Mech Commander Omnitech 304
Apr 1, 2013 Full Version 9 commentsMech 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...
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.
0 comments by magicX on Apr 1st, 2013
MCO 304.
Mech Commander Omnitech is standalone game.
There is no need for Mech Commander 2 installation nor disk.
There is no need for XNA installation any more for Mission Editor.
List of all changes since 276:
277: bugfix on delete array in missionBriefingScreen and missiongui.
278: ExtentRadius changed to be bigger for larger mechs
279: Variables defining removed heap sizes removed from the code.
280: Debugwins and variables removed from the code
281: Autosave file "Before_mission" added.
282: Mechlab bug - removed components saved to inventory fixed.
283: Players mechs are facing direction of the mission drop mech (first player unit in mission file)
shadowcat texture fix.Old Zeus replaced with Zeus mk2 model. Buildings.csv fix - all dropships moved to air units. x_2_4 mission changed - components salvage added.
284: Changes in radio to prevent memory alloc if zero packet.
285: Problem with destroyed gates and path finding for longer distances fixed.
286: Bugfix in move.cpp - fixed redefinition of array(30) - must be 40+.
287: Many changes in define MAX variables in move.h and .cpp and other modules.Maps 180+ no longer crush on second load in solo. Many checks added on delete or free. Misions MW2_1_1 and MW2_1_2 changed.
288: MW2_4_1 fix.
289: Saved variant name can go up to 20 characters (14). Crab icon. MW2_7_1 fix. Before_mission autosave for solo missions disabled.
290: PPC turret - new model. Bugfix in damage transfer from mission to logistics. Message window position changed. Pilot ready screen fixed overlaping mech-pilot stats.
291: Mechlistbox and MechPurchase screen rewritten, no more crushes. Animation redesign - Fafnir and Warhammer2c (Karl). New texture Warhammer2c (Karl).
292: Options - unlimited purchase implemented (components only for now). Options screen changed. Options.cfg changed - line for unlimited purchase added. Change in logistics resolution selection.
293: Nova lGun joint fix.
294: Logistics resolution changes - logistics uses the same resolutions as mission.
295: Hi res offsets for logistics resolutions. Ini files for logistic screens added for 1680 and 1920 res.
296: Logistics screens are in detected best supported resolution. Positions are calculated per offsets from ini files and 1280 as reference.
297: Scaling for mech models and rotating weapon models for hi-res fixed. Hard coded cover rect for in pilot ready area moved to other rects.
298: Repair truck deploy reset if mission failed.
299: Salvage component changed to support CompCount. New Warhammer2c shadow (Karl).
300: Error in goblin pilot file fixed. Editor recompiled, xna-arm removed from editor obj manager.
301: Pilot radio under airstrike enabled.
302: Mech selection boxes for 2nd and 3rd line for offsets fixed. Pilot attribute meters not showing because of new cover rect fixed.
303: Fix: ECM shut down for dead or disabled mech with ECM. Fix: BlackJack error in CSV file.
304: Editor is free of XNA.
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...
MCO version 276. Bug in component purchase screen fixed. New mech model and texture for Shadowcat.
NEW - component list box stackable. - Mechs: Stalker, Crab, Firefly. - Vehicles: Bulldozer, Hummer, ACV REDESIGNED - mechs: Nova, Argus, Champion, Blood...
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Highest Rated (2 agree) 7/10
Great effort. Seems not focused on a few important things. Overall it does not feel and look semi-professional. Campaigns are all old or developped by individuals outside the team multiple years ago
Keep going!
Jul 22 2012, 3:11pm by BrainFire
Oh, not to mention, now one has to play on ELITE difficulty level to get a kick out of it. In MC2.5 I got my *** whooped @ NORMAL most of the time in Exodus, now its like taking candy from a baby.
Example:
Difficulty: Normal
C1M3 Ambrosia Pirates - Twitch (Regular; Laser proficiency) in Cougar (2x CSHL, 1x CMHL, 2x CEMBL, 2x Armour, 1x DHS) kicks 2x Mad Dog + 1x Summoner on its own and barely get scratched. (in MC2.5 I got near and lost my head with a shot or two)
All in all, im sticking with MC2.5 + Exodus 2.0 + Unofficial patch
This is made to easy :\
Ok, I have just completed the MW2 Mercs Campaign. It is the single worst campaign for MC2 <b>EVER</b>.
The recipe so far:
Take random Carver 5 missions, reskin ground, strip resource buildings, put SL era mechs instead of new designs and wrap it into something called a campaign.
I cant help it but to rate it 0/10.
The lack of infinite ammo is a thing I must also grade: it sucks; sure it does put realism into the game, but It got me playing as a laserboy. Every single pilot was upgraded with laser/er laser and ppc skill. It just took the fun out of the game. All other skills were made obsolete with this single stroke of genius.
I would understand a move like that in a game as MW2/MW3/MW4 etc. which is a FPS, but not in MC2.
To put it short.
<B>THE PARTS OF THE GAME THAT ARE ORIGINAL (mission with fog and mobile artilery) ARE NOT GOOD AND THE PARTS THAT ARE GOOD (stolen from carver5) ARE NOT ORIGINAL</B>
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 :-)
Way to go Magic and Co.
Ive been waiting for this ever since it was announced.
Id love to see a changelog somewhere, especially interested in changes to the Exodus campaign (it has some rough edges, plus the salvage could be more bountyfull in a couple of missions).
Anyway. Keep up the great work guys
Well any models or code used will be cited in both the credits and in a credits file. It would be great if the code was open source but I understand that your leaving that to the coders themselves to decide.
The main reason I ask is that I want both the old client and the new one I'm making to be able to play together online. This means the networking code must match exactly and pass the same information in the same way which is very hard to do without the code.
I'll probable be playing the alpha as soon as I get the chance to see the changes you have made and make the changes to mine as well.
Let me know If and when any code or models are posted so we can see the origionals.
Good job guys! My team looked at doing this a year ago but we found the code to be way too archaic! Also I think The engine of the game needs to be completely overhauled but so far you guys have done more than I thought would be possible with the code in the state it is in.
Although Starman I would like to know if you are releasing your changes open source so everyone could have access to the new models/code in there origional editable format and also if you are making higher poly models to use with the game. As my team is working on a new source code based on the origional and your changes would be welcome to add to our new source code. The reason we decided to do this is because unless you rebuild the rendering engine you can only do so much. So any insight you are willing to procide would be a great asset to our project which in the end will probable be completely open source
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 :-)
It's a little more challenging. It's an older project from Magic. The RP points and money are more limited, mech salvage at mission end is disabled most of the time. You start with new (weaker) units and the enemy is using new units too. Besides that, your pilotrooster is also smaller, so you are limited with mechs in the field and in mission mech salvage. It's not perfectly balanced, but makes still fun :-)
I loved MC2 back in the day, you guys kick ***!! Good luck on this project, its one I'm definately going to keep an eye on...downloading now.
What do you mean by "upgraded and rebalanced Carver 5 campaign"?