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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12 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);

Downloads RSS Feed Latest Downloads
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Post comment Comments  (40 - 50 of 332)
wolfman-x
wolfman-x Dec 3 2014 says:

I voted for Magic's work as "Mod of the Year".

+1 vote     reply to comment
AnTi90d
AnTi90d Dec 7 2014 replied:

I just randomly came to check on this mod's progress.. and I did that five seconds before I read this post.

+1 vote     reply to comment
lowenz
lowenz Nov 26 2014 says:

Truly a legend!

+1 vote     reply to comment
Guest
Guest Nov 26 2014 says:

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lowenz
lowenz Nov 24 2014 says:

MCO 424 works fine on my Win 8.1 64 bit + GeForce 750Ti! Only one little problem: MCO doesn't see 1920x1080 resolution but when I select 1680x1050 (max resolution in game menu) it uses 1920x1080 :p

+1 vote     reply to comment
lowenz
lowenz Nov 24 2014 replied:

And it's really 1920x1080, not a stretched 1680x1050.

+1 vote     reply to comment
magicX Creator
magicX Nov 25 2014 replied:

Thank you Lowenz. You dont need to change resolution in options, it is obsolete (forgot to remove that part from the game). Resolution detection is automatic.

Game will work in your desktop resolution or closest supported resolution regardless of what is selected in options.

+1 vote   reply to comment
lowenz
lowenz Nov 25 2014 replied:

I really appreciate your work, it's awesome.
On Windows 7 the game runs *perfectly*, it's pure bliss.
On Windows 8.1 it has the issues ALL DX5-6-7 games have: Forums.guru3d.com

So maybe you can add the "windowed mode" in menus (it's already in the config file) and a *frame limiter*!
Just to let you know....or maybe can you update the engine to DX8 or DX9? This will solve everything but I know it's a big job :D

+1 vote     reply to comment
magicX Creator
magicX Nov 26 2014 replied:

Thank you, will do...

+1 vote   reply to comment
Guest
Guest Jan 16 2015 replied:

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

lowenz
lowenz Nov 26 2014 replied:

An "official" windowed mode+frame limiter would be awesome.....but for the sake of perfection it would need the possibility to choose the window resolution! Another time, thanks for your dedication and work!

+1 vote     reply to comment
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