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Hosted Projects - Non-FreeSpace => MechCommander OmniTech => Topic started by: Starman01 on February 02, 2011, 04:17:49 am

Title: NEWS : Alpha-Build Release
Post by: Starman01 on February 02, 2011, 04:17:49 am
Hello Battletech Fans !!!

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

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

- ca. 75 different mechs (more than 90, if you take Clan variants into account). Retail Editor had only 29.
- ca. 70 vehicles (including variants) featuring different chopters, powered armor types or the vehicle probs movable. Retail had 34
- a different purchase system (different from what we plan, so this one is obsolete/outdated)
- Skill try for sensors and jumping based on current sensor and jumping skill value.
- Fall when failed jump skill.
- New resolution 1920x1080.
- Sensor specialty skill and Jump specialty skill are now obsolete.
- 4 existing sensor levels are based on sensor skill value.
- Jump distance reduced for heavier mechs, more tons - lesser jump distance.
- Unit roster is no longer sorted; you can change as you wish. That way you can shift damaged units back in formation and put undamaged in front.
- 6 formations available for now. Formation key is "K", press to cycle through formations.
- Mechs are free of object2.pak (object numbers start is at 1200).
- Number of polygons limit tripled.
- A modification of rollins message box implemented.
- All vehicles are free from object2.pak (object numbers start is at 2000).
- All buildings can be free from object2 (object numbers start is at 2500, original buildings will be left in object2)
- Set of Rollins buildings and some other buildings (i.e. a Mechhangar like in MW4)
- 5 new mechs (Fafnir and Lupus by Karl, Intruder and Thug by magic and MsdCat MkII by MCO team)?
- Number of potential abl commands doubled (was 256, now 512).
- Modified Mech purchase screen. New mech purchase simplified to the maximum, no memory consumption at all.
- Modified rollins message box added and accessible as abl command (for use in main mission abl file):
Code: [Select]
setTextMsg(0,"PROBE",10);
first parameter can be 0 or 1.
0 - instant message for the duration of number of seconds (10),
1 - rollins message box with press enter to continue, in this case third parameter should be 0.
Second parameter is text message. It should have no limit because it passes a pointer to string to underlying function.
Third is a number of seconds to display a message in case first is set to 0.

What's NEW in editor:
- Fixed many errors: dynamic memory allocation version conflict.
- New load for mechs, vehicles and buildings. It will load old MC2 way as well.
- Rollins resize bug fix implemented.
- Fixed 600 objects limit for buildings.[/i]

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

Campaigns included :

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

PROGRAM REQUIREMENTS
You will need Microsoft Visual C++ 2010 redistributable
(http://www.microsoft.com/downloads/details.aspx?familyid=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84)
 and
XNA build for the editor (extract xna build and don't dbl click XNABuildSetup.exe. Dbl click XNA Build System.msi. It will install and report an error in the end about something missing. Just finish the install and it will be OK.
(http://www.microsoft.com/downloads/en/details.aspx?familyid=868fe562-5ded-4bb1-8648-708d3481bda3&displaylang=en)

Downloadlink (click image) :

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

Have fun !


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

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

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

(Click to enlarge the images)

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

Also, the download link is placed there atm. Sorry, I know filefront is not the best and fastest, but we needed a public server. If anyone wants to mirror the files, he/she would be welcome. Sofar, the download can be found here : >insert moddb download link<

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

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

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

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

Cheers
Starman
Title: Re: NEWS : Alpha-Build Release
Post by: Grizzly on February 02, 2011, 07:58:03 am
Question: Is there anything that you can not include in the build due to legal issues, and if yes, can you still get those things if you have the CD?
Title: Re: NEWS : Alpha-Build Release
Post by: GReaper on February 02, 2011, 08:13:34 am
No, generally there're no restrictions. Everything will be included!
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 02, 2011, 08:18:05 am
Eh, not completly :)

As I understand the source Eula, it says this :

The code is completly free. We can change it, reuse it and even sell the result. That doesn't seem to be equal to all art included in MC2, as I understand it, this is still property of MS and protected with the eula. Since it's free in the release, we should have no problem as long as we give everything away for free too. However, if the project evolves as I hope, there will be nothing left from the original art in the end, so everything is fine :)

As I said, the video code and multiplayer code from the game has been removed or disabled, most certainly to prevent legal issues. So it would not be wise for us, to simply reactivate it if even possible, so we will have to look for a new one. That depends, how our coding departure will develop. We will have to find a compromise here in the future. The videocode is IMO much more important than multiplayer, thought that's just my opinion, because I never play anything multiplayer like :) I will certainly not block any attempt in bringing back MP

But GReaper is certainly one of the persons who I will poke to create these things :D
Title: Re: NEWS : Alpha-Build Release
Post by: Shade on February 02, 2011, 12:12:21 pm
What is the name of the font used in the download image? For the life of me, I cannot remember it even though I remember using that font (or at least one extremely similar to it) at times in the past :p And since I've built a new computer since then and forgot to copy over my font library before reformatting the old one, I can't just dig through the fonts until I find the right one either.
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 02, 2011, 04:10:19 pm
It's called "Ethnocentric", found it somewhere on a free font page. :)

Title: Re: NEWS : Alpha-Build Release
Post by: Shade on February 02, 2011, 04:31:47 pm
Thanks :)
Title: Re: NEWS : Alpha-Build Release
Post by: Stormkeeper on February 02, 2011, 07:28:08 pm
Yay! I finally get to match the Fafnir against an Atlas! I worship the ground you walk, and glorify the air you breath!!
Title: Re: NEWS : Alpha-Build Release
Post by: Timerlane on February 03, 2011, 02:53:58 pm
Just checking(I realize there may be instructions in the download itself, but I'm not downloading it until I get to the computer I'd be using it on), and I figure it may come up anyway:

This is completely stand-alone, correct?

Meaning, that if one has retail MC2 already installed, one should not attempt to place/install this in the same folder/directory as retail MC2?

In other news: MKII? Jumping dual-gauss and all? :D

EDIT: Then again, since I don't need a CD, there's really no reason I couldn't put it on my netbook... :P
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 03, 2011, 03:59:10 pm
It is completly standalone :) However, it has no video and multiplayer support because of this. Copying it over retail will not work. While the retail art and models are compatible, the code is no longer I'm afraid. But on the other side, those videos weren't so special anyway, so **** it :) I rather hope that we will brake many code limites and then create ****ing awesome render videos ourself  :p
Title: Re: NEWS : Alpha-Build Release
Post by: Timerlane on February 04, 2011, 01:44:27 am
Only played a couple of missions so far, but I'm pretty impressed.

It seems to run buttery-smooth with all the options on, even on my integrated video card(which I can't say for retail MC2).

The AI is dynamic now(no more click-drag-and-massacre-the-single-minded-bots); the AI even uses jump jets to follow you, and seemingly even to control range if needed. I think I've even seen mostly-chewed up 'Mechs try to flee(like the Starslayer in the first mission). This only on Regular, so far.

Lots of new toys, including premade canon variants that can include parts you can't otherwise purchase yet(like the BSW-X1 and its ER Large Laser).

Jump jet skill is interesting; the occasional tumble hasn't proved costly yet, but it gives you something to think about. I don't think you take any damage from the fall itself.

Pilots are somewhat limited(for now, this means there's a hard limit to how many 'Mechs you can take/salvage at once(for those veterans who tend to hoard their RPs to salvage as many free 'Mechs as possible :P ), and some of your favorite/usual MC2 pilots might not be here); I presume this is because a little bit of extra work is probably needed to fully assemble the revised personas. Interesting that there must have been all those unused messages included in the original VA files.

I see you guys kept the same plaintext save system(the FIT files), so the potential to easily edit our saves to play with pilot stats or drop in more advanced toys to play with is still there. :D
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 04, 2011, 05:38:46 am
Glad you like it :)

Yes, the purchase files for the Carver 5 could use a little overhaul, but mostly they work pretty good. The only thing I would change, is that you get two more additional pilots in the end. And with all the new pilots, you have enough to pick from :)  Also since the new logistic is alpha, each object can only be bought once.
Title: Re: NEWS : Alpha-Build Release
Post by: asyikarea51 on February 04, 2011, 07:42:04 am
Just started playing around with it, looks good so far. Was looking for a way to play the original campaign with any mod pack that basically threw in a whole new set of Mechs and guns and stuff (Are the MCG pilots in this mod?). I tried wolfman's MCX and MC2X releases but I gave up after countless reinstalls and uninstalls... and wow damn his custom campaigns were really hard. (For that matter MCX sorta worked with Carver V but things definitely did not look or play right...)

Haven't played Exodus yet but I guess I have to expect the same fate of most fan work for anything being all-around harder than any defaults...

Something minor, what's with the two Cougar entries? Was one supposed to be an MS default and the other a new one (as with the Mad Cat/Timber Wolf)? Both looked the same in the Encyclopedia... also the Mechs in the vehicles tab? This maybe related to some hard limit in the game or something? (I don't know much about the Mechcommander games, so apologies.)

In any case I'm envious of MC2X, sure not everything fits the CBT universe, but look at the mechs and equipment available to the player on that mod, maybe I'm wrong but it felt like something was missing playing OmniTech.

But then again, you guys have the Fafnir... and the RAIL GUN :lol:

Sorry if it felt like I was drawing comparisons. Guess I got carried away. Either way, off to play OmniTech for now...

Quote from: Timerlane
I see you guys kept the same plaintext save system(the FIT files), so the potential to easily edit our saves to play with pilot stats or drop in more advanced toys to play with is still there. :D

YEY :lol: XD :D
Title: Re: NEWS : Alpha-Build Release
Post by: magic on February 04, 2011, 07:54:26 am
asyikarea51,

Thank you for downloading.

One Cougar is original model, the other one is my (in my opinion improved) design.
I dont care abaout encyclopedia so I havent created any encyclopedia entrys...

All those mech and vehicle models "from MC2X" are my design plus 5 more. Just a little more Btech.
Title: Re: NEWS : Alpha-Build Release
Post by: asyikarea51 on February 04, 2011, 08:16:07 am
All those mech and vehicle models "from MC2X" are my design plus 5 more. Just a little more Btech.

Yeah I was looking around Dropshipcommand earlier this week finding solutions, stumbled around here and there so I'm aware of this. Cheers. :)

Ah great now the Cougars bother me even though it's so minor. XD... Oh wait they do look visibly different in the editor, and the mech/vehicle sorting is all correct. Are encyclopedia entries directly tied to the units (like in FS Open), or not, or is there more to it?

Just curious since I'm not familiar with the MC2 engine.
Title: Re: NEWS : Alpha-Build Release
Post by: Arcalane on February 04, 2011, 08:29:26 am
Looking good so far! Could do with more resolution support and maybe windowed mode, but otherwise it works well on Vista, which I can't say for MC2 'classic'. There's some weird cursor flickering though.

Also; reducing the mission tonnage below initial levels is a potentially quite exploitable way to get a lot of 'free money' early on.
Title: Re: NEWS : Alpha-Build Release
Post by: Timerlane on February 04, 2011, 08:41:46 am
Also; reducing the mission tonnage below initial levels is a potentially quite exploitable way to get a lot of 'free money' early on.
On the third mission, I will be entering with two Hunchbacks(one 4G, one 4H), a Bushwhacker, and Jenner(with a Valkyrie still in storage). If the intent was to keep the players in nearly all light Mechs for a while(ala MC1), that probably won't work.

The ability to up your tonnage at a penalty is definitely a cool idea, though. Always annoying when the force you wanted to take was 5 tons over(admittedly more due to the limited choices in scout/sensor 'Mechs in retail); the Liao mission where you need an ECM 'Mech to drop the two sensor towers undetected springs to mind(you could bring two Catapults to fill the rest of the 160T limit if not for the Raven putting you 5T over).
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 04, 2011, 08:43:38 am
Quote
Are encyclopedia entries directly tied to the units (like in FS Open), or not, or is there more to it?

AFAIK it's in the mc2res.dll, so it  can only be changed from a coder (yet)

Quote
Also; reducing the mission tonnage below initial levels is a potentially quite exploitable way to get a lot of 'free money' early on.

Yep, known Issue :) But it will not bring you that much, because you are still limited in mechs and pilots ;)  But as said, the logistic will change anyway and this exploit will be removed :) Regarding the cursor flickering, I have that one too. I hope it will be gone once the GUI will get a higher resolution.
Title: Re: NEWS : Alpha-Build Release
Post by: magic on February 04, 2011, 09:35:25 am
Also; reducing the mission tonnage below initial levels is a potentially quite exploitable way to get a lot of 'free money' early on.

Try my Exodus on elite (designed and tested for elite) and see for yourself how much you can gain from lowering dropweight. ;7
Title: Re: NEWS : Alpha-Build Release
Post by: Droid803 on February 05, 2011, 10:26:35 pm
I'm getting "The program can't start because MSVCR100.dll is missing from your computer. Try reinstalling the program to fix this problem."
:nervous:

Did I do something bad?
Title: Re: NEWS : Alpha-Build Release
Post by: Hades on February 05, 2011, 10:27:09 pm
I'm getting "The program can't start because MSVCR100.dll is missing from your computer. Try reinstalling the program to fix this problem."
:nervous:

Did I do something bad?
Try installing http://www.microsoft.com/downloads/details.aspx?familyid=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84
Title: Re: NEWS : Alpha-Build Release
Post by: Droid803 on February 06, 2011, 12:41:29 pm
I'm on 64-bit.
I installed the x64 version of that.
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 06, 2011, 02:27:02 pm
Still getting that error ? Strange. I will point magic (the guy, not the energy :) ) to this matter, maybe he knows what the problem is. I can't promise anything, maybe the current build is not ready for X64
Title: Re: NEWS : Alpha-Build Release
Post by: Droid803 on February 06, 2011, 03:06:24 pm
Ok, so I needed the x86 version.
Got it working now. :P
Title: Re: NEWS : Alpha-Build Release
Post by: magic on February 07, 2011, 12:40:55 am
The game itself is x86 version.

It works well on 64 bit systems but c++ 2010 x64 redistributable wont help.
The game needs c++ 2010 x86 redistributable.
Title: Re: NEWS : Alpha-Build Release
Post by: Arcalane on February 07, 2011, 03:59:08 pm
As a note to whoever added the cruising Hellcat II to the Carver 5 mission "Mobile Intercept: Killdeer", it appears to cause the game to crash when it moves off the map. That's a theory anyway - it crashed once saying "STOP      :  [ASSERT 0]  Object moved off map" but I haven't been able to replicate. When repeating the mission, I shot it down before it could leave the map, and the mission did not crash that time.
Title: Re: NEWS : Alpha-Build Release
Post by: aledeth on February 09, 2011, 03:42:37 pm
Having a lot of fun with the game again. One weird problem that I get is when I move the cursor into the top 1/6th of my screen, it disappears. There's a definite boundary there, as I can see the cursor going into it and vanishing. It still functions though, I just can't see it when it's up there. Pull it back, and it's just like normal.

I'm playing the game on 1280x1024X32, so could this be a resolution issue?

Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 09, 2011, 03:45:32 pm
Does it happen in the game, or in the GUI in the main menu/mechlab ?
Title: Re: NEWS : Alpha-Build Release
Post by: aledeth on February 09, 2011, 04:36:06 pm
Both screens actually. Though this may be an issue with just my system alone, as I remember having similar issues when using Wolfman-X's mod.

Specs:

Windows XP Pro S-pack3
GeForce 9800 GTX+
Core 2 Duo @3.16 Ghz
4GB Ram, only 3.326GB Recognized
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 09, 2011, 04:48:07 pm
Hm, I just doublechecked, works fine on my side. Might be really something on your system. Pls be so kind and post your system specs, so that if someone else report anything similar we have a clue where to start searching :)
Title: Re: NEWS : Alpha-Build Release
Post by: magic on February 10, 2011, 05:19:44 am
Both screens actually. Though this may be an issue with just my system alone, as I remember having similar issues when using Wolfman-X's mod.

Specs:

Windows XP Pro S-pack3
GeForce 9800 GTX+
Core 2 Duo @3.16 Ghz
4GB Ram, only 3.326GB Recognized

Yes, I noticed this on my XP SP3 machine too.
Works fine on Win 7 64 (my second machine).

I dont know is this an issue or something OS related.
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 10, 2011, 06:15:52 am
Well, since I don't have it (also use XP SP3), it's more likely a GPU issue than an OS problem. I'm using an ATI Card btw. Magic, what's in your XP machine ?
Title: Re: NEWS : Alpha-Build Release
Post by: magic on February 11, 2011, 04:07:05 am
XP machine is ATI HD 4200 integrated grahics, with ATI 785 chipset. Athlon 2 x2 2.7 Ghz.
Win 7 is phenom x4 3.1Ghz, ati 790 chipset and ATI HD 4850 graphic card.

Edit: I just installed on XP SP3 machine with ati HD 4250 and ati 880 chipset works OK.

You are probably right Starman - GPU issue.
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on February 12, 2011, 02:56:15 am
Actually, to alleviate the flickering/disappearing mouse issue, all you need to do is disable "Hardware Mouse Rendering," or whatever its called, in the options menu. At least, that did the trick for me, both in the original and Omnitech. And I can confirm the issue with the Hellcat on Killdeer as well.

On another note, great job with Omnitech, guys.  It's an absolute blast with all the updated content, and I've been trying to get a real Widescreen resolution working forever. Thanks.
Title: Re: NEWS : Alpha-Build Release
Post by: aledeth on February 12, 2011, 10:28:45 pm
Actually, to alleviate the flickering/disappearing mouse issue, all you need to do is disable "Hardware Mouse Rendering," or whatever its called, in the options menu. At least, that did the trick for me, both in the original and Omnitech. And I can confirm the issue with the Hellcat on Killdeer as well.

On another note, great job with Omnitech, guys.  It's an absolute blast with all the updated content, and I've been trying to get a real Widescreen resolution working forever. Thanks.

You are my hero sir.
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on February 12, 2011, 11:26:15 pm
Anytime, my friend. In fact, I actually registered here specifically to help you out, since I recall how pissed I was when I first got MC2 and couldn't get my cursor to work properly. Figured I should save someone else the trouble.

On a feedback related note, are base defenses supposed to do no damage whatsoever? I'm playing on normal, if that matters, but in the overhauled Carver V campaign, All defenses fire to absolutely no effect. It makes some missions trivially easy.
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 13, 2011, 04:14:46 am
It could be really possible. Magic is always balancing his campaigns (and he overworked the Carver campaign) for use on "Elite" Difficulty Level :) But we have not even started to do anything to the balancing, so it is really possible that some parts are too easy on lower difficulties.
Title: Re: NEWS : Alpha-Build Release
Post by: Arcalane on February 13, 2011, 08:27:50 am
On a feedback related note, are base defenses supposed to do no damage whatsoever? I'm playing on normal, if that matters, but in the overhauled Carver V campaign, All defenses fire to absolutely no effect. It makes some missions trivially easy.

I think it's because most of them use lasers and missile type weapons which are not exactly high-powered weapons to begin with, and often seem to do glancing hits if they hit at all. Autocannon, PPC and Gauss turrets are the ones you need to keep an eye out for. Gausses especially, those ones don't seem to miss.
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on February 13, 2011, 01:43:08 pm
Maybe, but would that apply to SRMs firing on vehicles too? I watched a pair of Pop-up SRM turrets pound on a cargo truck for an entire mission to no effect.
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 13, 2011, 01:47:46 pm
Hm, that should certainly not happen, especially because those trucks have virtually no hitpoints. Were did it happen exactly (mission etc.)
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on February 13, 2011, 02:05:27 pm
Claymore Rescue. Enhanced Carver V campaign. That first firebase, which I had captured, had a truck drive into it a little after i moved on, and spent the entire rest of the mission pounding on this truck. This has happened a few other times as well. Like I said, I'm on Regular, and I know you mentioned this campaign was balanced for Elite, so I have no idea if that matters, but I figured you would want to know.

I'm about to run into Gauss defenses, so when I get around to playing later, I'll let you know whether or not they do any damage.

EDIT: Autocannons do no Damage either, FYI.
Title: Re: NEWS : Alpha-Build Release
Post by: Droid803 on February 13, 2011, 02:10:11 pm
I've had that happen too.
Missile turrets do absolutely nothing (on regular).

Gauss turrets still blow the arms off your mech's though :P
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 13, 2011, 02:52:14 pm
Hm, pretty strange, because I also play on regular, and the SRM weapons on mechs do damage, and normally these are the same weapon entries. Anyway, I will check on it, thanks for reporting :)
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on February 13, 2011, 03:18:45 pm
SRMs and LRMs on Mechs are fine, both enemy and friendly. It's only base defenses.  On the Subject of Gauss and Autocannon Defenses, I can confirm Gauss does damage, though it appears to be pathetically small  (I guess thats part of the balancing, but it seems a tad extreme for me to be able to park a Lao Hu in front of two Gauss turrets for a minute and have them only do a eight of a health bar of damage.) Autocannons also appear to do damage, but it's tiny, so I didn't notice earlier. So it looks like it's exclusively Base missiles, both short and long ranged, that suffer from this problem.

Another thing I noticed, when I just ran the Davion Moonbase mission, after I captured the sensor array I noticed a few enemy Mechs were destroying the walls of their own bases. The base Defenses did not return fire, and after a few walls were down the Mechs moved on, but it echoed something I had seen a few days ago and completely forgot about. When I did the bandit leader mission, I kept hearing about Turrets being taken offline, and once I got to the main enemy base, all of the Turret Power generators and several turrets had been destroyed.  I dunno why It slipped my mind, but it appears that in some missions the various enemy units and objects become hostile to each other for some reason.

On a non bug-related note, and purely because I'm OCD, if I were to take the movie files out of my old MC2 install would there be any way whatsoever to get them to play in missions or has the code become completely incompatible?
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 13, 2011, 04:52:17 pm
Hm, just made a test mission, it doesn't look like the weapons are to blame. Seems more like a problem with the missile hit or even the aiming. It looks like the turrets are firing on the trucks, and the explosion takes place on the trucks location, but they don't get any damage. We'll have to figure it out.

Regarding the destroying thing, I noticed one too. One could be a wrong set team allignment in Base defense, AI often attacks the control center and generator or. The walls, that might be just a collision problem. Their way was blocked, so they fired.

Regarding movies, I never tried it actually. But I'm pretty sure it will not work (or someone whould have tried it earlier :) ) The code has been disabled or even removed I'm afraid :(
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on February 13, 2011, 04:58:49 pm
Regarding the friendly fire, yeah that might be it, it would make sense for the Bandit base as everything is clustered together, and in stock I used to abuse that map by getting the Ambush forces stuck behind the turret control center. But the Moonbase mission is incredibly wide open and the mechs that were firing on their own base were shooting from a distance, way out in the open and were moving at quite a clip while doing so.

And I also just saw some Base SRM's take down a chopper. Then subsequently fail to damage a harasser.

Thanks for the reply on the issue of the movies. I tried just dumping the folders together, no go. Don't know if theres some code I can try altering and I'm not familiar with modifying MC2. Oh well, it was worth a shot.
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 13, 2011, 05:06:11 pm
I will take a look at the mission. The destroyed turrets were in the first campaign, bandit HQ at the crashed spaceship, right ? Had that one too, I just remember. Most certainly those damn swarm lrm carriers fire a salvo of their area damage weapons against a wrong teamed object :)

Regarding Missiles, I think I have an idea. I also encountered something with a mech I remember. I think, if the target is at very close range, they fail to hit.

I will also check the moon mission. Base defense and mechs usually don't attack walls, even if they are on a enemy team.
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on February 13, 2011, 05:32:33 pm
Ugh. Swarm LRM's are more trouble than they're worth. Caused problems in the stock game, and they're probably doing it here too.

I any case, thanks for being responsive. I'll see if I cant root out anymore potential trouble spots. Even with all this, what you guys have here is incredibly fun, and vastly superior to the original. So I'll do whatever I can to help.

Also, I havent been on those boards in a while, but have you guys posted over on Mektek to let people know you're doing this? I'm sure they would be ecstatic.
Title: Re: NEWS : Alpha-Build Release
Post by: magic on February 14, 2011, 01:15:35 am
Have you tried some of the missions on veteran or elite difficulty?

Green level
Enemy AI is at 40%,
Enemy weapons are at 40%.
They cant hit parked pink elephant. Even when they hit, its like a fly.

Regular level
Enemy AI is at 60%,
Enemy weapons are at 60%

Veteran level
Enemy AI is at 80%,
Enemy weapons are at 80%.

Elite level
Enemy AI is at 100%,
Enemy weapons are at 100%.

I did this because most people comments about my Exodus campaign were that it was too difficult.
Try all those campaigns on elite now, they are fully playable on elite.
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on February 14, 2011, 02:41:45 am
I actually did switch to elite earlier to see if it made a difference. Everything else worked fine, but Base Missiles still dealt no damage. And I haven't tried Exodus yet, so I don't know if the problem persists there.
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 14, 2011, 05:10:03 am
Quote
Also, I havent been on those boards in a while, but have you guys posted over on Mektek to let people know you're doing this? I'm sure they would be ecstatic.

Yep, I posted there too :)
Title: Re: NEWS : Alpha-Build Release
Post by: Timerlane on February 14, 2011, 10:40:15 am
Have you tried some of the missions on veteran or elite difficulty?

Green level
Enemy AI is at 40%,
Enemy weapons are at 40%.
They cant hit parked pink elephant. Even when they hit, its like a fly.

Regular level
Enemy AI is at 60%,
Enemy weapons are at 60%

Veteran level
Enemy AI is at 80%,
Enemy weapons are at 80%.

Elite level
Enemy AI is at 100%,
Enemy weapons are at 100%.
~gives a mission on Vet a shot~

Ah, neat. So you guys got rid of the 'free weight-class piloting specialist for all enemy units'(including the cannon-fodder vehicles) on higher difficulties. I never found it fun for it to take(or at least what felt like) half a minute of concentrated fire(from Green/Regular pilots) to down a single LRM Carrier, or a minute+ to drop a single Fire Ant, so I rarely wandered above Regular on retail.

Between the improved durability of 'Mechs and that, I'm definitely going to start using the higher difficulty levels. I do seem to note that the AI is a bit more single-minded/aggressive in terms of sticking to one target unless it's thoroughly removed from LoS, where on Regular they seemed to pay more immediate attention to assisting flankers/backstabbers(though I can see where that would fit some situations better than others(a group of 'Mechs focus-firing, rather than a single 'Mech)).
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on February 14, 2011, 11:06:19 am
I do seem to note that the AI is a bit more single-minded/aggressive in terms of sticking to one target unless it's thoroughly removed from LoS, where on Regular they seemed to pay more immediate attention to assisting flankers/backstabbers(though I can see where that would fit some situations better than others(a group of 'Mechs focus-firing, rather than a single 'Mech)).

I've noticed a bit of this too, on Elite. While Mechs are tougher, and weapons generally hit more often and do more damage, it almost looks like the AI took a step back. It's nowhere near bad, but they do seem to be failing to capitalize on flanking maneuvers, and the Long Range mechs have an annoying tendency to bumrush, which I never noticed on Regular.

Small world, Timerlane :)
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 14, 2011, 11:28:04 am
I'm just porting my campaign over to this build, and I also noticed quite some changes. This game will need quite some balancing until everything is perfect.
Title: Re: NEWS : Alpha-Build Release
Post by: Arcalane on February 14, 2011, 06:01:43 pm
I do seem to note that the AI is a bit more single-minded/aggressive in terms of sticking to one target unless it's thoroughly removed from LoS, where on Regular they seemed to pay more immediate attention to assisting flankers/backstabbers(though I can see where that would fit some situations better than others(a group of 'Mechs focus-firing, rather than a single 'Mech)).

I'd imagine that's because almost all mechs (and vehicles) feature at least some level of sensors now, so they can still "see" their targets and thus pursue them more aggressively.

As for Swarm LRMs, those things are and always have been overpowered as hell. Seriously. They're almost as irritating as the long-range cannons from the MechCommander 1 Expansion.

Also interesting to know about the AI/Damage settings for the difficulty levels. I'd assumed that the higher difficulty levels would actually INCREASE enemy damage beyond the norm (ex; enemies do 50% more damage than your units) or whatever rather than just making it "on par" with player damage.
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on February 14, 2011, 06:07:29 pm
I do seem to note that the AI is a bit more single-minded/aggressive in terms of sticking to one target unless it's thoroughly removed from LoS, where on Regular they seemed to pay more immediate attention to assisting flankers/backstabbers(though I can see where that would fit some situations better than others(a group of 'Mechs focus-firing, rather than a single 'Mech)).

I'd imagine that's because almost all mechs (and vehicles) feature at least some level of sensors now, so they can still "see" their targets and thus pursue them more aggressively.

As for Swarm LRMs, those things are and always have been overpowered as hell. Seriously. They're almost as irritating as the long-range cannons from the MechCommander 1 Expansion.

Also interesting to know about the AI/Damage settings for the difficulty levels. I'd assumed that the higher difficulty levels would actually INCREASE enemy damage beyond the norm (ex; enemies do 50% more damage than your units) or whatever rather than just making it "on par" with player damage.

It used to. Apparently Magic changed it for OT due to the fact that Exodus used to be punishingly difficult. I presume thats one of the reasons the updated Carver V exists, since the original is a complete joke now, even on Elite.
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 14, 2011, 06:20:52 pm
Well, i am just porting my campaign, and I noticed also some strange behaviour. It really shows, that the difficulty levels, the AI, the skills and even the objects could use some heavy re-balancing. That's also the reason why turrets don't seem to hit, they are currently just too dump :)

Currently the Artificial Intelligence is more like an artificial idiot :) But we will teach it :)
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on February 14, 2011, 06:25:07 pm
Glad to see you're working things out. Keep it up. :yes:
Title: Re: NEWS : Alpha-Build Release
Post by: Droid803 on February 14, 2011, 09:05:08 pm
Hm, I'm getting a freeze when I zoom in too far.
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on February 14, 2011, 09:08:46 pm
Hm, I'm getting a freeze when I zoom in too far.

Are you in widescreen?
Title: Re: NEWS : Alpha-Build Release
Post by: Droid803 on February 14, 2011, 09:15:54 pm
Nope. 1280x1024, donno if the game is in that setting.
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on February 14, 2011, 09:21:07 pm
This freeze is something that used to happen to me at lower resolutions in stock, though I haven't experienced it in OT. This is by no means a definitive solution, but it worked for me then, so it may work for you now. Go into your User/appdata/local/virtual Store and in the Omnitech folder, open the Config file in notepad and change the resolution setting to 5. Boot up a mission (the menu is stuck at 800x600 like MW4) and see if that helped.

Edit: Try 4 if that does strange things to your monitor, though it shouldn't.
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 15, 2011, 09:20:35 am
This happens to me too, I think there is still a bug in the bumping of the polygon limit.
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on February 15, 2011, 09:48:58 am
Thats odd. I haven't had crashes of any kind, and I tend to abuse the zoom feature.

I did just have a really weird glitch though. I started the Mission where you steal a few Davion mechs, and as soon as I loaded the mission, all of my mechs suddenly suffered critical damage and exploded. As near as I can tell they weren't shot at, since it happened literally right after the loading screen. I loaded the mission up a second time, changing nothing about my lance, and nothing happened that time. Tried it a third time, still no issues. Might have just been a weird little hiccup, but I figured I'd throw it out there.
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 15, 2011, 11:00:08 am
Well, i have a mission with a very big city and therefore lots of polys on screen. When I move to far out there, it crashes. I will try to add a little fog, though the original fog is quite ugly :)
Title: Re: NEWS : Alpha-Build Release
Post by: badfurday on February 15, 2011, 05:05:06 pm
Hey Guys. Firstly would like to say amazing job. Haven't played MC2 for years, but this has got me back into it. I am however having a big problem in the campaign when either trying to buy components, or occasionally modifing my mech. Its mostly a problem with buying components however, as it pretty much always, upon clicking on the components tab, crashing and exiting the game with the following error message.

EXCEPTION : Attempt to read from address 0x0000000C in MC2REL! (+0x1F7FE4)
Address   : 0x005F8FE4
Location  : MC2REL! (+0x1F7FE4)

Any help would be great
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on February 15, 2011, 05:50:22 pm
We are very sorry, but the current logistic system is very buggy, which is one reason why it will be completly redone. What exactly are you doing / playing ? Maybe I can offer at least some help to reduce the crashes
Title: Re: NEWS : Alpha-Build Release
Post by: badfurday on February 16, 2011, 04:16:44 am
I am playing the Carver V campaign at the moment. At first there were no crashes at all, but then they steadily became more frequent further in. Since I got the thunderbolt? missiles from a weapons depot, now crashes every time I click it. I'm guessing its just a case of more weapons being added so more crashes. For now I will try the Exodus campaign and see if I have any problems there.

Looking forward to the next realease :)
Title: Re: NEWS : Alpha-Build Release
Post by: magic on February 16, 2011, 06:41:03 am
Hm, I'm getting a freeze when I zoom in too far.

In which mission? I had some freezes only on MW2 camp MW2_1_2 mission, all other MW2 and Exodus missions worked well on max zoom out. Didnt tested Carver 5 though.
Title: Re: NEWS : Alpha-Build Release
Post by: Droid803 on February 16, 2011, 11:27:27 am
Carver V.
I got it on a few missions.
Uh...the one with the pwned base and the reinforcements streaming in, and on the one where you go free the Davion dropship.

It happens when you try to get as close a look as possible at your mechs by zooming in all the way.
Zooming out is fine.
Title: Re: NEWS : Alpha-Build Release
Post by: ThorC on February 16, 2011, 11:44:08 am
i had the same thing happen, just thought it was a(me only) thing. it happens randomly
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on February 16, 2011, 12:31:53 pm
I'm getting close to those missions, so I'll let you guys know whether or not it happens to me. So far I haven't had any crashes save for that Hellcat on Killdeer, even with extensively modding my mechs. Let's see if my lucky streak holds.
Title: Re: NEWS : Alpha-Build Release
Post by: Boldrick on February 16, 2011, 02:00:06 pm
Well, i went through all campaigns, not on elite setting but nevertheless, fun and respectable game, quite stable for alpha.
Did encounter zoom problem, as well error message described above  but only on Carver Campaign and always when i
tried to get into components shop. The other problem was bought clan tech dispirited from stash if not mounted on mech,
and custom Battlemaster with ECM suit from Davion dropship mission converted into normal one in mechbay.
Two times mech got stuck in one place, couldn't move it even after reloading mission.
Wouldn't say that modding mech made mech/component bay unstable..
Applaud for all who helped this old game back to life,thx.   
Title: Re: NEWS : Alpha-Build Release
Post by: magic on February 17, 2011, 01:18:19 am
Solution for zoom in crushes:

Open file system.cfg and change:
f MinPerspective = 10.0   //20.0
and
f MinOrtho = 10.0   //20.0   

back to 20.0.
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on February 17, 2011, 01:37:32 am
Excellent. I just hit one on the Davion Dropship mission too. Thanks Magic.
Title: Re: NEWS : Alpha-Build Release
Post by: Outlaw on February 26, 2011, 08:31:59 pm
Must say i quite enjoyed the MW2 recreation, was spot on from the way I remember it, a few crashing issues but thats to be expected from an alpha build, still more stable than a lot of alpha and betas i have tried before. Cant wait to see how things turn out, especially if you get Multi-Player up and running again.
Title: Re: NEWS : Alpha-Build Release
Post by: magic on February 28, 2011, 01:46:08 am
Thank you Outlaw.

At least someone that enjoyed MW2 mercs campaign.

All I got so far was negative and very negative comments based mostly on "poor maps", no unlimited everything and no tons of mechs and mecwarriors?

I focused on gameplay and change from MW to MC was not an easy one.
Title: Re: NEWS : Alpha-Build Release
Post by: Cipher on February 28, 2011, 01:53:26 pm
so far i have a few things to say.

Why does the thug and that other new inner sphere heavy have clan basic sensors and cost the same as a clan mech?
Maybe it's just me, but has all the guns gotten a range increase?

well, how hard would it be to increase the fire rate of the large x pulse laser and decrease it damage to the way it was in the mc1 expansion, because i would love to see that ;)
Title: Re: NEWS : Alpha-Build Release
Post by: Timerlane on March 01, 2011, 12:41:01 am
Maybe it's just me, but has all the guns gotten a range increase?
Definitely. On the other hand, I believe 'minimum ranges' on long/mid-range weapons also increased, as well, so short-range weaponry is of more use, especially against fast, close range designs(though one could just have 'Mechs always travel in pairs and shoot the fleasFire Ants off each other's backs).
Title: Re: NEWS : Alpha-Build Release
Post by: magic on March 01, 2011, 05:19:16 am
so far i have a few things to say.

Why does the thug and that other new inner sphere heavy have clan basic sensors and cost the same as a clan mech?
Maybe it's just me, but has all the guns gotten a range increase?

well, how hard would it be to increase the fire rate of the large x pulse laser and decrease it damage to the way it was in the mc1 expansion, because i would love to see that ;)

Well spotted! The thug and intruder csvs are made from thor.csv and I forgot to change sensors, will do.

All ranges are increased, range limits too.

I did a little test and increased all weapon ranges 3-4 times. Like in the real life, sometimes you can see missiles flying your way, and just dont know whose shooting at you!
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on March 01, 2011, 08:48:35 am
I actually like the ranges the way they are right now. It gives brawlers a greater advantage than Stock MC2, without reducing long range Mechs to shooting at radar blips, which, no matter how realistic that may be, isnt Btech.

Plus, the enhanced ranges make Assault Mech charges look even more awesome.
Title: Re: NEWS : Alpha-Build Release
Post by: Scotty on March 01, 2011, 02:12:46 pm
The weapon ranges in MC2 were pretty damn close to the ones in the board game, it's just the LOS and fog of war that's really short.
Title: Re: NEWS : Alpha-Build Release
Post by: Cipher on March 03, 2011, 01:36:11 pm
It gives brawlers a greater advantage than Stock MC2, without reducing long range Mechs to shooting at radar blips, which, no matter how realistic that may be, isnt Btech.
in Btech, you can hit targets at 900m, and if i remember correctly, the clan basic sensor is like 385m :P
Title: Re: NEWS : Alpha-Build Release
Post by: PsychoLandlord on March 03, 2011, 02:56:57 pm
Exactly. Most Combat in TT (from what little I played) took place well inside visual range, electronics be damned.
Title: Re: NEWS : Alpha-Build Release
Post by: Scotty on March 04, 2011, 02:01:25 am
It gives brawlers a greater advantage than Stock MC2, without reducing long range Mechs to shooting at radar blips, which, no matter how realistic that may be, isnt Btech.
in Btech, you can hit targets at 900m, and if i remember correctly, the clan basic sensor is like 385m :P

What weapon is this that hits out to 900m?  The LB2-X AC only hits out to 840, and it's the longest range tournament-legal weapon in the game.
Title: Re: NEWS : Alpha-Build Release
Post by: Timerlane on March 04, 2011, 08:35:39 am
The Clan LB2-X is 30 hexes, and based on JJ distances(multiples of 30m x hexes travelled) and the MKII's fluff (http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=3753)(450m being the range where the 15 hex Clan ER Mediums come into play), hexes are 30m across, therefore 30x30=900m.

While we're at it, if all retail MC2 mechs were jumping 125m(just over 4 hexes), then ranges were definitely out of whack(though to be fair, weapon ranges would be stupidly long from a view perspective if we were to use that for a basis; Clan ERLLs would have a max range just over 6x the standard 4-hex jumping distance, or a bit over two fully zoomed out(MC2 retail) screenwidths @ 1280x1024), and the Heavy AC(20) on a Hunchback would still be able to reach across the better part of one same screen(9 hexes, or over twice its jumping distance).
Title: Re: NEWS : Alpha-Build Release
Post by: Arcalane on March 04, 2011, 10:34:00 am
Maybe it's just me, but has all the guns gotten a range increase?
Definitely. On the other hand, I believe 'minimum ranges' on long/mid-range weapons also increased, as well, so short-range weaponry is of more use, especially against fast, close range designs(though one could just have 'Mechs always travel in pairs and shoot the fleasFire Ants off each other's backs).
They're quite finicky about it - sometimes they'll fire longer ranged guns at short range, other times they'll not fire them at short range for several minutes at a time.

The range boosts are kinda nice though. I just wish the MG sound wasn't so grating - hearing that sound every second is why I strip MGs off my mechs ASAP and replace them with lasers if I want short range weapons.
Title: Re: NEWS : Alpha-Build Release
Post by: Starman01 on March 04, 2011, 10:46:34 am
Yeah, the MG sound is one of the most annoying things in MC2, I also instantly unfit them. But I will give it a different and better sound in the future, that's a promise :)

Regarding range and stuff, please not that the game is far from being balanced yet. But I also want to have bigger ranges in the game. LRM and artillery are pointless, when they only fire over 100 meters.

Imaging new strategic possibilities when placing an artillery on top of a hill that covers an entire valley while enemy mechs can't even get into range  ;7
Title: Re: NEWS : Alpha-Build Release
Post by: Scotty on March 04, 2011, 04:43:46 pm
The Clan LB2-X is 30 hexes, and based on JJ distances(multiples of 30m x hexes travelled) and the MKII's fluff (http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=3753)(450m being the range where the 15 hex Clan ER Mediums come into play), hexes are 30m across, therefore 30x30=900m.

While we're at it, if all retail MC2 mechs were jumping 125m(just over 4 hexes), then ranges were definitely out of whack(though to be fair, weapon ranges would be stupidly long from a view perspective if we were to use that for a basis; Clan ERLLs would have a max range just over 6x the standard 4-hex jumping distance, or a bit over two fully zoomed out(MC2 retail) screenwidths @ 1280x1024), and the Heavy AC(20) on a Hunchback would still be able to reach across the better part of one same screen(9 hexes, or over twice its jumping distance).

I think the problem is an erroneous display of distance in MC2.  You couldn't convince me to believe that a LRM carrier is less than 3 meters long (which it seems to be, considering that the jump distance is about that long relatively).  Not to mention that most of the 'Mechs in the game look like they only come up to six or seven meters, instead of the 10-14 that's generally accepted, and that infantry literally look like ants.

Yeah, I blame the view.
Title: Re: NEWS : Alpha-Build Release
Post by: Arcalane on March 06, 2011, 08:36:31 pm
LRM and artillery are pointless, when they only fire over 100 meters.

Imaging new strategic possibilities when placing an artillery on top of a hill that covers an entire valley while enemy mechs can't even get into range  ;7

No kidding. I hardly ever use emplaced Arty because the points are better spent on mech salvaging and repair trucks, unless I have to defend a very specific area, such as a bridge, where I can use my mechs to pin down attackers.