Hard Light Productions Forums

Hosted Projects - Non-FreeSpace => MechCommander OmniTech => Topic started by: The E on December 05, 2010, 09:49:18 pm

Title: Welcome, MechCommander
Post by: The E on December 05, 2010, 09:49:18 pm
Hello there. Please enjoy your stay.
Title: Re: Welcome, MechCommander
Post by: Rodo on December 05, 2010, 09:55:53 pm
Oh well, look at that!
Our first non-fs mod hosted, welcome guys to HLP community  :yes:
Title: Re: Welcome, MechCommander
Post by: Droid803 on December 05, 2010, 10:21:09 pm
Oh cool. We're expanding!
Title: Re: Welcome, MechCommander
Post by: CommanderDJ on December 05, 2010, 11:10:44 pm
Good to have you guys around.
Title: Re: Welcome, MechCommander
Post by: SpardaSon21 on December 05, 2010, 11:30:13 pm
I won't say no to more BattleTech/MechWarrior stuff. :yes:
Title: Re: Welcome, MechCommander
Post by: achtung on December 05, 2010, 11:30:56 pm
Interesting. Give us details.
Title: Re: Welcome, MechCommander
Post by: Scotty on December 06, 2010, 01:22:16 am
What.

when did this i dont even

Please tell me this is new and I haven't been skimming over it in my daily forum browsing for approaching two year now.
Title: Re: Welcome, MechCommander
Post by: FUBAR-BDHR on December 06, 2010, 01:59:31 am
Why isn't this released yet!!! :P










Sorry someone had to do it, :warp:
Title: Re: Welcome, MechCommander
Post by: Scotty on December 06, 2010, 03:00:05 am
I just had a random thought:  What's this going to do to the Hard-Light wiki?  Nothing?  Additions to encompass MC2 models and characters as well?
Title: Re: Welcome, MechCommander
Post by: Black Wolf on December 06, 2010, 03:39:05 am
Nothing, since it's the Freespace wiki, not the Hard Light wiki :p
Title: Re: Welcome, MechCommander
Post by: Scotty on December 06, 2010, 03:42:17 am
Oh.  Right.

I blame my lack of sleep for this.
Title: Re: Welcome, MechCommander
Post by: Starman01 on December 06, 2010, 04:00:53 am
Thanks a lot for the warm welcome guys, already three threads in here, I wanted to be first, shouldn't have gone shopping first :lol: I'm really happy that I'm accepted here, even if this is a non freespace mod

I prepared a welcome post, now I need to get my friends drag over here, and maybe look for even more members :)
Title: Re: Welcome, MechCommander
Post by: Scotty on December 06, 2010, 04:02:20 am
I would volunteer, because MC2 is hands down one of my favorite games ever (trumps FreeSpace, sorry to say guys), but I don't have any code experience, which is what I assume you're looking for.
Title: Re: Welcome, MechCommander
Post by: Starman01 on December 06, 2010, 04:12:17 am
I also can't code :) But that doesn't hold me from creating new models and images, I just work a little forward and hope that the necessary changes will follow.
Title: Re: Welcome, MechCommander
Post by: NGTM-1R on December 06, 2010, 09:21:20 am
I was trying to remember the spiel off the back of the MC1 box, but I can't. Pity, it was good.
Title: Re: Welcome, MechCommander
Post by: General Battuta on December 06, 2010, 09:23:56 am
I would volunteer, because MC2 is hands down one of my favorite games ever (trumps FreeSpace, sorry to say guys)

We'll only have cause to fight if you like MC2 more than MC1.
Title: Re: Welcome, MechCommander
Post by: Scotty on December 06, 2010, 09:32:19 am
I started with MC2.  I learned to appreciate the aesthetics of MC2.  It's like comparing FS2 to FS1.  I like both, but the second is clearly my favorite.
Title: Re: Welcome, MechCommander
Post by: General Battuta on December 06, 2010, 09:36:27 am
(http://deepwellbridge.files.wordpress.com/2010/07/nerd_glasses_600.jpg)

grump
Title: Re: Welcome, MechCommander
Post by: Starman01 on December 06, 2010, 09:41:23 am
Hm, hard to tell. To a certain degree, I also liked MC 2 more than MC1, but mostly because it has an editor and I could play in more than 1024 resolution. Besides that, it was ok, but it didn't get me as exited as once MC 1 did. It had better story (taking place in OP Bulldog), and the missions somehow even "looked" better, though it was only 640 resolution, and had a few nice animations. (I remember the cool breaking down building probs :) ) MC2 missions and engine always were quite ugly and lowres, sort of like mission areas in MW4. And that I bought the german version, sucked twice as much :) The mechs and vehicles didn't blew me away either. It's now better because there are so many more models available right now.

Unfortunately I never could play the MC1 addon, it wasn't published in Germany. But one of my team mates wants to rebuild both MC1 campaigns, so with a little patient....... :)
Title: Re: Welcome, MechCommander
Post by: General Battuta on December 06, 2010, 09:42:27 am
Yeah, there's no question MC1 looked better graphically, including some incredibly good sprite work. And ultimately I thought the story and gameplay were better too.
Title: Re: Welcome, MechCommander
Post by: Timerlane on December 06, 2010, 01:02:39 pm
My biggest problem with MC1(Gold): Weird, weird fog of war system. You're telling me that as long as I've visited a location once, I get to see everything that goes on there, forever? Also, you can't reveal any farther than short-medium range(unless you get up on a hill). There are sensors on every 'Mech, but you still can't designate targets until you can actually see them.

The more BT-like ammo limits on the (non-LBX)autocannons were also kind of annoying, especially without much limitation on energy weapons. Ten turns of AC20 fire will probably last most of a standard lance v. lance engagement in CBT, but goes a little too fast in most MC or MW games.

"" MC2: AI. Seemingly, unless units are guarding or following waypoints, they will forever attack the first target they see until it dies, to the exclusion of everything else. Sending a fast scout 'Mech to pop into enemy LOS, then drag them right through your main forces' guns is a virtually painless way to cheese 90% of the campaign.

Even if you don't try to exploit they system, it's pretty ridiculous that the AI won't pay any attention to the pair of Hunchbacks that just jumped in behind its units and is now ripping them apart. MC1 AI units did very much respond to newcomers closing and firing on them.

The loss of ability to purchase/deploy major combat vehicles was kind of sad, too(Alacorns! :lol:). Fixed artillery and Scout 'Copters with MGs don't count.

At any rate, any kind of development on MC2 is definitely welcome news. :D
Title: Re: Welcome, MechCommander
Post by: Angelus on December 06, 2010, 02:54:51 pm
Hm, hard to tell. To a certain degree, I also liked MC 2 more than MC1, but mostly because it has an editor and I could play in more than 1024 resolution. Besides that, it was ok, but it didn't get me as exited as once MC 1 did. It had better story (taking place in OP Bulldog), and the missions somehow even "looked" better, though it was only 640 resolution, and had a few nice animations. (I remember the cool breaking down building probs :) ) MC2 missions and engine always were quite ugly and lowres, sort of like mission areas in MW4. And that I bought the german version, sucked twice as much :) The mechs and vehicles didn't blew me away either. It's now better because there are so many more models available right now.

Unfortunately I never could play the MC1 addon, it wasn't published in Germany. But one of my team mates wants to rebuild both MC1 campaigns, so with a little patient....... :)
     

First of all: Welcome, MC over... Warlords!


Regarding the MC1 addon:

I bought the MW3/ MC1 combo on Kaufhof years back and later ordered a US copy of MW3/ MC1+addon for 50 DM.
It was totally overpriced, considering that i payed for the former only 15DM.
But i have to say, it's awesome!!
The difficulty level is higher, but it's more satisfying. One mission in particular is a serious PITA, a mission where you have to attack a base guarded by heavy weaponry ( long Toms and similar ).

If you get the chance, buy the MC1 pack / addon.

Title: Re: Welcome, MechCommander
Post by: Unknown Target on December 06, 2010, 03:05:31 pm
Oh well, look at that!
Our first non-fs mod hosted, welcome guys to HLP community  :yes:

Nuh uh, that was back with Independence War. :p

*is old*

Still, welcome to the community. :)
Title: Re: Welcome, MechCommander
Post by: bobbtmann on December 06, 2010, 03:59:25 pm
I can't wait to see what comes out of this!
Title: Re: Welcome, MechCommander
Post by: NGTM-1R on December 06, 2010, 09:59:00 pm
One mission in particular is a serious PITA, a mission where you have to attack a base guarded by heavy weaponry ( long Toms and similar ).

There are a few of those, but most of them are actually quite manageable. If it's the HPG mission, just remember: the generators are outside the walls. If it's Base Ogre, you can pick off the turret controls from outside the range of the turrets, or rush a Cougar in to turn them on those pesky Hunchies.

Mind you, I have the strategy guide. :P
Title: Re: Welcome, MechCommander
Post by: gevatter Lars on December 07, 2010, 07:25:10 am
Its been quite some time since I played both games and from what I remember...I prefered MC1.
The missions where much more interesting to me. My favorite was pretty much at the beginning where you have just a bunch of light Mechs and can fight a MadCat. I can't remember how often I restarted the mission just to get the MadCat as intact as possible.
Title: Re: Welcome, MechCommander
Post by: Angelus on December 07, 2010, 01:51:20 pm
Its been quite some time since I played both games and from what I remember...I prefered MC1.
The missions where much more interesting to me. My favorite was pretty much at the beginning where you have just a bunch of light Mechs and can fight a MadCat. I can't remember how often I restarted the mission just to get the MadCat as intact as possible.


that's a "relatively" easy one. Just lure the Mad Cat near the gas tanks, make sure it's at the outer range, then blow them up.

Quote from:  NGTM-1R
Quote from: Angelus on 06-12-2010, 22:54:51
One mission in particular is a serious PITA, a mission where you have to attack a base guarded by heavy weaponry ( long Toms and similar ).

There are a few of those, but most of them are actually quite manageable. If it's the HPG mission, just remember: the generators are outside the walls. If it's Base Ogre, you can pick off the turret controls from outside the range of the turrets, or rush a Cougar in to turn them on those pesky Hunchies.

Mind you, I have the strategy guide.

Never bothered to aquire the Strategy guide, as i mostly managed to finish most missions on the first run, except those with the long range Base defense, which shredded my light lance within seconds. But then i changed tactics from "use light lance as combat unit" to "use light mechs as distraction".
Title: Re: Welcome, MechCommander
Post by: Karl on December 08, 2010, 08:09:22 pm
for those who want to know (or who care) I am the one (unless Starman knows of someone else) who is doing the MC1 redux for MC2, I have most of the first operation complete, luckly the MC1 maps are 60 quads by 60 quads and MC2 offers a 120 by 120 triangle map size so its been an easy conversion of the maps with the exception the roads (Roads in MC2 can only run north/south and east/west but the orthographic perspective of MC1 means that all roads (or at least the vast majority) run diagionally, so hopefully we can fix that by increasing the base texture resolution and just having the roads painted directly)

I will complete the missions once some of the code changes have been done because there are some issues regarding the number of polys on screen, the dense and extensive forests of MC1 cant be reproduced in vanilla MC2
Title: Re: Welcome, MechCommander
Post by: Scotty on December 08, 2010, 08:12:39 pm
Couldn't you just rotate the perspective of the MC1 mission by 45 degrees for the transfer?  Then all roads would be East/West/North/South.  All the buildings in MC2 can rotate AFAIK, so you can just adjust from there.
Title: Re: Welcome, MechCommander
Post by: Arcalane on December 08, 2010, 08:31:20 pm
Its been quite some time since I played both games and from what I remember...I prefered MC1.
The missions where much more interesting to me. My favorite was pretty much at the beginning where you have just a bunch of light Mechs and can fight a MadCat. I can't remember how often I restarted the mission just to get the MadCat as intact as possible.


that's a "relatively" easy one. Just lure the Mad Cat near the gas tanks, make sure it's at the outer range, then blow them up.

Oh jeez, I remember one time that happened and I got the luckiest airstrike you would not believe if you saw it with your own eyes. The strike hit the gas tanks, which blew up and nuked only the Cockpit. The entire rest of the 'Cat wasn't touched in the slightest. So not only did I have a Mad Cat, but I had an intact, fully-armed and fully-capable Mad Cat.
Title: Re: Welcome, MechCommander
Post by: Karl on December 08, 2010, 08:53:53 pm
Rotating 45 has the effect of also cutting off the top left and bottom right corners of the map, I have experimented with it but for missions where there are areas of interest in the corners of the map its not really acceptable (If someone can implement a larger mission size (Wolfman is looking at implementing a 200*200 size) you could rotate plan the map in a 120*120 space within the 200*200 boundary and "fill in" the rest)

There is a mission in operation 3 I think of MC1 where you have to extract at the top of the hill at the opposite end of the map, at the top of the hill is a madcat W and some bulldogs plus a hunchback IIC (from memory), I use to use the camera prob to see the madcat and the a well placed large air-strike with a small air strike on top at the tip of the cockpit would regularly result in a fully salvaged madcat W
Title: Re: Welcome, MechCommander
Post by: Scotty on December 09, 2010, 01:02:34 am
Quote
Rotating 45 has the effect of also cutting off the top left and bottom right corners of the map,

If you're porting the campaign missions over, just make the map a little bit taller than it is wide (if you can, never really messed around with the editor and I don't have it on this comp) and fill the bits that don't normally exist with random filler stuff.

Already covered.
Title: Re: Welcome, MechCommander
Post by: NGTM-1R on December 09, 2010, 12:38:24 pm
Uh, guys. They're artillery. Clans get airstrikes. :P
Title: Re: Welcome, MechCommander
Post by: Stormkeeper on December 17, 2010, 07:13:59 am
I'll be eagerly awaiting this. I knew there was a reason to keep my MC2 discs around!
Title: Re: Welcome, MechCommander
Post by: Starman01 on December 17, 2010, 08:00:10 am
I can hardly wait myself :) Though you will not need your disks anymore :)