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Other BattleTech Games => MechWarrior and BattleTech Computer | Console Games => Topic started by: Starman001 on 02 February 2011, 06:10:25

Title: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 02 February 2011, 06:10:25
Hello Battletech Fans !

As one of you, I would like to make a little advertisment here, if you allow. A few Mechcommander fans and myself have teamed up for a combined effort to create a new Mechcommander Project. And since the community around this really great game is near extinction, I would like to make a few public announcements on , to bring back some life to it :) I have seen, that already a fan has made it here before me, which really makes me happy, because it's proofs my theory that there would be still a lot of interest in this game once it got awaken. So, without any further introduction, I would like to present you our latest news, together with the fully working alpha release download. Be sure to check out our moddb profil too for additional info and upgrades, or lurk around in our forum. Though I will also watch this thread of course, so if you have question, you can of course ask them here.

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

It's time for our next update, and as promised, this time it's a big one :) Magic has prepared his newest version of his Mechcommander 2.5 code, which is now being officially assimilated as the Mechcommander Omnitech Alpha build. Right at the start, I want to thank Magic for his outstanding work, and his agreement to join into our project here.

Here is the list of features which made it into the alpha build :

- ca. 75 different mechs (more than 90, if you take Clan variants into account). Retail Editor had only 29.
- ca. 70 vehicles (including variants) featuring different chopters, powered armor types or the vehicle probs movable. Retail had 34
- a different purchase system (different from what we plan, so this one is obsolete/outdated)
- 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 and some other buildings (i.e. a Mechhangar like in MW4)
- 5 new mechs (Fafnir and Lupus by Karl, Intruder and Thug by magic and MsdCat MkII by MCO team)?
- Number of potential abl commands doubled (was 256, now 512).
- Modified Mech purchase screen. New mech purchase simplified to the maximum, no memory consumption at all.
- Modified rollins message box added and accessible as abl command (for use in main mission abl file):
Code: [Select]
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.

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.[/i]

Note : Since it's based on the Source release, there are no videos being played, and no multiplayer is possible.

Campaigns included :

Magic's Exodus Campaign (vers.2.0)
A rebalanced version (a little harder) of the old Carver 5 campaign which uses the new units.
MW2 Mercs as a fully playable campaign with the duration to the end of Solaris games.

PROGRAM REQUIREMENTS
You will need Microsoft Visual C++ 2010 redistributable
(http://www.microsoft.com/downloads/details.aspx?familyid=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84)
 and
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)

Downloadlink (click image) :

(http://omnitech.hard-light.net/team/starman/news/preview-moddb-alpha-sm.jpg) (http://www.moddb.com/downloads/start/30109)

Have fun !


Also, we are happy to annouce the launch of our own Moddb Site. Since we currently have no website (and I don't see this as prioritiy atm) I decided that moddb could be a good place, since it allows us to publish downloads, videos and an image gallery. Speaking of which, you should really go and check out the sweet images being uploaded there, which will give you an impression what the new look will be.

Here is an example, what you can find over there and what we are planing for the new game :

(http://omnitech.hard-light.net/team/starman/news/calliope-small.jpg) (http://omnitech.hard-light.net/team/starman/news/calliope.jpg) (http://omnitech.hard-light.net/team/starman/news/vehiclehgr-small.jpg) (http://omnitech.hard-light.net/team/starman/news/vehiclehgr.jpg)

(Click to enlarge the images)

You can find the Moddb-Page right here: http://www.moddb.com/mods/mechcommander-omnitech If you have an account there, be sure to sign up as watcher of this project :)

Also, the download link is placed there atm. If anyone wants to mirror the files, he/she would be welcome.

Karl and Magic also worked hard and brought 5 complete new mechs to the game, more to follow. These mechs are still made in the current art style, but are definitly looking great ! Click the image for a larger view.

(http://omnitech.hard-light.net/team/starman/news/newmechs-small.jpg) (http://omnitech.hard-light.net/team/starman/news/newmechs.jpg)

The last info for today is regarding our lod-system. First, I hoped that we will be able to implement a good working LOD-System into the code. After searching around a little, I noticed a few lod models from the old retail release, and some tries turned out,that the engine already has a pretty good lod system. Of course there is always room for improvement, but this system will allow us to continue the higher polygon model style that we already started and that are shown in the pics of the moddb gallery. In time, we will recreate everything, starting from small stuff over buildings and then the mechs themself. Still, no 30 K polygon mechs for you ;), but the look will enhance a lot so that you can choose with a near zoom and high detail play, or rather zoom out more for the strategic gameplay.

So, that's enough for today. Be sure to check out our recruiting post as well (see our forum stickies). We can always use coders (you can never have enough of those people around   ;) ) and UV-Mappers ( the last mostly, because I suck at creating good UV-Maps in Truespace for spherical objects) and 2D Artists. If you think you can provide some skills, send me your "batchall"

Cheers
Starman
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Luciora on 02 February 2011, 14:52:43
Is the Intruder a Klondike Shogun?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: martian on 02 February 2011, 15:06:27
It's great!!! [applause]

I remember it was the first big change which improved 'Mechs and weapons from stock MC2. I used to have it installed before Wolfman's packs. I have just checked that I still have 8 Magic's files with those patches saved.

Be sure I will watch the progress with big interest.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 02 February 2011, 17:19:33
Is the Intruder a Klondike Shogun?

Nope. It a custom design made by my main programmer. It's supposed to be a davion variant of an omni and a mix between Loki and Thor. I do not know however, if he complety made it up, or if there is somewhere a reference.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: OpacusVenatori on 03 February 2011, 09:06:57
As I said before the "black out", I am wishing good luck to this proyect. MC2 still one of the game wich I try to play at least once every 6 months. I would love to see new campaigns, Better in fact if this includes a Jihad campaign like the ones in the jihad source books.
 I give you a few considerations about what I would like to see:
 -Option to change names and/or pilots avatar (never liked the pilot videos during in-game.
 -If you want to add the celestials to the enginee, try the "infernus" variant of the series, they are great.
 Thanks for all this info  :)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Bedwyr on 03 February 2011, 09:09:25
Observing with interest.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 03 February 2011, 12:33:38
Campaigns will also come. It's not our main goal, but me and karl and doing each one for himself one just for fun :) He is redoing MC1+Gold, and I'm doing something new. Chapter 1 is done and will be released shortly, and chapter 2 is nearly done, and will also be here in the near future

Besides, everyone can do, it's plain simple, as long as you can come up with a good story  ;)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: wolftech on 03 February 2011, 13:30:09
Very interesting - I like MC2 so I will have a look on this project.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: pickledtezcat on 03 February 2011, 21:57:25
Any plan to improve the AI?
Original MC2 had a terrible AI... It stopped me playing it eventually.

In my battletech themed game the AI checks for the optimal target once every 0.5 seconds, to see who is closest, or if the AI has an over-ride code set: [1]the toughest enemy mech, or [2]the nearest mech armed with long range weapons or [3] some objective the player has to protect. That gives my AI a good chance to fight intelligently~ though I do need to set up the correct over-rides depending on the mission.

In MC2 the AI would check only once for the nearest enemy and then follow it until either the enemy or the AI agent were dead. During that time it would ignore all other targets.

I figure if the game contains code to set a target and to find nearest target it shouldn't be too difficult to clear the set target every few seconds and run the find nearest target routine again. If you can add a filter to the find nearest routine that should allow other tactical options.

AI is the most important thing in a game without multiplayer so I hope you devote a good amout of time to just that issue.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 04 February 2011, 06:56:41
AI already has received some changes, and will get more in the future, don't worry :)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Brainburn on 06 February 2011, 15:35:13
Is it possible to play with Win 7?
I tried installing from the .iso file and it wont let me install.
I am really wanting to play this again.

Brainburn
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 06 February 2011, 16:55:18
Honestly, I'm not sure. I have to ask our coder. But I think he is using XP, just like me, and another one is playing on vista, works well. On the other side, until now I haven't received any information that W7 is not playing MC2.

Besides, there is no *.iso file in our download, it's a selfextracting exe, and you need the additional downloads from MS to make it work. So if you have an *.iso file, what are you installing ?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Kwic on 08 February 2011, 11:51:47
I ran it on Windows 7.  You need to install the 2 other files from Microsoft to get it to work.

Will this version run all of the MC2 missions that have been otherwise generated by the community?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Matt.C on 09 February 2011, 16:32:53
Is there a way to bump the resolution to 1920?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 09 February 2011, 17:34:25
Quote
Will this version run all of the MC2 missions that have been otherwise generated by the community?

Unfortunately not, if they are not ported over (which isn't that hard in the first place, though balancing might then be a problem). Currently we are still very much compatible with the old MC2, but we will soon leave that due to the engine and graphic updates.

Quote
Is there a way to bump the resolution to 1920?

Hm, magic said he implemented it, though I can't see it in the options. But I'm the last person on this planet still using a CRT :) Since you asked, I supposed you cannot see it either. I will talk to magic and see that it will be fixed in the next release.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Col.Hengist on 09 February 2011, 19:19:02
So we can play this on win xp?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 09 February 2011, 20:22:44
Yep, works flawless. I'm using XP myself.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: martian on 10 February 2011, 00:35:30
It works good, but not exactly flawless.

I have problems with MechLab. It started around "Mission: Legion" and it's getting worse. I can hardly strip 'Mechs of weaponry before I sell them, so I must sell them even with Weapon systems or Heats sink I would otherwise keep. For example I open the 'Mech configuration window, select weapon and click "Remove". Two or three weapons are removed, but when I click on third item, the whole window turns black and the game crashes. So now I am selling intact 'Mechs to continue forward. That means that I cannot customize 'Mechs neither.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 10 February 2011, 09:07:03
Well, "Flawless" might not be the correct word :) But then again, it's just an "Alpha" Build, don't forget that. Alpha means, playable, but not even close to a beta (which still contains many bugs).  ;)

Regarding your problem, we know that the purchase system is quite unstable. That's the reason why this will be completly redesigned. It was worst, but we were able to fix it a little so that we could release the alpha. Maybe at some point, the current system can no longer handle the growing inventory. Sorry for the inconvinience

Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Matt.C on 10 February 2011, 11:42:38
You can also get multiple Bushwackers in the Carver V campaign. If you select the Bushwacker and quickly hit "Purchase", you get more and more of them, even though the other Mechs in the sell-inventory disappear an only one Bushwacker was available for purchase.


And, yes, I can't seem to find resolutions beyond 1600*X. Which is fine enough, but I'm using a two-monitor setup, and this distorts the stuff on my second monitor. I often keep it on with Thunderbird running, to stay on-top of important emails.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 10 February 2011, 18:16:50
There are more holes in the current logistics than just this one :) Another reason, why it get's an overhaul. It will take a while, but at least it's getting worked on :)

BTW, how long do I have to enter a captcha when posting new replies ? This is really starting to go on my nerves :-\
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: martian on 11 February 2011, 00:24:21
Captcha is for first 10 posts only, so you need just 1 more. And as for the Logistics screen, it could be nice, if you change it the way it was in MCG. Because now I must create a new variant even for stripped 'Mechs I only want to sell.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 11 February 2011, 06:17:46
Our plan with the logistic is this :

Change the mechlab technic to something like MW4. That means hardpoints per bodypart, and they will receive restrictions for ballistic, energy, missile and neutral.

Of course a better handling of the sell/purchase stuff and better inventory with stacked items.

No automatic repair for mechs (like MC1), that will also increase the economic part a bit :)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: OpacusVenatori on 11 February 2011, 08:56:54
Change the mechlab technic to something like MW4. That means hardpoints per bodypart, and they will receive restrictions for ballistic, energy, missile and neutral.

Great! this will control that abuse of the PPC bouts. IIRC the zeus could carry 5 or 6 ppc.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: elf25s on 22 February 2011, 15:17:24
Is it possible to play with Win 7?
I tried installing from the .iso file and it wont let me install.
I am really wanting to play this again.

Brainburn

yes it is possible to play original mc2 even without emulation same goes for wolfmans SA missions
the minimum for win 7 to make sure you are able to do so is to run it in proffesional or higher since regular home edition does not really support backward compatibility .
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: OpacusVenatori on 24 February 2011, 22:21:40
when I run the program, the game don't start and tell me about a MSVCR100.dll missed.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Matt.C on 25 February 2011, 04:29:17
Did you follow this instruction from the OP:

PROGRAM REQUIREMENTS
You will need Microsoft Visual C++ 2010 redistributable
(http://www.microsoft.com/downloads/details.aspx?familyid=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84)


?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: OpacusVenatori on 25 February 2011, 16:02:33
Miss that, thank you, Downloading now

EDIT:
 Working now, very attractive but, why we have a Mad Dog and a Vulture that are equals except in the model design? (I mean same armor, speed and weapon load)

EDIT-02:
 While playing the campaign, some maps have a few "holes" in his geography.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 26 February 2011, 05:08:09
Sofar, it's a collection of units :) The Mad Dog is the original, and the Vulture is the MW4 variant. Timber Wolf is also doubled, one is the original, and the second has a few more polygons. It will change sooner or later :)

What do you mean with "Holes" ? Could you please post me a screenshot so that I can take a look at it ?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: OpacusVenatori on 26 February 2011, 16:58:57
By holes I mean some Craters in the map that do not were there, and you could see the layer were the map were builded. Unfortunatelly I could repeat the graphic bug, so no screen. May be it was a graphic error of my own computer.

 I also found this: When Claymore reach regular experience, he gains a skill. But he already have a regular skill, to be specific the "thougnes" skill. So, by default, when you reach the final level, you could not pick one of them.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Von Jankmon on 28 February 2011, 18:22:22
Bug report, based on an XP system, using the MW2 mercs campaign.


1. Characters in the battle screen have th sensor icon next to both the sensor and jumping stat.

2. If you design a mech and name it you cannot then select that mech and duplicate the design, even if you have components to hand. So you cannot outfit two identicle custom mechs except under different names. I suppose this is a minor issue.

3. If you lowball a mission for extra cash you get the savings immediately, you can back out choose another mission

4. In regular play it appears my mech is invulnerable to any non self inflcited damage.

5. The second Draconis Combine mission after you destroy Novastar building and rescue the governor crashes repeatedly.  I cannot play past that point.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Von Jankmon on 28 February 2011, 18:43:06
What I would like to see.

1.  I like the option to buy additional drop weight, however the benefit for lowballing should be no more than 3000 Cbills per 5 tons, incrementing at 10000 CBills the other way as usual.  This does mean you can get in 'trouble' if you accidentally switch back your tonnage limit but you can always reload to the previous end of battle save to reset this.

2. 'Clan logistics'. Because of the superior punch per ton taking clan mechs only is a no brainer. I refused to do so for game colour reasons.  It might help if you had a hard limit to how many clan mechs you can field at once, starting at one, rising later to two or three. This could be justified by claiming a limited supply of clantech basic supplies like particular grades of lubrication oils, clan ammo.

3. Resource point balance. Smart players learn to you resource points for mech reclamation only with a nod to repair vehicles and the situational minelayer.  Please re-point resource expenditure to encourage such things as artillery modules, airstrikes etc.  I recommend a hard limit on salvage VTOLs, and a hard limit on after action salvage too, you could combine both into a salvage limit, so if the salvage limit is three and you salvage two mechs in game, you can only buy one wreck.

4. As spam salvaging is a 'tactic' for the game it may be desirable to raise the tonnage limits in later scenarios if salvage is to be limited.

5. You could force players to buy salvage VTOLs, repair trucks and minelayers, artillery modules and sensor modules for game cash, with items purchased available to drop in game, subject to a mission cap variable per the mission. Thus resource points captured could be replaced with cash rewards.

6. If you are going to include any of Wolfmans wacky weaponry please mark relevant campaigns as non-canon tech.  Its annoying enough because we are not told what these weapons do, and most have very limited ammo. Wunderwaffe sound like fun, but need to be activated by a hotkey so they are not discharged on the nearest partly target unless you constantly hold down the A key.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: OpacusVenatori on 28 February 2011, 22:46:55
 Another little bug: When you stop the cursor above a skill, it will show you a short description of it. But, many of the Veteran and upper level skills have swaped description. Ex: when you leave de cursor above "Toughness" it gives you the description of "Sensors", or when you put it above "LRM Specialty" it shows you the "ER Laser Specialty".
 Besides all the little things I reported, I'm very happy with your release. I think MC2 is a great game, So thank you and your team.
 I hope to write these reports well, as English isn't my native tonge.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: elf25s on 01 March 2011, 18:29:02
when I run the program, the game don't start and tell me about a MSVCR100.dll missed.

download the driver
find it using google

after download just paste it in system32 folder in windows directory( the folder is present in both 32/64 bit versions of wonxp/vista/and all versions of win 7)
it will work fine
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: OpacusVenatori on 02 March 2011, 07:11:38
download the driver
find it using google

 Thank you, but I am playing the game already. :)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: BirdofPrey on 15 March 2011, 05:48:25
Im playing the redone carver V campaign right now.  I love that you actually have to buy your equopment now, but there is a problem.  WHERE'S MAH SALVAGE?  Seriously, did you yank the salvage from all the missions?  right now I HAVE to use resource units to salvage in the field or I can't get any new mechs besides whats on the market.  Also only being able to buy one of something is a pain in the ass.

The AI changes are decent though.  I actually have to move around, though my pilots seem tolike racing to short range and staying there even if I explicitly tell them to fire from long range.

Also I like the idea of limiting what kinds of equipment can be fitted to different mechs, but if you do so please be sure to include designs like the MAD-9M and CPLT-K2 that feature loadouts that break the mold of certain mechs.  Also feel free to add other stuff to make us covet those omnimechs.  One of the things I never got about battletech games was that the mech lab never makes a distinction, so omnis have zero advantages.  Maybe let omnimechs waive the customization fee for changes to non fixed equipment, or maybe even have battlemechs have to have some time elapse before you can use them after changing the loadout to represent how long it would take to make the change (though minor stuff like swapping a laser for an ER laser wouldn't require you to wait a ission to use the mech, since it's a fairly quick swap)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 17 March 2011, 09:59:32
Hey there !

Sorry, I was gone awhile. To ask a few questions that you people pointed out, let me say this :)

Most of the issues you are reporting are known to us. We are very sorry about the inconvinience, but the most problems mentioned are a result of the current "new" logistic system, which is (like the build itself) only a alpha status, which results into a lot of problems.

The thing is, after we have now teamed up, we have discussed some plans, and one is a totally revamp of the current logistic system that will effect everything, from mechlab over pilotskills, purchase, salvage and repairsystems. Once done, it will be /$"&@$ great :)

The downside of this, something like that will take quite a while. But since we still have only one (very skilled though) programmer we have not that much capacity, and therefore we decided that we don't want to waste time into the current logistic to fix it's bug, when we will remove it anyway. This also means, that you fans will have to live with the bugs for a while longer I'm afraid, but i guess that in the end you will agree that this descision is the best.

The known bugs are, that the inventory in the purchase windows vary, and sometimes are even empty (somehow the programs switches through the mechvariants every start), and also the variant button and saving has been disabled, because it results into crashes.

Nevertheless, a new version of the alphabuild will be released shortly, that fixes a lot of bugs and adds more content, and a row of old campaigns ported into MCO is following.

Saying that, if anyone here has some knowledge in C++ and or XNA programming, we are happy for every help that will be given to us, and will make us release stuff more faster. It's not necessary that you join the team and code a few hundred hours, there are also small jobs you can take on, "and every single stone is a part of the new house" :)

Cheers
Starman
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: JAMES_PRYDE on 25 March 2011, 07:35:27
hey Starman, what game is this mod for ?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Downslide on 25 March 2011, 09:51:20
The original MechCommander 2, released by Microsoft Games about 10 years ago.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: ArkRoyalRavager on 11 April 2011, 07:06:59
This is one of the best series around. I wonder why they dont want to make a 3, since this series doesnt suffer from Harmony Gold issues like the MechWarrior game.

I'll be watching this thread with interest. You guys are doing a great job!
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Cybertec on 20 April 2011, 22:41:06
Just finished downloading and configuring the program.
Ready to give it a shot, later tonight!

So far, so good.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Cybertec on 26 April 2011, 22:21:39
Having fun playing now... too busy to type.   [rockon]
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Col.Hengist on 27 April 2011, 12:47:18
I never did get this game to play...
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 29 April 2011, 10:36:42
I never did get this game to play...

Shouldn't be that way. Any error messages ? Systemspecs ? Maybe we can help...
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 29 April 2011, 10:36:57
Hello  !!

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

Best wishes from
The MCO Team
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Col.Hengist on 29 April 2011, 12:06:26
Shouldn't be that way. Any error messages ? Systemspecs ? Maybe we can help...

 Tell you the truth, i don't remember what the problem was. I could go try again and tell you what it says or does.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 29 April 2011, 13:08:21
Maybe the new version fix the problem. Be sure to install the microsoft crap mentioned at the end :)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Timerlane on 29 April 2011, 21:23:32
Just checked, and the new version has now been authorized by ModDB for download, so everyone can get it now.



<- In-game Blood Kite. }:)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Col.Hengist on 01 May 2011, 11:46:42
i'm doing all the downloading stuff right now.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Col.Hengist on 01 May 2011, 13:15:37
Ok, i got it all up and running...YAY! I tried the mech2 merc game,chose a commando and the trainer killed me right off...have no idea why. I didn't touch anything,didn't move,nothing. I tried it twice to see if it would change and i still got killed right off. Is this a known bug or am i doing something wrong?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Darthvegeta800 on 02 May 2011, 03:24:37
Is this game stand-alone? Or do we need to hunt down the archaic original?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Shin Yodama on 02 May 2011, 03:29:30
Standalone mate - and I'm loving it - well done guys!
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Darthvegeta800 on 02 May 2011, 03:58:32
Standalone mate - and I'm loving it - well done guys!

That's good news. I'm going to give it a look when i'm back home. I always was curious about the MC series.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 02 May 2011, 05:30:11
Quote
I tried the mech2 merc game,chose a commando and the trainer killed me right off...have no idea why. I didn't touch anything,didn't move,nothing. I tried it twice to see if it would change and i still got killed right off. Is this a known bug or am i doing something wrong?

 ;D  Weren't you the one sleeping with his wife ?   I take a look into it today, maybe something get's messed up.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: OpacusVenatori on 02 May 2011, 16:09:40
thanks for your dedications to this great game.
- Download starting now -
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Col.Hengist on 02 May 2011, 16:38:07
;D  Weren't you the one sleeping with his wife ?   I take a look into it today, maybe something get's messed up.

 didn't it do that in the original MW2 also? been so long since i played it i don't remember lol. Still, it's a fun game.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: elf25s on 02 May 2011, 23:15:39
Just messesd with it for few min...
I still am wondering no savage?
Btw AI is much quicker now...nocrashes either as per my buddy running it on win7 ult
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 03 May 2011, 02:32:40
No Salvage is part of the "rebalanced and harder Carver V campaign" :)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Leonard Kerensky on 03 May 2011, 02:57:13
..... aaaannnddd you have my attention  :D


i still have my MC2 and love it dearly. i'm played it on elite many a time just for thrills (even finished a mission or two on elite...oh gawds what a nightmare..)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: StCptMara on 03 May 2011, 03:06:10
<- In-game Blood Kite. }:)

Sir..you have my attention!
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Col.Hengist on 03 May 2011, 08:42:32
Sir..you have my attention!

 I haven't seen a bloodkite yet. Which game is it in?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 03 May 2011, 12:09:39
Not used in a campaign sofar. Only available for mission designer, of add it to one of the purchase files so you can buy it ingame :)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Timerlane on 03 May 2011, 12:40:59
Just open a game save in Notepad and swap in an entry like this:
Code: [Select]
[Inventory0]
st Chassis = "data\objects\bloodkite.csv"
st Variant = "Blood Kite Prime"
b Designer = TRUE

Pretty faithful interpretation:
9 Clan LRM Racks
3 Clan ERLL
3 Clan SRM6 packs
54kph, JJ and solid armor.

Given the amount of heat capacity there, I'm pretty sure one could easily convert it to a Blood Kite 2 if desired, but the SRMs do help when you're closer in.

Even with an average-skill pilot, one is brutal against lighter 'Mechs and Vehicles(3 ERLL(ammo conservation) is almost guaranteed to one-shot the common low-end vehicles, even accounting for average gunnery-level misses). I haven't tried fielding more than one, and haven't taken it to later missions in the campaigns, yet.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Col.Hengist on 03 May 2011, 14:51:56
That went over my head...
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Timerlane on 03 May 2011, 20:26:54
It's in this game, MechCommander Omnitech. It's one of several new 'Mechs the team has made, but as they're still revamping the logistics system, they haven't added it to the actual campaign purchase/mission files yet. The relevant data for the 'Mech is all there, though, and you can see it in the in-game Encyclopedia.

Just like retail MechCommander 2, the game saves are in relatively simple, plaintext files that can be easily edited without needing special tools. You can tweak pilot stats, give yourself more money, or give yourself otherwise-unavailable 'Mechs to play with pretty easily, once you understand how it works.

The easiest way to add a Mech would probably be to just swap one of the ones you have.
Say, complete the first Mission of Carver 5, save the game(for example 'game1'), then Alt-Tab out, find the file in the MechCommanderOmnitech\data\savegame folder(as above, it'd be 'game1.fit'), and open it in Notepad. At the bottom, you'll see:
Code: [Select]
...
[Inventory0]
st Chassis = "data\objects\jenner.csv"
st Variant = "Jenner JR7-D"
b Designer = TRUE

[Inventory1]
st Chassis = "data\objects\firestarter.csv"
st Variant = "Firestarter FS9-W"
b Designer = TRUE

[Inventory2]
st Chassis = "data\objects\werewolf.csv"
st Variant = "Razorback RZK-9C"
b Designer = TRUE

[IComponents]

[purComponents]
FITend
You may see an extra line('st Pilot =') in each 'Mech entry, saying which pilot is currently assigned to the 'Mech, but deleting it won't hurt anything.
Just change the entry under [Inventory0], to this:
Code: [Select]
...
[Inventory0]
st Chassis = "data\objects\bloodkite.csv"
st Variant = "Blood Kite Prime"
b Designer = TRUE
Save and close the file in Notepad, then re-open the save in MCO, and your Jenner will be replaced a Blood Kite.


If, instead, you wanted to add a whole new Mech without swapping for another, you'd have add 1 to an entry called InventoryCount up at the top.
Code: [Select]
[General]
l VariantCount = 0
l PilotCount = 108
l InventoryCount = 4
then add:
Code: [Select]
[Inventory3]
st Chassis = "data\objects\bloodkite.csv"
st Variant = "Blood Kite Prime"
b Designer = TRUE
just under the [Inventory2] Mech at the bottom.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Col.Hengist on 04 May 2011, 00:24:54
Very cool. Thank you for that explination. I truly have no clue what notepad is or anything like that. I'm very ignorant when it comes that kind of stuff. I am totally not trying t be rude or arrogant or anything like that. I've just never been one to spend much time learning about it. Its all very interesting and quite magical how entering in a series of symbols,letters and numbers makes a game this fun. You guys are like mideval alchemists to me.

 I did find the bloodkite and bloodkite II. THEY ARE AWESOME! the mech looks awesome and the firepower...holy crap! Well done sir, well done.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: guardiandashi on 04 May 2011, 02:06:28
notepad wordpad, and paint are "accessory" programs provided by default with windows operating systems.

they all appear (unless customized/moved) in the accessories folder in the start menu

notepad is a very basic word processing app
wordpad is a somewhat more advanced word processor
paint is well a picture app
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Col.Hengist on 04 May 2011, 08:10:31
Thank you
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Karsus on 07 May 2011, 09:55:27
Hello MCO team! After trying out your mod I decided to join the forum and give you a well deserved thank you! I've already pointed several people to your download and we now have more mech commanders in the fray.

I do have a few questions if you don't mind.

1: Though I lack technical experience in coding/modelling I would still like to help out if its needed. While i'm enjoying the current build, should I be noting any bugs to report, or do you already have this covered? Same goes for proof reading or balance checking on new mechs.

2: Am I assuming right that the eventual goal for this mod is a total conversion from the graphics to the UI? Or is it more of a "heavy spruce up" with added content?

3: Are there any plans to incorporate more of the mech weapons that are out of vanilla MC2?

4: Purely a dreaming request but I figured it couldn't hurt to try. If you have the time, I would love to see a solitaire and jade hawk in this game. ;)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Col.Hengist on 07 May 2011, 10:15:04
I have a question about the exodus game...Is any one else having trouble figuring out how to get the pirates vehicles to the safe place without the ambulance getting blown up in the first few seconds after the wolves show up?

 I even tried it on easy and the ambulance blows up with alacrity. I've tried to throw the hunchback at the wolves sacrificing it to let it get away, didn't work.I tried to sacrafice all the mechs to help them get away, didn't work...any one have any ideas?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 07 May 2011, 13:01:41
I have a question about the exodus game...Is any one else having trouble figuring out how to get the pirates vehicles to the safe place without the ambulance getting blown up in the first few seconds after the wolves show up?

 I even tried it on easy and the ambulance blows up with alacrity. I've tried to throw the hunchback at the wolves sacrificing it to let it get away, didn't work.I tried to sacrafice all the mechs to help them get away, didn't work...any one have any ideas?

Honestly, I don't know, but I have a nebular memory that there is either a bug or a trick involved. It has been discussed somewhere on DSC I think, but I'm not sure. Anyway, you can look or post here or in our HLP Forum, Magic will see it on Monday, he is the creator of the campaign. Take a look here :

http://www.dropshipcommand.com/forum/dcboard.php?az=show_topic&forum=15&topic_id=4187&mesg_id=4187&page=

Quote
Though I lack technical experience in coding/modelling I would still like to help out if its needed. While i'm enjoying the current build, should I be noting any bugs to report, or do you already have this covered? Same goes for proof reading or balance checking on new mechs.

Once some campaigns are up, there could really be some use of proofreading, because not all from the team are native english speakers (I'm german, Magic is from Croatia). Also, I could need someone with good fantasie that could help me develop the story for my own campaign after chapter 2

Quote
2: Am I assuming right that the eventual goal for this mod is a total conversion from the graphics to the UI? Or is it more of a "heavy spruce up" with added content?

Hm, it's both I would say :) I'm a graphic whore, so updating the graphic and look is really important for me, especially because I like to play in close zoom in. But I also take a special eye on gameplay and balance and to bring in more content and collect the best, the Battletech gaming has to offer, so that the games get's even more great. Unfortunately, another graphic update past the 256 er texture will require a coder, and so far we have found none. Additional UV-Mappers and 2D/3D Artists will also always be helpful. The more we are, the faster it get's done :)

Quote
3: Are there any plans to incorporate more of the mech weapons that are out of vanilla MC2?

The inventory system will certainly be enhanced once the new logistic is done, we have actually big plans (but we won't spoil them now :) )
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Downslide on 07 May 2011, 17:16:50
Once some campaigns are up, there could really be some use of proofreading, because not all from the team are native english speakers (I'm german, Magic is from Croatia). Also, I could need someone with good fantasie that could help me develop the story for my own campaign after chapter 2

Let me know what you have in mind, and I can spin a tale for you, and you can let me know if you like it or not.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Blacksheep on 07 May 2011, 17:28:11
Watching with interest O0
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 07 May 2011, 18:24:51
Let me know what you have in mind, and I can spin a tale for you, and you can let me know if you like it or not.

I will line up, what I created with the first 10 missions, and what I have in mind for chapter 3-5  and then send you a PM. I just need a small and simple story, based and built upon 4-6 missions for each chapter that doesn't conflict with the canon BT story. I don't want to detoure this thread here, but I also have some basic question, maybe someone can answer them to me ?  See here :

http://www.dropshipcommand.com/forum/dcboard.php?az=show_topic&forum=18&topic_id=7802&mesg_id=7802&page=
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Timerlane on 07 May 2011, 20:57:48
http://www.dropshipcommand.com/forum/dcboard.php?az=show_topic&forum=18&topic_id=7802&mesg_id=7802&page=

This (http://www.sarna.net/wiki/Timeline#31st_Century) might be handy.

Clan Invasion (http://www.sarna.net/wiki/Operation_Revival) was late 3049. They started in the Periphery, though, so in the IS, you probably won't 'run into' them until 3050, and Capellan/House Liao territory wasn't in any danger of being hit by them, anyway(if that matters).

Kali Liao is the sister of Sun Tzu. The Word of Blake is the offshoot of ComStar.

I don't know a lot about minor Merc groups of the universe, so I can't help there.

EDIT: Inserted quote for clarity.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Karsus on 07 May 2011, 23:00:08
So I decided to keep an eye out for anything that seemed out of place when I fired up MCO and found a couple things.

In the weapon inventory, the equipment has a bar graph with weapon damage, firing rate, heat, etc. Then the same thing in plain text on the bottom of the screen. I noticed that the numbers between the graph and plain text are wrong across all the weapons I checked.

Ex: LRM Rack GRAPH - Damage 1.6 Firing Rate 1.0 TEXT - Damage 3.0 Firing Rate 1.1

Which one of these values should I follow for the inventory?

Another very minor thing, while in a mission the razorback mech is called Werewolf on the info tab.

That's all I found for now, hope it helps.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Timerlane on 08 May 2011, 00:28:00
I'm almost certain the bar-stats you can view in the 'Mech Lab are the right ones, while the bottom of the screen text is out of date(and usually the old MC2 retail stats).

The Werewolf thing is almost certainly because the retail 'Mech model for the Razorback is/was originally named 'werewolf.csv'. Why that was, I have no idea.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 08 May 2011, 05:51:11
Good possibe with the weapon stats. Maybe one part of the stats is from the file compbas.csv that also sets the ingame values, this is what we altered, the rest might be connected with the encyclopedia entries, that we haven't touched in ages (because that crap is all hardcoded). Honestly, it's quite a bit down on the to-do list at the moment. I insert the werewolve thing into our buglist. Should be an easy fix.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Karsus on 08 May 2011, 12:17:47
Found another bug.

Sometimes an enemy unit will just stand still on the battlefield and won't move/animate/return fire.

This has happened on several missions, the worst of which so far was the 3rd carver 5 mission where you have to take out a convoy and move to the base to the north.

Specifically, while playing two fire ants were just above the turret control, they just stood still and died a pitiful death without so much as moving.

Later on in the mission when reinforcements come, I found a fire ant sitting near the edge of the western hill just standing still.. Waiting to die. How lonely.

This has happened in other missions but this was the worst case.

Edit: On some missions where this has happened the unit would "wake up" after being fired upon.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Darthvegeta800 on 12 May 2011, 04:16:15
Small question for the experts out there. I gave this game a try and it looks quite fun.
During the tutorial though I'm asked to salvage a mech (urbanmech) i believe. Yet I do not have the funding to call in such a craft nor can I use the repair craft to salvage.
How do I do it?


Also are how does one:
1) Know what to salvage and what not.
2) Can one group mechs with quick keys?
3) Are there any 'must use' quick keys?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 12 May 2011, 04:31:54
@Karsus : Could be related to how the retail game handeled mechs. Some of them had no "real" brain, and maybe due to some changes the wake up is now broken.

Quote
During the tutorial though I'm asked to salvage a mech (urbanmech) i believe. Yet I do not have the funding to call in such a craft nor can I use the repair craft to salvage.
How do I do it?

You can't. Due to the fact that Magic wanted to make the campaign harder, he stripped away the ressource points. But he didn't altered any mission scripts, that's why the soundfile to capture one is still played. You can continue without, it's not part in the "mission complete" script.

Quote
1) guard a fellow mech

Either hold "g" and click, or click on the shield (triangle) symbol in the gui and then click on the object you want to guard

Quote
2) Can one group mechs with quick keys?

Just like in any other RTS  . CTRL+ Number to create group, number to select group

Quote
3) Are there any 'must use' quick keys?

Not that much. Just the ones you see on the lower right in the gui.

(hold and click)

S = use short range fire
m = use medium range fire
l = use long range fire
a = only use "non-ammunition" weapons
Space = make them run
j = make them jump
g = guard
zirkumflex = hold position
and I think the number on the num pad to target enemy bodyparts
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Darthvegeta800 on 12 May 2011, 04:40:16
Is salvaging mechs scrapped entirely? I take it not?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: StCptMara on 12 May 2011, 08:16:05
Is salvaging mechs scrapped entirely? I take it not?

Without Resource Points, you cannot do Artillery Strikes, Air Strikes, Salvage, or anumber of other things..
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Timerlane on 12 May 2011, 09:26:58
The RP-spend in-mission option becomes available from the second mission, when you have the 10k RPs to use, though you are limited to the number of pilots currently active on your roster.

The option to pay money to salvage stuff after the mission, is gone, AFAIK.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 12 May 2011, 11:46:08
Yes, but only in this campaign. It's still up to the mission/Campaign designer how he is balancing it. Honestly, I never liked the idea of simply putting a pilot into a mech that has been shot down. The escape pod will certainly either include the cockpit controls, or damage them upon launch. Also, we have plans for a different salvage version, but once again, this is bound to the new logistic, that will take a lot of time.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Col.Hengist on 12 May 2011, 11:54:18
I agree with you on just throwing a new pilot into a downed mech. The problem is that even if you call in a repair truck its not real too. In game it takes 5 min. to repair one point of armor. In the video game it takes seconds so its hard to suspend belief on one thing and not the other.

 Really like the game tho. I do think we should have the option to buy mechs after the mission with unused RP, not just c-bills. Just my 2 ore.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 12 May 2011, 12:26:06
Salvaging will be a little different, and more "economic" (and more logic according to canon)  :) Also, you are right about the repairtruck, though that's a simple gameplay descision. Who would like to wait a few hours until they patched new armorplates on a damaged mechpart :)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: BirdofPrey on 12 May 2011, 13:15:14
Personally, Not being able to salvage as many mech in mission doesn't bug me all that much since I try not to lose my initial force in the first place, so I don't really benefit too much from having 20 mechs running around.  Not having post misssion salvage irks me a whole bunch though.  I know there's something new coming, but I'd like to have something in the mean time.

I do want to know ssomething though.  WIth the change in RP, how does the mission where you have to salvage a bunch of Davion mechs in situ from their repair yard to send against one of their bases play out?

PS. I really need to say hi on HLP.  Been floating around several sections to the north the past few days.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 12 May 2011, 13:34:55
Quote
I do want to know ssomething though.  WIth the change in RP, how does the mission where you have to salvage a bunch of Davion mechs in situ from their repair yard to send against one of their bases play out?

AFAIK, last time I played I only could salvage 3 or 4 of the 5 mechs laying around (not sure if it was because lack of RP or Pilots), but you can complete the mission, that's what counts. :)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Darthvegeta800 on 12 May 2011, 13:45:35
Personally, Not being able to salvage as many mech in mission doesn't bug me all that much since I try not to lose my initial force in the first place, so I don't really benefit too much from having 20 mechs running around.  Not having post misssion salvage irks me a whole bunch though.  I know there's something new coming, but I'd like to have something in the mean time.

I do want to know ssomething though.  WIth the change in RP, how does the mission where you have to salvage a bunch of Davion mechs in situ from their repair yard to send against one of their bases play out?

PS. I really need to say hi on HLP.  Been floating around several sections to the north the past few days.

Seconded, reactivate it for now please.

Small question, I've been trying to buy new weapons to replace some things on my mech. But when i go to the place to buy weapons nothing is available.
Also during missions it says for instance i have captured a loadout of 'type x' weapons... nothing pops up in my inventory. Is this normal?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 12 May 2011, 13:57:34
Yeah, good possible. As I said, current logistic system with inventory is itself only an alpha, and this one has been canceled (more or less). A completly new logistic and economic will be added. And since we only have Magic as coder and haven't found new ones so far, we decided not to waste time fixing bugs in something that will be removed anyway. Sorry for the inconviniece, but it's an Alpha build afterall. We have limited manpower, and campaigns are also only a secondary project I'm afraid. But we are doing it as fast as we can :)

Maybe someone here would be interested in changing the salvage part ? You will have to open the campaign editor inside the mission editor and reactivate the logistic screens again (invoke pre mission salvage screen)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Darthvegeta800 on 12 May 2011, 13:58:44
Aaah so it's no abnormal bug? Okay then :) just checking was worried there for a moment.
Are there plans to integrate other campaigns? Of say other Mechwarriors or something?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 12 May 2011, 14:35:59
Yes, there are quite a few in the works.

- we are porting over old existing campaigns
- One of us is redoing MC1
- I'm doing a new one myself, but I'm a little lazy atm :)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Darthvegeta800 on 12 May 2011, 15:23:51
I heard MW2 had a campaign on the Falcons... any chance of it popping up? *angelic face of unbridled innocence*

Actually is there a Mechwarrior that ever focussed on the DC?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 12 May 2011, 17:25:04
What's DC ?

A remake of the MW Games would be nice, but difficult to rebalance for the MC Game, since the one you are more or less a single player up to a lance, while in MC you command more than a lance usual. That will require quite some changes in the mission enviroment, because I don't think that a MC Campaign with only 4 pilots is not so much fun (and what if one dies ? )
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Downslide on 12 May 2011, 21:00:00
I'm betting DC is Draconis Combine.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Madadh on 12 May 2011, 21:31:35
Umm since this seems to be the place for Mechcommander... how the heck do I get it to run in Windows 7? Everytime I try it just starts up then disappears.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: elf25s on 13 May 2011, 00:18:43
Umm since this seems to be the place for Mechcommander... how the heck do I get it to run in Windows 7? Everytime I try it just starts up then disappears.
what version of win 7 are you using? You should not have to had a problem unless its missing a .dll file. Btw read all posts for solution.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Darthvegeta800 on 13 May 2011, 03:51:15
Yep DC = Draconis Combine.

And I suppose the old MW campaigns could be modified to scale up a bit. I presume.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 13 May 2011, 05:00:29
Well, some of the new mechs are from the Draconis Combine, and I'm currently creating their own faction buildings. So it's possible, if someone wants to do a campaign.

I agree about the MW campaign, they can be altered to that way. People just need to get back into campaign creating again, sofar there aren't many :)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Madadh on 13 May 2011, 07:15:47
what version of win 7 are you using? You should not have to had a problem unless its missing a .dll file. Btw read all posts for solution.

Home 64 bit. I saw this thread, went and dug up my copy, installed it... and it just does nothing. Starts up, pops up the window like its going to load, and then just disappears. I tried doing a forum search but no go. I'll try scouring the thread.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 13 May 2011, 11:55:31
Please check also the HLP Forum for that problem ? I'm not sure (because I'm not good in such technical stuff) but it could be, that W7 might need a different MS redistributable file (Also, ensure that you installed the files pointed out in the release thread, they are essentiel to run it)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: elf25s on 13 May 2011, 11:56:12
you should have no problem is it home or pro or better yet higher? what you may have is acmpatibility issue if you have home edition since emulation for win xp has been removed if that is the case you may have to run it in virtual xp which is availble at MS site with little search and it is about 470 mb in size. if it is pro or higher try running it in compatibility mode for xp sp1 or sp 2 it seems to work and one more thing run them as administrator.
try running it in 32 bit mode and once you locate the .dll file just put it in folder system32 folder located on c:\windows.
also make sure you do have the most updated drivers for video card

hope it helps a little btw you may still crash after you get it working but that is to be expected just tweak see what works best
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Madadh on 13 May 2011, 12:14:19
Will try some stuff when I get home. Think I just have standard home. I tried running it as an admin already, that got me half a second and for the 'hey you ran Mechcommander for the first time, let me check your video card' thing. Then same deal, just disappears.

Tried to download the virtual PC thing from MS, but it wouldn't actually authenticate (kept prompting me to download the authentication thing). Might have to run it in internet explorer.

Now for the files on the first page, are those necessary to run Mechcommander 2 AT ALL? Or only your updated verison? I'd just like to get the base game working first.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Darthvegeta800 on 13 May 2011, 12:43:33
Small 'error' probably known already but i'll just post it anyway.
Claymore supposedly pilots an atlas... yet I end up with an awesome :)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 13 May 2011, 13:01:44
Quote
Now for the files on the first page, are those necessary to run Mechcommander 2 AT ALL? Or only your updated verison? I'd just like to get the base game working first.

To be honest, I'm not sure. It might be, that the retail installs it on it's own. Try without. For our mod, the redistributable is required to run. The XNA Stuff only for the editor.

Will put the Atlas/Awesome thing into our bug list :)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Madadh on 13 May 2011, 19:46:10
Apparently I seem to just be screwed. I can't run 'XP Mode' because I haven't forked over money to MS for Windows Pro. Ironic because its a MS game. To think I was just trying to play the regular version of the freak'n game before I even got into the fancy stuff.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: elf25s on 13 May 2011, 20:14:53
You just found the problem anything lower than pro will shaft you like vista.congrats you spent money on vista ...again. if it legit win7 make sure you have authintification runing.if you do not have it dl from. MS site install and then run vr xp. Iff it fails downgrade to win xp.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Madadh on 14 May 2011, 00:33:42
You just found the problem anything lower than pro will shaft you like vista.congrats you spent money on vista ...again. if it legit win7 make sure you have authintification runing.if you do not have it dl from. MS site install and then run vr xp. Iff it fails downgrade to win xp.

I used the work around known as 'Oh I still have an old desktop with XP installed'. Hurrah for progress.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: elf25s on 14 May 2011, 11:55:18
lmao you could had done a dual boot so any problems so far? let me know.
btw once you upgrade the win 7 with VR xp you should have no problems it integrates itself to a working level of win 7 pro
MS for some weird reason just removed the xp backwards capabilities in home edition. but hey whatever works on the up side if you still have or own sidewindeer joystick you can plug it in and mess with mech  3 and 4 series with no problems or too much tinkering. (btw no sidewinder driver works with win 7 period)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 16 May 2011, 06:31:41
Hello BT Fans,

like we said, we are going to port some old campaigns over to MCO. Our first shot is the famous "Wolf Dragoons" Campaign.

It's an old, but very good Campaign, orginally created by Mechlab, now ported over to work witin Mechcommander Omnitech. Simply install in the Folder where you have the newest Version of MCO (required !!) installed, then launch a new campaign.

Download size is 28 MB. Here is the link to our download section :  http://www.moddb.com/mods/mechcommander-omnitech/downloads

Note : If someone does know who the original creator is in person, please tell us, so that we can contact and credit him correctly.

Have fun playing :)

Cheers
The MCO Team.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Madadh on 16 May 2011, 08:55:11
Well I'm currently trucking through the original base game just to get my bearings against. Forgot how full ****** the AI is.

Some of the things I noticed in this thread with the new and improved version is that the inventory/mechlab isn't working? Is that still the case? New campaigns and mechs would be awesome but the inability to change anything would be a serious drawback.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Timerlane on 16 May 2011, 09:24:51
There are certain missions where you can't seem to access them, and since the logistics system is being redone, they haven't fixed the issue that places only one of each item in the 'shop' by default.

Rest assured that 'Mech customization is still quite present, and if you can get your hands on the parts(strip them off other 'Mechs, and/or do some text-editing of game saves to get them or 'Mechs that have them), you can use them in the Mech Lab.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Darthvegeta800 on 16 May 2011, 10:01:24
Might I suggest putting up the new campaign on the intro post under a seperate heading 'Custom Campaigns'. Should be helpful for those who newly pop up to check this out.
Good job so far!
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Madadh on 16 May 2011, 12:51:35
There are certain missions where you can't seem to access them, and since the logistics system is being redone, they haven't fixed the issue that places only one of each item in the 'shop' by default.

Rest assured that 'Mech customization is still quite present, and if you can get your hands on the parts(strip them off other 'Mechs, and/or do some text-editing of game saves to get them or 'Mechs that have them), you can use them in the Mech Lab.

Ah okay, well my 'collector' tendencies means I rarely buy more than one of each mech from the shop anyways on the chance I can't salvage one later (Cyclops from Liao for example in the regular campaign).

Once I complete my current 'base game' playthrough I'll have to try out the mod version and see how it goes. Sounds like the actual customization is going to be a pain if you have limited parts tho.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 16 May 2011, 14:15:37
Well, in regard to your question, yes, the logistic is still a little borked and unstable, but it works well enough. The fact, that each item can be bought only once between mission is just because we are too lazy to edit the original purchase files :) If anyone volounteers, I can give a short look how to do it (it's just a thing of editing textfiles in notepad) :)

Regarding the campaign, I do not know if I can edit the first post anymore, but it's in the download section of Moddb (which is technically our website :) ), and I guess it will be included in the next alphabuild anyway :)

Cheers
Starman
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Timerlane on 17 May 2011, 01:03:24
Would it be this simple(albeit tedious):
Code: (purchase01.fit) [Select]
[Components]

b AllComponents = False

l Component0 = 7 //Heat Sink
l Component1 = 10 //Jump Jets
l Component2 = 25 //Armor Plating
l Component3 = 156 //Laser
l Component4 = 145 //PPC
l Component5 = 140 //Large Laser
l Component6 = 155 //Flamer Array
l Component7 = 100 //Light Autocannon (AC5)
l Component8 = 101 //Autocannon (AC10)
l Component9 = 102 //Heavy Autocannon (AC20)
l Component10 = 125 //Streak SRM2 Pack
l Component11 = 120 //LRM5 Rack
l Component12 = 105 //Machine Gun
l Component13 = 124 //SRM
l Component14 = 169 //Small Laser
...
to:
Code: [Select]
[Components]

b AllComponents = False

l Component0 = 7 //Heat Sink
l Component1 = 7 //Heat Sink
l Component2 = 7 //Heat Sink
l Component3 = 10 //Jump Jets
l Component4 = 10 //Jump Jets
l Component5 = 10 //Jump Jets
l Component6 = 25 //Armor Plating
l Component7 = 25 //Armor Plating
l Component8 = 25 //Armor Plating
l Component9 = 156 //Laser
l Component10 = 156 //Laser
l Component11 = 156 //Laser
l Component12 = 145 //PPC
l Component13 = 145 //PPC
l Component14 = 145 //PPC
l Component15 = 140 //Large Laser
l Component16 = 140 //Large Laser
l Component17 = 140 //Large Laser
l Component18 = 155 //Flamer Array
l Component19 = 155 //Flamer Array
l Component20 = 155 //Flamer Array
l Component21 = 100 //Light Autocannon (AC5)
l Component22 = 100 //Light Autocannon (AC5)
l Component23 = 100 //Light Autocannon (AC5)
l Component24 = 101 //Autocannon (AC10)
l Component25 = 101 //Autocannon (AC10)
l Component26 = 101 //Autocannon (AC10)
l Component27 = 102 //Heavy Autocannon (AC20)
l Component28 = 102 //Heavy Autocannon (AC20)
l Component29 = 102 //Heavy Autocannon (AC20)
l Component30 = 125 //Streak SRM2 Pack
l Component31 = 125 //Streak SRM2 Pack
l Component32 = 125 //Streak SRM2 Pack
l Component33 = 120 //LRM5 Rack
l Component34 = 120 //LRM5 Rack
l Component35 = 120 //LRM5 Rack
l Component36 = 105 //Machine Gun
l Component37 = 105 //Machine Gun
l Component38 = 105 //Machine Gun
l Component39 = 124 //SRM
l Component40 = 124 //SRM
l Component41 = 124 //SRM
l Component42 = 169 //Small Laser
l Component43 = 169 //Small Laser
l Component44 = 169 //Small Laser
...
for purchase(01-24).fit and the few relevant purbonus*.fit files?
If so, I could probably do that.

Also, since it'd be kind of a pain to go back and reedit to add more of each, how many of each item should be enough? 4? 6? 8?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Starman001 on 17 May 2011, 05:58:03
Exactly. The entries must simply be doubled (or inserted so oft as how many items you want, same for mechs). Regarding the number of items, I dunno. It's a matter of balance. At the start, I would make more or the "standard stuff", less of the "good" stuff to give a small feeling of a economic.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Timerlane on 17 May 2011, 16:53:17
Okay, I think I've done it. I haven't tested it thoroughly, but I renamed the last purchase file to an earlier mission, and everything seemed to come up fine.

Put these .FITs in the data\missions folder, overwriting the files already in there. Also included is a backup folder of the original missions, so one can easily restore if things aren't working right.

As a general rule, I gave two of all 2-block(or larger) weapons and four of most 1-block weapons for the first few missions, and then stepped it up to four and six, respectively. I gave 8 Swarm LRM racks on the bonus file, since very few designs mount them to begin with, and they'd be relatively hard to get elsewhere.

I've also worked on the purchase.fit file(not included), which would add stuff for Solo Mission play, but either I messed up somewhere, or there's some sort of hard display limit I've bumped into(over 300 items, not all of which are showing up).
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Timerlane on 11 June 2011, 21:54:37
I've had it posted up elsewhere for a while, with no issues reported, so I figure I'll put it here, too:

Further updated purchase files for use with MCO.

Features:
Two of each given 'Mech for purchase, instead of just one.
Not so much a big deal for the user, but I reorganized the initial items in order of their general appearance in the shop, then simply added the new items as they're added, on the end. Much simpler to work with, and much less prone to simple typing mistakes, as after the first three missions, every mission's shop list is essentially just a partial copy of the final mission's shop list(same numbering, just less items chopped off at the end as you go along).

Also includes a slightly edited 'Carver5.fit' campaign file to enable Mech/Component purchasing on Mission 4, for those who don't want to poke through and flip that TRUE/FALSE variable(as discussed elsewhere).

Installing:
Put everything in the ZIP, except the 'backup' and 'campaign' folders, in the 'MechCommanderOmnitech\data\missions' folder. It's all the same files being altered, so don't worry about 'uninstalling' my previous purchase files.

If you haven't altered your 'Carver5.fit' file to enable purchasing on Mission 4, you may wish to copy that from the ZIP's 'campaign' folder to your 'MechCommanderOmnitech\data\campaign' folder, but this is not required for anything else to work(you just won't be able to buy things during Mission 4).

All original files are still included in the 'backup' folder.

Troubleshooting:
If the new components don't seem to appear, you can "refresh" the shop by backing out to the screen you see just before the mission briefing, then go back and check the component shop.

If the second set of 'Mechs doesn't appear(pick one):
A. Play through the current mission, and the 'Mech Purchasing should start working again after.

B. Restart the campaign.

C. Remove/delete the 'mechpurchase.fit' file from your 'MechCommanderOmnitech\data\missions' folder, and reload your saved game. Delete just that one file, by that exact name.
This is generated by the game automatically, so there's no harm in removing it. It contains a copy of the 'Mechs currently in the Mech Purchase area, and it seems if there's a conflict between what the mission purchase files say, and what that file says, the game chooses to go with the 'mechpurchase.fit' file.

C is the most direct option, but as it involves deleting a file from amongst other important files, you do this at your own risk.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Darthvegeta800 on 12 June 2011, 03:16:08
So everything goes in the missions folder?
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Timerlane on 12 June 2011, 12:19:15
You can ignore the 'campaign' and 'backup' folders, but yes. I almost think I should have left the campaign file in it's own separate download to remove any confusion.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Darthvegeta800 on 12 June 2011, 16:15:49
Thanks!
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Col.Hengist on 10 July 2011, 11:50:07
So anything new going on with this? i'm eagerly looking forward for more content  :)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Timerlane on 11 July 2011, 19:54:41
Work still continues on the MC1-remake campaign, but apart from that, not much to speak of, AFAIK.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Timerlane on 14 July 2011, 11:01:33
Spoke/asked just a little too soon. (http://www.hard-light.net/forums/index.php?board=210.0) :P

There are a few campaigns and a new release, pinned at the top.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Col.Hengist on 29 July 2011, 12:26:23
Nice. Ill ave to check it out when i get home.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Warpimp on 05 August 2011, 10:13:05
Why can I not beat the first mission on the Merc campaign. Everytime I destroy the convoy it tells me "Mission Failed"
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Col.Hengist on 04 November 2011, 08:40:24
I've had some problems with it too, it's usually because you missed one vehicle or something like that
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: BATTLEMASTER on 06 November 2011, 19:21:16
Yeah, I could never get passed that first mission.  Was never fast enough, even with the Jenner.  One of the reasons why I stopped playing!  Then again RTS aren't really my thing anymore.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: JAMES_PRYDE on 24 January 2012, 09:35:21
Omnitech is great O0

any idea when multiplayer will work ?

Also are there any plans to make the mission editor more simple, like MC Gold's one ?

Cheers
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Kovax on 07 February 2012, 09:36:06
One small thought on the AI:

Rather than have the AI check every 0.5s for a better target, would it be possible to either make a longer interval (in the 2-10s range) or else a small CHANCE (around 25%) to change targets every half-second?  That way, the AI would be less predicatable, yet would tend to follow through with what it started.  If it's "after you", that way it might keep chasing for a while until it appears that something else distracted it.  When it's constantly and predictably shifting targets, everything close to it gets shot up at around the same rate.

Thanks for all of the time, effort, and enthusiasm that you've been putting into this project.
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: elf25s on 07 February 2012, 20:29:13
hmmm did you guys kill the link at moddb? tried getting the updated prject and link is gone...
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Legend25 on 07 March 2012, 22:16:00
Hello there Battletech fans! im here to gather up any mechcommanders that may be lurking around trying to find a place to play mechcommander online...
Well today is your lucky day, there is still a community of us mechcommanders left.

This site of mine will give you all the directions :D

www.mechcommanders.shorturl.com


-Legend-  8)
Title: Re: Announcement : Mechcommander Omnitech Project
Post by: Timerlane on 12 March 2012, 21:47:57
hmmm did you guys kill the link at moddb? tried getting the updated prject and link is gone...
I believe they've stopped using moddb for uploads, instead putting them on rapidshare and the like.

You can always find the latest release link on their main release thread (http://www.hard-light.net/forums/index.php?topic=77064.0), over at Hard Light.

Also (http://www.hard-light.net/forums/index.php?topic=79981.0), for some semi-recent good news: the MCO project has picked up some additional talent.