Author Topic:  MCG coding  (Read 613 times)

5 Aug 17

Reply #15

Offline Mech

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"Sorry this doesn´t make sense. I can´t help you. Screenshot would be enough, what should i do with java script? And please upload somewhere else, not dropbox, hate that."

That's the only type of error message that pops up?
and if you can recommend another site that hosts pics (thats better) then okay, i'm just using what i've found?


"Im impressed you could start and work with editor on XP... - i only can get it to run on windows 98."

the only problem i have with MCG on xp is the screen refresh rate. it seems to want 75hz (to display the framing/view of the game correctly) when i ordinarily have the monitor set to 60hz.
if its set to 60hz it plays fine but the image is stretched a bit horizontally cutting the edges of the image off.
this is on a screen set to 1280*720 res. i hadn't noticed any problems with the editor.

"Your ingame resolution / Color problems are caused by your individual graphic settings / configuration."

maybe.

"Try to play it without installing like i describe here."

i have win7 on another drive and was in the process of switching over from xp. so i might try that method you showed on how to run MCG on win7 etc.
i made an iso image of the cd and just have another step or 2 to do and i might get the engine up and running again.

"When you had hope using editor to edit existing missions - im sorry to disappoint you. Editor never allowed that. Only creation of new maps - and only in it´s limited limits and content. For doing more it always needed abl scripting."

no i wasn't saying i was trying to edit existing missions. i said that now when i try to make a mission and then try to run it, it causes the game to crash.

and yes, i was meaning that ABL scripting (coding) was required to extend the editor. that's why i started a page on the subject and am working at getting some results.

i'm not meaning to cause any disharmony here, would prefer just to get back to work.

« Last Edit: 5 Aug 17 by Mech »

5 Aug 17

Reply #16

Offline Mech

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btw

i thought the packaged form of Exodus/Turncoat, Xenocide/BengalLancers etc was great.

replacement of the original campaigns with the new campaigns on a clean version of the game.

so it can be run as a separate app without the problems of installation/uninstallation of files.

excellent method.

was planning to get Darkest hours at some stage too. but its over a gig so...soonish.
« Last Edit: 5 Aug 17 by Mech »

5 Aug 17

Reply #17

Offline Mech

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the brightness problem might be part way to do with personal preferences for "the look of the game".

the mission images from this page look right to me "brightness-wise".

the tones contrasts and colours look deep and rich...and neither too bright nor too dark.

http://www.nogutsnogalaxy.net/forum/index.php?topic=1837.0

5 Aug 17

Reply #18

Offline RizZen

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They made brightness changes by editing prefs.cfg... so usually you should have same graphic settings like in repulse by using its preferences.
Darkest hours is that big cause it contains all other versions. So using darkest hours makes turncoat and all other standalone versions obsolete. And it's prepared same way like they where done, everything is pre installed. Just download extract and play with mounted ISO.

5 Aug 17

Reply #19

Offline Mech

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"Darkest hours is that big cause it contains all other versions."

yes, that way nothing gets lost. i was happy to see you'd done that.

your dedication to MC was the main reason i came to this site.

« Last Edit: 5 Aug 17 by Mech »

5 Aug 17

Reply #20

Offline RizZen

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I use editor just for architecture and getting coordinates. Abl-scripting for everything else.

5 Aug 17

Reply #21

Offline Mech

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looks like things are okay now.

the copy on win7 works. (asks for the cd even though daemon tools considers the iso permanently mounted...no prob there).

but no editor with that copy of "MCX_Original.7z"?

also i got a good clean copy back on xp by scrubbing all remnants of previous installations bar the saved mission, savegame and terrain folders.

so i now have my set up mostly back to how it was, just need to add those files back in and hopefully be back to where i was.
« Last Edit: 5 Aug 17 by Mech »

6 Aug 17

Reply #22

Offline RizZen

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I dont see the need to get editor running on other than basic game versions. When you have a valid installation with running editor you can do all changes with that version by using extracted mission files. The missions can be saved as dpk files and then converted to fst files with extender. The fst files can be shared between all versions cause they contain all missions files then. Only sol files or mpk files for solomissions or multi-player need to be added separate into savegamefiles folders to make them run in-game. So when you have one working editor you can do changes for all... no need to get it run on other versions then.

6 Aug 17

Reply #23

Offline Mech

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at the time i was looking at win7 as the new platform to run MCG which comes with the problem of incompatibility with the 32bit installation, which (i thought?) was the reason for downloading and installing (actually just unzipping a pre-installed form of the game from a compressed archive) MCX_Original.7z.

that would be my only copy and so i'd also need the editor.

****************************************************************

****************************************
ObjectClass();

Allied and Enemy Mechs and Vehicles are all Class 2

******************
Basemaker
******************
Auxilliary Power == 27
Gate == 31
Gate Control == 27
Large Gate == 31
Large Gate Control == 27
Main Power == 27
Mech Repair Bay == 27
Perimeter Alarm == 27
Sensor Control == 27
Sensor Tower == 27
Turret Control == 27
******************
Commercial
******************
Chemical Plant == 27
Geodesic Dome == 16
Loading Facility == 27
Loading Platform == 27
Relay Station == 16
******************
Explosive Objects
******************
Fuel Tank == 27
Gas Tank == 27
Natural Gas Tower == 27
Oil Derrick == 27
Pressure Tank == 27
Allied Mines == -1
Enemy Mines == -1
******************
Incidental
******************
Barrels == 21
Billboard == 27
Debris == 22
Flag == 21
Junked Cars == 27
Missile Turret (inert) == 27
Quonset Hut == 21
Railroad Tower == 21
Roadblock == 21
Streetlamp == 21
Supply Container == 27
Tent == 21
Water Fountain == 27
Water Tower == 16
Windmill == 27
******************
Industrial
******************
Factory == 16
HazMat Sphere == 27
Heavy Factory == 16
Heavy Industrial == 16
Iindustrial Complex == 27
Industrial Plant == 27
Liquid Storage A == 16
Liquid Storage B == 16
Processing Plant == 16
******************
Landscape
******************
Large Tree A == 21
Large Tree B == 21
Large Tree C == 21
Rock Cluster A == 22
Rock Cluster B == 22
Rock Cluster C == 22
Small Ttree A == 21
Small Tree B == 21
Small Tree C == 21
Small Tree D == 21
Small Tree E == 21
******************
Military Buildings 1
******************
Command Station == 16
Field Office == 16
Field Storage == 16
Guard House == 27
Support Building == 27
Underground Bunker == 16
******************
Military Buildings 2
******************
Blast Deflector == 27
Crew Barracks == 16
Elemental Barracks == 27
Hangar == 27
Mechwarrior Barracks == 27
Mission Control == 16
Sabutai Omnifighter == 27
******************
Mission Objectives
******************
Air Control Tower == 27
Clan Administration Building == 27
Data Center == 27
Extraction Marker == 27
Headquarters building == 27
Hyperpulse Generator == 27
Mobile Orbital Gun == 27
Orbital Gun == 27
******************
Multiplayer Objectives
******************
Artillery Crate == 27
Indestructible Command Station == 16
Indestructible Headquarters == 27
******************
Office Buildings
******************
Large Office Building == 27
Modern Office Building == 16
Office 1A == 27
Office 1B == 27
Office 2A == 27
Office 2B == 27
Office 3 == 27
Small Business == 16
Small Office Building == 16
******************
Residential
******************
Farmhouse == 16
House w/Animating Pool == 27
House w/Pool == 16
Kurita-Style Home A == 27
Kurita-Style Home B == 27
Kurita-Style Home C == 27
Kurita-Style Home D == 27
Modern Farmhouse == 16
Stylish Farmhouse == 16
Two-Flat Home == 27
******************
Rural
******************
Barn == 16
Grain Silo == 16
Large Barn == 16
Long Barn == 16
Small Barn == 16
Twin Silos == 16
******************
Salvage
******************
Component Warehouse == 27
Container Stack == 27
Resource Bunker (Empty) == 16
Resource Bunker (Full) == 16
Resource Warehouse == 27
******************
Turrets
******************
Cannon Turret ==30
Laser Turret ==30
Missile Turret ==30
Pop UP Cannon Turret Dirt ==30
Pop UP Cannon Turret grass ==30
Pop Up Laser Turret Dirt ==30
Pop Up Laser Turret Grass ==30
Pop UP Missile Turret Dirt ==30
Pop UP Missile Turret grass ==30
Turret Control == 27
******************
Urban
******************
City Hall == 27
Fastfood == 27
Meeting Hall == 27
Parking Garage == 16
Pumping Station == 16
Purification Plant == 16
Residential Train Station == 27
Stripmall == 27
Transformer Station == 16
Urban Train Station == 27
Valve Station == 16
Water Processor == 16
****************************************

anything that gets listed in STR.ABI file will be an ObjectClass 27.

the great majority of objects are either class 16 or 27.
this may be due to the amount of animation effects for the object. 16 maybe equals less animation and 27 more.

objects numbered 21 or 22 appear to be ones that movers can drive over and crush like trees, flags, barrels, tents.

weapons are either class -1 for mines or 30 for turrets of all types.

gates are number 31.

nb: in all instances i have and will be, referring only to the original Mechcommander campaign and its resources...ie: Port Arthur.

****************************************
****************************************
« Last Edit: 8 Aug 17 by Mech »

7 Aug 17

Reply #24

Offline Mech

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GetUnitStatus();
GetRepairState();
GetPilotWounds();

Code: [Select]
*************************************************************************************************
//         MECH AND PILOT COMBO STATUS

            // Health of UNIT (total of pilot and vehicle or pilot and mech)?
            if (GetUnitStatus(Test1)==100) then // Mech and Pilot 100% A-OK

                  //display proof of effect or state, etc (yes or no)
                  setObjectDamage(Mech_Bay_015283000,50);
            endif;

---------------------------------------------------------------------------------------------
//         MECH SPECIFIC STATUS

            // check repair level of Mech
            if GetRepairState(Test1) ==100 then // Mech 100% A-OK
                  //don't need to get repaired - do nothing

                  //display proof of effect or state, etc (yes or no)
                  setObjectDamage(Mech_Bay_015283000,50);
            endif;

            // check state after damaging Mech (from weapons fire)
            if GetRepairState(Test1) <100 then
                  //need to get repaired - might do something about that

                  //display proof of effect or state, etc (yes or no)
                  setObjectDamage(Mech_Bay_015283000,50);
            endif;

---------------------------------------------------------------------------------------------
//         PILOT SPECIFIC STATUS

            //check a couple of Mechs for Pilot Wounding Effect from Battle Injuries.
            if GetPilotWounds(Test1) >0 then // Pilot1 Wounded

                  setObjectDamage(Mech_Bay_015283000,50);
            else
                  if GetPilotWounds(Test2) >0 then // Pilot2 Wounded

                        setObjectDamage(Mech_Bay_015283000,50);
                  endif;
            endif;

*************************************************************************************************