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Hosted Projects - Non-FreeSpace => MechCommander OmniTech => Topic started by: Starman01 on December 06, 2010, 02:50:09 pm

Title: User made campaigns
Post by: Starman01 on December 06, 2010, 02:50:09 pm
As I pointed out, there are already a few campaigns out. I will update this post, if I find more. If anyone know something I missed, tell me.

Check this page and it's 6 downloads:

http://www.wolfman-x.net/ (http://www.wolfman-x.net/)

This is a new standalone build, an expansion and four campaigns, more to follow. Campaign support will be given in that forum from the creators themself .

Here in this post you can find a link to Magic's Exodus Campaign

http://www.dropshipcommand.com/forum/dcboard.php?az=show_topic&forum=15&topic_id=3886&mesg_id=3886&page= (http://www.dropshipcommand.com/forum/dcboard.php?az=show_topic&forum=15&topic_id=3886&mesg_id=3886&page=)
Title: Re: User made campaigns
Post by: blubberlutsch on December 16, 2010, 11:21:52 am
As I pointed out, there are already a few campaigns out. I will update this post, if I find more. If anyone know something I missed, tell me.

Check this page and it's 6 downloads:

http://www.wolfman-x.net/ (http://www.wolfman-x.net/)

This is a new standalone build, an expansion (technically the same stuff afaik, but already outdated) and four campaigns. Campaign support will be given in that forum from the creators themself (if they are still online, I don't know to be honest)

Here in this post you can find a link to Magic's Exodus Campaign

http://www.dropshipcommand.com/forum/dcboard.php?az=show_topic&forum=15&topic_id=3886&mesg_id=3886&page= (http://www.dropshipcommand.com/forum/dcboard.php?az=show_topic&forum=15&topic_id=3886&mesg_id=3886&page=)

 
The Exodus campaign is a few years old and the oldest of those campaign noted.

All the campaign created by wolfman are available and supported.
The latest campaign is "Dead End" and it is embedded into the newest revision of wolfman-MC2X, a standalone gaminfg system that does not requirre any original MC2.


Check it out and game through  :yes:
Title: Re: User made campaigns
Post by: ThorC on January 17, 2011, 10:08:04 am
http://cid-9e5f3f05ac7185f9.skydrive.live.com/browse.aspx/.Public
Title: Re: User made campaigns
Post by: Karl on March 15, 2011, 06:00:03 pm
Ok, since this thread is alittle under used, I think I will use it to release progress details regarding my MC1 redux...
I am working on producing a "as close as possible" replication of MechCommander 1 and later MechCommander Gold.
To achieve this I am pain painstakingly extracting from the MC1 editor screen shots of the MC1 levels, stitching them together using photoshop, rotating them 45 degrees to make the grid orientation the same as MC2 and then creating height maps for MC2 by picking off the MC1 maps one grid cell at a time. From here I am populating the maps with as near as possible replacements for the MC1 structures from MC2 structures and the added buildings. Again this is done by counting cells in my stitched together screen shots to make sure that EVERYTHING is EXACTLY where it was in MC1. From here we are on the home straight and I just have to play the MC1 map a couple of times with some cheats on (to see the whole map and make my units invincible so I can trigger events without having to watch my mechs and keep them safe) and then create some scripts for the MC2 maps.
Finally I am adding some flavor to the campaign by using "unique" mechs, for example for those who have played MC1, operation 1 mission 6 you meet your first heavy mech in a catapult piloted by a named clan bondsman (forget his name) when in my redux you will actually meet a Lupus battlemech but this will be THE ONLY time you will see this mech in the game so its your only chance to salvage it. There will be other instances of once only unique mechs replacing specific mechs from the MC1 campaign.
So now you know how I will do this, hope you all enjoy the result...

Will post screens (-mechs in the pics) and blurbs about the mission details
Title: Re: User made campaigns
Post by: Timerlane on March 15, 2011, 08:24:09 pm
I'm curious; is there a way of handling the destroyable tree patches, or will there just be lots and lots and lots of loose trees around?

The latter sounds like it'd be a huge pain to set up.
Title: Re: User made campaigns
Post by: Arcalane on March 16, 2011, 12:58:26 am
I'm curious; is there a way of handling the destroyable tree patches, or will there just be lots and lots and lots of loose trees around?

The latter sounds like it'd be a huge pain to set up.

It probably wouldn't be too hard to add a "tree clump" object that works like the Bridge Median in reverse. The Median appears in a couple of missions on bridges and you can force-fire on it to destroy it, making it impassable to ground units, but otherwise it allows units to pass freely.

The hard part (assuming it is even possible) would most likely be the spreading forest fires.
Title: Re: User made campaigns
Post by: Karl on March 16, 2011, 04:36:19 am
What I am planning on doing at stage is use the forests as visual ques to the player about where to go...
Why? well basically the tree mechanic between MC1 and MC2 are the same... if you want to go somewhere in MC1 that is blocked by trees all you have to do is burn then down, the trees were never really impassable but there existence sort of guided you on the path that the mission designer intended. In MC2 its basically the same, the frees dont block you but there position can guide a player. The major difference is time, in MC1 trees took time to burn while in MC2 you only suffer a speed reduction while moving through trees. I may have to re think this when I get to more maze like missions (eg operation 3 mission 3 where you have to capture the fleeing resource trucks that all depart in different directions from the central base once the alarm is sounded) as the speed at which you can move through the trees may ruin the desired game play.
Anyway I am sure you guys would be keen to play test for me when I get to operation Vanguard ;-)
Also regarding the possibility of intact and destroyed buildings, they are all set able in the buildingname.fit files, super easy "passable = yes/no, destroyed passable = yes/no" so I could possibly fiddle with making a copy of the bridge but reverse its passably qualities (basically make it a normal building) to see if having a secret underlying path blocking structure could work.
Title: Re: User made campaigns
Post by: Karl on March 16, 2011, 03:54:59 pm
The larger problem for me at the moment is that in MC1 some missions had multiple drop zones, while in MC2 you currently only have one... Maybe we could find a coder to have a look at this mechanic at some stage
Title: Re: User made campaigns
Post by: Karl on March 17, 2011, 05:04:54 am
I came across the MC1 demo today... I didnt realize there was one and initially I was not going to download it but then the screen shots caught my eye, I noticed that I didnt recognize the map that the screen shots were from and also how the player had a firestarter, cougar and raven, I mean I NEVER had just those mechs. I downloaded it out of curiosity and sure enough the map was not a retail MC1 map! (thought it seemed to be a pre-release of the operation 1 mission 1 map but with two islands) So for completeness I am announcing that I will be recreating this map also (as well as the two missions that take place on this map) and will be releasing it as a stand alone campaign. Yay for MC1!!!
Title: Re: User made campaigns
Post by: Karl on March 17, 2011, 05:25:37 am
Operation Beachhead
(http://i1209.photobucket.com/albums/cc384/KarlPav/mc1_1_6.jpg)
mission 6
(http://i1209.photobucket.com/albums/cc384/KarlPav/mc1_1_5.jpg)
mission 5
(http://i1209.photobucket.com/albums/cc384/KarlPav/mc1_1_4.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/mc1_1_3.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/mc1_1_2.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/mc1_1_1.jpg)
missions 4, 3, 2, 1

Screenshots of mission 6 (with mechs in place since I have already let the cat out of the bag regarding the lupus)
(http://i1209.photobucket.com/albums/cc384/KarlPav/Untitled-28.jpg)
First gate
(http://i1209.photobucket.com/albums/cc384/KarlPav/Untitled2-6.jpg)
Second gate
(http://i1209.photobucket.com/albums/cc384/KarlPav/Untitled3-3.jpg)
Firestarter mob
(http://i1209.photobucket.com/albums/cc384/KarlPav/Untitled4-1.jpg)
Lupus boss 1
(http://i1209.photobucket.com/albums/cc384/KarlPav/Untitled5.jpg)
Lupus boss 2
Title: Re: User made campaigns
Post by: magic on March 17, 2011, 07:22:20 am
Nice pics Karl.

Very impressive!
Title: Re: User made campaigns
Post by: ThorC on March 17, 2011, 10:18:53 am
Awesome Karl!
Title: Re: User made campaigns
Post by: Arcalane on March 17, 2011, 11:38:44 am
Looking good!

Also, let's face it, half the Fun of MC1 was watching (in horror) an entire forest went up in flames after the shortcut you decided to turn into a raging inferno. :D
Title: Re: User made campaigns
Post by: Starman01 on March 17, 2011, 12:24:11 pm
This, and I enjoyed watching turret controls braking down so much, that I destroy each one that I crossed :D
Title: Re: User made campaigns
Post by: Karl on March 17, 2011, 02:41:09 pm
Yeah the majority of the building animations of MC1 were very satisfying...

Thanks for the comments guys, I also think its coming along nicely but I would still like more choice regarding buildings, for examples the geodomes in the first Lupus boss image, well in MC1 the domes were much larger and that fenced area was totally occupied by them. I guess I should pull finger really stop complaining and make some buildings, hmm what a slacker!

@Arcalane well yeah I have thought further and now I am attempting to make the trees more "building like" by adding pass-ability variables to their data files, there are also variables in the data file relating to burning and fire, so maybe some tweaking could produce forest fires but I wouldnt bank on it... sorry
Title: Re: User made campaigns
Post by: Starman01 on March 18, 2011, 06:29:42 am
Quote
Thanks for the comments guys, I also think its coming along nicely but I would still like more choice regarding buildings, for examples the geodomes in the first Lupus boss image, well in MC1 the domes were much larger and that fenced area was totally occupied by them.

Where is the problem ? Just create a thread (best in the public board) with a wishlist for buildings. I can spit them out like a machine :)
Title: Re: User made campaigns
Post by: Arcalane on March 18, 2011, 11:14:27 am
A picture is worth a thousand words (http://i122.photobucket.com/albums/o247/Arcalane/op1m06-mc1ed.png). The domes are fairly easy to see there. :)
Title: Re: User made campaigns
Post by: Starman01 on March 18, 2011, 11:32:01 am
Ah, that one :) Now I remember. I like that antenna stuff on it. Can you give me a more close in view ? That would make it easier for me to copy
Title: Re: User made campaigns
Post by: Arcalane on March 18, 2011, 11:37:45 am
Done and done (http://i122.photobucket.com/albums/o247/Arcalane/op1m06-closeup.png).
Title: Re: User made campaigns
Post by: LeviathanChiken on March 26, 2011, 07:32:05 am
Anyone got any good campaigns to try out cause im not sure what else to try out . ALso how is that MC1 to MCO campaign coming?
Title: Re: User made campaigns
Post by: Karl on March 26, 2011, 02:54:20 pm
About MC1 for MCO: I am just putting the units and buildings into O1M3, and noone needs to worry the madcat A will still be there! ;)
I am currently working on getting the Uziel ready for MCO but once thats done I will finish O1M3 and get another one done (probably O1M4)
Title: Re: User made campaigns
Post by: LeviathanChiken on March 28, 2011, 09:02:14 am
You know i typically would make my own maps in games that i play but i dont know how to use this editor for MC2 so if anyone can help that would be great.
Title: Re: User made campaigns
Post by: Starman01 on March 28, 2011, 09:06:35 am
Well, for the start, simply launch it and play around with the terrain and objects. Technically it's like most editors, a mix between a drawing program and a virtual lego/playmobil playset.

Start building up a simple map, and try around. Then, once you reach a point where you cannot progress, just ask here. Feel free to create your own thread, I'm sure everyone will be happy to help. The editor is really easy to use and selfexplanary. The basic AI functions are already there, and just need to be linked to a unit and goals / paths are set with simple unique ID's or X-Y coordinates. The existing brainfiles cover quite a lot of functions.

Pls note our hints in the alphabuild release thread, you need XNA installed (part of it) to make the editor start. Have fun, and good luck ;)
Title: Re: User made campaigns
Post by: LeviathanChiken on March 28, 2011, 09:59:37 am
Tks star  ill give it a try again anyways, i ran into a problem with the editor crashing whenever i saved anything i guess its because i dont have that XNA build thing so will get ahold of it. And when its up and running ill try to do cermak =)
Title: Re: User made campaigns
Post by: Karl on April 07, 2011, 04:37:00 am
(http://i1209.photobucket.com/albums/cc384/KarlPav/Untitled5-1.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/Untitled4-2.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/Untitled3-4.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/Untitled2-7.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/Untitled-38.jpg)

Recognize this map anyone?
Title: Re: User made campaigns
Post by: headdie on April 07, 2011, 04:53:03 am
the shape of the land reminds me of MC1 phase1 mission 2 or 3 where you have to locate the raven and extract it via a damned madcat jumping from that little island at the bottom
Title: Re: User made campaigns
Post by: Karl on April 07, 2011, 05:42:13 am
Great that was the effect I was going for!
Title: Re: User made campaigns
Post by: Grizzly on April 24, 2011, 02:50:13 am
Speaking of which, I don't recall MC2 having destructible bridges...
Title: Re: User made campaigns
Post by: Cipher on April 24, 2011, 07:33:21 pm
Speaking of which, I don't recall MC2 having destructible bridges...

it does, but you need a certain item ;)
Title: Re: User made campaigns
Post by: Karl on June 11, 2011, 12:25:12 am
Ok... an update to MC1 remake,

Missions 2-6 of operation 1 are all done from a geographic point, not more editing of the height map, missions 3 and 6 just need scripting, missions 2, 4, 5 need units added then scripting, mission 1 is still in the height map stage
Title: Re: User made campaigns
Post by: Grizzly on June 14, 2011, 06:42:54 am
Hmm. How about Artillery? I know MC1 handles support rather differently. Same with the Fog of War, by the way. Since it is probably impossible to do a remake with exactly the same settings, how will the MC2 remake cater towards some of the features (such as scouting on top of the hills to reveal fog of war and everything that comes torugh it, an extremely important part of the game)
Title: Re: User made campaigns
Post by: Karl on June 14, 2011, 02:06:11 pm
There have been some compromises unfortunately, scouting for instance in MC2 was moved from a in-mission player skill to a mechwarrior skill with the sensors skill, I am a massive MC1 fan and it is sad to not be able to do a 100% remake but I hope at least that people wont notice so much the limitations because they will be enjoying the game play the bulk of which is extremely similar to the original game (in the few maps I have currently). Artillery... well I wont allow the artillery piece to be called in during missions and as for the lack of large air strikes in MC2 I will work it out through game testing what the correct balance is (hopefully), currently I am working a 2 for 1 policy where if a mission has a large strike available I replace it with two small MC2 airstrikes. This is not perfect because it ultimately leads to more air strikes for the player to place so play testing will be a big determining factor
Title: Re: User made campaigns
Post by: Karl on June 18, 2011, 10:33:07 pm
(http://i1209.photobucket.com/albums/cc384/KarlPav/Untitled4-4.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/Untitled3-6.jpg)
(http://i1209.photobucket.com/albums/cc384/KarlPav/Untitled2-17.jpg)
Operation beachhead Mission 4
Title: Re: User made campaigns
Post by: Kurgis on June 27, 2011, 03:42:55 pm
Looking great Karl! I know it will be a long haul but hell I can't wait to play the original campagin in MC2 :)
Title: Re: User made campaigns
Post by: Karl on June 28, 2011, 03:08:14 am
Thanks Kurgis, yeah it will be a long haul but hopefully things will speed up once I have all the resources made and implemented (thanks to magic :)). I would be nice to have some more modellers so that I could step back and focus on getting the missions done but then again you got to get the work done aye...
Title: Re: User made campaigns
Post by: Raven IIC on July 02, 2011, 01:35:48 pm
Looking great!! Keep up the awesome work. Hope you get this campaign finished soon. Can't wait to play it!
Title: Re: User made campaigns
Post by: Karl on July 26, 2011, 05:23:42 pm
Ok though work is slow it is coming together, thanks to Magic once again I have all the 30 missions done geographically, there is now a forest wall model that works (super thanks to magic it has been a long road, thought it looks like there is another trick up magics sleeve also regarding these forests), I have also modeled the majority of the mission MC1 buildings, there a still a few that are needed but there are also some that I cant be bothered with and will replace with something equivalent from the current MCO models. Another point to note is that I have a bucket load of UV and texture work as there are 22 MC1 models needing it...

Here is one!

(http://i1209.photobucket.com/albums/cc384/KarlPav/FactoryMC2.jpg)
New MCO model

(http://i1209.photobucket.com/albums/cc384/KarlPav/FactoryMC1.jpg)
Old MCG model
Title: Re: User made campaigns
Post by: Lucas4 on December 07, 2011, 02:40:53 pm
Karl, like the others, I can't wait to replay MC1. Keep up the great work.
Title: Re: User made campaigns
Post by: cowboy on March 12, 2012, 12:44:51 pm
Just read this thread- amazing work guys!
Title: Re: User made campaigns
Post by: Karl on March 20, 2012, 09:11:50 pm
Cheers guys there is more done but nothing massively significant. I am really waiting to have all the MC1 buildings finished and into MCO before making a big push to get the missions finished.

(its not that difficult to do the placement of assets in the missions but the scripting will probably take time)

Also with Ma.Din working on the textures of MCO there is now a growing need to push improvements to the models so that they are not crap compared to the ground textures (DAMN YOU MA.DIN!).

My time is being consumed!

Dont worry guys you will get MC1 on MCO at some stage :) :)
Title: Re: User made campaigns
Post by: Ma.Din on March 20, 2012, 10:33:47 pm

Also with Ma.Din working on the textures of MCO there is now a growing need to push improvements to the models so that they are not crap compared to the ground textures (DAMN YOU MA.DIN!).



Don't hate. I could always retire, if you want me to.........  :lol:
Title: Re: User made campaigns
Post by: cowboy on March 23, 2012, 01:42:25 pm
Hit a bug on March to Terra, Mission "Bruben"

EXCEPTION : Attempt to read from address 0x8018D63C in MCOREL! (+0xB548A)
Address   : 0x004B648A
Location  : MCOREL! (+0xB548A)

Call Stack
==========
0x004B7532 MCOREL! (+0xB6532)               
0x004B9064 MCOREL! (+0xB8064)               
0x004B9E37 MCOREL! (+0xB8E37)               
0x004BB966 MCOREL! (+0xBA966)               
0x0047EFA1 MCOREL! (+0x7DFA1)               
0x004037C1 MCOREL! (+0x27C1)               
0x005A9B54 MCOREL! (+0x1A8B54)             

Processor Registers EAX=0x0018D4E4 EBX=0x0018D630 ECX=0x8018D644 EDX=0x0018D550 Flags=0x00010203
=================== ESI=0x0018D644 EDI=0x17E08380 EBP=0x0018D5DC ESP=0x0018D4E0   EIP=0x004B648A
EIP (0x004B648A) D9 41 F8 D9 18 D9 41 FC D9 58 04 D9 01 8B CF D9 58 08 E8 0F CD FF FF D9 00 D9 5D C8 D9 40 04 D9
ESP (0x0018D4E0) 0018D550 44AB2B6C 43BEF512 3F61F607 435201D8 41A00000 00000002 00000003
                 0018E3B0 00000000 43C33D7E 3F61B921 39D22711 44AA7B87 43D8B6B0 3F61DC91
                 39D12720 44A5420C 43D6B826 3F61F7AC 39D06353 44A5745F 43D05DCB 0AA491EA
EDI (0x17E08380) 5C 3E 69 00 AD 36 00 00 00 00 70 41 00 00 20 41 00 00 34 41 00 40 9C 45 00 00 A0 40 00 00 A0 40
                 00 00 A0 40 00 00 A0 40 00 00 00 00 00 80 BB 45 02 00 00 00 00 00 00 00 01 00 00 00 D2 00 C0 00
ESI (0x0018D644) 00 00 00 00 D8 FF 7F C2 01 00 6C C5 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 00 00 00 00 00 00 00
EAX (0x0018D4E4) 6C 2B AB 44 12 F5 BE 43 07 F6 61 3F D8 01 52 43 00 00 A0 41 02 00 00 00 03 00 00 00 B0 E3 18 00
EBX (0x0018D630) FB AA AA 41 01 00 6C C5 00 00 00 00 6A 55 D5 42 01 00 6C C5 00 00 00 00 D8 FF 7F C2 01 00 6C C5
ECX (0x8018D644) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
EDX (0x0018D550) 1E 00 00 00 21 00 00 00 68 D5 18 00 9C 90 56 00 4B 82 86 C1 59 C2 E0 3F D4 D5 18 00 16 91 ED 6F

Machine details
===============
Executable name           : C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech\MCORel.exe
Executable time, date     : 13:44:48 Saturday 12/17/2011
Command line              :
Current directory         : C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
Current time, date        : 12:34:51 Friday 3/23/2012
GameOS build version      : Version 1.1 11/2/2000
Software rasterizer       : c:\program files (x86)\microsoft games\mechcommanderomnitech\assets\binaries\blade.dll (Size 286,786 bytes)
User name                 : Joe
Machine name              : MYPC
Processor                 : 2394MHz Intel Celeron MMX SSE Model=5, Type=6, Stepping=5 (Four Processors)
Cache Information         : L1: 0K code / 0K data  L2: 0K
L2 r/w/rw speed           : 2 cycles 38304MB/s, 3 cycles 25536MB/s, 2 cycles 38304MB/s
Main memory r/w/rw speed  : 8 cycles 9576MB/s, 10 cycles 7660MB/s, 4 cycles 19152MB/s
Video memory r/w/rw speed : 1978 cycles 38MB/s, 135 cycles 567MB/s, 2496 cycles 30MB/s
AGP memory r/w/rw speed   : 1881 cycles 40MB/s, 142 cycles 539MB/s, 2482 cycles 30MB/s
Operating system          : Windows (6.1.7601)  Service Pack 1
DirectX version           : 9.04.00.0904
Time since booted         : 623h 24m 15s
Time in game logic        : 0h 12m 15.94s (on frame 54082504)
Time app running          : 0h 12m 15.94s
Physical memory           : 4,137,803,776 bytes (3946 Meg)
Available physical memory : 2,514,309,120 bytes (2398 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  : 1,665,945,600 bytes (1589 Meg)
Amount of stack used      : 14456 bytes
Memory load               : 39%
Desktop video mode        : 1680,1050 32bpp
Mode when crash occured   : Windowed 1680x1050x16 Refresh=60Hz (ATI Mobility Radeon HD 545v)
Networked Machine         : No
Executable version        : m00064
PCI Chipset               : Unknown

               Processes  Pri Threads Path
==========================================
             CLMLSvc.exe :  8 :   6 : C:\Program Files (x86)\CyberLink\Power2Go\CLMLSvc.exe
           PDVD8Serv.exe :  8 :   3 : C:\Program Files (x86)\CyberLink\PowerDVD8\PDVD8Serv.exe
                 brs.exe :  8 :   1 : C:\Program Files (x86)\CyberLink\Shared files\brs.exe
            concentr.exe :  8 :   5 : C:\Program Files (x86)\Citrix\ICA Client\concentr.exe
            AdobeARM.exe :  8 :   5 : C:\Program Files (x86)\Common Files\Adobe\ARM\1.0\AdobeARM.exe
        iTunesHelper.exe :  8 :  12 : D:\iTunesHelper.exe
           VCDDaemon.exe :  8 :   3 : C:\Program Files (x86)\Elaborate Bytes\VirtualCloneDrive\VCDDaemon.exe
             jusched.exe :  8 :   7 : C:\Program Files (x86)\Common Files\Java\Java Update\jusched.exe
            wfcrun32.exe :  8 :  10 : C:\Program Files (x86)\Citrix\ICA Client\wfcrun32.exe
           IELowutil.exe :  6 :   3 : C:\Program Files (x86)\Internet Explorer\IELowutil.exe
            AcroRd32.exe :  8 :  12 : C:\Program Files (x86)\Adobe\Reader 9.0\Reader\AcroRd32.exe
               EXCEL.EXE :  8 :   9 : C:\Program Files (x86)\Microsoft Office\Office12\EXCEL.EXE
              chrome.exe :  8 :  18 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :  10 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
            rundll32.exe :  8 :   7 : C:\Windows\SysWOW64\rundll32.exe
              chrome.exe :  8 :  10 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              MCORel.exe :  8 :  12 : C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech\MCORel.exe
              chrome.exe :  8 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe

DLL Version numbers
===================
msvcrt.dll    - Version 6.00.8337.0 - Found in C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
msvcrtd.dll   - Version 6.00.8337.0 - Found in C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
msvcirt.dll   - Version 6.00.8168.0 - Found in C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
msvcirtd.dll  - Version 6.00.8168.0 - Found in C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
amstream.dll  - Version 6.6.7600.16385
quartz.dll    - Version 6.6.7600.16385
Ir50_32.dll   - Version R.5.10.15.2.55
dsound.dll    - Version 6.1.7600.16385
dinput.dll    - Version 6.1.7600.16385
d3dim.dll     - Version 6.1.7600.16385
ddraw.dll     - Version 6.1.7600.16385
dplayx.dll    - Version 6.1.7600.16385

Sound device 0 (Current) - (HW Mixing Disabled)
==============
Description        : Speakers (Realtek High Definition Audio)
Driver file        : {0.0.0.00000000}.{1f39e904-03b7-43db-931c-8a3a63e63f45}
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
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MaxHw3DStaticBuffers        : 0
MaxHw3DStreamingBuffers     : 0
FreeHw3DAllBuffers          : 0
FreeHw3DStaticBuffers       : 0
FreeHw3DStreamingBuffers    : 0
TotalHwMemBytes             : 0
FreeHwMemBytes              : 0
MaxContigFreeHwMemBytes     : 0
UnlockTransferRateHwBuffers : 0
PlayCpuOverheadSwBuffers    : 0

Video device 0
==============
Description        : ATI Mobility Radeon HD 545v
Driver file        : aticfx32.dll
Driver size        : 506,880 bytes
Driver date        : 20:54:40 Wednesday 6/9/2010
Attributes         :
Driver version     : 8.17.10.0024
Version            : 8.17.10.0024
Hardware ID        : 1002.9553 (Rev 0, Subsys 0xc07f144d)
Video memory       : 2,866,855,936 bytes (2734 Meg)
Card texture mem   : 1,066,389,504 bytes (1017 Meg)
AGP texture memory : 1,800,466,432 bytes (1717 Meg)
FourCC modes       : DXT1 DXT2 DXT3 DXT4 DXT5 UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST GET4 R2VB TESS
Texture formats    : 555 1555 4444 565 Bump map DuDv (8,8) Bump map DuDv (8,8) 0888 8888 FourCC (8 bit Luminance FourCC (1TXD) FourCC (2TXD) FourCC (3TXD) FourCC (4TXD) FourCC (5TXD) FourCC (1ITA)
Z Buffer formats   : 16 bit Z 16 bit Z 32 bit Z (Z=32 (0xffffff) Stencil=8 (0xff000000)) 24 bit Z
16 bit modes       : 640x480 720x480 800x480 800x600 1024x600 1024x768 1280x720 1280x768 1366x768
32 bit modes       : 640x480 720x480 800x480 800x600 1024x600 1024x768 1280x720 1280x768 1366x768
CERTIFIED          : No
DRAWPRIMITIVES2    : Yes
DRAWPRIMITIVES2EX  : Yes
DRAWPRIMTLVERTEX   : Yes
FLIPINTERVAL       : Yes
FLIPNOVSYNC        : Yes
NO2DDURING3DSCENE  : No
NONLOCALVIDMEM     : Yes
NOPAGELOCKREQUIRED : No
CALIBRATE GAMMA    : No
PRIMARYGAMMA       : Yes
ZBuffer            : 16
Render Depth       : 16 32
Texture Size       : 1x1 to 4096x4096
Maximum u,v coords : 8192.0
Guard Band Clipping: -8192,-8192 to 8192,8192
AlphaTest NotEqual : Yes
Missing Src blend  :
Missing Dest blend :
AGP Texture        : Yes
Texture Coords     : 8
Blend Stages       : 8
Max Textures       : 8
Hardware T&L       : Yes
Vertex Blending    : 4
Maximum Lights     : 8
Clip Planes        : 6
Blend Lightmap     : Ok
Blend Specularmap  : Ok
Blend Detail       : Ok
Linear vid memory  : Yes
SELECTARG1         : Yes
SELECTARG2         : Yes
ADD                : Yes
ADDSIGNED          : Yes
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MODULATE           : Yes
MODULATE2X         : Yes
MODULATE4X         : Yes
BLENDCURRENTALPHA  : Yes
BLENDDIFFUSEALPHA  : Yes
BLENDTEXTUREALPHA  : Yes
BUMPENVMAP         : Yes
BUMPENVMAPLUMINANCE: Yes
DOTPRODUCT3        : Yes
ANISOTROPY         : Yes
ANTIALIASSORTINDEP : No
FOGTABLE           : Yes
FOGVERTEX          : Yes
FOGRANGE           : Yes
WFOG               : Yes
WBUFFER            : No
MIPMAPLODBIAS      : Yes
WBUFFER            : No
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MIPNEAREST         : Yes
LINEARMIPLINEAR    : Yes
DONOTSTRIPELEMENTS : No
TEXTURE CLAMP      : Yes
TEXTURE BORDER     : Yes
TEXTURE MIRROR     : Yes
ALPHAGOURAUDBLEND  : Yes
SQUAREONLY         : No
COLORFLATMONO      : No
COLORGOURAUDMONO   : Yes
COLORFLATRGB       : Yes
COLORGOURAUDRGB    : Yes
SPECULARFLATRGB    : Yes
SPECULARGOURAUDRGB : No

Video device 1
==============
Description        : ATI Mobility Radeon HD 545v
Driver file        : aticfx32.dll
Driver size        : 506,880 bytes
Driver date        : 20:54:40 Wednesday 6/9/2010
Attributes         :
Driver version     : 8.17.10.0024
Version            : 8.17.10.0024
Hardware ID        : 1002.9553 (Rev 0, Subsys 0xc07f144d)
Video memory       : 2,866,855,936 bytes (2734 Meg)
Card texture mem   : 1,066,389,504 bytes (1017 Meg)
AGP texture memory : 1,800,466,432 bytes (1717 Meg)
FourCC modes       : DXT1 DXT2 DXT3 DXT4 DXT5 UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST GET4 R2VB TESS
Texture formats    : 555 1555 4444 565 Bump map DuDv (8,8) Bump map DuDv (8,8) 0888 8888 FourCC (8 bit Luminance FourCC (1TXD) FourCC (2TXD) FourCC (3TXD) FourCC (4TXD) FourCC (5TXD) FourCC (1ITA)
Z Buffer formats   : 16 bit Z 16 bit Z 32 bit Z (Z=32 (0xffffff) Stencil=8 (0xff000000)) 24 bit Z
16 bit modes       : 640x480 800x600 1024x768 1152x864 1280x720 1280x800 1280x960 1280x1024 1440x900 1680x1050
32 bit modes       : 640x480 800x600 1024x768 1152x864 1280x720 1280x800 1280x960 1280x1024 1440x900 1680x1050
CERTIFIED          : No
DRAWPRIMITIVES2    : Yes
DRAWPRIMITIVES2EX  : Yes
DRAWPRIMTLVERTEX   : Yes
FLIPINTERVAL       : Yes
FLIPNOVSYNC        : Yes
NO2DDURING3DSCENE  : No
NONLOCALVIDMEM     : Yes
NOPAGELOCKREQUIRED : No
CALIBRATE GAMMA    : No
PRIMARYGAMMA       : Yes
ZBuffer            : 16
Render Depth       : 16 32
Texture Size       : 1x1 to 4096x4096
Maximum u,v coords : 8192.0
Guard Band Clipping: -8192,-8192 to 8192,8192
AlphaTest NotEqual : Yes
Missing Src blend  :
Missing Dest blend :
AGP Texture        : Yes
Texture Coords     : 8
Blend Stages       : 8
Max Textures       : 8
Hardware T&L       : Yes
Vertex Blending    : 4
Maximum Lights     : 8
Clip Planes        : 6
Blend Lightmap     : Ok
Blend Specularmap  : Ok
Blend Detail       : Ok
Linear vid memory  : Yes
SELECTARG1         : Yes
SELECTARG2         : Yes
ADD                : Yes
ADDSIGNED          : Yes
SUBTRACT           : Yes
MODULATE           : Yes
MODULATE2X         : Yes
MODULATE4X         : Yes
BLENDCURRENTALPHA  : Yes
BLENDDIFFUSEALPHA  : Yes
BLENDTEXTUREALPHA  : Yes
BUMPENVMAP         : Yes
BUMPENVMAPLUMINANCE: Yes
DOTPRODUCT3        : Yes
ANISOTROPY         : Yes
ANTIALIASSORTINDEP : No
FOGTABLE           : Yes
FOGVERTEX          : Yes
FOGRANGE           : Yes
WFOG               : Yes
WBUFFER            : No
MIPMAPLODBIAS      : Yes
WBUFFER            : No
ZBUFFERLESSHSR     : No
MIPNEAREST         : Yes
LINEARMIPLINEAR    : Yes
DONOTSTRIPELEMENTS : No
TEXTURE CLAMP      : Yes
TEXTURE BORDER     : Yes
TEXTURE MIRROR     : Yes
ALPHAGOURAUDBLEND  : Yes
SQUAREONLY         : No
COLORFLATMONO      : No
COLORGOURAUDMONO   : Yes
COLORFLATRGB       : Yes
COLORGOURAUDRGB    : Yes
SPECULARFLATRGB    : Yes
SPECULARGOURAUDRGB : No

Title: Re: User made campaigns
Post by: cowboy on May 01, 2013, 12:03:04 pm
Karl- any update?
Title: Re: User made campaigns
Post by: Mammothtank on March 29, 2015, 07:09:06 am
Any Updates?
Title: Re: User made campaigns
Post by: Karl on April 02, 2016, 05:40:56 pm
(http://i1209.photobucket.com/albums/cc384/KarlPav/1_zpss7xpgurj.jpg) (http://s1209.photobucket.com/user/KarlPav/media/1_zpss7xpgurj.jpg.html)

(http://i1209.photobucket.com/albums/cc384/KarlPav/2_zpsk7xyykhm.jpg) (http://s1209.photobucket.com/user/KarlPav/media/2_zpsk7xyykhm.jpg.html)


(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0010_zpshrxnfecy.png) (http://s1209.photobucket.com/user/KarlPav/media/screen0010_zpshrxnfecy.png.html)

(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0012_zps2twg2dcp.png) (http://s1209.photobucket.com/user/KarlPav/media/screen0012_zps2twg2dcp.png.html)

(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0009_zpsctktz8hq.png) (http://s1209.photobucket.com/user/KarlPav/media/screen0009_zpsctktz8hq.png.html)

(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0013_zps3dkcaobl.png) (http://s1209.photobucket.com/user/KarlPav/media/screen0013_zps3dkcaobl.png.html)

(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0011_zpsq7kzixzw.png) (http://s1209.photobucket.com/user/KarlPav/media/screen0011_zpsq7kzixzw.png.html)

(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0014_zps9xgnotir.png) (http://s1209.photobucket.com/user/KarlPav/media/screen0014_zps9xgnotir.png.html)

(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0019_zpszdtqgm9q.png) (http://s1209.photobucket.com/user/KarlPav/media/screen0019_zpszdtqgm9q.png.html)

(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0018_zpsckq511dq.png) (http://s1209.photobucket.com/user/KarlPav/media/screen0018_zpsckq511dq.png.html)

(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0000_zps6wfwruio.png) (http://s1209.photobucket.com/user/KarlPav/media/screen0000_zps6wfwruio.png.html)
Title: Re: User made campaigns
Post by: Karl on April 09, 2016, 10:01:09 pm
(http://i1209.photobucket.com/albums/cc384/KarlPav/screen0000_zpsxdtinzoc.png) (http://s1209.photobucket.com/user/KarlPav/media/screen0000_zpsxdtinzoc.png.html)

Finished an uncompleted set of base buildings for house Kurita, in more of the classic MC2 sytle recycling edited MC2 textures
Title: Re: User made campaigns
Post by: Karl on April 10, 2016, 07:22:20 pm
(http://i1209.photobucket.com/albums/cc384/KarlPav/PATurretControl_zpsbuppgxtb.jpg) (http://s1209.photobucket.com/user/KarlPav/media/PATurretControl_zpsbuppgxtb.jpg.html)
MCO has a few base sets, not sure how far I will progress this one, its based upon the MCG set and if I do complete it, I hope it would provide a third generic option to go with the current "black metal, ghost bear" one and the MCO one
Title: Re: User made campaigns
Post by: Chocolate Wolf on June 03, 2016, 02:12:34 pm
Looking great guys! I guess the date is still blurred on this huh?
Title: Re: User made campaigns
Post by: Karl on June 04, 2016, 05:40:54 pm
Hi Chocolate Wolf,

I am working on it slowly.
There were some changes made between MCG and MC2 that dramatically changed the game play, we are working on getting the correct solution, delivering the classic MCG experience with the MCO improvements while not changing the fundamentals of MCO so that all the other campaigns play true as well.

Other minors issues are always a work in progress... personal preference for a particular visual style means making more models etc.

The take home message is that it is being worked on.
Title: Re: User made campaigns
Post by: Tyberius44 on February 04, 2020, 10:17:18 pm
Hey Karl, is this project still going? you've done a great work , I can recognize every landmark and terrain feature from the original MC1 in those pics..
Title: Re: User made campaigns
Post by: dtm33 on April 11, 2021, 05:52:37 pm
 :) :)Has anyone made a Omnitech game version based on the original Batteltech games  "Crescent Hawks Revenge" ? It was a good game similar to the Mechcommander, but dos and poor graphics.