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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2 comments by magicX on Jun 18th, 2015

EDIT: Syntax error from the start of Exodus campaign fixed

List of all changes since 424:


MECHS
Jaegermech model fix, new mech model Jaegermech3.
Hunchback2c model fix.
New Copter model - Assault Copter (45t).
Sunder mech redesign - 300 polys less, shadow model 1000 polys less, better texture, 9 weapon nodes and
corrected pivot points, new animation.
Bear Transport copter added.
New Broadsword model.
New copter VTOL.
New air unit - Karnov.
Redesign of Warhammer 2C mech (2000 lesss polys, shadow model 400 polys, 7 weapon nodes, new animation)
New mech Archer (9 weapon nodes) in place of Blood asp 2. Blood Asp 2 removed from the game.


BUILDINGS
Redesign of old Hangar model - passability map fixed.
New MediumAutocannonTurret with shot animation - old model replaced.
New Hangar model.
New PPC turret - animated shot.
New Heavy AC Turret - animated shot.
New Pulse Laser turret. Sound for LargeLaser and HUA Cannons changed.
New Rapid Fire Turret with rotating fire animation.
3 NEW buildings - old buildings dressed in my SET1 texture, Com Tower, RP Building and Weapons facility.
New buildings: bridge2, bridge2_side, bridge2_side_opposite, bridge3.
New models: Kurita HEavy Gate, Wall, Post; Medium Gate, Wall, Post; Light Gate, Wall, Post.


GENERAL CHANGES
New setformated text function for use in ABL scripts with char "#" end of line. command settextmsg chaned to use
new function. Old function remained for use in editor.
Mech Jump distance is now showing real jump distance instead of constant 125.
Options screen changed. Player can set and force one of supported resolutions. Mission mw2_n_7 fix.
MechCamera zoom fixed.
New medal awards. Fixed model scaling in Mission briefing screen.
New weapon "Explosive" - fire one explosive round from very close range - for sucide vehicles. New suicide Fuel Truck,
with Explosives. Moves to enemy unit and when close fires explsoves that will detonate and explode.
Projectile speed for balistic weapons increased.
QuickLaod support state fixed. A_0_2 mission fixed - Centurion is fallen.
Bugfix - when salvaging mech with ActiveProbe with destroyed sensor, probe will try to adjust sensor range of
destroyed sensor - causing error - fixed.
Salvaged mechs with destroyed leg will limp (leg is not auto-repaired during recover). If both legs are destroyed
one must be repaired.
If repair truck empty - set cursor to no repair.
New feature added for buildings (for repair bays that should stay open when empty). Line added in building fit file
for those objects only: b CloseEmpty=false. Default value is true. 2 files changed frepbay.fit and frepbay2.fit
Mech power-up after salvage delayed 1 second.
Obsolete code segments for some old graphic cards removed.
When ordered to repair in mech bay unit speed is run. When ordered to repair unit Repair truck speed is run.
When ordered to capture unit speed is run.
Active Probe bug fixed. Only hapens when using mech with active probe at random. Salvaged mechs with destroyed sensor
have no sensor after salvage.
New mechicon set by Aetrion: (BloodKite, champion, Crusader(NEW), Gladiator(NEW), Hades(NEW), Highlander, Naga,
Salamander(NEW), Sunder, Thunderbolt(NEW), Zeus, Thanatos and FireWraith (NEW)). After mission pilot review area
skill atribute meters changed.
Key_I assigned to info_tab button.
Buildings.csv changed, Landed Broadsword and Cargo Dropship (vehicles) moved from air units to vehicle and vehicle_prop
categories. All air units have their flight level 3x.
HELICOPTER_FACTOR changed to 50 to center slection box to new flight lavel.
Mech fallforward and fallbackward DAM models are not used any more. The game will use last fallen state of mech object and
just change texture on it.
Player ejection command from parked mechs and aircrafts will leave those units without pilot and parked.
Mech damage transfer after mission changed. HAC Turret and Pulse Laser Turret fix.
Random RPs for RP Buildings that have ResourcePoints = 1 in the FIT file.
Random RPs for all RP buildings - number between 0 and max RPs.
Bug caused with 455 fixed - mech animation after salvage.
Icons for vehicle pilots were set to 26 the same icon, it will take icon number defined in pilot file now.
Artillery, minelayer, recover and repair pilot files fixed - picture index 26. Code fix.
NEW versions of corebrain and pbrain files - player refit truck now auto repairs all players and friendly mechs within radius if idle.
Refit truck AI fix - repair only if mech is idle.
Number of game objects that can be loaded in mission is now up to 50.000.
Info about game resolution added to main menu screen. All main manu FIT files changed - added text box.
MCUI_Universal3.tga with fix when both infowindow and objectives are open.
Line of sigt changed - calculated per cockpit position. Line of fire changed - every weapon node position has its
own line of fire. MaxVisualRange changed to 500 (400).
Hangar fix. New Kurita medium wall and post. Centurion wrong smoke node name fix.
Project Bridge started - Mech walk over the bridge implemented. New object Bridge2 implemented for testing.
Second icon set from Aetrion: Centurion (mixed with my icon), Dragon, Grizzly (NEW), Jaegermech 3 (NEW - moded by
me), Jenner 2C (NEW - moded by me), Lupus, Ranger (NEW - moded by me), Warhammer 2C (NEW).
New icon set by Aetrion: Arcer - mech, Assault copter, Bear Karnov, VTOL.


ABL COMMANDS
- hirepilot(pilotFileName)
Effect: Add pilot to players roster; Example: hirepilot("pmwlynx");


- addnewpilot(MechID, "pilotFileName", "brainFileName");
MechID - part id for mover (getunitmates(squadID)) from squad ID.
pilotFileName - name of the pilot file (pmwlynx).
brainFileName - name of the brain file (pbrain, dredattack01,...)

Effect: Create new pilot from file and add to selected mech. It also sets the brain file.
If the pilot exists it will overwrite the pilot. DO NOT add pilots that are used in SP campaign before, it will erase
all accumulated experience. Use only to add new pilots. If the pilot is already on players roster, pilot icon will
not change. Must use script to remove mover from player then add it back after calling this collmand eg.:
addnewpilot(Commando, "pmwgator", "pbrain");
addmovertoplayer(Commando, 0, 2); //remove commando from player roster and add to allied team
addmovertoplayer(Commando, 0, 0); //add commando to player roster


(the same as addnewpilot but can be used for players units only - sets pilot icon correctly)
- addnewpilottoplayer(MechID, "pilotFileName", "brainFileName");
MechID - part id for mover (getunitmates(squadID)) from squad ID.
pilotFileName - name of the pilot file (pmwlynx).
brainFileName - name of the brain file (pbrain, dredattack01,...)

Effect: Create new pilot from file and add to selected mech. It also sets the brain file.
If the pilot exists it will overwrite the pilot. DO NOT add pilots that are used in SP campaign before, it will erase
all accumulated experience. Use only to add new pilots. Allied team must exist in mission and muste have at least one unit.


- numfriendswithinradius(PartID, radius);

PartID - part id for mover (getunitmates(squadID)) from squad ID (or -1=self for use in warrior brain).
radius - radius around unit to look for friends.

example:
num_friends1 = numfriendswithinradius(Commando, 600.0);


- numenemieswithinradius(PartID, radius);

PartID - part id for mover (getunitmates(squadID)) from squad ID (or -1=self for use in warrior brain).
radius - radius around unit to look for enemies.

example:
num_enemies1 = numenemieswithinradius(Commando, 500.0);


- ablprint("FileName", AnyValue);

For debugging in ABL scripts.
FileName - Name of the file that will be created in data folder.
AnyValue - any variable or value you want ot print to file, chars or strings must be "example_text".

example:
ablprint("Friends1", num_friends1);
ablprint("Enemies1", num_enemies1);


- isrefit;

Return value: true if mover is refit vehicle. For use in warrior brain file.

NEW ABL command:
autorepairwithinradius(PartID, radius);

PartID - part id for mover (getunitmates(squadID)) from squad ID (or -1=self for use in warrior brain).
radius - radius around unit to look for friendy units that need repairs, if no enemies around.

Repair all damaged friendly mechs within radius if no enemies around.
example:
autorepairwithinradius(-1, 500.0);

- ABL command:
setunitforcegroup(PartID, new_force_group);

PartID - part id for mover (getunitmates(squadID)) from squad ID.
new_force_group - number between 1 and 9.



5 campaign global variables created - 0,1,2,3,4 (last throug the entire campaign). To access those gloabal variables:

- setcampaignglobalvar(VariableNumber, VariableValue);

VariableNumber - number of global avriable (5 for now = 0,1,2,3,4).
VariableValue - integer value to be set to selected variable.

example:
setcampaignglobalvar(0, 3);

- getcampaignglobalvar(VariableNumber);

VariableNumber - number of global avriable (5 for now = 0,1,2,3,4).
return value - value stored in selected global variable.

example:
GlobalVarValue0 = getcampaignglobalvar(0);

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Post comment Comments  (20 - 30 of 325)
Guest
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.

+1 vote   reply to comment
Guest
Guest Mar 15 2015, 8:59am replied:

This comment is currently awaiting admin approval, join now to view.

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.

+1 vote   reply to comment
Guest
Guest Mar 11 2015, 12:35pm says:

This comment is currently awaiting admin approval, join now to view.

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
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...

+1 vote   reply to comment
magicX Creator
magicX Jan 30 2015, 1:16pm says:

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...

+1 vote   reply to comment
violencer
violencer Feb 14 2015, 10:09am replied:

still not working for me.
now it opens the game just with buggy grafics an menues that are overlaping and so on

+1 vote     reply to comment
jeshekassenberg
jeshekassenberg Feb 28 2015, 12:06am replied:

I had the same issue. Took me a while to figure out. I've posted how I sorted it here. Mwomercs.com

+1 vote     reply to comment
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