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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What is new in this release?

The most important changes are for players AI.
Repair truck will now autorepair any of the players mechs if it is idle.
Players mechs will scan area around for any capturable buildings and take capture if capturable building(s) is(are) found.
Players mechs will scan area around for any repair bays if in need of repairs and repair if they find one.
No player unit will use new brain initiative if selected by the player or has "Hold position" order.

Main Menu

Range modifier added to targeting solution. Longer range - lower chance to hit.
NEW Main menu art thanks to d4f_mac

Mission GUIMission GUILonghaul TruckLonghaul Truck

Mechcommander Omnitech 539

Mechcommander Omnitech 539

List of changes since 484

Cement tile set and overlays (roads and runway) by vossiewulf.
8 new cement tiles added.
Number of cements increased.
Corrected terrain tile set by vossiewulf. - priorities for new cement changed.
MAX_SENSORS changed to 300.
More changed tiles...
Max_pilots raised to 255.
New Betty - combination of MC1 and MC2 Betty sounds.
Components Captured sound added to salvage components.
Betty msg repair_complete removed from the code.
Force group bar is not fully visible any more, only Active units (placeholders are removed if there is no unit).
Purchase file errors fixed.
Code fix - calc weapon ranges.
Compbas changed - short range weapons damage raised by 20%. file fix.
Mission briefing text string doubled.
Mission briefing screen can show Mission briefing (green), Tactical Info (red) and Additional text (yellow).
Smoke stopped after explosion for mechs.
Some old sky textures replaced.
Pilot review screen changed. Offsets for resolutions added.
After mission salvage screen changed. Offsets for resolutions changed.
Function autorepair change - repair objects sorted by distance.
Corebrain patrol order fix.
some fixed memory limits increased on init.
Mechs will now go to the location before repair order given after repairs.
Units with hold position on will not use auto scan and auto repair feature.
Pilot health bar above pilot picture. Destroyed mech parts are now gray in icons.Pilot health bar in Info window.
Math for icon damage display changed - simplified.
Logistics screens offset calculations added per resolution instead of reading from FIT files.
New main menu art and some loading screen art changes thanks to d4f_mac.
Support options costs color changed to green.
Support underlying rect is less transparent and cover costs.
Resolution 1280x800 added to supported list.
Mech camera zoom fix in Options and mech purchase screens.
button_layot fix for low res. Load screen load bar coordinates fix.
5th icon color fix.

DisplayResourceTextMessage command - fixed.
Patrol order fix.
Left click is not selecting on force group bar - fixed.
Right click select in salvage window fixed - no camera jump if object under cursor.
No pilots available for hire when loading after mission save fixed.
When mission has skip logistics it can mess logistics screens for the next mission - fixed.
Captured or added to player vehicle that was sensor contact during capture keeps its circular contact - fixed.
Main menu - bug fix on load-cancel.

Many mech.ini files fixed to match animation speed with mech speed by Mad Bomber.
Many mech.csv files changed - mech speed number corrected per BT TROs.
New mech Vindicator - model by Mad Bomber - modified/adjusted for game, animated and textured by magic.
Orion icon flipped and corrected color codes.
Vindicator icon added.
New mech Quickdraw (6 weapon nodes) and icon in place of Locust2c. Locust2c removed from the game.
New mech dervish (5 weapon nodes) and icons in place of urbanmech2c.
Dervish.CSV file changed - added description reference.
New mech Stinger (5 weapon nodes and icon).
Intruder texture redesign.
Dervish, Kodiak and Quckdrow animation speed fixes by Mad Bomber.
Better textures for some mechs.

Karnov prop fixed to use riht texture.
Medium Copter Prop - 3 new colors Brown, Gray and Green. New Cargo Truck.
3 new truck models: Cargo Truck, Flat Truck, Fuel Truck.
Salvage Karnov texture fix.
4 new Heavy Copter Props (Brown, Gray, Green and White)
3 new light copter props - Brown, Gray and Blue.
Buildings Big Component Warehouse, and Parking Garage fixed - should be completely redesigned - incorrect terrain mapping.
New Car model by vossiewulf: new vehicle with RGB texture and 5 new props.
Nev vehicle: Longhaul Truck - model and texture by vossiewulf.
7 new Lonhhaul Truck props by Vossiewulf.

setbrainNew(PartID, brainName);

PartID - number from the editor for buildings, part id for mover (getunitmates(squadID)) from squad ID or -1=self.
brainName - the name of the brain file without extension.

Effect: set new brain file to unit.

3 new abl commands for use with players units brain:
- needsrefit - True if unit needs refit
- scanareacapture(radius) - if idle players mechs will scan area for capturable buildings and capture if any.
- scanarearepair(radius) - if idle players mechs will scan area for repair bay and repair.
pbrain.abl changed - auto scan for capture and auto repair in repair bay added.

New ABL coammand:
setLargetMsg(0,"My Message",10);

first parameter can be 0 or 1.
0 - instant message for the duration of number of seconds (10),
1 - large message box with press enter to continue, in this case third parameter is not important.

Effect: display "My Message" in message box for 10 seconds or with pause.

NEW ABL command: isselected - true if current unit is selected by player - for use in pbrain
pbrain changed. Selected players units will not use new brain routines.

function setobjectivestatus fixed - if successful it will trigger assigned actions.

setfixedbuildingrp(PartID, number_of_resource_points);

PartID - number from the editor for buildings,
number_of_resource_points - integer number of resource points.

Effect: Set Fixed number of RPs to any building and make it capturable. Works for buildings.
Any building set with this command will have fixed number of RPs when captured.

Limit to 4x3 resolutions removed.
Resolution limited to 1920x1080 when higher resolution detected.
New cement tiles added to menus.
Bug fix assigning SquadIds - every new unit added will get correct SquadID number, no more gaps.
Max movers to save changed to 255.
Weather dialog added.
Two more blurbs added (tactical info (red) and additional info (yellow)) in mission briefing.
New large Text message added to objective actions.

Mech Commander Omnitech 484

Mech Commander Omnitech 484

News 13 comments

Possibility for non-linear campaign. Some new mechs, copters, buildings. Project bridge started...

MCO can not start

MCO can not start

News 1 comment

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...

Mech Commander Omnitech 424

Mech Commander Omnitech 424

News 8 comments

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

Mech Commander Omnitech NEWS

Mech Commander Omnitech NEWS

News 4 comments

Mech Commander Omnitech 4xx is coming soon. MCO NEWS 08112014

RSS feed Downloads
Mechcommander Omnitech 539

Mechcommander Omnitech 539

Full Version 23 comments

What is new in this release? The most important changes are for players AI. Repair truck will now auto-repair any of the players mechs if it is idle...

Mech Commander Omnitech 484

Mech Commander Omnitech 484

Full Version 11 comments

Possibility for non-linear campaign. Some new mechs, copters, buildings. Project bridge started...

Mech Commander Omnitech 424

Mech Commander Omnitech 424

Full Version 68 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

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

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

Full Version 9 comments

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

Post comment Comments  (20 - 30 of 348)

Thanks for the reply, I have tried both 1280 x 800 and 1024 x 768,I used the force resolution on the option screen but no luck, just like to say I also run Mechcommander Omnitech on an older Dell desktop - FANTASTIC

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Hi magicX have just downloaded 484, still having the same problem graphics on my NEC Versa laptop(the right hand side is missing)was hoping this would be fixed in this release but no such luck. have I missed something?

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magicX Creator

What is your desktop resolution?

Have you tried using Force Resolution from options screen?

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Not to be overly critic: about the exodus campaign, it's ok to escort some apc's sometimes, but this campaign makes you do that all the time. after a few missions it gets old, and it makes you abuse the pause game-issue orders, taking fluidness from the gameplay, and the bad feeling that you don't dictate the rithm, (no time to salvage-repair)(no aftergame salvage either), it would be a great improvement if you could move the apc's at your will, or at least that the apc's followed your mechs at a safe distance, not recklessly running forward. After all you are the mech commander and everyone else has to move when you say so....

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magicX Creator

You are correct...
Exodus campaign is very old, and in the time of creation there was no way to control vehicles. I can add them to player control and the mission will be completely changed and way too easy.

BTW there are only 3 or 4 missions where you have to escort something?

Reply Good karma+1 vote

Not sure if this is bad form to ask here, but relevant to the modders: Have you or do you intend to upload certain tools for public use? Specifically I'm looking for a means to compile the .pak files; maybe I'm not looking in the right places but the ones I do check, URLs to filehosting sites no longer work. If I could get my hands on a compiler that'd be awesome.

Either way? MCO has been the BattleTech fix I've needed for a long time. Playing through Exodus has been a blast from the past and the updated materials makes it all the more sweeter. Thank you for the efforts, and Keep kicking ***!

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magicX Creator

You mean tools for unpacking and packing pilot sound files?
There is no need for pak files for anything else.

Will see what I can do...

Reply Good karma+1 vote

after a little time fooling around and reading more thoroughly...I did figure out how to extract and compile. Silly me >.>; I'm not playing with the pilot files, though I feel confident I could if I chose in the future.

I was playing with something MWO-esque in the sense of giving the IS/Clan gear different sounds and colors (I think it's a neat little bit). To that extent I was playing with the sound.pak file trying to add (not overwrite,) weapon sounds (and the object files to point to the new sounds) but after playing around with the .pak and the game it doesn't seem to recognize anything after packet 125. Considering the object2.pak's pocket size, I wonder if there is a limit in the code for the sound.pak?

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magicX Creator

There is a limit defined in a file, you can expand...

File name is: sound.snd (open and edit with notapad).

Reply Good karma+2 votes

Well now...I feel pretty dumb right now.

Alrighty then, got it pulled up and taking a look. Thank you, and once again, props for your work.

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