Hard Light Productions Forums
Hosted Projects - Non-FreeSpace => MechCommander OmniTech => Topic started by: magic on July 13, 2011, 12:46:07 am
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Mech Commander Omnitech is standalone game.
There is no need for Mech Commander 2 installation nor disk.
There is no need for XNA installation any more for Mission Editor.
MCO 304
Link: http://www.moddb.com/mods/mechcommander-omnitech/downloads/mech-commander-omnitech-304
277: bugfix on delete array in missionBriefingScreen and missiongui.
278: ExtentRadius changed to be bigger for larger mechs
279: Variables defining removed heap sizes removed from the code.
280: Debugwins and variables removed from the code
281: Autosave file "Before_mission" added.
282: Mechlab bug - removed components saved to inventory fixed.
283: Players mechs are facing direction of the mission drop mech (first player unit in mission file)
shadowcat texture fix.Old Zeus replaced with Zeus mk2 model. Zeus mk2 to be replaced with another mech.
Buildings.csv fix - all dropships moved to air units. x_2_4 mission changed - components salvage added.
284: Cahnges in radio to prevent memory alloc if zero packet.
285: Problem with destroyed gates and pathfinding for longer disatnces fixed.
286: Bugfix in move.cpp - fixed redefinition of array(30) - mustbe 40+.
287: Many changes in define MAX variables in move.h and .cpp and other modules.Maps 180+ no longer crush on second load in solo.
Many checks added on delete or free. Misions MW2_1_1 and MW2_1_2 changed.
288: MW2_4_1 fix.
289: Saved variant name can go up to 20 characters (14). Crab icon. MW2_7_1 fix. Before_mission autosave for solo missions disabled.
290: PPC turret - new model. Bugfix in damage transfer from mission to logistics. Message window position changed.
Pilot ready screen fixed overlaping mech-pilot stats.
291: Mechlistbox and MechPurchase screen rewritten, no more crushes. Animation redesign - Fafnir and Warhammer2c (Karl).
New texture Warhammer2c (Karl).
292: Options - unlimited purchase implemented (components only for now). Options screen changed. Options.cfg changed - line for unlimited purchase added.
Change in logistics resolution selection.
293: Nova lGun joint fix.
294: Logistics resolution changes - logistics uses the same resolutons as mission.
295: Hi res offsets for logistics resolutions. ini files for logistic screens added for 1680 and 1920 res.
296: Logistics screens are in detected best supported resolution. Positions are calculated per offsets from ini files and 1280 as refernce.
297: Scaling for mech models and roataing weapon models for hi-res fixed. Hard coded cover rect for in pilot ready area moved to other rects.
298: Repair truck deploy reset if mission failed.
299: Salvage component changed to support CompCount. New Warhammer2c shadow (Karl).
300: Error in goblin pilot file fixed. Editor recompiled, xna-arm removed from editor obj manager.
301: Pilot radio under airstrike enabled.
302: Mech selection boxes for 2nd and 3rd line for offsets fixed. Pilot attribute metters not showing because of new cover rect fixed.
303: Fix: ECM shut down for dead or disabled mech with ECM. Fix: BlackJack eror in CSV file.
304: Editor is free of XNA.
MCO 276
Link1: http://www.moddb.com/mods/mechcommander-omnitech/downloads/mech-commander-omnitech-276
Bug in component purchase screen fixed.
270: Summoner new texture and some UV fixes.
271: Bugfix - conflict between old and new component purchase.
272: LogistcsComponent object now has a counter, must make a copy for cancel click, changes in component list box.
273: Purchase files for Exodus and MW2 mercs changed.
274: New MC2res.dll - some descriptions added. Mission mw2_9_1 added to mw2_mercs campaign.
275: Turkina mech redesign - new texture. All changes per echelon from 29112012 reversed. Warhawk mech - texture changed
276: New sahdowcat mech model - new texture 6 weapon nodes. A_0_2 mission changed back from Iceferret to ShadowCat.
MCO 269
Link1: http://www.moddb.com/mods/mechcommander-omnitech/downloads/mech-commander-omnitech-269
Link2: http://rapidshare.com/files/682583645/MCOsetup269.exe
241 :More detail and water textures.
242 : Minor building fixes (Karl), cement2 to 7 (Starman)
243 :
Extent radius for large vehicles returned/set to 20 (Starman).
Hollander.csv new variant (Starman).
Timberwolf fix (Karl).
MAX_SENSORS increased to 200 (+50).
Editor: message for max units on save changed from 104 to 192.
244 :Mw4 Cougar fixed - error in tgl incorrect ase export (6 weapon nodes), new Cougar model (6 weapon nodes).
245 : MAX_MOVERS_PER_TEAM increased to 150 (was 120). Max units for one team must be less then 150 (usually enemy).
Number of units plus number of sensor towers must be less then 200.
246 : AblStackHeap set to 4Mb.,Mission mw2_8_1_Wolcot added to mw2mercs campaign
247 : No salvage if mech too deep under water, removed gos_free in terrtxm.cpp.
248 : New mech - Stalker 11 weapon nodes, Nova mech - Changed torso - original was unusable.
249 : Button layout for lowest resolutions fixed, Stalker and Mist Lynx icons, New salvage values in salvage screen, armor and internal damage reduce the price, Players disabled mech can be salvaged for 10% of the price.
250 : Mech salvaged through salavge screen after mission are not auto-repaired.
251 : Hollander2.csv fix.
252 : Mech icon - Crossbow, MistLynx fix (Karl).
253 : UniversalBrain.abl file updated, 2 new component warehouses (new textures), Destroyed Nova fix, CanHaveECM will not be listed as ECM in weapons listbox for mechs. It is listed as a component.
254 : Null overlay index (terrain type) redefinition from 41 to 1, Both Editor and MCO recompiled, New mech Crab.
255 : Fixed crush on exit after last mission in campaign (save dropweight), New vehicle ACV.
256 : New vehicle Bulldozer, New vehicle Hummer
257 : New Argus texture, new shadow model (Karl).
258 : New BloodKite texture and shadow model (Karl)
259 : New Fafnir texture and shadow model (Karl)
260 : Fafnir texture fix (Karl)
261 : Changes in several modules per Echalon9s PVS studio changes, MaxVisualRange = 400 (gamesys.fit)
262 : New Champion model (Karl), 5 new textures for Karls models.
263 : 2 bugfixes per Echelon
264 : New mech Firefly (Karl - model by Starman)
265 : Firefly icon (Karl), Compbas min ranges for some weapons added, LRM range decreased.
266 :
Component stacking in components inventory and purchase.
Number of components can be set in purchase file:
l Component3 = 156 //Laser
l CompCount3 = 10
Game can read both new and old purchase files and combination (if CompCount is not found CompCount=1)
Mech variant can be set in purchase file:
st Mech1 = "Jenner"
l MechVariant1 = 1
Game can read both new and old purchase files and combination (if MechVariant is not found MechVariant=0)
Files mcl_c$ and mcl_mc changed in art folder - new text box definition for component count.
267 : Change in Component Purchase screen because of previous modifications.
268 : Lupus redesign (Karl).
269 : Hellfire redesign and Lupus fix (Karl). Mech purchase screen changes.
MCO 240
Link1: http://www.moddb.com/mods/mechcommander-omnitech/downloads/mech-commnader-omnitech
Link2: https://rapidshare.com/files/2238224373/MCOsetup240.exe
Link3: http://www.wmwiki.com/hosted/mco/MCOsetup240.exe
- Redesigned mission GUI - MC1 style,
- Damage transfer from mission to logistics,
- Repair buttons added to mechbay and mechlab.
- Every weapon has its own weapon range - new ranges calculation, simple math instead of predefined tables in mc2,
- ECM works as ECM umbrella now, all friendly mechs under ECM range are invisible for sensors, can be purchased and added to the mech in mechlab.
- New simple math calculations for LOS, increased LOS for high ground,
- New Beagle probe, increase sensor range and can detect shutdown mechs, can be purchased and added to the mech.
- max unit textures are now up to 512x512,
- max game detail textures... can go up to 1024x1024,
- new detail textures fixed that ugly looking terrain,
- new building textures, redesign of existing textures.
- redesigned old overlays and over 100 new overlays, cement, grass, terrain...
- additional ammo bins for all weapons,
- player can hire local mercs in mission if allowed by mission designer. Full control of those merc mech and vehicles for the duration of the mission,
- New Paved Road texture,
- High res damage icons are used for logistics and will show damage in logistics.
- Orange is added to damage colors.
- New MCO purchase file editor by Karl,
- New Arrow IV turret - model by Starman, texture by Karl.
- Quick load/save fix.
- New feature Resource points for the mission are now visible in mechbay, player can icrease or decrease the number just like the drop weight.
- Left click and drag disabled in mechbay and mechlab.
- Component salvage like in MC1
- new button design for mission gui.
- new button for repair truck - recharge your repair truck with one click (cost RPs).
ABL Commands:
NEW
- teleporttopoint(PartID, position),
- setbrain(PartID, brainFileName),
- togglesensorstrike;
- toggleartillerypiece;
- toggleairstrike;
Fixed/activated:
- setobjectivetype(objectiveID, type)
- checkobjectivetype(objectiveID)
Mechs:
Redesigned
- Summoner - magic.
- Timberwolf - Karl.
- Mad Dog - Karl.
EDITOR
NEW:
- Objective Action for Mission Editor - Add Component salvage (add a components FIT file containing number of salvage components and component list)
Bugfixes:
- Error when loading mission with destroyed building as first after start.
- Bugfix for MakenewtechnologyAvailable, Playwav and PlayBik
- Bugfix incorrect entry for additional purchase files.
MCO 156
I am sorry for problem with corrupted textures, it is fixed.
MCO 155
- K_lightgate fix
MCO 154
- left, right, up, down animations disabled in menus.
- tileHeap, tileRAMHeap eliminated.
MCO version 152
One new mech and 27 new buildings.
- New mech - Omen (Karl)
- Kurita building set - (Heavy, Medium, Light) Gate, Wall, Post and Kurita Turret Control (Karl)
- Petrol Station (Karl - model by Starman)
- MC1/G building set - CranePA (animated), Elemental Barracks, Farmhouse, Field Storage, Hanger, 6 Kurita Houses, 5 Office Buildings Variants (Karl)
MCO version 151
- exodus x_2_5 mission fix (mission was impossible because of new feature, indirect fire without LOS).
- 1 bug and 3 possible problems fixed.
- folders missions and textures cleanup.
- Flyer units movement changes reversed. This should fix many problems in released 3rd party campaigns.
MCO version 148
More then 50 problems, bugs and fixed limits in the code fixed.
Improved stability.
Crushes for large maps (200) fixed.
MCO version 143
- Object2 changed files for all my buildings (impassablewhendestroyed)
- Long Tom projectile speed doubled.
- bug - invalid normal fixed (crush in base aries mission and possibly more missions. Function with two arguments with the second argument defaulted to NULL if omitted. At one place in the function value is assigned to second argument without checking its existence.)
MCO version 141
- textureCacheHeap and textureStringHeap eliminated
- colorMapHeap and colorMapRAMHeap eliminated
- craterPosHeap, cratershpHeap and craterList heap eliminated
- mapData heap eliminated
- Indirect fire weapons can fire if target is in range (no need for LOS)
- Crater texture loaded as separate var.
- Flyer units dynamics fixes.
- impassableWhenDestroyed for buildings activated. Set to False in building.fit file and destroyed building will be passable in game.
- impassableWhenDestroyed changed in all fit files for buildings in MCO objects folder.
MCO version 133
Mechs are free of mc2res.dll for logistics.
MCO version 132
REmodeled buildings: Barracks, Chemical Plant, Dome, HQ, Hangar,
Industrial complex, Liquid Storage - (Karl - models Hades)
Popup MRM Turrets anim fix (karl)
New buildings: Factory, Dome (karl)
New Salamander Armor as mech (karl - model by ThorC).
REmodeled buildings: 2StoryCivLiving (karl)
Fixed: Elemental (new animation - karl), Factory, Dome (Karl).
New Building: Windmill Port Arthur variant (karl)
Editor buiding groups fix.
Exodus and MW2 missions fixes - l modelID = ... must be new objnum for mechs,
vehicles and new buildings, or the edit0r crush on show object in objectives.
x_2_5 fix: Truck moved out of danger.
Repair Bay dynamics changed.
New building: Field Repair Bay
New Building: Portable Repair Bay
New Vehicle: Armored Supply Truck
Old Repair bay with new anims for new repbay dynamics
4 new abl commands:
1)
addresourcepoints(pointsToAdd);
pointsToAdd - number of Resource points, can be + or -.
Effect: Add resource points for the mission.
2)
addmoney(pointsToAdd);
pointsToAdd - amount of money, can be + or -.
Effect: In mission add money.
3)
togglerepairtruck;
Effect: Enable/Disable repair truck in support for the mission.
4)
togglesalvagecraft;
Effect: Enable/Disable salvage craft in support for the mission.
Chance to fall under heavy fire (hit by heavy weapons).
Auto detect closest supported resolution to players desktop resolution.
NEW ABL command:
settxtbuildingname(BuildingID, "BuildingName");
BuildingID - number from the editor for building.
"BuildingName" = "New text building name"
Effect: Display "BuildingName" text as building name in mission.
Works for Buildings, Turrets amd Gates
Building does not need entry in mc2res.dll. All is set in Building.fit:
st Name="Building Name" - text for in mission display
l BuildingName=0 - must be zero
Buildings dont need entrys in mc2res.dll for the editor.
In buildings.csv type "Building Name" instead of "Name ID Number"
Mechs and vehicles also dont need entrys in mc2res.dll.
For vehicles it is (vehicle.fit file): st Name ="Ambulance".
For mechs it is (mech.csv file): MechName,Anihilator.
Elemental and Salamander jump fix (karl)
Huntsman and IceFerret - better mech models (karl)
Mech CSVs fix for new armor.
New armor allocation - more armor types.
My missions RPtruck fix.
Mech speed display extended
New Hi-res menus. 3 resolutions: standard 800x600 plus 1280x1024 and 1440x900
Mission briefing screen and pilot ready area added to new menus.
Mech purchase fix, compnent purchase fix.
mech purchase screen added to new menus.
Fixed bad load for feet0000.tga
Added folder detail with some detail textures to textures folder.
New logistic res change
new menus component purchase screen added.
new building - Generator (karl)
auto resolutions change - change resolution only if desktop res is
different then logistic res.
mission heap eliminated
appearance heap eliminated
terrain heap eliminated (200 crushes on first loaod after game start)
radio and msgheap heap eliminated
soundheap heap eliminated
system heap eliminated
gui heap eliminated - it was not used?
tgl heap eliminated.
gamesys.fit (f MaxVisualRange = 500 //300)
mechlab art for mechs - Karl
ase2tgl mem error fixed.
MCO version 102
Editor fixed: no more crushes on exit under win7, no more crushes in unit settings dialog.
Repair vehicle recharge completed.
Quick save/load fixed, no more crushes after quick load.
Game will recalculate paths for destroyed buildings.
MCO version 092
- Quicksave bug fix - more then 10 weapon nodes - another fixed limit.
- Better Kodiak mech model - 10 weapon nodes.
MCO version 091
Whats new:
- Quck load bug fix - another fixed limit.
- Repair truck can be deployed only once.
MCO version 089
Whats new:
- Mouse wheel incorporated in all MCO list boxes.
- Many mech fixes from Karl.
- New mech - Warhammer 2c (Karl)
- Improved mach models (magic):
Warhawk (model changed, 10 weapon nodes),
CauldronBorn (model changed, 12 weapon nodes),
Orion (better model, 9 weapon nodes, better animation),
Orion2c (better model, 9 weapon nodes, better animation),
Awesome (better model, 9 weapon nodes, better animation),
Centurion (better model, 6 weapon nodes, better animation),
Intruder (9 weapon nodes),
Grizzly (8 weapon nodes),
Nova (better model, 7 weapon nodes, better animation).
- New mech Zeus MK2 - 9 weapon nodes (magic).
- 4 new tanks: JEdgar, Saracen, Savannah, Striker (karl)
- Bug fixed - vehicle weapon nodes only 2 active, if created more then 2 in ASE/TGL, wehicle fire only first salvo and never again. All 4 nodes are now active and OK.
- new Elemental as mech (Karl, model by Thorc).
- 2 types of Forest-walls added to the game (karl).
- new building - Solar Collector (magic).
- max waypoints changed to 32 (magic).
- Repair Truck can recharge from resource buildings and resource vehicles.
- Repir Bay is not destroyed when empty.
===============================================================================
OK here is the first release of MCO:
(full game installer package - 400 Mb)
(http://www.moddb.com/downloads/start/30109) - no longer available.
===============================================================================
THE SECOND MCO RELEASE
(full game installer package - 430 Mb)
http://www.moddb.com/mods/mechcommander-omnitech - no longer available.
We wish to thank all the people who downloaded and played MCO's first release. Special thanks to all of you that playtested and reported bugs and other problems. Many of the problems and bugs found in the first release were fixed and there are many new features in the current build. We are very happy about receiving so much positive feedback and the interest you people still show into that yewel of a game.
===============================================================================
We would like to outline 4 very big changes in this new build :
===============================================================================
- Texture resolution for in game objects (mechs, vehicles, buildings) and terrain detail texture is now 256x256 (was 128x128) (To clarify : It's now possible, but not changed everywhere already )
- Memory allocation for game and Editor is changed and that fixed many issues.
- New maps 140x140, 160x160, 180x180 and 200x200
- 15 (!!!) new mechs added to the game
===============================================================================
PROGRAM REQUIREMENTS
This is a stand alone game: install this in its own folder. Also, you will need Microsoft Visual C++ 2010 (x86) redistributable which can be obtained from Microsoft directly at:
(http://www.microsoft.com/downloads/details.aspx?familyid=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84)
and
If you want to use the editor, you will have to also install the XNA build for the editor (extract xna build and don't dbl click XNABuildSetup.exe. Dbl click XNA Build System.msi. It will install and report an error in the end about something missing. Just finish the install and it will be OK.
(http://www.microsoft.com/downloads/en/details.aspx?familyid=868fe562-5ded-4bb1-8648-708d3481bda3&displaylang=en)
What's new in Mech Commander Omnitech?
- Components inventory is back, just like in old MCG.
- No more unlimited purchase for mechs.
- Mission is too difficult and you have a lot of cbills, no problem, buy additional drop weight (5t - 10000cb), as much as you can afford.
- New save game file format.
- Component purchase.
- Component purchase screen.
- Sensor and jumping skills added to pilots like in mcg.
- Pilot promotion screen and pilot review area changed.
- Pilots get experience for those skills.
- New calc system for ranks.
- Sensor message when pilot has new sensor contact.
- Jump facing jump direction fixed.
- Skill try for sensors and jumping based on current sensor and jumping skill value.
- Fall when failed jump skill.
- New resolution 1920x1080.
- Sensor specialty skill and Jump specialty skill are now obsolete.
- 4 existing sensor levels are based on sensor skill value.
- Jump distance reduced for heavier mechs, more tons - lesser jump distance.
- Unit roster is no longer sorted; you can change as you wish. That way you can shift damaged units back in formation and put undamaged in front.
- 6 formations available for now. Formation key is "K", press to cycle through formations.
- Mechs are free of object2.pak (object numbers start is at 1200).
- Number of polygons limit tripled.
- A modification of rollins message box implemented.
- All vehicles are free from object2.pak (object numbers start is at 2000).
- All buildings can be free from object2 (object numbers start is at 2500, original buildings will be left in object2)
- Set of Rollins buildings.
- Starman's Mech Hangar.
- 5 new mechs (Fafnir and Lupus by Karl, Intruder and Thug by magic and MadCat MkII by MCO team).
- Number of potential abl commands doubled (was 256, now 512).
- Modified rollins message box added and accessible as abl command (for use in main mission abl file):
setTextMsg(0,"PROBE",10);
first parameter can be 0 or 1.
0 - instant message for the duration of number of seconds (10),
1 - rollins message box with press enter to continue, in this case third parameter should be 0.
Second parameter is text message. It should have no limit because it passes a pointer to string to underlying function.
Third is a number of seconds to display a message in case first is set to 0.
- Modified Mech purchase screen. New mech purchase simplified to the maximum, no memory consumption at all.
-changed objectchangesides abl command for use in mission.abl
syntax:
objectchangesides(PartID, teamID);
PartID - number from the editor for buildings, part id for mover (getunitmates(squadID)) from squad ID.
teamID - (0,2 player; 1,3,... enemy)
effect: change object side.
works for MECHS, VEHICLES and BUILDINGS
- NEW ABL command:
addmovertoplayer(PartID, teamID, commanderID);
PartID - part id for mover (getunitmates(squadID)) from squad ID.
teamID - (0,2 player; 1,3,... enemy)
commanderID = 0, player is 0 for Single player. Here for possible future multiplayer.
Effect: switch enemy mech or vehicle to player and add that unit to player roster.
- Changed the way of loading pilot icons.
- 6 NEW (not replacement NEW) pilots from MCG: Vixen, Scarab, Hunter, Beast, Mystique, Hitman. Thanks to ThorC.
- Activated ALL 4 weapon nodes for turrets.
- Max object texture resolution changed to 256x256.
- 3 wide resolutions supported; 1920x1200, 1680x1050 and 1440x900.
- reduced number of buildings and trees that can be rendered by the distance from camera.
- shadows will not render if distance from camera is too long.
What's NEW in editor:
- Fixed many errors: dynamic memory allocation version conflict.
- New load for mechs, vehicles and buildings. It will load old MC2 way as well.
- Rollins resize bug fix implemented.
- Fixed 600 objects limit for buildings.
- Max number of pilots doubled to 128.
===============================================================================
Whats new in second release:
===============================================================================
===============================================================================
- Texture resolution for in game objects (mechs, vehicles, buildings) is now 256x256 (was 128x128)
- Memory allocation for game and Editor is changed and that fixed many issues.
- New maps 140x140, 160x160, 180x180 and 200x200
- Activated ALL 4 weapon nodes for turrets.
- Max object texture resolution changed to 256x256.
- 3 wide resolutions supported; 1920x1200, 1680x1050 and 1440x900.
- reduced number of buildings and trees that can be rendered by the distance from camera (to prevent crashings or polygon overload).
- shadows will not render if distance from camera is too long.
- New maps 140x140, 160x160, 180x180 and 200x200
- Turrets and gates are free of object2
- Starmans Autocannon, LargeLaser, LRM and Calliope turrets included.
- Memory alloc fixed. Maps 180 and 200 are not crushing on exit now.
- All MC1 pilots are in MCO (by ThorC).
- New mechs Grizzly, Cicada, Crossbow, Ranger (by Magic)
- New Mechs Sunder, Hellfire, Redesigned Mist Lynx, Blood Kite, Naga and Mad Cat Mk3 (by Karl),
- New mechs Uziel, Argus, Thanatos, Owens (by Karl, models by Starman)
- New mech Champion (by Karl - model by RavenIIC)
- Mobile Turret Control vehicle and Mobile AC Turet (by Starman)
- New MRM turret, MRM popup and camo turets and LRM camo turrets (by Karl).
- New/fixed ABL and brain file functions (check the moddb download description for more details on this issue)
What's NEW in editor:
- Max number of pilots doubled to 128.
- More skys added to editor up to 36.
- Editor mem alloc changed.
===============================================================================
MCO team
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Was a little surprised to see the new WHIIC as a reseen, but you guys made it look good, IMO. Forgot to look at the Centurion, but the other high-texture updated/models are looking good, too.
Repair truck recharge feature sounds interesting; gotta see how that works.
-
Did I forgot that WHIIC? I also forgot new Cougar (MW4 Cougar - by me), as Cougar1 (CougarX).
-
@Timberlane, yeah the reseen WHIIC was my idea, I saw the reseen and I think the artwork for the reseen is awesome and since previously the WH and WHIIC were the same model I thought that doing a remodel of the WHIIC would serve two purposes
1. Since the IIC is a clan refit I though like the hunchbackIIC the look needed to be clanified, personally I think the reseen looks more high tech and therefore more clan
2. In game the player can now instantly tell the difference between the WH and the WHIIC where as before it wasn't until the player had been reamed by CERPPC's that they knew it was actually an IIC.
Glad you like the model, it was difficult to model, but I think it the only mech that I have managed to model so far that is more true to the BT artwork
-
Is there some way to play MC-Omnitech on a Linux operating system?
I'm getting a new computer soon, and may have to change to Linux for specific reasons.
-
version 092 released
-
(http://i1209.photobucket.com/albums/cc384/KarlPav/Untitled-83.jpg)
Since there has been little activity on this board I though I would post this, looking to get it into the next release
-
what is it?
It looks kinda like a fafnir mixed with a few other mechs.
But it looks good too!
-
http://www.sarna.net/wiki/Omen
(http://i1209.photobucket.com/albums/cc384/KarlPav/Untitled-84.jpg)
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Oh, the Omen. It was a bit hard to tell without the textures.
But it looks great!!
Is there anything I could work on for MCO?
I've worked a bit on my modeling skills, and have started to use GIMP for textures, but I'm not good at it yet.
I could work on vehicles, but modeling mechs is a bit of a challenge at my current level.
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Well if you want to we would definitely like to add more of anything to MCO, you know the vehicles and buildings available in MCO, if you see that we are missing something that you could provide please feel free
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MCO version 132 released.
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Thankyou. Downloading now! ;7
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That's a huge amount of work in this update. Well done and thanks a lot!
Does downloading this update the game or is it the entire thing again? Will saved games be affected?
Thanks once again.
-
G'day,
If history is a guide it will be a whole new game file and you should install to a new directory. You can probably copy your save games after but no guarantees they will work properly.
Slide
-
Just uninstall and install in the same folder. Saved games should work.
-
Thanks!
Also, it's nice being able to buy mechs now, although doing the Exodus campaign using nothing but what I could salvage was actually really fun.
-
Mnor question: Why do you use Filesonic? Why not use ModDB or Filefront? Filesonic is being an ass to me half the time.
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I tried to upload to moddb and the upload cracked after 4 hours. For some reason I cant transfer the file from filsonic to moddb. Upload time of the file that size on filesonic is less then hour. And I already had an account there...
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Hey, totally awesome to find this mod available. I have been searching for a fun RTS to play, and on a chance I decided to see if there were any mods for Mech Commander 2. Stoked to try this and hope you guys continue to improve and expand on it.
I'm a fan of Mechwarrior and Battletech from way back, and, since nothing official has been released in years, it's inspiring to see the fan community remaking old tools to create new content.
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When I ran the installer for version 0.133, I got an error message saying:
"The setup files are corrupted. Please obtain a new copy of the program."
-
Please, re download.
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Hi!
I have very frequent issues with quicksave later in the game!
When I reload a quicksave the game crashes!
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There was a huge change to the game memory allocation and its not yet completed. Please ignore that for now. I will address that when I finish all memory changes.
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No problem, and thanks for your work! MechCommander 2 is truely a beauty in 1920x1080.
Any solution for color corruption of terrain 8 bit paletted textures on GeForce and Radeon modern cards?
That old standard is supported only by Intel GPU.
GeForce 460 GTX with lastest ForceWare:
(http://img36.imageshack.us/img36/558/unlednvu.png) (http://imageshack.us/photo/my-images/36/unlednvu.png/)
Uploaded with ImageShack.us (http://imageshack.us)
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Yes I noticed the problem on my machine with win7 (ati 4870) but on similar machine with XP (ati 4670) texture look OK?
Will see, I would also like to change that, unfortunately - no time.
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As far as I know ATI (now AMD) and NVidia pull out 8 bit paletted texture support long time ago, in 2003/2004 or before.
So it's not a Windows Vista/Seven related problem, if I'm right.
All old games using that texture format have the same problem on modern systems, the only hardware/drivers compliant is (saddly) Intel ones.
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Indirect Fire works like a charm :)
Makes the Catapult useful for once
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I got it to work, but when I went to load game and then pressed cancel, I got this error message:
"EXCEPTION : Attempt to read from address 0x00000008 in MCOREL! (+0xE95B3)"
Also, I had this idea that when LRMs 10 and 20 are fired, they launch two or four LRM-5 Salvos. Would that work?
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I got it to work, but when I went to load game and then pressed cancel, I got this error message:
"EXCEPTION : Attempt to read from address 0x00000008 in MCOREL! (+0xE95B3)"
I got an error like that with the last two versions but I've yet to try out the newest one, which I'm downloading now.
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The error was for the newest version (0.141)..
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I got it to work, but when I went to load game and then pressed cancel, I got this error message:
"EXCEPTION : Attempt to read from address 0x00000008 in MCOREL! (+0xE95B3)"
I tried at least 10 times load game and cancel and it takes me to mission one of carver campaign, anyway it should go back to main menu... Thank you.
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MCO version 148 released.
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Problem with mission "Honor Guards".
The Mandrissa talks about vengeance for her son but nothing happens after.
Killed every mech @ starting point, 3 helicopters and Jason Cho in his Cyclop.
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That is the problem with copters, because of changes in dynamics I made (they are mechs in game).
I reversed all the changes in flyer unit dynamics, this has to be done differently.
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MCO 152 released (Karl's release).
Kudos to Karl for his hard work!
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Excellent! Downloading now, Kudos to the team!
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Cheers Magic, it was a long road but we got there in the end
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http://www.mediafire.com/file/qjsubxn6savnf09/k_lightgate.tgl
Correction!
The Kurita Light Gate packaged with MCO 152 was not animated correctly, please download the file at the provided link and then copy it into your MCO installations data/tgl file, overwrite when prompted.
Cheers and apologies
Karl
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I just tried to download the 152 version. But Filesonic gave me a fun message.
" All sharing functionality on FileSonic is now disabled. Our service can only be used to upload and retrieve files that you have uploaded personally.
If this file belongs to you, please login to download it directly from your file manager."
I was wondering, do you have the file posted anywhere else? Please help.
:)
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Hmm... wonder if this has anything to do with the FBI and what is happening with Megaupload?
Working on a mirror now
Actually I am not working on a mirror because the last 5 file sharing sites I have tried have crapped out on me... hmm.
Anyone one who has downloaded want to upload a mirror?
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Department of Justice gave the order to shut down megaupload for piracy!?
The other file hosters dont want to share the same fate.
will try rapidshare...
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Yeah its big news here because the guy who setup megaupload is living here in NZ, though he is german, and by our standards he was living it up mega large! He was arrested sundayish by NZ police working with the FBI
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MCO 154 uploaded to rapidshare.
Its working fine for now.
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Just downloaded the latest version, and I had a few questions:
First, how do I access the 1980x1050 widescreen resolution?
The highest I can seem to find is 1440x900.
Second, how do I set the resources in the current missions? I saw a post about it, but when I opened the campaign file, I couldn't find the resource setting.
I appreciate the attempt to make the game harder, but I'd really just like to play the original MC2 Carver campaign with the upgraded engine and additional mechs/components/pilots.
Thanks for making this fantastic overhaul of the game.
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Just found out about this. Loved Mechcommander and can't think of why I didn't search for something like this.
Anyway, I can't seem to get MCO to run. I am using the latest version, 156. When I execute the app file, I get a command prompt screen and then nothing. I tried executing in Win XP SP2 in compatibility mode, also didn't work.
FYI, I'm using Win7 64bit.
Suggestions on helping me play this game will be appreciated. Thanks
Edit: And yes, I've installed the Microsoft Visual C++ 2010 redistributable package, but not the XNA build because I don't plan to use the Mission Editor.
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Did you install the necessary files (the Microsoft Visual C++ 2010 redistributable package and the XNA build)?
It could be that. I have it also running on Windows7 64-bit, and have had no problems getting this to work
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Just to test, I download and installed the XNA build required for the Editor.
I am getting a similar problem. When I ran the Editor, the Editor window will appear, I get a glance at the start screen, and then it shut-down.
There's no error message, so I don't even know what's the problem.
ps. I don't want to clog up this stickied thread. I think I will start a new thread.
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Hi
I've just downloaded version 156 and couldn't get it to run as I was getting the too large screen problem and couldn't get into the game at all. The natural resolution of my screen is 1900x1200. I changed the screen resolution to 1600x1200 and chose the same resolution from the game menu and I can now play the game. :)
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I have just found some errors in MCO 1.56 version.
ERROR #1
STOP : Attempted to free invalid memory, or memory corrupted before block at address 0x7dbc2d0
Processor Registers EAX=0x00000000 EBX=0x00000000 ECX=0x00000000 EDX=0x00000000 Flags=0x00000000
=================== ESI=0x00000000 EDI=0x00000000 EBP=0x0012CDA4 ESP=0x0012C854 EIP=0x00000000
EIP (0x00000000) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ESP (0x0012C854) 0012C894 0C155338 109810E0 07DBC2D0 00000014 00000000 00000000 00000000
08001010 0012CDB4 00000200 00000070 1122FCA0 00000100 00000064 107C8078
00010000 00000267 1929B7A8 00FF0000 0000FF00 000000FF FF000000 00000000
ERROR #2
EXCEPTION : Attempt to read from address 0x1CC44000 in MCOREL! (+0x188375)
Address : 0x00589375
Location : MCOREL! (+0x188375)
Call Stack
==========
0x005429BB MCOREL! (+0x1419BB)
0x005431BC MCOREL! (+0x1421BC)
0x00563959 MCOREL! (+0x162959)
0x005386DC MCOREL! (+0x1376DC)
0x005390B3 MCOREL! (+0x1380B3)
0x00481E59 MCOREL! (+0x80E59)
0x004D9719 MCOREL! (+0xD8719)
0x004DA5D9 MCOREL! (+0xD95D9)
0x00403715 MCOREL! (+0x2715)
0x005A9AC4 MCOREL! (+0x1A8AC4)
Processor Registers EAX=0x00000A36 EBX=0x00000BFE ECX=0x00000C00 EDX=0x00001000 Flags=0x00210246
=================== ESI=0x1CC43FFD EDI=0x1C19F2ED EBP=0x0012B928 ESP=0x0012B918 EIP=0x00589375
EIP (0x00589375) 8B 06 33 DB D3 E8 02 CD 8B 15 B4 16 77 00 8A D9 80 E1 07 C1 EB 03 23 C2 03 F3 90 3D 01 01 00 00
ESP (0x0012B918) 00004000 04980A60 1C19B2F0 00000000 0012BE14 005429BB 1C19B2F0 1CC430E0
00000F20 24297114 0000FFFF 04980A60 0D0D0202 FFFFFFFF 7C913DE6 005F0065
005F0033 00610030 0062002E 00720075 0069006E 002E006E 0070006A 00000067
EDI (0x1C19F2ED) 00 00 00 01 20 01 08 BD 01 08 08 45 58 43 45 50 54 49 4F 4E 20 3A 20 41 74 74 65 6D 70 74 20 74
6F 20 72 65 61 64 20 66 72 6F 6D 20 61 64 64 72 65 73 73 20 30 78 31 43 43 34 34 30 30 30 20 69
ESI (0x1CC43FFD) C2 13 10 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ERROR #3
EXCEPTION : Attempt to read from address 0x31F1901C in MCOREL! (+0x1257F0)
Address : 0x005267F0
Location : MCOREL! (+0x1257F0)
Call Stack
==========
0x005722BE MCOREL! (+0x1712BE)
0x0057469B MCOREL! (+0x17369B)
0x0042FDBF MCOREL! (+0x2EDBF)
0x0044B5AB MCOREL! (+0x4A5AB)
0x0047EFF0 MCOREL! (+0x7DFF0)
0x004037C1 MCOREL! (+0x27C1)
0x005A9AC4 MCOREL! (+0x1A8AC4)
Processor Registers EAX=0x31F19018 EBX=0x007466E0 ECX=0x00000000 EDX=0x00000006 Flags=0x00010206
=================== ESI=0x00000048 EDI=0x31BD53E0 EBP=0x0012DE50 ESP=0x0012D844 EIP=0x005267F0
EIP (0x005267F0) 80 78 04 00 0F 84 AE 00 00 00 8B 08 85 C9 0F 84 A4 00 00 00 49 83 F9 04 0F 87 9A 00 00 00 FF 24
ESP (0x0012D844) FFFFFFFF 2869C534 2869C4E0 359D2080 78B2B65A 2505282F FFFFFFFE 78ABACBA
005403CA 00000011 00DB95B0 00000218 00000218 06A42D98 06A42D98 0012D8A0
00563475 00DB95B0 00000218 06A42D98 0012DA28 00000218 00000218 0012D9EC
EDI (0x31BD53E0) 78 69 47 05 2E 00 00 00 80 20 9D 35 00 00 00 00 01 00 FF 00 00 00 00 03 F8 4C 47 05 07 00 00 00
C0 9F 39 28 00 00 00 00 00 00 FF 00 6E 69 00 03 58 4D 47 05 01 00 00 00 B8 E6 E2 31 00 00 00 00
EAX (0x31F19018) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
EBX (0x007466E0) 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
ERROR #4
EXCEPTION : Attempt to write to address 0x34365D73 in MCOREL! (+0x122AEF)
Address : 0x00523AEF
Location : MCOREL! (+0x122AEF)
Call Stack
==========
0x00570C7D MCOREL! (+0x16FC7D)
0x004D053E MCOREL! (+0xCF53E)
0x004D02AB MCOREL! (+0xCF2AB)
0x005038BF MCOREL! (+0x1028BF)
0x00508812 MCOREL! (+0x107812)
0x00402F65 MCOREL! (+0x1F65)
0x005A976F MCOREL! (+0x1A876F)
Processor Registers EAX=0x00000000 EBX=0x00000010 ECX=0x054C1548 EDX=0x34365C73 Flags=0x00010292
=================== ESI=0x000000B5 EDI=0x00000001 EBP=0x0012FBE0 ESP=0x0012FBDC EIP=0x00523AEF
EIP (0x00523AEF) 89 B4 02 00 01 00 00 8B 49 0C C7 84 01 04 01 00 00 FF FF FF FF 33 C0 5E 5D C2 08 00 CC CC CC CC
ESP (0x0012FBDC) 101F7AC0 0012FE04 00570C7D 00000000 000000B5 00000001 09CDABD4 00000004
00000000 005CE202 001779A0 001779A0 0012FC40 0012FC40 0012FC40 73958FD0
00000000 00000000 00000004 09CDF918 0017AB94 0012FC20 00000000 001779A0
ECX (0x054C1548) 64 61 74 61 5C 74 65 78 74 75 72 65 73 5C 36 34 6F 76 65 72 6C 61 79 73 5C 64 69 72 74 72 6F 61
EDX (0x34365C73) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ERROR #5
STOP : Attempted to free invalid memory, or memory corrupted before block at address 0x7dbc2e0
Processor Registers EAX=0x00000000 EBX=0x00000000 ECX=0x00000000 EDX=0x00000000 Flags=0x00000000
=================== ESI=0x00000000 EDI=0x00000000 EBP=0x0012CDA4 ESP=0x0012C854 EIP=0x00000000
EIP (0x00000000) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ESP (0x0012C854) 0012C894 07D65338 19054EE0 07DBC2E0 00000014 00000000 00000000 00000000
07FF1010 0012CDB4 00000200 00000070 11265C20 00000100 00000064 11483940
00010000 00000267 1BD2B260 00FF0000 0000FF00 000000FF FF000000 00000000
ERROR #6
STOP : Attempted to free invalid memory, or memory corrupted before block at address 0x7dbc040
Processor Registers EAX=0x00000000 EBX=0x00000000 ECX=0x00000000 EDX=0x00000000 Flags=0x00000000
=================== ESI=0x00000000 EDI=0x00000000 EBP=0x0012CDA4 ESP=0x0012C854 EIP=0x00000000
EIP (0x00000000) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ESP (0x0012C854) 0012C894 07D65470 11EB5740 07DBC040 00000014 00000000 00000000 00000000
0BB10110 0012CDB4 00000200 00000070 11092AB8 00000100 00000064 17C76038
00010000 00000267 16258F50 00FF0000 0000FF00 000000FF FF000000 00000000
ERROR #7
STOP : Attempted to free invalid memory, or memory corrupted before block at address 0x6fb3600
Address : 0x5F6E6F70
Processor Registers EAX=0x00000000 EBX=0x00000000 ECX=0x00000000 EDX=0x00000000 Flags=0x00000000
=================== ESI=0x00000000 EDI=0x00000000 EBP=0x0012FC90 ESP=0x0012F740 EIP=0x5F6E6F70
EIP (0x5F6E6F70) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ESP (0x0012F740) 0012F780 00000018 4FEE0AE0 06FB3600 00000014 0000FF00 000000FF FF000000
00001800 0012FCA0 00000200 00000070 521D2F90 00000100 00000064 100BF1F0
00010000 0000027E 40454668 77F31066 60200DFF 00000000 0012F7B4 0012F83C
Most of these errors came up while either playing Exodus Campaign or during quick-loading/saving the game while
while playing the latter....
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Thank you. Please post all bugs in the future in the bug report thread. This thread is for version updates.
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New release is up. Check the first post people :)
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New release is up. Check the first post people :)
BOOM.
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Awesome!
But Carver V campaign?
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There is (to be) a separate download for it.
I don't know when though.
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Check MCO campaigns :)
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Thanks for the new update! Going to check it out right now!
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Great work on the textures and models. The Summoner looks absolutely ravishing, and so do the Mad Dog and Timber Wolf.
Keep up the great work.
"Damage transfer from mission to logistics"
The only thing I am wondering is the new repair system. On completion of mission objectives the damage to the mechs stays... for example I have had a mech that was missing some weapons due to severe damage , but they reappeared while in mechlab. (it is worth noting that the mech was fixed in a mech repair bay ingame, so the internal structure and armor were repaired, but still the weapon was missing)
And there is another weird thing. I could repair a brand new mech (just bought), even though it had no damage.
Can you elaborate on that?
Best regards
Ulric
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Damage transfer is done for armor, not yet for weapons. It is next.
Which mech can be repaired new? This means it has an error in CSV file.
Destroyed weapons are auto-repaired in logistics, will be changed. Destroyed weapons will be destroyed and the player will have to replace those damaged weapons (and other equipment).
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I think there are some balance issues with weapons so far.
LRM's do a ridiculously high amount of damage- destroyed an Atlas with a Mad Dog and Lupus without it ever firing a shot in the Black Iceland recon mission. CERPPC's don't seem to have the range that they're supposed to- my pilots don't fire them very often and when they do it is at the same range as SSRM6's. Is there some issue with direct fire LOS as observed by the unit perhaps?
I'd be fine with the damage that LRM's can do if indirect fire went away or something. The issue here is that I have a mech at the outer edge of an enemy's radar range and I'm getting picked apart by LRM's, even though I'm three hills away. This would be fine if, say, I was on flat ground and I could fire a few shots from an ERPPC (more range than LRM's in Battletech) or ERLLAS (also more range), but even if I have LOS my units won't fire at a target that far away with direct-fire weapons.
I know that to do indirect LRM fire in table top you need to have another unit with LOS to the target. I imagine that would be hard to code, so I'll dismiss that as a possibility for the time being. Something should be done though, IMO, so that this balance issue is fixed, otherwise I see no reason not to load my units up with clan LRMs and an ECM and just shoot from outside the range of detection.
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Cowboy when I made weapon ranges, I made it quick without much thought about balance (did not have time).
Clan LRMs have range 500 and can fire without LOS (just sensor contact).
Clan Large ER Laser has max range 470,
Clan ER PPC 440.
Lasers and PPCs cant fire without LOS.
The question is: Should I increase LOS, it is something 300+, can go above 400 for high ground?
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what are the #'s in?
Give me a scale and I'll convert all the Table Top ranges to that scale. I can do it in Excel if it makes it easier for you, that way I can attach it to a post.
Edit: I'll do the same with damage, since that scale is easy to convert- 400/307= damage scale, unless we want to keep damage scaled to ~1/3 of Table top values, in which case I can keep it that way too.
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Did i read that right, AMMO BINS?
Downloading right now, takes a while though, silly rapidshare not so rapid at all xD
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Range should be around 35-45% of tabletop as the engine was not designed with such distances in mind.
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Slightly related to range questions. Since the range on weapons has been substantially increased, were the pilot range skills also adjusted despite the in-game text?
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Slightly related to range questions. Since the range on weapons has been substantially increased, were the pilot range skills also adjusted despite the in-game text?
Yes.
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Where would I find the weapon range file so that I can get down to editing it?
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Object folder, the file "compbas.csv", the last two values defines min and max range of each weapon. Be sure to edit in notepad only, these csv, or better said the engine, are picky about it.
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Notepad++ ok?
-
yip
-
Yes.
Thanks!
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If you find the links down for any reason you can get MCO 240 at www.wmwiki.com/hosted/mco
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I downloaded MCO 240 and have been playing, thanks for all the work on this! I was playing the exodus campaign, and I noticed that if an enemy mech has ecm, the ecm bubble continues to function even after you disable/destroy the mech that had the ecm ( i do not think I have gotten the mech with ecm to blow its fusion reactor despite my best efforts, so it is sitting there still salvageable on the field). I verified this across multiple missions. I would think if you shoot the mech down the ecm should cease to function (electronics would no longer work till it was salvaged). Is there a way to fix this? Also, I agree with those other posts about LRM's being too accurate without LOS and longer distance compared to ERPPC's, will this be updated, or should we go in and manually tweak the min max range values ouselves? Thanks! :D
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Suggestions:
-Ability to load the Quick Save from the menu. & Load choice of recent Quick Saves.
-Additional Info displayed in mech menu: Max Heat, Slots, Max Armor, Max Open Slots with Max Armor.
-Ability to view and compare mechs from mech selection & Purchase menu; without entering Modify menu.
TY
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Suggestions:
-Ability to choose pilot when salvaging mech during mission.
-In Carver V_Magic, Pilot roster is very small. (From ~16 to ~6). Suggest ability to choose your 6 starting pilots from the original roster. For variety and stats.
:yes:
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Suggestions 3:
1. I need a 'Hold Fire' button.
2. I wish I could control turrets. Tell them when to hold fire and not steal my kills. :yes2:
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The addition of Sensor and Jump stats.
Overall, I like the growth; but... It works in theory, but in practice, it's just 2 more stats to grind during/at end of missions. Monotonously repeating waypoints to grind skill. It would be okay if it took less to gain the 3 points per mission maximum. As it is, I'm running & jumping 62 waypoints per pilot, every mission; just to be sure.
I'm going to do my jumps, anyway; just save me the time and make 3 jumps = 1 pt. Sensor contacts too. It just needs a little tweaking.
It would be helpful if the skill point gains were explained clearly in the version notes. TY.
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I really enjoy the premise behind the project. Just noticing quite a bit of bugginess / crashing. This is particularly bad with the campaigns such as Day of Heroes and others. Getting a lot of "attempt to read" errors, etc. Did a fresh reinstall of MCO and Day of Heroes for MCO, and can't even get past the first mission. Do not have any other campaigns isntalled beyond the base ones in MCO. Kill the first Bushwhacker no problem, but seems like when I kill the Enfield MCO crashes. :banghead:
Apart from the MC2 mercs, which I stopped at Solaris on (sorry, but MW4 mercs has MC Solaris beat), haven't made too much progress on the campaigns. Lots and lots of crashing issues.
Also, had problems with Mercenary's Star. The extraction points seem rather ... challenging to hit. Took forever to find the "sweet spot" for extraction on the Regis City airport mission. The supply base mission was even more difficult to find the extraction spot on. I cleared all mech opposition (ambushed the ambushers in small groups) and salvaged a full collection of 'mechs. Went to the extraction spot, the marker vanished, and I never could find the "sweet spot." Was starting to wonder if I "broke" the mission by killing all the ambushers. Needless to say, that takes a lot of the fun out of the game, if you can't find the magic microspace to fit a dozen or so 'mechs into.
For some reason, the Carver V campaign doesn't seem to save between missions. Exited MCO without doing a quick save, and discovered no between mission saves for the "original" Carver V campaign for MCO.
I do hope that eventually, it will be possible to buy more than 1 item at a time. While I did have some issues with MC2 allowing you to turn IS battlemechs into omnimechs, it would be nice to be able to purchase more than 1 PPC per mission, or things like that. I can't imagine trying to collect enough Light AC's to make a Bane/Kraken Prime, though I do recognize that the MC2/MCO LAC is basically an AC5. Going through Day of Heroes about 3/4 of the way, I don't recall ever seeing the option to buy even an IS LRM20 launcher; most times it was 1 LRM rack, 1 SRM pack type stuff. Don't get me wrong, I like challenges, but yikes. What drew me to the mod was the potential for more equipment options and 'mech choices. While there are many more types of mechs, the customization seems to be much more difficult.
Don't get me wrong. Really interesting concept. Just wish the current version was a bit more stable.
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Tris-DSF, efforts are being made to improve the testing infrastructure around MCO's codebase.
Intention is for this to lead to less crashy releases in future.
Any reproduceable reports you can provide are much appreciated (your comments above help already).
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Which mech can be repaired new? This means it has an error in CSV file.
Black Jack, Exodus C01M01 Pirate Base - exaple
Best regards
ulric
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Well, I only have so much time and so much patience. Been retrying the MCO DOH campaign, simply because I used to enjoy MC2. Spent the last 30 mins or so crashing out after less than 1 minute in game on the fleeing the spaceport mission. Whatever seems to be killing it is up in the NE part of the starport.
Just about all I can say on behalf of this thing, is that at least nobody's had the balls to try to charge for it. Hasn't been a single campaign that I've been able to play to completion due to repeated crashes. Terrible game play experience. This could be so much more, and it isn't. And that's painful.
The whole weapon range thing kind of screws with tactics, load outs, etc. While they never made much sense to me; IIRC, don't regular PPC's, Gausses, lighter AC's, and generally IS PPC class weapons all have minimum ranges in the Battletech universe? Was suprised to see PPC/Gauss fire at point-blank range. Conversely, shouldn't Clan LRM's have no minimum range? As it sits right now, there is virtually no reason to equip you units with anything other than long-range weapons. Why use a heavy AC, when you can use a Gauss and get longer range, better damage/hit, and less heat ... while still being able to fire point blank?
Actually, given the range of 'mech based LRM's, there's no real reason to equip units with anything else in open terrain. In my gaming, 'mech based LRM's (both IS and Clan) even out range those in missle turrets. In most open terrain fighting, my units rarely fire anything other than LRM's with hit-and-run tactics. Basically anything that isn't an LRM is pretty much wasted space, unless you are on a compact map where there will be close combat. Things like the Alternate config "G" of the Nova Cat seem to rule the open battlefield. I thought that ER PPC's, Gausses, Clan ERLL's, Light Gausses, etc. all had longer ranges than LRM's.
Then there's the whole lack of available equipment thing. Stripping salvaged 'mechs is okay, but there needs to be a removal all option. Interface is painful for dumping all weapons, and sometimes the removal of weapons doesn't work the first time. Even having stripped numerous Clan 'mechs in DoH, still don't have that much to work with. And, purchasing has been disabled in most instances. When purchasing is available, it's generally 1 of each item displayed available. Have yet to see a Heavy Gauss Rifle.
With regard to the 'mechs in game. I can't tell if they are randomly selected from a list or what. No Fafnir's have made their appearance. Some of the other 'mechs seem to be MIA too. The "Prime" configuration of Clan 'mechs seems off.
In short, this thing is terribly disappointing. All I have to say is that at least I didn't spend time and money on it. Spending time on it, thinking things would improve is bad enough. Would have felt rather embarassed if I had also spent money on this.
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Sorry to hear that you haven't enjoyed it. This game is based on an old one, and it's currently in a state of WIP. Not to mention, the campaigns are all very old, and not made for this game version, but for the original ones. We tried to adapt them as much as our times allowed, and to be frankly, we haven't encountered such problems as you. I play/tested the entire Carver V campaign (the new version) and had NOT A SINGLE CRASH, except after beating the last mission because of the ending credits....
However, you are right with one thing : Weapon ranges are currently simply wrong and not working as intented. This is already known and fixed, because it also was a pain for me.... Minimum Ranges are now in again and will be released in the next version.
Regarding LRM's to outfit the entire mech ? Well you could do this of couse. Also I could build in a " i win" button into each mission, simple as that :) Do your self the favour, and play the game as it is intented, or otherway said, as the canon fiction describe the mechs.
Currently (original) logistic allows of the current way of playing mechs with only LRM's, as long as there is room you can fit everything in, even make all with LRM's. This already sucked in the original game. This part wil be changed completly in the future (close to the MW4 mechlab way), but it's not possible to say when this will be done, because we only have 1 active coder working on that part, and it's one the biggest changes ever made to this game, and that affects everything and therefore takes time.
Same goes for buying / selling and everything else in mechlab. the current way of thing (which is indeed not really working as it should) is also a EARLY WIP.
Maybe you might try again in the future, that's up to you. Still, thank you for your feedback, every feedback is appreciated. :yes:
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Tris-DSF,
crushes in DOH campaign is because of mission 11, not because of MCO. DOH mission 11 is fixed and download link updated.
Thank you for playing.
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Version 269 released!
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Thank you!
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276 uploaded!
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WOW,
I am in love with omnimech, loving all the new models and the fact your still updating even in 2013.
After the depressing news learning of Mechwarrior tactics (no mechcommander 3) I went
off and played a few solo missions and felt much better. I have one question when playing solo mission i can not select the shadow cat as a mech. Yet in the campaign for Exodus i managed to salvage one after many tries. Is this a bug or intentional. Personally the shadow ca is my favorite mech. I just used the one in my campaign to single handily boss 2 hunchbacks :D
But anyways thanks for all your continued work on this mod.
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Hi!
I am a big fan of MC2. I replayed it several times, so I got really happy when I learnt about MCO.
The problem I have is that I am unable to download version 276 from moddb.
Is there any mirror I could use to downloat it?
Or maybe some of the people who downloaded it could send it to me via dropbox or mega or whatever could be used :-)
Thanks in advance!
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I am a big fan of MCO.
Thank you!
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MCO 304 released, check the first post.
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I'm getting this:
The file you have selected (MCOsetup304.exe) is not available via any mirrors. Please check back shortly as our servers update every 5 minutes. To access more download mirrors we encourage you to join the community, otherwise please be patient and keep trying.
When trying to get MCO 304 from ModDB. Any other mirrors?
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Alternate download link mediafire added to top.
(3 archive files up to 200MB - sorry free account, rapidshare wont allow free downloads any more)
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New here to the site but have been playing MCO on my PC for a while without any serious problems. However I recently cleaned out my computer removing MCO. I downloaded 304 and went to play but appear to have resolution issues. If I change my screen resolution I can finally navigate the main menu but upon attempting to launch the mission I either crash or I am able to get in with severe HUD issues as well as a zoomed in screen. Searching the forum I found in 240 two characters that had the same issue and the patch given to them appears to have been deleted by a "bastard".
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Great game, but continues to crash with the mcorrel error.
Running wolf's dragoons
Error file attached
[attachment deleted by ninja]
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I tried out the old new campaign after I saw the mod being made. While I in general like the new setup, there are some issues that break the whole gameplay:
- I'm not able to recruit new pilots in the campaign. I'm stuck to something like 6 or 7 pilots which hinders me on capturing new mechs. I either have to drop with low weight in order to get the mechs with spare pilots, or I cannot capture enemy mechs after I've shot them down.
- It would be nice to see some kind of "vehicle crew" as backup-pilot with just basic stats but able to pilot that thing, if I'm not able to recruit new pilots
- I want to be able to change the skills for pilots or add at least another skill - this can be outbalanced with a fee for "training" or maybe even a disadvantage you have to choose from (positive and negative quirks)
- I don't see any mechs being purchasable in the campaign. After I re-load a savegame, the mech hangar is empty. I wanted to buy a Raven in order to have at least one ECM-Mech... nope, nothing. I'm not sure why the mechs go blank, but a campaign without the ability to buy mechs is somewhat pointless
- The weapons need a little re-balance. There is a link between DPS/Alpha/Heat/Range/Ammo vs non-Ammo. Some lasers are simply too hot for what they bring in, while Autocannons do not have the DPS I think they should have (for their size. I could simply put in Heatinks and lasers in the same space and are done with it without the need for ammo) The missiles seem to be okay.
I play the game with limited ammo, which I see as the standard behavior.
In general, this mod got the potential to get onto the flair of Mechwarrior 2 Mercs / MC 1 - but it needs a little more polishing. The game-breaking bugs are sad, as they waste a lot of great potential and work-time.
Other than that, I like it very much!