oct-27-11 01:33 AM
Member since Apr 11th 2005
33 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#168. "RE: Mech Commander Omnitech"
In response to Reply # 0


  

          

Do you recommend a fresh install with this version? According to version.txt I am running MCO ver 0.034 (29012011)

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
MagicThu Oct-27-11 05:40 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#169. "RE: Mech Commander Omnitech"
In response to Reply # 168


          

Quote

Do you recommend a fresh install with this version? According to version.txt I am running MCO ver 0.034 (29012011)


Yes, absolutely.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
DeathFXSat Oct-29-11 06:22 AM
Member since Apr 11th 2005
33 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#170. "RE: Mech Commander Omnitech"
In response to Reply # 169


  

          

i noticed a bug. when using the repair truck, you cannot de-select it using the shift key. The only way to deselect the truck is to use the mouse to select a mech.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
DeathFXSat Oct-29-11 07:11 PM
Member since Apr 11th 2005
33 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#171. "RE: Mech Commander Omnitech"
In response to Reply # 170


  

          

also, how can i repair a repair truck? It seems i couldn't buy another repair truck, and i couldn't fill up the one that I used up.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                
MagicMon Oct-31-11 07:10 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#172. "RE: Mech Commander Omnitech"
In response to Reply # 171


          

In order to refit a repair truck, you must have RPs (>0). Because when you capture buildings or RP trucks, number of their RPs is added to the players RP pool. If you spend them, you dont have them. And the RP building or RP truck must have RPs available (>0).

When you refit repair truck, the number of RPs spent will be decreased from the players RP pool. Its not for free, it cost RPs.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                    
DmakridisWed Nov-02-11 12:26 PM
Member since Nov 02nd 2011
1 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#173. "RE: Mech Commander Omnitech"
In response to Reply # 172


          

CAN SOMEONE FOR THE LOVE OF GOD HELP ME DOWNLOAD THIS MOD!! I HAVE SIGNED UP AND PAID ON THE FILESONIC WEB SITE BUT IT STILL WILL NOT DOWNLOAD!! I HAVE BEEN AT IT FOR 2 HOURS!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                        
MagicThu Nov-03-11 11:45 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#174. "RE: Mech Commander Omnitech"
In response to Reply # 173


          

I am sorry, I just downloaded the file as anonymous user and it worked fine?

Uploading version 133 - there will be 2 mirrors soon.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                    
DeathFXFri Nov-04-11 03:27 AM
Member since Apr 11th 2005
33 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#175. "RE: Mech Commander Omnitech"
In response to Reply # 172


  

          

ok i understand that you must have RP, but what is the command to refit a repair truck? I tried capturing a resource building with a repair truck, but obviously that didn't work. Is there a keyboard shotcut?

Thanks,
DFX

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                        
MagicFri Nov-04-11 06:47 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#176. "RE: Mech Commander Omnitech"
In response to Reply # 175


          

No, you cant capture RP building with Repair Truck, capture with mechs.
(I can easily make possible for all units to capture...)
Then click on Repair truck and move your cursor over captured RP building or truck. Cursor will turn pink, just one left click will do the trick.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

FantyMon Nov-07-11 11:48 AM
Member since Nov 05th 2011
4 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#177. "RE: Mech Commander Omnitech"
In response to Reply # 0
Mon Nov-07-11 11:52 AM by Fanty

          

This amazing, well done! I found a few errors/glitches and I'm not sure where to post them, but here are the ones I've found so far for ya:

1. Uziels and the Lucifer spawn/begin damaged. If you open their files in the MCO>data>objects folder, it's just that the BaseArmor/-Internal and CurrentArmor/-Internal values are off.

2. I added each of the new 'Mechs and flyers to a savegame inventory and noticed that flying units, when controlled by the player, have this odd stalling and unresponsiveness if order to move backwards while attacking. Flyers will stand still without attacking or returning fire. I don't think they're able to reverse like 'Mechs can when they walk backwards. Only fix I've seen is to shut down the flyer and then power it back up. If you're lucky, you can pause (press exit) and click Power up and power down and it'll sometimes unstick them without needing the power down animation. No idea how to fix that.

3. Mobile Artillery Launchers that replace the called-in fixed artillery don't respond to hold position orders (pressing H, making a green triangle appear over the unit's name). Telling them to fire from position (C+Left Click Target) works.





  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
MagicWed Nov-09-11 05:32 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#178. "RE: Mech Commander Omnitech"
In response to Reply # 177


          

Fanty,

Thank you for playing.
1. Corrected, thank you.
2. I fixed this long time ago but simply forgot to update release project, done.
3. It is OK?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
FantySat Nov-12-11 03:57 AM
Member since Nov 05th 2011
4 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#179. "RE: Mech Commander Omnitech"
In response to Reply # 178


          

Thanks! That was a quick fix and upload. :3

Everything looks good that was fixed. The mobile artillery looks great, and it does hold position when ordered now.

I've been able to reproduce a strange bug with zooming in to the ground, though. This was present on 133 and 141. It doesn't always happen, but if you zoom in too far on the map with, say, a mouse wheel the game will freeze completely. When it happens to me, if I'm not quick and minimize the program then the image of the game will stay on my screen unless I restart my computer. Since it doesn't give an error message like when the program closes when you try to edit, say, the Salamander or aerofighters, I can't offer any insight as to why it happens. :S

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
FantySat Nov-12-11 01:14 PM
Member since Nov 05th 2011
4 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#180. "RE: Mech Commander Omnitech"
In response to Reply # 179


          

Found a new error on Mission 4 - Search & Destroy: Bandit Convoy that I'm only getting on version 141 that makes finishing it impossible. It's reoccuring, tried it four times and never fails to happen. The game will simply crash to desktop and does give an error message like when you try to edit a flying unit. I have no clue what's causing it.

Tried destroying the convoy and running straight for the weapons facility to capture it, then running to the extraction point but it'll crash right before I get to it. Also happens if you approach the weapon facility area from outside the walls on the west side of the bridge.

When you run through the convoy raid mission, are you running into the same thing?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicTue Nov-22-11 08:46 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#181. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

Version 143 released.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
AmiciSun Nov-27-11 05:28 AM
Member since May 11th 2011
2 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#182. "RE: Mech Commander Omnitech"
In response to Reply # 181


          

Hi, I downloaded MCOsetup143.exe from modDB, installed the vcredist_x86.exe and the XNABuild thing. I can't even get the program to start. Tried changing compatibility to WinXP, etc, copied the msvc*.dll files from system32 to game folder, still no go. It opens a window and crashes right away. I have Win7 x64 SP1...I love this game but this is frustrating me to bits. I don't and can't figure out what's wrong.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
MagicMon Nov-28-11 05:36 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#183. "RE: Mech Commander Omnitech"
In response to Reply # 182


          

Please post an error report.

MCO is working well on win7/64.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
wolfmanMon Nov-28-11 10:03 AM
Member since Apr 15th 2003
351 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#184. "RE: Mech Commander Omnitech"
In response to Reply # 183


  

          

Quote

Please post an error report.

MCO is working well on win7/64.

Confirmed, running fine on my machine

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

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
AmiciMon Nov-28-11 04:43 PM
Member since May 11th 2011
2 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#185. "RE: Mech Commander Omnitech"
In response to Reply # 183


          

Hi, how do I post an error report? Actually, I've tried installing two versions already: I think the one before this 143 version. At first I thought it was just the bugginess of the beta, but now after instaliing this new version and people already showing posting that they're having a great time, the problem must be on my side.

If it's any help, I'm running Win7 x64 Home edition, I;m trying to play it on my Alienware m11x r3, i7 2617M 6gig RAM, Optimus Gfx thing, 1366x768. I can run any game I play on this, old or new, except this. I've installed VC x86, x64, 2010 version, 2008 and 2005 even. Still nada. All I see is a glimpse of the window, then it closes right away. The mission editor is slightly better, it displays the splash screen for about 2 seconds before closing away. Didn't do anything weird with my laptop. Didn't do anything weird with the installation, everything on default.

I'm getting frustrated because no one seems to have the same problem as I...and I dunno what's wrong because I've followed every instruction to the letter and then some. I hope you guys can help, this is my fave Mech game ever and would not want anything more that to play this gem with the enhanced features.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

FantyThu Dec-01-11 06:17 PM
Member since Nov 05th 2011
4 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#186. "RE: Mech Commander Omnitech"
In response to Reply # 0
Thu Dec-01-11 06:19 PM by Fanty

          

Hey Magic, are tanks and vehicles able to be added to our 'Mech inventory like aero units? I'm trying to edit in vehicles to my savegame file in the usual 'Mech format to see if we can, like so:


st Chassis = "data\objects\Bulldog.fit"
st Variant = "Bulldog"
b Designer = TRUE

I'm trying with the Pilum and Bulldog right now and so far I'm having no luck getting them on the 'Mech inventory. Bulldog's in a .FIT format, so I changed from typing Bulldog.csv in the st Chassis to Bulldog.fit, thinking that might do it.

And if we can't add them like that, do you think Omnitech will have pilot-controlled vehicles someday?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
diamndclanThu Dec-15-11 01:42 AM
Member since Jul 11th 2011
4 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#187. "RE: Mech Commander Omnitech"
In response to Reply # 186


          

I suggested to Magic early into this project, to use vehicles as drops.

This way you don't use up your 12 slots with much weaker units(v.s. mechs)

His reply, was that he could replace existing or even extend the Support Palette(i.e; remove the sensor probe, replace with 3 20ton hovercraft and 5 power armor--RP cost 10000).

This was the last time I, or anyone else approached the subject.

If he intends to do it?

Wolfman's expansion allows the player to put vehicles in place of mechs- he uses "dummy csv". Wolfman is not sharing this information-here on this forum, or on his own- I have asked to no avail..

If you find a way to make this happen in Omnitech, please let me know.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
ulric_bekkerTue Jan-03-12 04:38 PM
Member since Feb 25th 2011
15 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#188. "RE: Mech Commander Omnitech"
In response to Reply # 187


          

Please do not use filesonic to share files, it is retarded, not to mention the download speeds are so nineties.

Use megaupload, rapidshare, mediafire, 4shared etc etc etc plz plz plz.

BTW Magic, where did the Clan Shadow Cat vanish in 1.48. Is it back in 1.51?

Best regards,

Ulric

\o/

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
MagicMon Jan-09-12 06:08 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#189. "RE: Mech Commander Omnitech"
In response to Reply # 188


          

Quote

Please do not use filesonic to share files, it is retarded, not to mention the download speeds are so nineties.

I am sorry but when i downloaded (about a moth or so ago) MCO from filesonic as anonymous user it went without problems in about 30 minutes. I have accounts on megaupload and rapidshare and I meant to have 3 download mirrors, but at present I have very little time.

Quote

Use megaupload, rapidshare, mediafire, 4shared etc etc etc plz plz plz.

BTW Magic, where did the Clan Shadow Cat vanish in 1.48. Is it back in 1.51?

Best regards,

Ulric


You mean in exodus campaign?
It was replaced by Mist Lynx? Why?

Best regards.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                
ulric_bekkerTue Jan-10-12 05:16 PM
Member since Feb 25th 2011
15 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#190. "RE: Mech Commander Omnitech"
In response to Reply # 189
Tue Jan-10-12 05:18 PM by ulric_bekker

          

Well I was asking, since it is a little strange, because the Shadow Cat was in the game from the beginning (Original MC2), not to mention it is a crucial part of any clan touman and looks so NEAT

I noticed it is not just unavailable in the Exodus campaign, but also from the MCO as a whole.

I do not really get the logic behind it, replacing a 45-ton medium with a 25-tonneer (even more so since both were present in earlier versions), but hey who am I to ...

By the way the Fenris/Ice Ferret that seems to be the direct replacement (not Mist Lynx) is weird (97km/h, as opposed to its real speed of 129km/h; which is effectively its edge > http://www.sarna.net/wiki/Fenris )

I was asking, because I taught it was some sort of glitch or bug or something on my part that went wrong.

TY for the explaination and best regards

Ulric

\o/

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                    
MagicWed Jan-11-12 08:16 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#191. "RE: Mech Commander Omnitech"
In response to Reply # 190


          

Shadowcat is not replaced, its there, all original mechs are there. Its not in the exodus any more. If you want them just put them in purchase files.

Why, well the model is too low poly and I want to replace Shadowcat and Summoner models (with better models)...

btw. you are correct its Ice Ferret, not Mist Lynx. And I reduced its speed on purpose, with all those weapons in the weapon box its way too fast and too powerful.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                        
ulric_bekkerWed Jan-11-12 06:14 PM
Member since Feb 25th 2011
15 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#192. "RE: Mech Commander Omnitech"
In response to Reply # 191
Wed Jan-11-12 06:17 PM by ulric_bekker

          

I found an error playing Exodus Campaign 01 Mission 09 Operation denial, it happened during actual gameplay.

EXCEPTION : Attempt to read from address 0x24C78000 in MCOREL! (+0x188405)
Address : 0x00589405
Location : MCOREL! (+0x188405)

Call Stack
==========
0x00542A4B MCOREL! (+0x141A4B)
0x0054324C MCOREL! (+0x14224C)
0x005639E9 MCOREL! (+0x1629E9)
0x0053876C MCOREL! (+0x13776C)
0x00539143 MCOREL! (+0x138143)
0x0048F512 MCOREL! (+0x8E512)
0x00403A06 MCOREL! (+0x2A06)
0x005A9B54 MCOREL! (+0x1A8B54)

Processor Registers EAX=0x00000A36 EBX=0x00000BFE ECX=0x00000C00 EDX=0x00001000 Flags=0x00210246
=================== ESI=0x24C77FFD EDI=0x19385E8D EBP=0x0012C4E0 ESP=0x0012C4D0 EIP=0x00589405
EIP (0x00589405) 8B 06 33 DB D3 E8 02 CD 8B 15 B4 16 77 00 8A D9 80 E1 07 C1 EB 03 23 C2 03 F3 90 3D 01 01 00 00
ESP (0x0012C4D0) 00004000 054821C0 19381E90 00000000 0012C9CC 00542A4B 19381E90 24C770E0
00000F20 98EF443B 0000FFFF 054821C0 0D0D0202 FFFFFFFF 7C913DE6 005F0078
005F0032 002E0034 00750062 006E0072 006E0069 0074002E 00610067 058A0000
EDI (0x19385E8D) 00 00 00 2E 02 01 08 00 10 00 07 E0 3E 42 17 68 EE C1 16 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 00 00 00 00 00 00 00 00 00 00 00 00 00 00
ESI (0x24C77FFD) C2 13 10 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??

There is also this glitch, when importing an older savegame from for example 0.143 to 0.151 (any version to any version actually), you get all the mechs that are ingame available for purchase (no matter the mission or campaign; be it Exodus or any other fanmade).

And there is also this money glitch too, also related to savegames. You can for example set your drop tonnage to zero, save game and then load it. You get your tonnage reset to the original mission specification and you keep the money. So its basically a cheat. Just so you know. (although some people might not like it me revealing it)

Btw you are a mind reader, I was just thinking about a higher poly Summoner, and the Marauders (IS and IIC) could also use some high poly love

I would love to help, but I am no modeler, I could do textures though.

Best regards,

Ulric

\o/

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicTue Jan-17-12 11:00 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#193. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

MCO 152 released (Karl's release).

Kudos to Karl for his hard work!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
ulric_bekkerFri Mar-16-12 03:22 PM
Member since Feb 25th 2011
15 posts
Click to send email to this author Click to send private message to this authorClick to add this author to your buddy list
#194. "RE: Mech Commander Omnitech"
In response to Reply # 193


          

EXCEPTION : Attempt to write to NULL in MCOREL! (+0x17BDC4)
Address : 0x0057CDC4
Location : MCOREL! (+0x17BDC4)

Call Stack
==========
0x00526246 MCOREL! (+0x125246)
0x00572D95 MCOREL! (+0x171D95)
0x0057469B MCOREL! (+0x17369B)
0x0042FDBF MCOREL! (+0x2EDBF)
0x0044B5AB MCOREL! (+0x4A5AB)
0x0047EFF0 MCOREL! (+0x7DFF0)
0x004037C1 MCOREL! (+0x27C1)
0x005A9AC4 MCOREL! (+0x1A8AC4)

Processor Registers EAX=0x00000386 EBX=0x00000000 ECX=0x00000000 EDX=0x0057CDA0 Flags=0x00010246
=================== ESI=0x00000000 EDI=0x07203018 EBP=0x0012D834 ESP=0x0012D82C EIP=0x0057CDC4
EIP (0x0057CDC4) 89 04 0E 83 F8 FF 74 27 8D 14 C5 00 00 00 00 2B D0 A1 30 9B 72 00 8B 08 8D 0C D1 E8 EC 49 FA FF
ESP (0x0012D82C) 00000000 0FFB5920 0012DE50 00526246 00000000 00000386 00000003 11534934
115348E0 14727A00 11426060 11426330 11425AC0 0012D88C 78ABFF5D 0012D8B0
006A1576 0475186D 00DB51E8 00DB2CC8 00DB51E8 00DB2C00 00000002 04DF2DC8
EDI (0x07203018) 74 CE 69 00 7C 61 0C 41 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3F FF FF FF FF FF FF FF FF
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3F FF FF FF FF FF FF FF FF
EDX (0x0057CDA0) 55 8B EC 8B 45 08 57 8B F9 3B 47 58 72 08 83 C8 FF 5F 5D C2 08 00 8B 4F 64 56 8D 34 40 8B 45 0C

Mercenaries C01M02 Vanaria.

During gameplay.

Best regards

Ulric

\o/

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

ian.mSat Mar-17-12 01:25 PM
Member since Mar 17th 2012
1 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#195. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

Quick load feature still not working, sorry. I mean it's extremly dangerous to use it, cuz app can crash any time after you quickloaded. It's very funny to catch the crash on post-mission screen after quickloaded a half hour ago (if not loaded, it'll be okay)
So, as i see, it's just a hardcore MC mode with no noob weakness as saving and loading . I dont think it can stop any fan who survive by now.

And, hey guys, great work. Thank you.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

WolfSevenThu Mar-29-12 09:25 AM
Charter member
78 posts
Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#196. "RE: Mech Commander Omnitech"
In response to Reply # 0


  

          

thank you Magic I really wish we could get an updated graphics fixs for this.

US Army MP, DSS/EP, CDCr;
R3E||i7x970x8cores||GSkillz8gb1600||GTX580||ATX1200Corsair||SBTitanium7.1||Win7x64||TrackIr4Pro||Saitekst290pro||SaitekpedalsPro||X52ThrottleCntrlr||G15Keyboard||Ratz7Mouse||32 1080p LCD 120hrz||2x7inchlilliputslcd1x9inc||
Turtle

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

enaceoTue May-22-12 09:45 AM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#197. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

I just tried out 156 and the main-menu screen displays wrong ( it is scaled too large ,I only see half of it on my screen ).

This didn't happen with the older versions.

Is this a bug or something wrong with my computer?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
enaceoTue May-22-12 11:29 AM
Member since Mar 26th 2011
21 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#198. "RE: Mech Commander Omnitech"
In response to Reply # 197


          

Actually I see this happens now with older versions too

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
MagicWed May-23-12 06:01 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#199. "RE: Mech Commander Omnitech"
In response to Reply # 198


          

What is your desktop resolution?

It only happens to 1920x1200. Game will try to adjust resolution closest to your desktop resolution...

Something is not calculated right for that resolution and I dont have monitor that support that resolution, sorry. Max for my monitors is 1920x1080.

Try changing desktop resolution and see what happens.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicWed May-23-12 06:20 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#200. "RE: Mech Commander Omnitech"
In response to Reply # 0
Wed May-23-12 06:28 AM by Magic

          

MCO NEWS 2305012

MCO is not dead, it has many new features:
- redesigned mission GUI - MC1 style,
- damage transfer from mission to logistics,
- every weapon has its own weapon range - new ranges calculation, simple math instead of predefined tables in mc2,
- ECM works as ECM umbrella now, all friendly mechs under ECM range are invisible for sensors,
- New simple math calculations for LOS, increased LOS for high ground,
- New Beagle probe, increase sensor range and can detect shutdown mechs,
- max unit textures are now up to 512x512,
- max game detail textures... can go up to 1024x1024,
- new detail textures fixed that ugly looking terrain,
- new building textures, redesign of existing textures.
- redesigned old overlays and over 100 new overlays, cement, grass, terrain...
- additional ammo bins for all weapons,
- player can hire local mercs in mission if allowed by mission designer. Full control of those merc mech and vehicles for the duration of the mission,
- theres more but thats all I can remember at the moment.

One more thing, MCO is at ver 212.
Working on damage icons for logistics, after that I will do weapon damage transfer and finally new mechlab.

New MCO will not be available online for now.
There were some drastic changes in terrain so all missions had to be transferred from old format to new format with EditorTransfer (editor version that reads old map format and save as new).

It is done for Exodus and MW2 mercs, working on Carver and other campaigns.

Missions from WolfmanX can be transferred to new MCO too.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
tvphotogWed May-23-12 03:50 PM
Member since May 23rd 2012
3 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#201. "RE: Mech Commander Omnitech"
In response to Reply # 200
Wed May-23-12 03:51 PM by tvphotog

          

Just finished Wolf's Dragoons in MCO. Must say, plenty of fun. I did not find all the missions challenging. No real glitches, per se. I did run into some crashes after in game saves or reloads. Usually it crashed at the end of the mission, but it did let me start the next mission after restarting the game. Just loaded up the march to terra campaign. Oh yeah, one complaint about WD campaign, the payouts were very low, that made it challenging.

Great work on keeping this alive. I have even gotten some co-workers interested in dusting off their old stuff.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
LegendFri May-25-12 11:19 PM
Member since Aug 29th 2011
6 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#202. "RE: Mech Commander Omnitech"
In response to Reply # 201


          

www.mechcommanders.shorturl.com

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

LegendFri May-25-12 11:21 PM
Member since Aug 29th 2011
6 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#203. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

www.mechcommanders.shorturl.com

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

RoboPattonSun Jun-10-12 03:49 AM
Member since Jun 10th 2012
1 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#204. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

First post here. I'm very impressed about this mod, I think it deserves some attention! As a matter of fact, I need to take screen shots of it to share. Which brings me to a problem.

I'm having the "too large menu UI" bug. Basically I can see about 1/3 of the screen, and the rest is cut-off. Some details:

Desktop res: 1680x1050
Computer:
i7 3ghz
12 gigs 1600 ram
ATI 6970
windows 7 (totally up to date)
latest VC drivers

For some reason game won't implement the desktop resolution to main menu, although it does in-game.

I assume the main menu UI resolution is hard coded? Or is there a way to do it quickly via text editor?

Thanks for the great mod!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicThu Sep-13-12 06:38 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#205. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

MCO 240 released, check the top.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

    
MarcerorFri Sep-14-12 12:16 AM
Member since Jul 24th 2007
47 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#206. "RE: Mech Commander Omnitech"
In response to Reply # 205


          

That's quite a list of new changes. Thanks for continuing to plug away at this Magic!

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

        
tvphotogMon Dec-31-12 04:26 PM
Member since May 23rd 2012
3 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#207. "RE: Mech Commander Omnitech"
In response to Reply # 206


          

Okay, I was having issues with the volstand campaign in 156. I kept getting errors on one of the last missions, particularly the Talassar mission. So, I decided to install MCO 240 to see what happened. I uninstalled 156 and the campaign. I then installed MCO 240 and visual C++ or what ever is recomended. I then installed the newest version of the Liberation campaign from the link here. Now, when I run the campaign, I can't even get into the first mission. Every time I start I get a "Too many control buttons" I am running this on an HP Pavilion dv2000 series with windows Xp with latest patches. Any ideas?

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

            
wolfmanMon Dec-31-12 09:44 PM
Member since Apr 15th 2003
351 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#208. "RE: Mech Commander Omnitech"
In response to Reply # 207
Mon Dec-31-12 09:45 PM by wolfman

  

          

There is a little patch for this to be installed into the art folder available at the MCO forum of Hardlight Production

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

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                
tvphotogMon Dec-31-12 11:42 PM
Member since May 23rd 2012
3 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#209. "RE: Mech Commander Omnitech"
In response to Reply # 208


          

Thanks I will check it out.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

                    
nubsTue Feb-26-13 01:42 PM
Member since Jul 18th 2010
4 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#210. "RE: Mech Commander Omnitech"
In response to Reply # 209


          

hi, I have played this b4, but have got a new machine with windows 8, I decided to play volstand campaign, but I get a crash when loading up the 1st mission, please help!

EXCEPTION : Attempt to write to address 0x468F0C4A in MSVCR100! (+0xF44)
Address : 0x66631F44
Location : MSVCR100! (+0xF44)

Call Stack
==========
0x0060EDB7 MCOREL! (+0x20DDB7)

Processor Registers EAX=0x00000001 EBX=0x0000003C ECX=0x0000003A EDX=0x00000002 Flags=0x00210202
=================== ESI=0x26AA1D78 EDI=0x468F0C4A EBP=0x0018C100 ESP=0x0018C0F8 EIP=0x66631F44
EIP (0x66631F44) 88 07 8A 46 01 C1 E9 02 88 47 01 83 C6 02 83 C7 02 83 F9 08 72 A6 F3 A5 FF 24 95 F0 1F 63 66 90
ESP (0x0018C0F8) 0EC9F1B0 0018C1DC 26AA1D78 0060EDB7 468F0C4A 26AA1D78 0000003C 0018C1DC
0EC9F1B0 07A21EC6 00000005 0060E598 0EC9F1B0 468F0C4A 00000000 00000002
0EC9F1B0 07A21EAF 0018C1DC 0EDD4728 00007FC4 0EE57B30 0060CA38 00000006
EDI (0x468F0C4A) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ESI (0x26AA1D78) 01 00 01 03 00 01 04 00 01 06 00 01 15 00 00 16 00 01 17 00 01 18 00 01 19 00 00 1A 00 00 1B 00
00 1D 00 00 1E 00 01 1F 00 01 20 00 01 21 00 00 22 00 00 23 00 00 26 00 00 27 00 01 00 00 00 00

Machine details
===============
Executable name : C:\MechCommanderOmnitech\MCORel.exe
Executable time, date : 21:22:34 Thursday 1/31/2013
Command line :
Current directory : C:\MechCommanderOmnitech
Current time, date : 14:34:37 Tuesday 2/26/2013
GameOS build version : Version 1.1 11/2/2000
Software rasterizer : c:\mechcommanderomnitech\assets\binaries\blade.dll (Size 286,786 bytes)
User name : alex
Machine name : CPADMIN-K48VRH3
Processor : 3415MHz AMD Unknown MMX 3DNow! SSE Model=4, Type=15, Stepping=3 (Four Processors)
Cache Information : Unknown
L2 r/w/rw speed : 6 cycles 18213MB/s, 9 cycles 12142MB/s, 7 cycles 15611MB/s
Main memory r/w/rw speed : 18 cycles 6071MB/s, 19 cycles 5751MB/s, 13 cycles 8406MB/s
Video memory r/w/rw speed : 224 cycles 487MB/s, 44 cycles 2483MB/s, 284 cycles 384MB/s
AGP memory r/w/rw speed : 220 cycles 496MB/s, 43 cycles 2541MB/s, 279 cycles 391MB/s
Operating system : Windows 2000 (5.1.2600) Service Pack 3
DirectX version : 9.04.00.0904
Time since booted : 25h 45m 52s
Time in game logic : 0h 0m 44.37s (on frame 760)
Time app running : 0h 0m 44.37s
Physical memory : 1,073,741,823 bytes (1024 Meg)
Available physical memory : 1,073,741,823 bytes (1024 Meg)
Swapfile size : 2,147,483,647 bytes (2048 Meg)
Swapfile available : 1,073,741,823 bytes (1024 Meg)
Virtual memory : 2,147,352,576 bytes (2048 Meg)
Available virtual memory : 1,087,512,576 bytes (1037 Meg)
Amount of stack used : 19620 bytes
Memory load : 31%
Desktop video mode : 1024,768 32bpp
Mode when crash occured : Windowed 1024x768x16 Refresh=60Hz (NVIDIA GeForce GTX 650)
Networked Machine : No
Executable version : m00152
PCI Chipset : Unknown

Processes Pri Threads Path
==========================================
pokki.exe : 8 : 28 : C:\Users\alex\AppData\Local\Pokki\v0.260.10.204\pokki.exe
pokki.exe : 8 : 8 : C:\Users\alex\AppData\Local\Pokki\v0.260.10.204\pokki.exe
steam.exe : 8 : 35 : C:\Program Files (x86)\Steam\steam.exe
Skype.exe : 8 : 46 : C:\Program Files (x86)\Skype\Phone\Skype.exe
PCSuite.exe : 8 : 8 : C:\Program Files (x86)\Samsung\Samsung PC Studio 7\PCSuite.exe
PDVD10Serv.exe : 8 : 3 : C:\Program Files (x86)\CyberLink\PowerDVD10\PDVD10Serv.exe
IEXPLORE.EXE : 8 : 26 : C:\Program Files (x86)\Internet Explorer\IEXPLORE.EXE
IEXPLORE.EXE : 8 : 29 : C:\Program Files (x86)\Internet Explorer\IEXPLORE.EXE
MCORel.exe : 8 : 13 : C:\MechCommanderOmnitech\MCORel.exe

DLL Version numbers
===================
msvcrt.dll - Version 6.00.8337.0 - Found in C:\MechCommanderOmnitech
msvcrtd.dll - Version 6.00.8337.0 - Found in C:\MechCommanderOmnitech
msvcirt.dll - Version 6.00.8168.0 - Found in C:\MechCommanderOmnitech
msvcirtd.dll - Version 6.00.8168.0 - Found in C:\MechCommanderOmnitech
amstream.dll - Version 6.6.9200.16384
quartz.dll - Version 6.6.9200.16384
Ir50_32.dll - Version 6.2.9200.16384
dsound.dll - Version 6.2.9200.16384
dinput.dll - Version 6.2.9200.16384
d3dim.dll - Version 6.2.9200.16384
ddraw.dll - Version 6.2.9200.16384
dplayx.dll - Version 6.2.9200.16384

Input devices
=============
PC Game Controller
Buttons 12
Axis 5
Sliders 0
POV hats 1

Sound device 0 (Prefered device) (Current) - (HW Mixing Disabled)
==============
Description : Speakers (Realtek High Definition Audio)
Driver file : {0.0.0.00000000}.{275bce10-6b76-41e5-95e1-f4ef2c7efc59}
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 : Realtek Digital Output (Realtek High Definition Audio)
Driver file : {0.0.0.00000000}.{02180f3f-d23e-4f17-bd9b-37af1e3a3ede}
Driver file data : Cannot find driver file
CERTIFIED : No
EMULDRIVER : No
CONTINUOUSRATE : Yes
PRIMARYMONO : Yes
PRIMARYSTEREO : Yes
PRIMARY8BIT : Yes
PRIMARY16BIT : Yes
SECONDARYMONO : Yes
SECONDARYSTEREO : Yes
SECONDARY8BIT : Yes
SECONDARY16BIT : Yes
MinSecondarySampleRate : 100
MaxSecondarySampleRate : 200000
PrimaryBuffers : 1
MaxHwMixingAllBuffers : 1
MaxHwMixingStaticBuffers : 1
MaxHwMixingStreamingBuffers : 1
FreeHwMixingAllBuffers : 0
FreeHwMixingStaticBuffers : 0
FreeHwMixingStreamingBuffers: 0
MaxHw3DAllBuffers : 0
MaxHw3DStaticBuffers : 0
MaxHw3DStreamingBuffers : 0
FreeHw3DAllBuffers : 0
FreeHw3DStaticBuffers : 0
FreeHw3DStreamingBuffers : 0
TotalHwMemBytes : 0
FreeHwMemBytes : 0
MaxContigFreeHwMemBytes : 0
UnlockTransferRateHwBuffers : 0
PlayCpuOverheadSwBuffers : 0

Video device 0
==============
Description : NVIDIA GeForce GTX 650
Driver file : nvd3dum.dll
Driver size : 15,309,160 bytes
Driver date : 23:05:22 Wednesday 11/21/2012
Attributes : Final Release, Private Build
Driver version : 9.18.13.0697
Version : 9.18.13.0697
Hardware ID : 10DE.0FC6 (Rev 161, Subsys 0xfc61569)
Video memory : 4,242,206,720 bytes (4046 Meg)
Card texture mem : 1,020,985,344 bytes (974 Meg)
AGP texture memory : 3,221,221,376 bytes (3072 Meg)
FourCC modes : NV12 NV24 YV12 UYVY YUY2 AI44 AYUV AIP8 AV12 PLFF NVMD NVDP NVDB SSAA ATOC 3x11
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) FourCC (SCVN) FourCC (UHVN) FourCC (SHVN)
Z Buffer formats : 16 bit Z 32 bit Z (Z=32 (0xffffff00) Stencil=8 (0xff)) (Z=32 (0xffffff) Stencil=8 (0xff000000)) 32 bit Z 24 bit Z
16 bit modes : 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1366x768 1440x900
32 bit modes : 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1366x768 1440x900
CERTIFIED : No
DRAWPRIMITIVES2 : Yes
DRAWPRIMITIVES2EX : Yes
DRAWPRIMTLVERTEX : Yes
FLIPINTERVAL : Yes
FLIPNOVSYNC : Yes
NO2DDURING3DSCENE : No
NONLOCALVIDMEM : Yes
NOPAGELOCKREQUIRED : No
CALIBRATE GAMMA : No
PRIMARYGAMMA : Yes
ZBuffer : 16 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 GTX 650
Driver file : nvd3dum.dll
Driver size : 15,309,160 bytes
Driver date : 23:05:22 Wednesday 11/21/2012
Attributes : Final Release, Private Build
Driver version : 9.18.13.0697
Version : 9.18.13.0697
Hardware ID : 10DE.0FC6 (Rev 161, Subsys 0xfc61569)
Video memory : 4,242,206,720 bytes (4046 Meg)
Card texture mem : 1,020,985,344 bytes (974 Meg)
AGP texture memory : 3,221,221,376 bytes (3072 Meg)
FourCC modes : NV12 NV24 YV12 UYVY YUY2 AI44 AYUV AIP8 AV12 PLFF NVMD NVDP NVDB SSAA ATOC 3x11
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) FourCC (SCVN) FourCC (UHVN) FourCC (SHVN)
Z Buffer formats : 16 bit Z 32 bit Z (Z=32 (0xffffff00) Stencil=8 (0xff)) (Z=32 (0xffffff) Stencil=8 (0xff000000)) 32 bit Z 24 bit Z
16 bit modes : 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1366x768 1440x900
32 bit modes : 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1366x768 1440x900
CERTIFIED : No
DRAWPRIMITIVES2 : Yes
DRAWPRIMITIVES2EX : Yes
DRAWPRIMTLVERTEX : Yes
FLIPINTERVAL : Yes
FLIPNOVSYNC : Yes
NO2DDURING3DSCENE : No
NONLOCALVIDMEM : Yes
NOPAGELOCKREQUIRED : No
CALIBRATE GAMMA : No
PRIMARYGAMMA : Yes
ZBuffer : 16 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

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

MagicTue Apr-02-13 05:41 AM
Charter member
647 posts
Click to send email to this author Click to send private message to this authorClick to view this author's profileClick to add this author to your buddy list
#211. "RE: Mech Commander Omnitech"
In response to Reply # 0


          

MCO 304 released.

  

Alert Printer-friendly copy | Reply | Reply with quote | Top

Top MechCommander MechCommander 2 topic #5944First topic | Next topic
Powered by DCForum+ Version 1.27
Copyright 1997-2005 DCScripts.com