Mech Commander Omnitech 628 Exodus Campaign expanded story by Marceror! Further expanded with in-mission weapons salvage. Many bug fixes including resolution detection. Logistics screens are changed, new art for buttons. New weapon icon files and new different portrait pics for Artillery, Repair, Minelayer, Scout, new Pictures for old MC1 pilots, improved in mission icons set by Tiberius 44.
Mech Commander Omnitech 628
(This is another release without testing - no testers interested and I have no time)
Exodus Campaign expanded story by Marceror! Further expanded with in-mission weapons salvage.
Many bug fixes including resolution detection.
Logistics screens are changed, new art for buttons.
New weapon icon files and new different portrait pics for Artillery, Repair, Minelayer, Scout, new Pictures for old MC1 pilots, improved in mission icons set by Tiberius 44.
List of ALL changes since 559:
- Editor change - max size of trees in forest tool changed from 1.75 to 2.
- Compass removed from the game. Fix - mech inventory list box (change from 556).
- Resolution limited to 2048x1536 for 4:3 (5:4) and 1920x1080 for wide resolutions. Engage/disengage radius in pbrain changed.
- No Ammo icon added to pilot icon - if any weapon is out of ammo - show no ammo icon. All buttonlayout files changed. No ammo icon added to jumpjeticon.tga
- Contact - new way for scaning. Pilot radio sensor contact message moved.
- Pilot sensor skill increase adapted for new radio sensor contact.
- Reference to loadscreen removed from saveload.
- Sensor system changed for new contact.
- Repair ALL button is back to mechbay.
- Sensor ranges extended.
- Resolutions fix.
- Mech list box selection in mechBay screen fix
- Mechicon changed - pilots_med and pilots_l2 files are obsolete
- Deployment layout in mechbay and pilot ready screens changed for large icons.
- Layout changes in mechbay
- Only one file for button layout - buttonlayout.fit...
- All buttonlayout_XXXX.fit files removed - not needed any more.
- Objectives bar image replaced with image from tacmap_frame.tga
- Pilot salaries changed - salaries are paid after successful mission.
- All pilots that are deployed have their salaries doubled.
- Pilot_ready screen - 2 text boxes added for total salaries and projected balance (credits - total salaries).
- Mech maintenance cost added to the game - paid after every successful mission (1% of the total cost of all mechs in inventory).
- Pilot_ready screen - added text box for mech maintenance and balance subtracted by it.
- Mechbay and pilot_ready screens changed - salaries, maintenace and projected balance.
- Formations bug fix.
- Pilot ready screen pilotHireButton changed (new old art) and there is red rect outline if there are new pilots for hire.
- New editor version - resource points can go below zero.
- MCO is using different objectives file - changes from the editor - read and write negative numbersfor objectives.
- Mission briafing screen changed - 3 tabs for mission briefing text, tactical info and additional info.
- New blurb5 added to the editor (ver 120). Blurb3 is used to append text to mission briefing. New tab mission description, shows mission description text. changed Button_13.
- Font for mission briefing text changed (size 14 instead of 11). All blurb texts must have at least one line larger then list box width or the text will show only first line.
- Objectives and camera will update only if mission briefing tab is pressed.
- Resource points for objectives are added to objective strings in mission briefing screen.
- Several new fonts added to the game.
- Units face the direction of the deployed unit for its drop zone.
- Editor changes - 3 edit boxes moved up.
- Cougar and Shadowcat mech config changed (CSV) - clan FF armor.
- Font changes in mission briefing screen.
- New icons for FF Armor and dbl HS, All clan mechs configs changed - clan FF armor.
- Exodus campaign missions cahnged - expanded story by Marceror.
- Bugfix in adding salvage components after mission.
- new mc2res.dll - weapon stats changed/fixed.
- Mechlab screen changed: rotating weapon model removed, mech model added, payload area moved.
- Only one ECM and one Probe can be added to mech in mechlab.
- All mech_A.tga files removed - obsolete.
- Mech turn rate is calculated per tonnage.
- New Union dropship added.
NEW Textures and Buildings
- Cliffs texture pack by Karl.
- Port Arthur gates, walls, control buildings, HQ, billboard and Kurita control buildings by Karl.
- New weapon icon files and new different portrait pics for Artillery, Repair, Minelayer, Scout, by Tiberius44.
- New Pictures for old MC1 pilots by Tiberius44.
- Improved in mission icons set by Tiberius 44
- New (old) art for "back" and "next" buttons transfered from work project.
- New (old) art for Logistic screens buttons.
- Tacmap frame... New file Tacmap_frame.tga added to art folder.
- Karls buildings: Block, Blocksmall, PA_ Heavy, Medium and Light post. Changed PA_HQ and PA_turretcontrol. Billboard fix
- New building Hangar3
- Bear copter prop model.
- NEW ABL commands
--------------------------------------------------------------------
isrepairbay(PartID);
PartID - number from the editor for buildings.
example:
if (not isrepairbay(53139)) then
Effect: True if building is repair bay.
---------------------------------------------------------------------
NEW ABL command:
rechargerepairbay(PartID);
PartID - number from the editor for buildings.
example:
rechargerepairbay(53139);
Effect: Rechardes depelted Repair Bay building (it can also set any other building to be repair bay).
--------------------------------------------------------------------
Thanks alot man and hey i would volunteer to Test if you truly have noone thats interested!
Thank you, will call you for the next one.
I am interested to test as well :3
OH for the love of ...
I have to start the exodus campaign all over again now :P.
This revision provides finally all the long needed optical improvements to he user interface. Now it looks much cleaner, consistent and efficient. Congrats to our new release.
Another awesome release.
Kudos for keeping this baby afloat.
i keep getting an application error. its unable to start. :/ help me?
What is your OS?
Have you installed VC++ 2010 (x86) redist package?
I'm glad that there are people who make free mods and games for the community to enjoy.
I just read the description:"This is another release without testing - no testers interested and I have no time"
Well all the menus are scrambled polygonal mess. Idk why.
Btw im completely new to mechcommander so yeah
**Well all the menus are scrambled polygonal mess.
Please post a screenshot somewhere...
I.imgur.com
I think my comment should have given you an idea what it looks like.
Very interesting.
Hows the combination of mission selection screen and options screen came together in this mess.?
No one ever reported something like this.
What is your OS?
Is Main Menu screen OK?
Main screen is ok. Windows 8.1 64 bit
I am having the same issue as Maggy_
OS is the same.
OS is Win 10. I have the main menu down and to the right only showing and having access to the upper left hand side of the screen. Can select all menu items but which are cut in half but unable to move forward beyond main menu because the "Launch" button isn't available on screen.
I'm having the same issue - any guidance would be wonderful.
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This is what happenes when you don't test your game :P
This is win8 and 8.1 problem. In one of the previous posts I said that it has problems on win 8.x.
I see. Weird that Win 8.1 does this
So....why does the lrm 20 shoot one missile?
Was kinda expecting it to shoot 20 missiles, or atleast have a high fire rate. But it just fires one, really high damage missile. :(
Because the original game was not made for this. The original game had only 5 weapon nodes per mech. MCO has 16. I tried more but 16 is the max stabile. Above can sometimes give unexpected results and even crushes. MS did not release the engine for this game.
You can try to make the LRM20 fire a really bright ball that looks like many missiles at the same time. In MC1 it looked like that when you fired a lot of LRMs
I edited the LRM10 to fire as twice as often as the LRM5 and the LRM20 to fire 4 times faster, also reduced the damage to be only slightly higher to the LRM5 (to make it worth using a LRM10 over 2 LRM5's and a LRM20 over 4 LRM5's or 2 LRM10's).
Ahhhhhhh ok. What about a weapon animation? If new ones are able to be imported, wouldnt it be possible to create one for the lrm 10/20 and srm 6 to look as if its firing multiple missiles?
Similar to the way machinegun works? seems like its firing a hail of bullets consistantly, but its really one firing cycle.
I heard tell of someone trying to port MC omni to a newer engine, any update on that or plans of?
I love replaying these old games; CarverV with magicX's updates is great! Had some problems getting it to run on my laptop but nothing a bit of dgVoodoo can't fix.
Anyone have some tips for Exodus mission 3? I can't for the love of all that's holy figure out how to distract that many Clanners out for blood at the same time, as squishy as those little civilian vehicles are.
As soon as you start the mission, pause and salvage Hunchback mech in the pirate base. Take 2 mechs (Cougar and Shadowcat). Save Flash for the Hunchback. As soon as she is powered-up. Order her to run to the waypoint...
I tested MCO as well under win8.1 (64 bit) on a 4k graphics system using 2xRadeon R9 290. Everything adapted automatically to the max size MCO 628 can provide and worked perfectly without any graphics issues. At least I can not find/confirm that it is generally NOT working well under win 8.1. Maybe that adds some additional info/value to the posts above.
Trying to Complete the Mercenaries campaging, on the first mission where you are supposed to salvage a mech, The option to salvage is not here? Only a radar ping? have the 12k from the trucks so I should be able to ?
"Anyone have some tips for Exodus mission 3?"
its the 1st mission u can get ur hands on a hvy omni, so i played it like this: 1 mech active, 1 pilot for salvaging the hbk, 1 pilot to salvage a tbr or smn. just grab the hbk right away, run to the WP with it to get the convoy movin, then move with both mechs to intercept the 2 pirate mechs inc from south. u may wanna do a quicksave after that. 1 mech sticks to the convoy 1 u send back to salvage a omnimech (gud luck there)
btw try to save up ur money after 1 certain mission u can buy salvaged clan stuff in salvage screen after the mission, ull need around 600k then u can buy about all even some elemental suits... ^^ those are damn funny and are handy to train ur pilots in a mission where u cannot or dont want to increase dropweight + cannot salvage mechs
also, contragtulations and thanks for ur dedication and work magic, wolfman and co.
just recently finished exodus campaign and i had my fun, thanks for giving me a gud time :)
noticed a few typos in description/ story u might wanna double check
mechs that get taken out by mines cant be salvaged, pilot just ejects immediately after insertion, idk if u guys can do smth bout that or if its intentional but yea would be cool if that could be changed.
the game runs much more stable than the previous vers. tho it still crashes sometimes... some error msg bout memorystuff (running win7)
i must say, the idea of mechs & armored vehicles moving over the hull of
of an jumpship and having external acces to turret ctrl? is most questionable to say the least, but hey, kudos for the idea with the water&lights; to emulate spehs xD
also, the way mal changes just like that is quite unrealistic in my opinion.
as for the engine, did u ever think about cryengine? from what i know isnt it a "free" enginge? would prolly help making stuff moar stable/have less probs with the newer Os too, also if using that it might be possible to just use pre-existing models of mechs from MW:O, if they allow it ofc. but if done right i could imagine smth rly great emerging from this. u might even find some playerbase in that community, since at least smn ppl there are into MC stuff too and prolly just dont know about what u guys did here.
anyway, waiting for next vers and hoping exodus campaign gets more expansion (some more staff & even bigger battles might be in order !) ^^
regards.
edit:
just remembered, in at least 2 missions "the speed" & the one with a clan convoy moving down from N to S, the river is too broad/wide to JJ´ over it even with a 30t mech(talking about cutting cross the river next to insertion/extraction zone for the speed).... in the previous vers one could get over it. im guessing u had long jump specialist active passively for every pilot in previous vers. reactivate or modifiy map cuz it just feels like ur making fun of the player with comments like "take jumpcapable mechs to cross the river" in briefing, one does, but cant cross........
heres an idea: have pilots acquire the passive skill at a certain amount of JJ´skill like 60,70 or whatever
and yeah if u need smn for testing, u can call on me too :)
The following is based on the previous build of MCO.
Bugs:
1.
Killdeer - Mission can not be completed in version 559. destroying convoy elements A+B does not register. also some convoy spawning + detection issues.
2.
DEFENSIVE COUNTER: BANNIKBURG - I seem to have destroyed all enemy units, searched map, but can not complete the 2 primary objectives.
3.
hotkey assigning to pre-set keys doesnt work.
4.
upon quick load, sometimes, units disappear. they're on the status bar, but completely not on the battlefield.
5.
salvaged mechs have their sensors disabled. this is not fun at all. makes it hard to skill-up pilots' sensor skill [which is itself very annoying.]
---------------------
Requests:
A.
make auto-actions toggleable.
auto-capture can make team rush face-first into a base with turrets + mechs to capture something.
if 1 decides to auto-move to repair bay, you cant get the one you WANT to move there.
B.
pilots seem to not be gaining gunnery skill in post-mission pilot review despite kills. institute cumulative skill gain? like 5 vehicles spread over 2 missions. (this may already be the system in the background)
with the current skill-up system, it is easy to kill-steal.
C.
power-leveling jump + sensors is just arduous. it can be done on purpose. anyone who knows how is going to do it, but it just takes so long to be sure you got your points.
maybe just give a free +3 skill, since anyone who knows will just go through the boring process of manually pinging sensors on each mech 10-30 times, anyway.
D.
Display max heat & armor (and current?) of mechs in mech selection screen. For quick comparison.
Otherwise, it is annoying to go to mech bay to view stats on each mech, before choosing which to use/customize/buy.
Thank you.
Thank you for playing MCO.
1. People reported this before and I tested several times. Could not find any problem, it works fine. Did you play my mod of Carver V or Original?
2.The same here...
3. Yes I know...
4. "upon quick load, sometimes, units disappear" - this is new, never happened to me before.
5. Salvaged mechs most of the time have their head blown off. Including sensor - sensors can be destroyed in MCO. Mech without a head (control unit) should not be able to do anything until its control unit is replaced. In game salvage like this is not realistic. At least destroyed sensor is a small addition to reality. In original MC2, most of the salvaged mechs lost their LOS after salvage. This was a very annoying bug now fixed in MCO.
A. Hit the triangle (hold position) button. If selected or set to hold position, mechs will not use auto commands.
B. Vehicle kills count much less then mech kills (5 vehicles for one mech or something like that)
C. Yes, but just giving skills negate the entire skill system, why not giving +3 in each category every mission?
D. Good idea, can do.
Thank you. Just finished Exodus and the Mechwarrior 2 campaign.
Simply sublime. Huge thank you.
Thank's u for making this mod :D i really like it..
is blood asp not in the game ?
and i wondering when i play this mod and wolf mod.. got locust and commando.. but got no wasp WSP-1A and stinger STG-3R ? i just remember that mech from old game.. battletech the crescent hawk's inception..
Thank you for playing.
Yes, Blood Asp is there, it is rarely used...
Stinger is in too...
blood asp is in campaign ? because i play solo mission in mech shop did not sell blood asp.sorry if i ask to much.
No problem.
Purchase list was limited in original MC2 to some number of mechs and because of that I removed all original mechs from the purchase file - to make space for many new mechs. Limit is now much higher and the reason for original mechs not being included is - they are forgotten. I added only mechs (from the orig.) that have their models changed. Blood asp is not changed.
ah i see.. thank's u very much for explaining :)
Gives me the old 0 memory vidcard error on a 1080. With the Gosnojoystick fix it gives me the error but it will run but it's super slow and I can't change resolutions and the menus are pixelated messes please help.
Having the same issue since lastest version. May be a graphics driver issue...I've read elsewhere that one person fixed by rolling back drivers, which I'm not keen to do. Any clues? That aside keep it up man, love your work.
Giving this a shot right NOW!
and don't forget to =
D:\MechCommanderOmnitech\MCORel.exe /gosnojoystick
Hi, just so you know, MCO is not compatible with updated MSVCR100.dll's on the windows 10 operating system, and because I have the updated version, I can't install the VC++ 2010 (x86) redist package so I'm not sure how to resolve this issue.
Try to run on Windows 10, gtx 1070 also the vidcar error no memory. Tried
Gosnojoystick still the same error. Any suggestions ?
Hi there magicX. I am getting back into MC2 and its user created mods. I see that you recently uploaded this file and the MCO Exodus Campaign at the same date. What the difference between the 2? From my understanding they both contain that new campaign right?
MCO Exodus is exodus story in pdf file.