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Hosted Projects - Non-FreeSpace => MechCommander OmniTech => Topic started by: magic on October 24, 2014, 02:15:18 am

Title: Mechcommander Omnitech 424
Post by: magic on October 24, 2014, 02:15:18 am
MCO 424 RELEASED

Link:
http://www.moddb.com/mods/mechcommander-omnitech/downloads/mechcommander-omnitech

Latest changes:
Bugfix - custom made purchase files will never again crush the game if mech names and mech files are messed.

Mission mw2_10_1 Luthien.
Mission mw2_10_2 Luthien - last mission in mw2 mercs campaign.

New mech Fire Wraith in place of Hollander2. Hollander2 removed.
New Firestarter mech model.
New Champion mech model
New Jaegermech mech model.

NEWS 08112014

Disabled mechs at start of the mission are no longer fallen, they are shutdown.
Single Player pilot files changed, added statistics for weapons specialty skills for Veteran and Regular pilots.
Main menu button "return to game" disabled if no mission.
Support options for Salvage Craft, Repair Truck, Sensor, Artillery and Air Strike added to quick save/load.
Salvage Pilot List Box reloaded after quick load to show correct pilots.
Multiple drop zones - up to 3 drop zones, first 3 players mechs deployed in editor.
Left click on deployment team mech icon changes drop zone.
Only first 3 undamaged players mechs are used for drop zones.
Mechs from different drop zones are in different force groups.
Drop zone selection available in Pilot Ready Screen.
Pilot Ready Screen has a Tacmap showed in place for mech model if no mech without pilot selected.
Sound defined in editor is not playing when mission started, fixed. Disabled in mission start for now.
Tune number saved with quick save is the one played during save. Disabled play in quick load for now.
New mech specialty skills implemented.
Pilot Ready Screen changed - new specialty skills and attribute meters.
Every mission adds one point in specialty skill for mech class.
Allied Mechs can be repaired by players repair truck.
Disabled mechs at start have sensor system disabled.
More options in editor for scenario tune (up to 12 for now)
Polt Ready Screen - new skills.
Pilot Purchase Screen finished.
Pilot mech skills fix. Pilot files for regular and veteran pilots changed- mech skills added.
New pilot rank icons.
5 new pilot sound PAK files added from MCG crew voices. For Green, Regular, Veteran, Elite and Ace pilots.
Main menu screen changed - new look.
Pilot ready screen, change hire pilots button when pilots available for hire. Medal placement fix.
Info window fixed and finished.
Disabled mechs at start have their sensor sistem broken instead of disabled.
prefs - resolution detection changed.
Resolution 1366x768 fixed.
Resolution 1024x768 fixed.
******************************************************
Mechs

New Firefly mech.
New mech Hades - replaced centurion1.
New MadDog mech model (9 weapon nodes).
New Vulture mech model (MW4) (9 weapon nodes).
New Avatar mech model (9 weapon nodes).
New KitFox mech model.
New Dragon mech model (6 weapon nodes).
New Hunchback mech model.
New Hunchback2c mech model.
New Highlander model (9 weapon nodes) with new animation.
Improved NovaCat mech model with 8 weapon nodes.
New Cyclops mech model (9 weapon nodes).
New mech model StormCrow (7 weapon nodes).
New mech Crusader (10 weapon nodes - replaced Commando2c(removed)).
New Anihilator mech model (10 weapon nodes).
New Direwolf mech model (12 weapon nodes - walk anim fix).
New mech model Executioner
New mech model Jenner.
New mech model Jenner2c.
New mech model Raven.
New mech Gladiator,90t, clan, 9 weapon nodes in place of Highlander2c. Highlander2c removed from the game.
New mech model Wolfhound.
New mech model Adder.
New mech model Javelin.

Warhawk mech model fix (feet fix -walk anim fix).
Centurion mech model and texture fix.
Old Champion mech model returned.
******************************************************
BUILDINGS

New Building Component Stack.
New buildings LightPost, Medium post (completed med and lt walls and gates set1). Pine1,2,3 larger 1.3 times.
New building Command Center.
New Hanger model and texture.
******************************************************
New ABL commands

setmissiontune(tuneID)
tuneID - music ID number from sound.snd
------------------------------------------------------
setmechgesture(MechID, gestureID);
MechID - number from the editor for buildings, part id for mover (getunitmates(squadID)) from squad ID.
gestureID - (0,1,2,3,4,5,6,7 (fallen backward),8,..)
Effect: FOR DISABLED MECHS ONLY. set mech gesture to be fallen,...
------------------------------------------------------
destroymechbodylocation(MechID, locationID);
MechID - part id for mover (getunitmates(squadID)) from squad ID.
locationID - (    0 - HEAD, 1 - CTORSO, 2 - LTORSO, 3 - RTORSO, 4 - LARM, 5 - RARM, 6 - LLEG, 7 - RLEG,)
Effect: Destroy selected mech body location.
-------------------------------------------------------
damagemecharmor(MechID);
MechID - part id for mover (getunitmates(squadID)) from squad ID.
Effect: Random damage to all front mech armor locations.
-------------------------------------------------------
setrepairtruckenabled(state);
state can be True or False;
Effect: Enable/Disable repair truck in support for the mission.
-------------------------------------------------------
setsalvagecraftenabled(state);
state can be True or False;
Effect: Enable/Disable salvage craft in support for the mission.
******************************************************
MISSIONS:

Mission mw2_n_0 replaced (old MC2 mission replaced with new one).
Mission Solaris 3 fixed.
Missions mw2_n_7 and mw2_10_1 Luthien added to mw2mercs campaign.

MCO is at version 415. There are 2 missions (final MW2 Mercs campaign missions) to be made, some fixes and testing before this release.
Title: Re: New MCO release
Post by: Ezmankong on October 26, 2014, 02:29:46 am
Testing? As in just playing through the missions and looking for odd stuff, reinstalling old campaigns to test for compatibility, porting old savegames... etc?

If that's what you need, I can do that and post anything odd I find here.
Title: Re: New MCO release
Post by: captainslide on October 27, 2014, 09:18:34 pm
I could do some testing and report back too.  I have been eagerly awaiting the next update.
Title: Re: New MCO release
Post by: magic on November 08, 2014, 11:39:38 am
Post updated at top.

captainslide, Ezmankong, thank you for your support.
New MCO will be released soon, please feel free to post any/all errors you encounter while playing.
Title: Re: New MCO release
Post by: Ezmankong on November 09, 2014, 04:06:53 am
Quote
destroymechbodylocation(MechID, locationID);
MechID - part id for mover (getunitmates(squadID)) from squad ID.
locationID - (    0 - HEAD, 1 - CTORSO, 2 - LTORSO, 3 - RTORSO, 4 - LARM, 5 - RARM, 6 - LLEG, 7 - RLEG,)
Effect: Destroy selected mech body location.

Almost confused that with targeting bodyparts in-game with numpad. "8-click" on mechs is a bad habit of mine.

Quote
Allied Mechs can be repaired by players repair truck.

I've tried doing that in the current release (304) and it works, but it breaks the AI's script and they don't power up or move after getting fully repaired (or if I move the repair truck away mid-repair). Hope it works as intended in this version.

Quote
Polt Ready Screen - new skills.
wut?


By the way, this might not be related to the new release, but I noticed that version 304 has lag when loading up the savegame screen when you have tons of savegames in there. It goes from loading almost instantly with 5-6 savegames, to needing around 10 seconds when there are around 50 savegames. I've had to dump the savegames in a different folder periodically to avert this problem.

Also in 304, it seems odd that only Elementals use clan ferro-fibrous armor. I would have thought it to be more widespread in clan mechs. Headshotting an elemental just to salvage it for the clan FF; some lol memories there.

Hunchback2c only can carry 2 clan UAC20s, despite the usual (canon) configuration of 2 C/UAC20 + 2 C/ER M Laser. Might not be significant enough to change the mech's weapon grid though.
Title: Re: New MCO release
Post by: magic on November 20, 2014, 02:53:12 pm
Almost there...

I am replaying mw2_mercs campaign and fixing mission related bugs.
Almost forgot how much work must be done to prepare new release.
Title: Re: Mechcommander Omnitech 424
Post by: magic on November 23, 2014, 09:07:13 am
424 released...

Post updated at top.
Title: Re: Mechcommander Omnitech 424
Post by: luxebo on November 23, 2014, 04:01:16 pm
Hey Magic, good to see a new release! Glad MW2 Mercs is pretty much good to go! However, I can't get my old save files to work from version 304, which is a huge bummer as I don't want to have to replay the entire set of missions. I hope there is a way to finish my campaign from way back.  :)
Title: Re: Mechcommander Omnitech 424
Post by: Ezmankong on November 24, 2014, 06:14:52 am
Lol magic, you messed up the download link up there. :P

http://www.moddb.com/mods/mechcommander-omnitech/downloads/mechcommander-omnitech

not

http://www.moddb.com/mods/mechcommander-omnitech/downloads/meccommander-omnitech


Anyways, downloading, will post back in a week or so.
Title: Re: Mechcommander Omnitech 424
Post by: captainslide on November 24, 2014, 06:32:38 pm
I shall download this just as soon as I get home. 

Thanks for all your hard work.
Title: Re: Mechcommander Omnitech 424
Post by: GideonGrey on November 24, 2014, 11:05:27 pm
Hi, I'm a big fan of previous versions of this mod, and I'd love to play this one, but I'm having resolution issues with it.  My laptop runs 1280x800 native, and whenever I run the game I get a zoomed in image, with most everything missing.  To try and solve this, I brought the resolution down to 1024x768 and now I get a weird, off-center version of the main menu.  I can run the first mission from the Carver V campaign, but I can't run any more because the "Mission Start" button is off the screen.  I'd love some advice/help, because I'd love to play this game!
Title: Re: Mechcommander Omnitech 424
Post by: magic on November 25, 2014, 01:57:12 am
Thank you Ezmankong,

Link corrected at top.


Lol magic, you messed up the download link up there. :P

http://www.moddb.com/mods/mechcommander-omnitech/downloads/mechcommander-omnitech

not

http://www.moddb.com/mods/mechcommander-omnitech/downloads/meccommander-omnitech


Anyways, downloading, will post back in a week or so.
Title: Re: Mechcommander Omnitech 424
Post by: magic on November 25, 2014, 02:00:16 am
Hi, I'm a big fan of previous versions of this mod, and I'd love to play this one, but I'm having resolution issues with it.  My laptop runs 1280x800 native, and whenever I run the game I get a zoomed in image, with most everything missing.  To try and solve this, I brought the resolution down to 1024x768 and now I get a weird, off-center version of the main menu.  I can run the first mission from the Carver V campaign, but I can't run any more because the "Mission Start" button is off the screen.  I'd love some advice/help, because I'd love to play this game!

There is no Carver 5 campaign in the package?
Please, post a screenshot of the menu in question.
Title: Re: Mechcommander Omnitech 424
Post by: GideonGrey on November 25, 2014, 09:46:02 am
I installed the Modified Carver V campaign separately.  It's not the campaign that is the issue, it's the main menu itself.

Attached is the main menu running at my laptop's native resolution (1280x800)

I wonder if this is an issue with the resolution auto-detect?

[attachment kidnapped by pirates]
Title: Re: Mechcommander Omnitech 424
Post by: captainslide on November 25, 2014, 05:43:38 pm
Omnitech 424 Preliminary report.

As stated yesterday I downloaded the latest version last night.

For the record I am running
AMD Athlon x4 64
Nvidia 660ti
8gb ram
Windows Profesional 7 64
Native resolution 1680*1200

Download thru Moddb - check
Install to E: - check no dramas although it take a while to process
MS distributable - check loaded from previous versions so no issues

Played first 6 missions of MW2 Mercs.   
-no crashes
-quick/save load seemed to work ok
-font in front end screens gets a little small at my resolution
-all MechWarrior brains worked ok so far
-on the mission where you escort the prince (mission 5) he did another lap of the map after destroying all the enemies.  Evacuation point didn't registerer properly, radius might be a bit small, maybe resolution related
-tonnage/cbill adjustment is awesome but does have the potential to be game breaking for missions not designed for it.  May be a hard limit of +/-100 tons is worth considering.

Overall Magic you seemed to have fixed all the bugs I can think of from previous versions and the game feels like a BT game should with all the resourcing and economy improvements.

Will keep playing and report back.

Word of advice to other players.  Hire pilots as they become available in the MW2 campaign.  You need Isis from about mission 3 so you can complete the second Galedon mission and salvage a mech.  I had to back track 2 missions to be able to achieve this and salvage is extremely important in the early missions as Cbill are in short supply (as it should be).  Being able to select a pilot for the salvaged mech is also an awesome improvement.

Title: Re: Mechcommander Omnitech 424
Post by: luxebo on November 25, 2014, 06:12:11 pm
Still have issues with loading previous save files Magic. I have tried to add in every single file from past 304 edition but it just ended with extreme lag and not really anything else. (Not showing save files.)

I'll give a try again.
Title: Re: Mechcommander Omnitech 424
Post by: magic on November 26, 2014, 01:14:34 am
I installed the Modified Carver V campaign separately.  It's not the campaign that is the issue, it's the main menu itself.

Attached is the main menu running at my laptop's native resolution (1280x800)

I wonder if this is an issue with the resolution auto-detect?

Please post a pic of the menus when you changed desktop resolution to 1024x768. The game should run in that resolution and all the buttons should be in place.
Title: Re: Mechcommander Omnitech 424
Post by: magic on November 26, 2014, 01:16:23 am
Still have issues with loading previous save files Magic. I have tried to add in every single file from past 304 edition but it just ended with extreme lag and not really anything else. (Not showing save files.)

I'll give a try again.

You cant load previous save game files, version of the save file has changed. The game wont see those files, sorry.
Title: Re: Mechcommander Omnitech 424
Post by: magic on November 26, 2014, 03:22:54 am
A while ago I changed the game to save before_mission files, like in MCG.

The game will open and check version of every save file from savegame folder and this can produce "extreme" lag.
Should I remove before_mission save files?
From my experience, I never had to load any of them...
Title: Re: Mechcommander Omnitech 424
Post by: GideonGrey on November 26, 2014, 10:12:29 am
Okay, reset resolution to 1024x768.

Attachment 1 is of the main menu.  Everything is visible, but everything also seems skewed to the right.

Attachment 2 is of the encyclopedia.  Again, everything is visible, but everything seems shrunk and shifted to the top left.

Attachment 3 is of the mission start screen.  Now the size seems more or less correct, but everything is shifted to the right, making buttons inaccessible.

Sorry to pester you with this, but I figured someone else might have this issue down the road.

[attachment kidnapped by pirates]
Title: Re: Mechcommander Omnitech 424
Post by: luxebo on November 26, 2014, 01:44:15 pm
I guess I could go back and attempt to use the after_mission thingy and copy paste file variants and all. Maybe that'll work.

Edit: Yes if you go back and copy paste file variants and edit the pilots to where they were as the other campaign save files, plus placing that specific mission everything can lead from there. Might be some bugs but verified that you can continue where you left off, just takes some time.
Title: Re: Mechcommander Omnitech 424
Post by: luxebo on November 26, 2014, 06:03:59 pm
Went ahead and finished the campaign. :yes:

Couple bugs: pilots may or may not duplicate (in my case Isis kept duplicating every mission and it turned out she can only be used as a pilot (not as a salvage sender.)

Also, what you set in options doesn't actually hold. If you set difficulty to Elite it changes back to normal again after a match or two.
Title: Re: Mechcommander Omnitech 424
Post by: Ezmankong on November 26, 2014, 07:16:13 pm
Quote
By the way, this might not be related to the new release, but I noticed that version 304 has lag when loading up the savegame screen when you have tons of savegames in there. It goes from loading almost instantly with 5-6 savegames, to needing around 10 seconds when there are around 50 savegames. I've had to dump the savegames in a different folder periodically to avert this problem.

Quote
A while ago I changed the game to save before_mission files, like in MCG.

The game will open and check version of every save file from savegame folder and this can produce "extreme" lag.
Should I remove before_mission save files?
From my experience, I never had to load any of them...

Well, that makes sense now. I'd like to keep the before_mission files, as I use those for loading if I forgot to save to my usual file before exiting. Like I posted before, to avoid lag, just dump all the save files not being used into a separate folder, and bring them out when needed.



Luxebo, all I needed to do to use my old savegames was to open them, then change
Quote
l VersionNumber = 10013
to
Quote
l VersionNumber = 10014
and the save files will show up just fine. Even my custom mech variants with overloaded 50 components seem to load properly.
Title: Re: Mechcommander Omnitech 424
Post by: luxebo on November 26, 2014, 09:33:03 pm
Cool, didn't see that! But I did go ahead and port every variant/pilot in anyway.
Title: Re: Mechcommander Omnitech 424
Post by: Ezmankong on November 27, 2014, 06:23:25 pm
GideonGrey, the problem seems to be due to MWO trying to fit stuff into a widescreen 16:9 resolution, by resizing stuff up on low resolution using the height as a base, then multiplying by 16/9 for the width. In your case it's trying to multiply 768 into 1365, and since that can't fit completely it cuts off slightly on the right.

 I don't know if your laptop can show 1024 x 576; mine can't since widescreen resolutions don't go that low. Other widescreen resolutions are: 1280 x 720, 1366 x 768, 1600 x 900 and so on.

If standard screen 4:3 needs to be shown completely in 16:9 ratio, MWO needs to have some black space on the top and bottom of the screen to fill up the remaining unused area, like an old film reel. To do that, the video code needs to be tweaked to use width as a base, then resizing by multiplying with 9/16 to get the height, then displaying at the center (black area will be at the bottom if display is set to begin from top left). I'm no programmer myself so I dont know how to do that in the source code. Sorry. :S
Title: Re: Mechcommander Omnitech 424
Post by: magic on November 28, 2014, 01:22:51 am
1366x768 resolution works fine on my laptop.

I cant set desktop resolution to 1024x768 on my laptop for some reason... no way to test.
1024x768 should work the same as 1366x768 (the same Y) just moved to the left. It should not be stretched.

Will try one change in the code that could work and will upload the EXE file for you to try...
Title: Re: Mechcommander Omnitech 424
Post by: Ezmankong on November 28, 2014, 06:10:06 pm
I can confirm 1024 x 768 is cut off on the right like GideonGrey on my desktop, as shown in the first attached pic.

Using ALT + Enter to force MCO to enter windowed mode, then changing back to 1600 x 900 resolution results in the second pic. MCO is still cut off in windowed mode.



[attachment kidnapped by pirates]
Title: Re: Mechcommander Omnitech 424
Post by: GideonGrey on November 28, 2014, 11:54:58 pm
I know that this issue did not arise using MCO 302, which is what led me to assume that the problem had something to do with the resolution detection update.  Unfortunately, I'm not a coder either, so I may be looking at it too simply.
Title: Re: Mechcommander Omnitech 424
Post by: Ezmankong on November 30, 2014, 12:34:06 am
Somehow every mech has a rated jump distance of 125. Renard's Atlas jumping as far as an Anubis is kinda surprising. :lol:
Title: Re: Mechcommander Omnitech 424
Post by: magic on December 01, 2014, 11:02:01 am
Somehow every mech has a rated jump distance of 125. Renard's Atlas jumping as far as an Anubis is kinda surprising. :lol:

That was the case in old MC2, in MCO heavier mechs have jump divided by tonnage. Will have to change the display from fixed 125 to calculated value.
Title: Re: Mechcommander Omnitech 424
Post by: Varjo on December 02, 2014, 01:56:53 pm
Hi,

Just wanted to chime in that I'm also having resolution issues where the screen is cut off. Any advice on how to get things working in the meantime?
Title: Re: Mechcommander Omnitech 424
Post by: Ezmankong on December 02, 2014, 07:48:02 pm
Set your screen resolution to a widescreen resolution before running the game.
Examples are: 1600 x 900, 1366 x 768,  1280 x 720...
Just make sure the width : height ratio is 16 : 9 and you should be fine.
Title: Re: Mechcommander Omnitech 424
Post by: Shtoi on December 02, 2014, 10:53:16 pm
magic,

First and foremost, a heartfelt THANK YOU for making this mod (which is arguably better than the original game!).

Bug report:

In MW2 campaign, in mission mw_n_7, the objective is to capture a prison while a pilot-less mech is near it (for the rescued rebel leader to jump into). However, since the pilotless mechs are not Blue + laying on the ground but Red (hostile) + powered down, it makes it impossible to capture the prison = campaign stalled. Killing the mech allows the capture but fails the mission once all other objectives are complete.

Screenshot: http://i.imgur.com/7vc6KQW.jpg

Hope this helps!
Title: Re: Mechcommander Omnitech 424
Post by: magic on December 03, 2014, 01:35:48 am
Thank you Shtoi,

Mech of the rebel leader will change to blue when you capture that turret control. It should be when it is captured or destroyed...
Will change the mission.

Please go to data/missions folder and open mw2_n_7.abl file.
Find the code segment and replace with this one

Quote
if (LopCCC) then
   if ((objectSide(43787) == 500) OR isdead(43787)) then
      objectchangesides(RebelLeader, 0);
      LopCCC = False;
   endif;
endif;

This will help you finish mw2 campaign.
Title: Re: Mechcommander Omnitech 424
Post by: Ezmankong on December 03, 2014, 04:20:28 am
Ah, so the changed segment is the part with "OR isdead(43787))" so if the turret control is destroyed, the flag is also triggered. The original code is only triggered on capture.

I uploaded the file after editing if anyone needs it, just change the extension to .ABL since I can't upload other file types here.

[attachment kidnapped by pirates]
Title: Re: Mechcommander Omnitech 424
Post by: GideonGrey on December 03, 2014, 10:37:39 am
Set your screen resolution to a widescreen resolution before running the game.
Examples are: 1600 x 900, 1366 x 768,  1280 x 720...
Just make sure the width : height ratio is 16 : 9 and you should be fine.

Now, this fix hasn't worked for me, as my laptop has a native resolution of 1280 x 800, but it gives me a ridiculously magnified screen, as seen below...

[attachment kidnapped by pirates]
Title: Re: Mechcommander Omnitech 424
Post by: magic on December 03, 2014, 11:19:50 am
720...

I am sorry, MCO will not work under 768..

Download my "patch" from the post MCO resolution patch.
Set your resolution to 1024x768 if you can and try this it. If you have 4:3 screen dont use wide resolutions.

Anyway I have finished my changes in options screen and player can force one of 7 supported resolutions.
Min resolution is 1024x768.
Title: Re: Mechcommander Omnitech 424
Post by: captainslide on December 03, 2014, 06:16:30 pm
I have played all the way through the MW2:Mercs campaign.  With the exception of a couple of random crashes which weren't repeated I can say that everything has worked fine for me.

The final mission on Luthien is quite difficult and I enjoyed the little bonus mission at the end.

Thanks again Magic.

Are their any changes to Exodus or is it the same as before?
Title: Re: Mechcommander Omnitech 424
Post by: GideonGrey on December 03, 2014, 09:48:42 pm
Set your screen resolution to a widescreen resolution before running the game.
Examples are: 1600 x 900, 1366 x 768,  1280 x 720...
Just make sure the width : height ratio is 16 : 9 and you should be fine.

Now, this fix hasn't worked for me, as my laptop has a native resolution of 1280 x 800, but it gives me a ridiculously magnified screen, as seen below...

Sorry Magic, I done malfed this one up... My native resolution is 1280 x 800, but I should be able to force it into a correct resolution now?

Righteous!  Sorry to be a pain in the tookus..
Title: Re: Mechcommander Omnitech 424
Post by: Shtoi on December 03, 2014, 11:54:31 pm
magic/Ezmankong, thanks a lot, the fix worked within a quicksave (the neutral mech became blue).

Exploit report: currently, whenever there are two missions available to choose from, one can reduce the tonnage on the mission he chooses not to deploy to (= massive cbills), and upon completing the other mission the tonnage for the mission reduced prior resets. Additionally, I recall at least one time when I loaded a savegame after reducing the tonnage for one of the two missions only to see it reset (=even moar cbills!).

Having essentially unlimited cbills is fun if one wants to drive around all the mechs, but does impact the balance so plz nerf

Again, thank you team for this amazing game rework. I have spent around 40 hours playing this since 304 release. Perhaps consider setting up a Patreon/other donation mechanism? I'm sure more than one btech fan would love to show some appreciation.

Title: Re: Mechcommander Omnitech 424
Post by: magic on December 04, 2014, 01:52:15 am
GideonGray,

I will soon release new version with some bugfixes and forced resolution feature.
Minimum resolution is 1024x768. If your laptop cant support Y > 720, you will not be able to see any buttons at the bottom edge of the screen.

Shtoi,
Thank you for playing. I know about that "bug". The entire mission control system will be changed. I will try to add some more elements to this game...
...I need a long break from MCO...

CaptainSlide,
Thank you for playing. Exodus is not changed for now, it will be completely changed with expanded background story for the future.

Many of those random errors are created with the files like purchase files, model files, pilot files, object files, AI brain files. I am changing the code and I have (hopefully) eliminated all possible corruption errors with incorrect purchase files (the game will simply ignore problems). But there are many and some very hard to identify.

Most of those corruption errors are from the errors in the files not in the game exe.
Title: Re: Mechcommander Omnitech 424
Post by: Shtoi on December 04, 2014, 03:24:23 am
Another possible bug found: in the first Luthien mission, after completing the primary objective the extraction marker does not trigger mission success. Screenshot: http://i.imgur.com/fPlPKLz.jpg

I did salvage more mechs than I was "allowed" by in-mission message screen (2).

Thanks for looking into this!
Title: Re: Mechcommander Omnitech 424
Post by: magic on December 04, 2014, 03:41:06 am
Shtoi,

Strange, I tested this mission as solo and as part of the campaign, never had any problems with extraction?
Title: Re: Mechcommander Omnitech 424
Post by: Ezmankong on December 04, 2014, 08:26:42 am
Did any of the pilots from your original loadout eject? I sorta remember there being an old bug where the mission won't complete if any of the original team of mechs is missing before reaching the extraction marker.
Title: Re: Mechcommander Omnitech 424
Post by: TWJunky on December 04, 2014, 02:48:41 pm
Hi Guys, I am experience a similar bug. I am playing Omnitech 424 the exodus campaign. During Mission 8: Convoy Pickup when I go to the exit point the game wont end. I am using only 2 mechs tried the whole thing also with 3 but it never stopped. I also tried killing all hostiles, but still no success. can somebody point me in the right direction. nobody ejected none of my guys died. also tried it by slvadging enemy mechs and also tried it without. destroyed all brides and tried without. nothing works. do i maybe have to use all 5 of my pilots for the mission?
Title: Re: Mechcommander Omnitech 424
Post by: Ezmankong on December 04, 2014, 06:26:19 pm
Did you escort all 3 groups of cars to the extraction point? Gotta wait for everyone to get there.
Title: Re: Mechcommander Omnitech 424
Post by: TWJunky on December 05, 2014, 10:05:42 am
had to destroy all my support vehicles..that seemed to work...sooo lame
Title: Re: Mechcommander Omnitech 424
Post by: Shtoi on December 06, 2014, 01:48:13 am
magic + whoever else worked on this mod.

The title of one of my greatest gaming moments ever goes to this moment:

http://i.imgur.com/JkE3okY.jpg

Now I understand what drove you to invest all the effort to create this mod. As one of the top MCG players in TCL back in MPlayer days (early 2000's),  I understand.

magic, please check PM. CW is coming ; )

P.S: The extraction bug in the first Luthien mission was caused by a friendly (blue) fuel truck in the vicinity.
Title: Re: Mechcommander Omnitech 424
Post by: Odisseu on December 06, 2014, 02:42:33 pm
Hey magic,

thank you for the new release of Omnitech 424. Great work!
Title: Re: Mechcommander Omnitech 424
Post by: Varjo on December 07, 2014, 11:58:15 am
Set your screen resolution to a widescreen resolution before running the game.
Examples are: 1600 x 900, 1366 x 768,  1280 x 720...
Just make sure the width : height ratio is 16 : 9 and you should be fine.

This isn't the issue. My screen is already set to such a resolution (1280x720). The game doesn't seem to support this resolution.
Title: Re: Mechcommander Omnitech 424
Post by: Ezmankong on December 08, 2014, 12:56:29 am
Uh, 1280 x 720 works fine for me...

Have you tested magic's fix yet? http://www.hard-light.net/forums/index.php?topic=88793.0
Title: Re: Mechcommander Omnitech 424
Post by: Greggy on December 09, 2014, 11:59:34 pm
Hi guys - really appreciate your work.
Is there anything to do with Intel HD4600 being unable to handle the game in hardware rasterizer mode? I can't even see options menu - all is shattered.
http://oi61.tinypic.com/2jg8e51.jpg
On my other PC with Radeon 6950 it's great.
Title: Re: Mechcommander Omnitech 424
Post by: magic on December 11, 2014, 09:35:50 am
MCO has problems with integrated Intel graphic cards.
Title: Re: Mechcommander Omnitech 424
Post by: Mcray on December 29, 2014, 11:40:07 am
Hi Magic!

I found some bugs.

MW 2 campaign:

Every second or third mission when I go to mech purchase, my whole GUI is empty and there are no mechs to buy. I get this every time. Dont know how to reproduce this but its a gamebreaker for me. I have to exit that game and restart to clear this.

Also the other bug that has been mentioned about reducing tonnage. If I reduce tonnage and start a mission with 1 mech. Die, and try the mission again. I see that the tonnage has reset to its original vallue but I still have the money bonus for reducing tonnage from my previous failed mission thus granting me infinate credits if I reduce the tonnage again...

Hope you can fix this.

Thank you!
Title: Re: Mechcommander Omnitech 424
Post by: jays175 on February 08, 2015, 08:08:54 am
Hi Guys,

I currently am stuck with an old laptop and can't get out to replace it due to an operation.  I am running Windows Vista.  Will Mechcommander run on this?
Title: Re: Mechcommander Omnitech 424
Post by: ulric_bekker on February 08, 2015, 11:30:54 am
The sound in this new release is just dreadfull, i mean lasers sound like a broken microwave, the uac sound makes me not want to use it etc etc. In my last playthrough I just could not play with sound ON.

I know im *****ing but then again, if you provide me with a list of all sounds ingame i can remaster them and maybe even make new ones, I do have a lot of skill with audio and sound production.

Let me know.

Best regards

Ulric
Title: Re: Mechcommander Omnitech 424
Post by: Raven IIC on February 08, 2015, 12:13:17 pm
Hi Guys,

I currently am stuck with an old laptop and can't get out to replace it due to an operation.  I am running Windows Vista.  Will Mechcommander run on this?

MechCommander should work on Vista, any of them should.

The sound in this new release is just dreadfull, i mean lasers sound like a broken microwave, the uac sound makes me not want to use it etc etc. In my last playthrough I just could not play with sound ON.

I know im *****ing but then again, if you provide me with a list of all sounds ingame i can remaster them and maybe even make new ones, I do have a lot of skill with audio and sound production.

Let me know.

Best regards

Ulric

Have you downloaded the MechCommander 2 Shared Source? Many sound files are available there, I believe.  Here's the link: http://www.microsoft.com/en-us/download/details.aspx?id=11457 (http://www.microsoft.com/en-us/download/details.aspx?id=11457)
Title: Re: Mechcommander Omnitech 424
Post by: ulric_bekker on February 24, 2015, 04:15:40 am
Hi Guys,

I currently am stuck with an old laptop and can't get out to replace it due to an operation.  I am running Windows Vista.  Will Mechcommander run on this?

MechCommander should work on Vista, any of them should.

The sound in this new release is just dreadfull, i mean lasers sound like a broken microwave, the uac sound makes me not want to use it etc etc. In my last playthrough I just could not play with sound ON.

I know im *****ing but then again, if you provide me with a list of all sounds ingame i can remaster them and maybe even make new ones, I do have a lot of skill with audio and sound production.

Let me know.

Best regards

Ulric

Have you downloaded the MechCommander 2 Shared Source? Many sound files are available there, I believe.  Here's the link: http://www.microsoft.com/en-us/download/details.aspx?id=11457 (http://www.microsoft.com/en-us/download/details.aspx?id=11457)

I have found the sounds and everything, but I would like a confirmation from one of the devs, since I dont want any flame war  to arise or do anything unwanted besides it would be nice to hear from the people that actually play the game what they think about the new sounds in MCO 0.424, and basically im also interested if the sound file that is going to get swapped must be of a certain lenght and how the game handles it... does it cut the sound if it is longer, stretch it if its shorter etc, is there any surround effect eg. if zooming closer to a mech does the sound get enhanced with for an example an echo to the original and so on.

I know im making fuss, but its good to know.

Best regards,

Ulric

Title: Re: Mechcommander Omnitech 424
Post by: ulric_bekker on February 24, 2015, 04:18:25 am
Hi Magic!

I found some bugs.

MW 2 campaign:

Every second or third mission when I go to mech purchase, my whole GUI is empty and there are no mechs to buy beyond/after the first mission (in older versions/build of MCO if I am not mistaken there was only one time that one could purchase them after the first) . I get this every time. Dont know how to reproduce this but its a gamebreaker for me. I have to exit that game and restart to clear this.

Also the other bug that has been mentioned about reducing tonnage. If I reduce tonnage and start a mission with 1 mech. Die, and try the mission again. I see that the tonnage has reset to its original vallue but I still have the money bonus for reducing tonnage from my previous failed mission thus granting me infinate credits if I reduce the tonnage again...

Hope you can fix this.

Thank you!

Its a feature, not a bug.

The bug in this case is, if you DO actually get mechs to purchase, which does happen from time to time... A rare occasion in which a bug is a welcome thing. :)

The point of the campaign, if Exodus is on the table as far as I can see it is you must manage with limited resources  - mechs, equipment, pilots (in previous versions/builds there was I think just one occasion when one could buy mechs after the first mission briefing/start and one occasion when one could actually buy noteworthy gear (Clan)),
the goal/aim of it is more or less salvage (which was just made easy as taking candy from a baby in the newer builds in which one can allocate C bills for in mission usage, making the campaign fairly easy even on Elite).

Cannot and will not comment for other campaigns (Mercenaries and other third party) since I have went through it only once.

Best regards,

Ulric
Title: Re: Mechcommander Omnitech 424
Post by: magic on February 24, 2015, 07:36:25 am
Ulric, you are welcome to try to make better sounds.

I only changed laser sounds and I agree it dies not sound good when downgraded to the format useable by the game.

About HUAC sounds, it was my mistake (typed wrong number), already changed to the sound of HAC.

Large laser sound changed to the LL sound form MCG.
Title: Re: Mechcommander Omnitech 424
Post by: GR00V3R on June 06, 2015, 06:42:06 pm
BUG REPORT
Haven't seen this reported elsewhere and didn't see a specific bug thread, so I'll pop it here.  :)

Issue:
When progressing into a new mission, mechs are available for purchase and pilots can be hired; upon loading game, however, no mechs are available for purchase and no pilots can be hired.

To replicate:
1. In MCO, load a game where you would expect to see new mechs and pilots available (I've seen this in both the MW2 and Carver V campaigns so far).
2. Click NEXT. The Drop screen appears.
3. Click MECH PURCHASING. Should see no mechs available for purchase.
4. Click CANCEL.
5. Click NEXT. The Pilots screen appears.
6. Click HIRE. The Hiring screen appears. Should see no pilots available to hire.

Hope this is helpful.  :)
Title: Re: Mechcommander Omnitech 424
Post by: MikeEng on June 12, 2015, 06:45:35 pm
I have had this problem too in the modified Carver campaign. The workaround that I have been using is to buy or sell both a weapon and a mech. I can then save and when I reload, the mechs and weapons are still present in the store.

For me to replicate the bug:
1. Play through a mission successfully
2. Save the game. Do not purchase or sell anything.
3. Reload the game.
4. Go to mech purchasing or weapons purchasing and store inventory is empty.

Cheers
MikeG
Title: Re: Mechcommander Omnitech 424
Post by: GR00V3R on June 12, 2015, 07:25:43 pm
On closer inspection, it seems this only happens for me when I load an "after" save. If you load a "before" save, there's no issue, so there's an easy work-around available.  :)