Mechcommander OmniTech is a standalone game based on Mechcommander 2 shared source code release by Microsoft. A game based in the universe of a great and fun franchise, a game with lots of tactical components and full of possibilities. There is no need for Mechcommander 2 installation nor disk.

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1 comment by magicX on Feb 1st, 2015

If the game on launch opens the 640 x 480 window, then stays there for a second and disappears try the following:

Right mouse click on your Mech Commander Omnitech Desktop icon.
Click properties.

Look for:
Target: D:\MechCommanderOmnitech\MCORel.exe

add " /gosnojoystick " :
D:\MechCommanderOmnitech\MCORel.exe /gosnojoystick

And try to launch the game...

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Mech Commander Omnitech 424

Mech Commander Omnitech 424

Nov 23, 2014 Full Version 59 comments

MCO version .424. New skills for your mechwarriors: Weapons - long, medium, short range specialists. (your specialists have more chance to hit) Mech preference...

Mech Commander Omnitech 304

Mech Commander Omnitech 304

Apr 1, 2013 Full Version 54 comments

Mech Commander Omnitech is standalone game. There is no need for Mech Commander 2 installation nor disk. There is no need for XNA installation any more...

Mech Commander Omnitech 276

Mech Commander Omnitech 276

Feb 19, 2013 Full Version 12 comments

MCO version 276. Bug in component purchase screen fixed. New mech model and texture for Shadowcat.

Mech Commander Omnitech 269

Mech Commander Omnitech 269

Feb 4, 2013 Full Version 9 comments

NEW - component list box stackable. - Mechs: Stalker, Crab, Firefly. - Vehicles: Bulldozer, Hummer, ACV REDESIGNED - mechs: Nova, Argus, Champion, Blood...

The Liberation of Volstand

The Liberation of Volstand

Oct 22, 2012 Full Version 11 comments

(23 missions campaign) by Head Hunter 001 Just a few quick notes before you play the Liberation of Volstand campaign. The planet Volstand is fictitious...

Mercenaries Star

Mercenaries Star

Oct 15, 2012 Full Version 1 comment

(9 missions based on the book Mercenary's Star by William H. Keith Jr.) This is an old Mech Commander 2 campaign by Mechlab. Camapign mission brain files...

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Phelan21 Mar 29 2015, 12:14pm says:

Is there a list of known issues?
I had no problems starting it, but I've run into two bugs with the merc campaign, one just annoying, the other making it impossible to succeed in that particular mission.

The first was at the end of the "destroy only the first floor of the weapons manufacturer, then escort the mayor's APC" mission, I had captured the 12k supply points, but the 'salvage' icon was deactivated (only the helicopter icon.. supplies I think?.. was accessible), so I couldn't do the fourth objective and had to wait until the 3 minute timer ran out (at which point I failed the 4th primary objective, but the mission was still a success)

The second is during the prison rescue mission (alternative missions: teach/escort the prince or recapture a ComStar HPG from Kurita). No matter whether I destroy all enemies last or whether I destroy the sensor tower control last, the last primary objective (reach extraction point) and entire mission immediately fails at that moment.

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Guest Mar 14 2015, 11:11pm says:

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magicX Creator
magicX Mar 15 2015, 7:06am replied:

Thank you again "Guest"

1. Mech Modification: This combo was removed on purpose. In MCO you have components inventory, not unlimited number of components like in MC2. At first I kept that combo, modified, and most of the time saved variants cant be used for mods because most of them had some component missing. Variant options in the combo list were grayed out when player dont have all required components for it. This was annoying and confusing for most of the players/testers I had in that time.
Besides, how many mods you make in the campaign 100?

2. Encyclopedia is MC2 original, I wont waste my time on it.
Post mission screens are not yet changed, will be in the future.

My plan is to make all logistics screens resolution independent, like mission GUI - all objects aligned by screen edges. That requires a lot of work, time and math formulas...

This is still work in progress...

3. You mean text descriptions are not fully visible for all descriptions. You are right thats un-exceptable. I think I made that some of the fields sizes calculate per screen resolution. It is possible that you can see smaller text area for smaller resolutions.

Well, abomination indeed, you proved that, thank you.

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Guest Mar 15 2015, 8:59am replied:

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magicX Creator
magicX Mar 15 2015, 12:03pm replied:

By all means, if you know the code enough to re-enable this combo and make it do what it should do and work as you described, for variants that are missing components without crushes, please do so.

Please note that any variant change must first remove all existing components from selected mech and place all of them to inventory and after that must remove all components used from inventory.

If the variant does not have all needed components it should not be listed or grayed out in the list. In MC2 you had everything unlimited, mechs, components. In MCO it is like in MC1 and you did not have variant combo there.

If you do this I will be happy to incorporate your code changes to MCO.

And it would be polite to login before posting.

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Guest Mar 11 2015, 12:35pm says:

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magicX Creator
magicX Mar 14 2015, 4:19pm replied:

MCO mission GUI pic posted above.
It needs border art around tacmap and pilot roster. All texts are in place.

Why is this "Abomination", can you please explain?

+1 vote   reply to comment
magicX Creator
magicX Mar 14 2015, 3:48pm replied:

Thank you "Guest"

Reducing resources - you may have noticed that you can take all your c-bills in mission and get back all you do not spend at the end of the mission. With clever resource managing you can have more options for in mission support, totally independent from what mission designer created.

UI worthless - what is your resolution? Please post a screenshot of your game GUI somewhere.
It needs art, true. General idea is to make most of the screen space available for gameplay.

+1 vote   reply to comment
VicRattlehead Jan 30 2015, 7:21pm says:

Would it be possible to extend the shadow draw distance? Playing with a far zoomed out camera only renders the shadows of objects near the center of the screen and causes shadows of more distant objects to pop-up when moving the camera.

+1 vote     reply to comment
magicX Creator
magicX Feb 1 2015, 9:44am replied:

Yes it is possible by changing one number, but I did this to prevent crushes from too much objects on the screen...

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