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Comment History  (0 - 30 of 51)
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Yes, afaik XNA is required. But better ask Magic about the detail. Regarding the turrets, are you trying those in our installation, or in MCX ? Please note, that magic has activated all 4 weapon nodes on turret models, that could be the problem on your side. Turret seem fine to work here. Please doublecheck

Good karma+1 vote
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Strange, that bug was bug fixed. Thanks for mentioning it, I check it again

Good karma+1 vote
starman01
starman01 - - 51 comments @ New ingame mechs

Yes, if the canon say so, we will add it :) I just don't know from my mind right now :)

Good karma+1 vote
starman01
starman01 - - 51 comments @ New mechs in Second Alpha Release

Ehrm, the owens is 35 tons, it's definitly not a medium mech :)

Good karma+4 votes
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Hm, I'm not sure how much work this is. I forward it to Magic, if he can insert that resolution as well. I guess, simply adding it to the config file doesn't work, doesn't it ?

Good karma+1 vote
starman01
starman01 - - 51 comments @ MechCommander Omnitech

If your monitor support that resolution go to options screen and change resolution from there. Some monitors support 1920x1080 and some 1920x1200. Both are available.

If you dont have the option in the list you must do it via options.cfg:
l Resolution = 5 (5 is 1920x1080 i think)

We have : 1920x1080, 1920x1200, 1680x1050 and 1440x900.
MCO (MC2) has an auto detect tool, very old and it will not detect all resolutions properly.

Good karma+1 vote
starman01
starman01 - - 51 comments @ MechCommander Omnitech

That will take quite a while :) But campaigns are coming in the meantime

Good karma+1 vote
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Sorry about that. Again I have to blaim the current faulty logistic system :) It will be adressed in the future :) Regarding Carver V, one is the original with vanilla mechs, the other is the modified one.

Good karma+1 vote
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Nope, sorry. This is a very big coding piece that impacts the game a lot, since the entire GUI and functionalitly for Mechlab, Pilotscreen, purchasesyste, components, pilotskills and many related game variables will be touched by that. It will be awesome, but I can't tell how long it will take. But Magic (our coder) is doing his best.

Good karma+2 votes
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Don't worry, it will be removed with the new logistic system that is currently being worked on. We know there are issues with the purchase and inventory system. Sorry for the inconvinience

Good karma+2 votes
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Have you installed the microsoft stuff, and what windows are you using ? Normally, MC2 likes to run on most windows setups. Maybe you could register over at HLP, because when posting in our forums you could reach more people that could help you. I'm not really good in such technical stuff I'm afraid :)

Good karma+1 vote
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Video and Multiplayer code have been stripped from the original sourcecode release to prevent any legal complications. So, unfortunately, it wont help to simply copy the videos over I'm afraid. So far, we haven't touched that part, but it's planed. :-)

Good karma+2 votes
starman01
starman01 - - 51 comments @ New mechs in Second Alpha Release

Note from the Team : A few Mechs need to be rescaled again to fit the correct size ;-) But due to the view angle the impression can be wrong in this image

Good karma+1 vote
starman01
starman01 - - 51 comments @ Davion Gate Control

Yes, there is one generic set included also. Besides that, we have the original from the game (Steiner, Davion and Liao), and Kurita will be new.
Maybe in the future, something Clan like, but the generic ones would also be fine for that.

Good karma+2 votes
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Yes, indeed. Sorry for being silent, RL etc. :-) Lot of changes and fixes in the new version, hopefully it will be online at the beginning of the next week.

Good karma+2 votes
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Hm, sorry to hear that. What error messages are you getting ? I heard that some people have problems running reg MC2 under certain installations, but that's mostly a personal problem, since it runs on nearly all Windows System.

Good karma+1 vote
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Hey, no problem, constructive critic is always welcome :-) Though while I'm always a friend of canon stuff, the hellhound variant from the MW4 I do like much more. That will start a dilemma for me :-)

Good karma+1 vote
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Weaponstats are stored in compbas.csv (in object folder), there are also the mech.csv files in the same place if you want to make new variants. Note : The variant button does currently not work ingame i'm afraid

Good karma+1 vote
starman01
starman01 - - 51 comments @ MechCommander Omnitech

What do you mean by that ? What wasn't in the source, has been created by ourself and some other modders :) Since the EULA covers only the art, and not the code, we intend to edit everything that was originally released. Since everything is so lowres, it necessary anyway.

Good karma+1 vote
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Sorry, I don't really understand what you mean by that :) Could you please explain more precisely ? Thanks

Good karma+1 vote
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Yes, very true. But that doesn't mean that we cannot upgrade their looks too :) I often zoom in very close, and then I want to see a nice graphic. Luckily, the LOD system already included is very good and is supporting 4 lods already. As for assets, I'm always open for suggestion if you people want to have anything added :)

Good karma+1 vote
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Strange that your editor isn't working, it should do so without any problems. Maybe you could drop by in our forum over at HLP; then we can work out a solution.

Regarding the models and map assets, we have also tons of new stuff (mostly done by magic, and some buildings from rollin) in our mod . But I intend to upgrade them all to a higher graphic value, more polies and higher texture res. Even if I agree that a good game is not alone be made by a cool graphic, gameplay is much more important. But the gameplay is already good, and I'm a graphic ***** :-)

About the variables, I'm pretty sure such a thing is possible, even if it wont be easy. We want to remove the "automatic mechrepair" too, so the damage must also be taken over with a variable. Theoretically just a new file must be created, that stores all variables and is connected into the campaign file, so that the next mission knows where to take a look. Sounds easy, but is certainly a huge task to code :-)

Good karma+1 vote
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Glad you like it :-) Regarding the editor, check the link and the description for the XNA build in the latest news. The editor needs this xna stuff installed, otherwise it will not run. We will try to include that in later downloads, I think the requirement has something to do with the source release itself. Just follow the instructions above, it's not necessary to install a complete XNA BUILD

Good karma0 votes
starman01
starman01 - - 51 comments @ MechCommander Omnitech

With obsolete we were refering to the currently used logistic system. It's better than the retail stuff, but we will completly change and rewrite everything regarding the purchase and mech editing system again. But that doesn't mean it's not worth downloading, the current is also working, it's just not perfect :) But the new one will take quite long from now on....

Good karma0 votes
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Well, technically THIS IS MC2.5, just the newest version. Though I know magic is building and balancing his campaigns for the ELITE Level. Anyway, new campaigns will certainly arise in the future, I'm doing my own atm, which is correctly balanced ;-)

Good karma+2 votes
starman01
starman01 - - 51 comments @ MechCommander Omnitech

I haven't even play it. It's an old work, that happened to be within MC2.5 and I don't see any reason to remove it :-) Making the MW Games into the MC games is pretty hard without completly changing it, because in MW you are more or less fighting alone, and in MC you command a group.

Like I pointed out, our intentions are not campaign making, those will be left to others. We are upgrading the game itself :-)

Good karma+1 vote
starman01
starman01 - - 51 comments @ Alpha build release, Vers. 0.034

I really have to admit, I don't know for sure what magic did all change while he was working on his MC2.5, but I don't think that many changes have been made to the AI sofar. But sooner or later, something like that will come too :-)

Good karma+1 vote
starman01
starman01 - - 51 comments @ Alpha build release, Vers. 0.034

Like Joshua said :-)

It's a little more difficult. Less RP, less Money, Less Pilots. This forces you to use better tactical descisions. Also the enemy is using the new Mechs and Vehicles against you.

Good karma+1 vote
starman01
starman01 - - 51 comments @ MechCommander Omnitech

Yep, the engine is really a fossil. The good thing is, it gives us much room for improvement until we reach nowadays hardware specs. The lod system is really a big help, I'm currently just hoping that we will be able to breach the limit of the texturesizes.

As for Source Releasing, technically our goal is to change the engine to something more free moddable, so it's not the case that we are completly doing secret on our stuff, on the other hand, at this time it may not be right, since it's currently at the start. Also I will not decide that over the head of my coders, it's their "property". As for the models, most of the stuff you can see in the gallery is made by me, and I do not mind sharing some models if proper credit is given. We can certainly continue discussing about that, I'm sure both sides can take advantage.

BTW, sorry for denying your friend request, I thought you were a bot because I saw no posts :-)

Good karma+3 votes
starman01
starman01 - - 51 comments @ Challenger Tank WIP

Indeed. This model here is LOD0, with 1300 polies. LOD1, which will be mostly seen, will be around 700 or 800 polygons. Once textured, the change will only visible when zooming in very close (something I like to do, that's why I model them that way :-) )

Good karma+1 vote