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Magic | Wed Feb-02-11 09:52 AM |
Charter member
647 posts
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"Mech Commander Omnitech"
Tue Apr-02-13 05:37 AM by Magic
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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
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Methuselah | Thu Feb-03-11 06:45 PM |
Member since Apr 15th 2003
612 posts
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#3. "RE: Mech Commander Omnitech"
In response to Reply # 0
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1. See this on HLP 2. Look confused 3. ???? 4. Download with rapturous expression!
Great work guys!
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Magic | Mon Feb-28-11 05:48 AM |
Charter member
647 posts
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#51. "RE: Mech Commander Omnitech"
In response to Reply # 50
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Magic | Mon Feb-07-11 08:44 AM |
Charter member
647 posts
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#15. "RE: Mech Commander Omnitech"
In response to Reply # 10
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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.
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Busto963 | Sun Feb-06-11 08:57 PM |
Member since Jan 21st 2011
4 posts
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#11. "RE: Mech Commander Omnitech"
In response to Reply # 0
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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
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Busto963 | Mon Feb-07-11 12:31 PM |
Member since Jan 21st 2011
4 posts
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#18. "RE: Mech Commander Omnitech"
In response to Reply # 16
Mon Feb-07-11 12:33 PM by Busto963
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Shayashi | Tue Feb-15-11 11:12 PM |
Member since Feb 15th 2011
7 posts
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#24. "RE: Mech Commander Omnitech"
In response to Reply # 23
Tue Feb-15-11 11:22 PM by Shayashi
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* 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!!
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Magic | Wed Feb-16-11 10:29 AM |
Charter member
647 posts
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#25. "RE: Mech Commander Omnitech"
In response to Reply # 24
Wed Feb-16-11 10:31 AM by Magic
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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. ...?
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Oscar | Thu Feb-17-11 11:32 PM |
Member since Feb 03rd 2011
14 posts
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#32. "RE: Mech Commander Omnitech"
In response to Reply # 0
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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.
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Magic | Fri Feb-18-11 06:02 AM |
Charter member
647 posts
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#34. "RE: Mech Commander Omnitech"
In response to Reply # 32
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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.
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Oscar | Sat Feb-19-11 12:19 AM |
Member since Feb 03rd 2011
14 posts
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#36. "RE: Mech Commander Omnitech"
In response to Reply # 35
Sat Feb-19-11 12:21 AM by Oscar
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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.
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Shayashi | Sat Feb-19-11 12:36 AM |
Member since Feb 15th 2011
7 posts
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#37. "RE: Mech Commander Omnitech"
In response to Reply # 36
Sat Feb-19-11 12:37 AM by Shayashi
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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 
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Oscar | Tue Mar-29-11 02:24 PM |
Member since Feb 03rd 2011
14 posts
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#74. "RE: Mech Commander Omnitech"
In response to Reply # 35
Tue Mar-29-11 04:04 PM by Oscar
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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
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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......
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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!)
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Oscar | Thu Mar-31-11 11:45 AM |
Member since Feb 03rd 2011
14 posts
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#76. "RE: Mech Commander Omnitech"
In response to Reply # 74
Thu Mar-31-11 11:49 AM by Oscar
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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.
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ulric_bekker | Fri Feb-25-11 04:51 PM |
Member since Feb 25th 2011
15 posts
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#46. "RE: Mech Commander Omnitech"
In response to Reply # 45
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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/
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Shayashi | Fri Feb-25-11 08:47 PM |
Member since Feb 15th 2011
7 posts
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#48. "RE: Mech Commander Omnitech"
In response to Reply # 47
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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*
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rollin | Fri Mar-04-11 01:50 PM |
Member since Aug 25th 2010
114 posts
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#59. "RE: Mech Commander Omnitech"
In response to Reply # 58
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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
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rollin | Thu Mar-24-11 07:33 AM |
Member since Aug 25th 2010
114 posts
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#68. "RE: Mech Commander Omnitech"
In response to Reply # 67
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ha, you are really rocking this place !!
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wolfman | Sun Mar-27-11 03:04 PM |
Member since Apr 15th 2003
351 posts
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#71. "RE: Mech Commander Omnitech"
In response to Reply # 67
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wolfman | Sun Mar-27-11 08:53 PM |
Member since Apr 15th 2003
351 posts
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#73. "RE: Mech Commander Omnitech"
In response to Reply # 72
Sun Mar-27-11 09:48 PM by wolfman
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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
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Methuselah | Tue Apr-12-11 03:14 PM |
Member since Apr 15th 2003
612 posts
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#81. "RE: Mech Commander Omnitech"
In response to Reply # 80
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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!
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Aspontus | Mon Apr-25-11 10:08 AM |
Member since Jun 01st 2005
42 posts
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#94. "RE: Mech Commander Omnitech"
In response to Reply # 93
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Methuselah | Fri Apr-29-11 11:43 AM |
Member since Apr 15th 2003
612 posts
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#102. "RE: Mech Commander Omnitech"
In response to Reply # 100
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+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.
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Starman01 | Fri Apr-29-11 03:40 PM |
Member since Nov 10th 2010
110 posts
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#103. "RE: Mech Commander Omnitech"
In response to Reply # 102
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Kurgis | Sun Jun-05-11 02:13 PM |
Member since Nov 27th 2002
2 posts
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#110. "RE: Mech Commander Omnitech"
In response to Reply # 109
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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.
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Thalar | Thu Jun-09-11 01:07 AM |
Charter member
16 posts
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#111. "RE: Mech Commander Omnitech"
In response to Reply # 109
Thu Jun-09-11 01:12 AM by Thalar
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Marceror | Fri Jul-08-11 09:15 PM |
Member since Jul 24th 2007
47 posts
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#114. "RE: Mech Commander Omnitech"
In response to Reply # 112
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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.
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Magic | Mon Jul-11-11 05:52 AM |
Charter member
647 posts
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#116. "RE: Mech Commander Omnitech"
In response to Reply # 114
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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.
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diamndclan | Mon Jul-11-11 11:37 PM |
Member since Jul 11th 2011
4 posts
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#118. "RE: Mech Commander Omnitech"
In response to Reply # 116
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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.
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Magic | Tue Jul-12-11 05:48 AM |
Charter member
647 posts
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#119. "RE: Mech Commander Omnitech"
In response to Reply # 118
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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.
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diamndclan | Tue Jul-12-11 11:36 PM |
Member since Jul 11th 2011
4 posts
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#120. "RE: Mech Commander Omnitech"
In response to Reply # 119
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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
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ulric_bekker | Sat Jul-16-11 01:56 PM |
Member since Feb 25th 2011
15 posts
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#121. "RE: Mech Commander Omnitech"
In response to Reply # 0
Sat Jul-16-11 02:20 PM by ulric_bekker
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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/
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sagur | Wed Jul-20-11 02:13 PM |
Member since Jul 20th 2011
3 posts
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#123. "RE: Mech Commander Omnitech"
In response to Reply # 0
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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
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sagur | Wed Jul-20-11 09:07 PM |
Member since Jul 20th 2011
3 posts
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#125. "RE: Mech Commander Omnitech"
In response to Reply # 124
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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).
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sagur | Thu Jul-21-11 10:56 AM |
Member since Jul 20th 2011
3 posts
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#127. "RE: Mech Commander Omnitech"
In response to Reply # 126
Thu Jul-21-11 11:17 AM by sagur
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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.
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Crappy | Wed Jul-27-11 12:04 PM |
Member since Jul 27th 2011
2 posts
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#128. "RE: Mech Commander Omnitech"
In response to Reply # 127
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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
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ulric_bekker | Wed Jul-27-11 02:24 PM |
Member since Feb 25th 2011
15 posts
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#129. "RE: Mech Commander Omnitech"
In response to Reply # 128
Wed Jul-27-11 02:29 PM by ulric_bekker
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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/
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ulric_bekker | Tue Aug-02-11 01:56 PM |
Member since Feb 25th 2011
15 posts
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#132. "RE: Mech Commander Omnitech"
In response to Reply # 130
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Magic | Thu Aug-04-11 05:17 AM |
Charter member
647 posts
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#136. "RE: Mech Commander Omnitech"
In response to Reply # 135
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enaceo | Tue Aug-09-11 08:21 PM |
Member since Mar 26th 2011
21 posts
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#141. "RE: Mech Commander Omnitech"
In response to Reply # 140
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enaceo | Thu Aug-11-11 07:12 AM |
Member since Mar 26th 2011
21 posts
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#143. "RE: Mech Commander Omnitech"
In response to Reply # 142
Thu Aug-11-11 07:12 AM by enaceo
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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.
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enaceo | Sat Aug-20-11 09:19 AM |
Member since Mar 26th 2011
21 posts
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#149. "RE: Mech Commander Omnitech"
In response to Reply # 148
Sat Aug-20-11 09:26 AM by enaceo
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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 ) .
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enaceo | Sun Aug-21-11 08:51 AM |
Member since Mar 26th 2011
21 posts
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#150. "RE: Mech Commander Omnitech"
In response to Reply # 149
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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
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Infernusdomni | Sun Aug-21-11 06:51 PM |
Member since Aug 21st 2011
2 posts
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#152. "RE: Mech Commander Omnitech"
In response to Reply # 150
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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?
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Infernusdomni | Thu Aug-25-11 10:47 AM |
Member since Aug 21st 2011
2 posts
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#156. "RE: Mech Commander Omnitech"
In response to Reply # 153
Thu Aug-25-11 10:54 AM by Infernusdomni
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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.
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ulric_bekker | Sun Aug-28-11 06:39 PM |
Member since Feb 25th 2011
15 posts
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#157. "RE: Mech Commander Omnitech"
In response to Reply # 0
Sun Aug-28-11 06:47 PM by ulric_bekker
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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/
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ulric_bekker | Mon Sep-05-11 07:04 PM |
Member since Feb 25th 2011
15 posts
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#158. "RE: Mech Commander Omnitech"
In response to Reply # 157
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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/
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ulric_bekker | Thu Sep-08-11 05:37 AM |
Member since Feb 25th 2011
15 posts
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#159. "RE: Mech Commander Omnitech"
In response to Reply # 158
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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/
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Magic | Thu Sep-08-11 11:50 AM |
Charter member
647 posts
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#161. "RE: Mech Commander Omnitech"
In response to Reply # 0
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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...
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Sir Carnifex | Tue Oct-18-11 05:10 AM |
Member since Oct 18th 2011
6 posts
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#163. "RE: Mech Commander Omnitech"
In response to Reply # 0
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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.
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Sir Carnifex | Tue Oct-18-11 06:23 AM |
Member since Oct 18th 2011
6 posts
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#165. "RE: Mech Commander Omnitech"
In response to Reply # 164
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My resolution is at 1650x1080. I tried switching to your two suggestions and the problem still persists.
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Sir Carnifex | Tue Oct-18-11 08:04 PM |
Member since Oct 18th 2011
6 posts
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#166. "RE: Mech Commander Omnitech"
In response to Reply # 165
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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.
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Magic | Tue Nov-22-11 08:46 AM |
Charter member
647 posts
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#181. "RE: Mech Commander Omnitech"
In response to Reply # 0
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wolfman | Mon Nov-28-11 10:03 AM |
Member since Apr 15th 2003
351 posts
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#184. "RE: Mech Commander Omnitech"
In response to Reply # 183
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Amici | Mon Nov-28-11 04:43 PM |
Member since May 11th 2011
2 posts
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#185. "RE: Mech Commander Omnitech"
In response to Reply # 183
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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.
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ulric_bekker | Tue Jan-03-12 04:38 PM |
Member since Feb 25th 2011
15 posts
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#188. "RE: Mech Commander Omnitech"
In response to Reply # 187
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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/
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Magic | Mon Jan-09-12 06:08 AM |
Charter member
647 posts
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#189. "RE: Mech Commander Omnitech"
In response to Reply # 188
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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.
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.
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ulric_bekker | Tue Jan-10-12 05:16 PM |
Member since Feb 25th 2011
15 posts
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#190. "RE: Mech Commander Omnitech"
In response to Reply # 189
Tue Jan-10-12 05:18 PM by ulric_bekker
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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/
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ulric_bekker | Wed Jan-11-12 06:14 PM |
Member since Feb 25th 2011
15 posts
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#192. "RE: Mech Commander Omnitech"
In response to Reply # 191
Wed Jan-11-12 06:17 PM by ulric_bekker
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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/
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ulric_bekker | Fri Mar-16-12 03:22 PM |
Member since Feb 25th 2011
15 posts
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#194. "RE: Mech Commander Omnitech"
In response to Reply # 193
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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/
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Magic | Wed May-23-12 06:20 AM |
Charter member
647 posts
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#200. "RE: Mech Commander Omnitech"
In response to Reply # 0
Wed May-23-12 06:28 AM by Magic
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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.
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Legend | Fri May-25-12 11:19 PM |
Member since Aug 29th 2011
6 posts
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#202. "RE: Mech Commander Omnitech"
In response to Reply # 201
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Legend | Fri May-25-12 11:21 PM |
Member since Aug 29th 2011
6 posts
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#203. "RE: Mech Commander Omnitech"
In response to Reply # 0
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wolfman | Mon Dec-31-12 09:44 PM |
Member since Apr 15th 2003
351 posts
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#208. "RE: Mech Commander Omnitech"
In response to Reply # 207
Mon Dec-31-12 09:45 PM by wolfman
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nubs | Tue Feb-26-13 01:42 PM |
Member since Jul 18th 2010
4 posts
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#210. "RE: Mech Commander Omnitech"
In response to Reply # 209
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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
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Magic | Tue Apr-02-13 05:41 AM |
Charter member
647 posts
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#211. "RE: Mech Commander Omnitech"
In response to Reply # 0
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