Recent Posts

Pages: [1] 2 3 ... 10
1
Sound Mods / MCG - Extracted Soundfiles
« Last post by RizZen on Yesterday at 03:42 PM »
Extracted audio source of Mech Commander (Betty, Pilots...)

Sireyn asked me to offer mwo the extracted sound files ... well here it comes. Have fun modding ;)
2
Support / Re: Buggy postings
« Last post by RizZen on Yesterday at 12:36 PM »
Great work, everything is working fine.

The technical status this board has now makes my kind of work perfectly possible to do!

Ty very much
3
Support / Re: MCG - Darkest Hours - Guide
« Last post by RizZen on Yesterday at 12:34 PM »
Forgot to say: It is urgent, i have some "fans" who try to sabotate my work, telling other users it doesnt work but they actually know exactly it works - therefore im getting offended at the moment... - after i got betrayed and fooled by the same guys.
4
MechCommander Modding / 2.0d - User Questions:
« Last post by RizZen on Yesterday at 12:06 PM »
Quote
Arc_ from MCO:

Will the new mixtech patch include tanks and other vehicles? The current one only has Savannah and Pilum. Would be nice to try tank-only games on occasion.

Answer:

That's one of my tasks yeah.

If I can focus some hours today I will upload new mixedtech patch on weekend.

Edit:

The Mixed Tech Patch got integrated into my mod with version 2.0c... - but because it didnt work cause the individual *.mpk files of all multiplayer maps where corrupted - they needed to be rewritten before Mixed Tech could be usable in multiplayer. With 2.0d - includes 2.0a-c - the missing *.mpk file updates are completed for all 46 multiplayer missions i found to use yet. If there are missions missing some of you players may have in its game folders ur free to send them to me - the mission maps for multiplayer are *.fst files in game folder where exe files are. If you find a *.fst you can send it to me and i can introduce it as multiplayer mission into mod with integrated Mixed Tech Patch - New Mixed Tech with all vehicles to play and 20 new warriors.

Quote
Splina from MCO:
well..i tested a bit those new campaings and i found some problems :P

1st.
im not sure if you reworked original misions from campaing or just replaced them...because i didnt found more than 2 of them in new campaing.

2nd.
bugs on missions requirements. Shows different things on lobby and on battle.
For example in lobby a mission require to protect a convoy, then when i enter to play it i have new requirements, like to destroy something.

3rd.
incorect descriptions or wrong settings. On some misions descriptions shows you some good oponents...then when you enter in mision you meet only 1 vehicle as enemy...wtf? :))

4th and last for now..
Op3.Mis2. looks broken...i simply cant win it because i cant find what i must destroy :)
This again, is a mision what require to defend a convoy in lobby but in batle require 4 objectives including 2 same : to destroy...primary turret power?? Wtf is thtat..?
Looks like for one of them is a Factory...but for second is not binded. I destroyed all buildings and still cant finish :)

I hope this can help you to improve this game. Consider me a tester ;)

Pilots works fine, and mixing all those campaings looks good, except bugs from above.

And something what i would like to see...are both main campaings connected : Original and Expansion (with new misions included, of course). I mean when you finish Original campaing, Expansion start.

Answer:

Topic:  MCG Ultimate - Darkest Hours v2.0d - Multiplayer - MAIN DEVELOPMENT THREAD - GETS UPDATET FIRST ANYTIME

Project Campaign Merging - Ultimate brainstorming

Mechcommander Gold Modders' Corner  (Read 22106 times)

You should carefully read this. All questions you have made are answered there and: on most points your right. I have completed much more missions than actually show up. But game has issues and so I needed to replace some of the original recreated missions with empty dummies cause they didn't worked like they should.
This will be done on long time perspective. Priority is first to get all backbone stuff working for first Cause its the fundamental basement on evolving MC in future.

By the way: only the 30 original missions are not finished and the 12 expansion of original game. All other missions (custom made ones) from user campaigns work as they do in their single builts. Advantage is having all missions, maps, files, campaigns in ONE version as ONE big thing instead of having multiple different versions each only stuff for some hours fun. - This has all for months - years if u get addicted enough.

So u have 89 missions to play (59 are working 100%)
and 41 in expansion (29 working 100%) in solo campaigns.
Coming soon about 40-45 solo maps to play free.
And already available with latest mod update 2.0d (see starting post) - the multiplayer feature with 46 activated mp maps to play on gameranger.

For further information read the threads I gave u above. There is much for you to understand then.
For more information bout *.abl scripting download cmunsta campaign building guide part II and read the guide for abl scripting.

What I can say on long time perspective: Original missions will be rebuilt 100% and completely remastered at the end. But for first Standalone and Multiplayer has priority now. The Campaigns are totally able to play through in spite of some naked missions. And in some years this wont be point of discussion anymore, cause original missions will be all back then.

The version I have created works so that its possible to update ur games with patches later to make it work without issues then. But as I've said... read. I dont make a finished version and leave you behind with bugs - i work on it until everything works, thats no promise or wish or somewhat - thats fact!

As I've said in links above, operation 3, 2 is broken and needs update like so.e others too. But u can finish when you have latest Version of Mod 2.0d.


Quote
Big Tex Atlas:
Make new weapons too!

Answer:
Later.... very very later....

7 weapons are ready to be introduced but there need some changes to be made and that will effort focus in abl scripting time. The weapons where made by some russian modders and introduced in their repulse mod some years ago. I seperated the files for testing only first. They only become part of mod when i figured out balance and problems they may cause. The existent gameplay isnt bad so i dont see the point introducing imbalanced new weapons or anything else like the weapon, vehicle or tonnage mod for example - these are all things i have in backhand to evolve game.

So many things are possible to do. I just dont know where should i begin cause all of the stuff i have collected for MCG is interesting and would be nice to have ingame. I think i will see how players and community develops and then introducing most wanted stuff.

Quote
Help i play original mission xx and have problem yy with it:

General Answer at the moment to original Missions issues:


To campaign mission issues:

The way I worked out mod makes it possible that I can update and replace buggy missions by time without you loosing savegamefiles cause I introduced the updatet campaign master lists first. That way your savegames can be loaded after mission updates and you can enjoy the better missions not being forced to start new game after mission updates.

If you have downloaded the latest version 2.0d and still not being able to finish a campaign mission then contact me. I will have a deeper look then. But I played through both campaigns without any serious problems. Only real problem I mentioned are purchase files. Cause after introducing 30 original missions into existing campaign some pilots get available before u gain them in missions. Countess for example. You gain her in the later campaign but can buy her some missions before. Of u already have her as pilot and u start the mission where she joins team game will crash. If u sell countess before mission start u gain her back in mission and nothing will crash. If I remember right it's operation 4 somewhere... but this is what I will fix before standalone will be finished.

The purchase files are one reason for what the existing campaigns will stay like they are now. So in original campaign the first 89 missions will always be the ones I have worked out for now. In expansion campaign the first 42 missions will be always in that order you find them now. It was a very hard work to get such complex campaign files written. Cause extender and editor can't handle such large campaigns I needed to compile manually letter by letter and later reworking to make clean of bugs lasted very long. The last part are purchase files now to make them synchronized with the campaign you can play now. Needless to say that it won't really necessary to use in-game shop for equipment or Mechs when you loot from battlefield. The many salvage containers you can get from all campaigns contain allot comprehensive weapons and the enemy Mechs are the ones you wanna salvage cause you fave many clan Mechs as enemies. Salvaging their Mechs from the battlefield and using salvaged weapons from wrecks or Storage's/containers on battlefield will make your team a deadly force.


Original: Operation 5, Final mission 89


New MechWarriors Artwork


Expansion Campaign: Operation 3, Mission 1 (mission 26 of 41)


Quote
Mission XX objectives not working or wrong not like displayed.


General Answer 2 to original Missions issues - deeper explained:


You see the guide I'm writing splina?
The problem with original missions 1-30 and original expansion 1-12 is that they couldn't be integrated in other campaigns. The reason is that the original missions where scripted 90%. Not editor or extender compatible. Reason two it doesn't work with original missions is that they all are stored in the same *.fst folder.
So the game I have created only had user campaign missions (Xenocide, X-Ray, Exodus for original and turncoat, Bengal & dsc raid for expansion ) all completed and working 100% in it.

So there is where 59 missions for original campaign. And 29 missions for expansion.

Task is to have the largest campaigns ever in the end. And due to the fact many asked for original missions I had to find a solution to integrate them. This was the hardest part.

All original missions needed to be recreated from 0 with editor. I had just naked map files. I have done everything what you can do to recreate these missions with editor and extender so far they technically allow. The capacities are low and the software crashes often, especially when you have complex mission objectives.

The source of original missions was extracted and download able from gamestand. This and cmunstas guides and some forum information of Modders and people trying same like me but suffering on it I've found. There was no suitable solution to find and so I had to develop my own recreation process with the things I have hoarded for MCG. There are 3 phases of recreation process:
1. Editor phase - unit placing, buildings & salvage, mission objectives and unit orders as far editor can do
2. Extender and Extractor work - salvaging and additional mission objectives and some deeper settings then editor can do, then compressing to usable dpk and extract to mission.fst file ur used to see (like multi-player maps)
3. *.abl scripting phase - extracting mission.fst and writing abl files needed to make missions as complex as origins has been

Phase 3 started with the full version release and must be seen as long time perspective project. I need players and active community testing, playing & enjoying game before they will be 100% recreated. One additional reason that I didn't started the abl part yet is, that I have some imaginable solutions I would like to try first cause they will allow to recreate them faster in the end. I didn't said for nothing that next update will be December. In December I think it's possible to have it done that way that originals are 100% back.

But since then you have to see the 30 original missions part of original campaign merge as training missions with gifts for players like full salvage containers.
I said months ago on NGNG that original missions won't be 100% like before when full version comes. Cause many waited so long I found a solution to give players profit of better version in spite of the fact that original missions not complete. This is a problem and I know it irritates you as player when some missions not being like expected (mission objective issues) - and I don't like it too, but it's a compromise letting you as player taking part in development process.
There are many missions already finished but they didn't work as they should. It is not possible to make a working train for example with editor. I tried many ways of getting train work but I need to abl script that manually otherwise mission will crash in-game. Therefore I replaced some mission objectives (it's just for a time that way).
Important to me is: Are the missions playable (not suitable of course they are not when not 100% original I know) - but I need to know if they work (start, objectives, end, next log screen) - cause these are the files who are backbone for recreation process.
I need to know what salvage works or if maybe some containers are forgotten who contain salvage.
And keep in mind: not all missions are on low level of recreation, some could fit in very well with a good result compared to original.
So at the moment left to say don't expect the original missions as serious at the moment they are not but that was never intended. It's just a technical game issue I would like to have them 100% too again but this is the most complicated part cause there have to be many file updated made.
So multi-player features and solo missions and some art work for new pilots (needed due to campaign length as the campaigns are largest ever exist) to give it more potential and making it a backbone for a evolved remastered version was first priority. Legend made clear to me that players need a full functional product to make it develop able for future processes and mission updates. This way everyone can help making original missions 100% perfect in the end. Only thing you need to do is to report missing salvages or wrong flagged buildings like sensors which don't work or turret linings. When all basic things work abl process can be finally finished.

So don't be mad with original missions, all other things work and after purchase file update for single-player and sol update for solo missions you can try out free all recreated missions to see how far the recreation process has been done for now. But this isn't the final mission, this is my next task.

So I apologise if this is making you upset now but I never said something else, therefore please have a look on noguts no galaxy to understand the complexity of the whole remastering process.

I hope you can still enjoy my work and by giving you the perspective that this will be done next I hope you have a blast playing through it now, using benefit of the originals to boost your mechbay for harder custom missions. Also for skilling warriors the additional missions should be helpful for you playing through these biggest campaigns ever.

By the way: the version I have created doesn't corrupt your savegamefiles when you will receive an update. You can play it like you can now then with the difference that all missions will be back 100% at the end. Maybe in December I think I have some solutions which could work.
5
MechCommander Modding / Re: Bug Reports
« Last post by RizZen on Yesterday at 11:59 AM »
Quote
by Splina from MechCommanderOnline.com:

i instaled last version 2.0d and tested a bit..

well...for me doesnt work. I see nothing changed from 2.0 version.

i installed only last version not entire reworked game...can be this the reason?

I dont need / want to reinstall game especially because i have a working exe crack. (No.CD) so i just installed updates.
Should be same result like entire reworked game but i saw same bugs on SP mode :

Original campaing still stuck on OP3 Mis2
Extended camp. stuck on OP3 Mis1

Still same story...different objectives in loby and in mision, only 1 enemy and impossible objectives.

I read links but thats just the history about updates.

well...thats feedback here.
Like i said, consider me a tester
If you need prints about what i find wrong with game...just let me know,



Answer:

You see the guide I'm writing splina?
The problem with original missions 1-30 and original expansion 1-12 is that they couldn't be integrated in other campaigns. The reason is that the original missions where scripted 90%. Not editor or extender compatible. Reason two it doesn't work with original missions is that they all are stored in the same *.fst folder.
So the game I have created only had user campaign missions (Xenocide, X-Ray, Exodus for original and turncoat, Bengal & dsc raid for expansion ) all completed and working 100% in it.

So there is where 59 missions for original campaign. And 29 missions for expansion.

Task is to have the largest campaigns ever in the end. And due to the fact many asked for original missions I had to find a solution to integrate them. This was the hardest part.

All original missions needed to be recreated from 0 with editor. I had just naked map files. I have done everything what you can do to recreate these missions with editor and extender so far they technically allow. The capacities are low and the software crashes often, especially when you have complex mission objectives.

The source of original missions was extracted and download able from gamestand. This and cmunstas guides and some forum information of Modders and people trying same like me but suffering on it I've found. There was no suitable solution to find and so I had to develop my own recreation process with the things I have hoarded for MCG. There are 3 phases of recreation process:
1. Editor phase - unit placing, buildings & salvage, mission objectives and unit orders as far editor can do
2. Extender and Extractor work - salvaging and additional mission objectives and some deeper settings then editor can do, then compressing to usable dpk and extract to mission.fst file ur used to see (like multi-player maps)
3. *.abl scripting phase - extracting mission.fst and writing abl files needed to make missions as complex as origins has been

Phase 3 started with the full version release and must be seen as long time perspective project. I need players and active community testing, playing & enjoying game before they will be 100% recreated. One additional reason that I didn't started the abl part yet is, that I have some imaginable solutions I would like to try first cause they will allow to recreate them faster in the end. I didn't said for nothing that next update will be December. In December I think it's possible to have it done that way that originals are 100% back.

But since then you have to see the 30 original missions part of original campaign merge as training missions with gifts for players like full salvage containers.
I said months ago on NGNG that original missions won't be 100% like before when full version comes. Cause many waited so long I found a solution to give players profit of better version in spite of the fact that original missions not complete. This is a problem and I know it irritates you as player when some missions not being like expected (mission objective issues) - and I don't like it too, but it's a compromise letting you as player taking part in development process.
There are many missions already finished but they didn't work as they should. It is not possible to make a working train for example with editor. I tried many ways of getting train work but I need to abl script that manually otherwise mission will crash in-game. Therefore I replaced some mission objectives (it's just for a time that way).
Important to me is: Are the missions playable (not suitable of course they are not when not 100% original I know) - but I need to know if they work (start, objectives, end, next log screen) - cause these are the files who are backbone for recreation process.
I need to know what salvage works or if maybe some containers are forgotten who contain salvage.
And keep in mind: not all missions are on low level of recreation, some could fit in very well with a good result compared to original.
So at the moment left to say don't expect the original missions as serious at the moment they are not but that was never intended. It's just a technical game issue I would like to have them 100% too again but this is the most complicated part cause there have to be many file updated made.
So multi-player features and solo missions and some art work for new pilots (needed due to campaign length as the campaigns are largest ever exist) to give it more potential and making it a backbone for a evolved remastered version was first priority. Legend made clear to me that players need a full functional product to make it develop able for future processes and mission updates. This way everyone can help making original missions 100% perfect in the end. Only thing you need to do is to report missing salvages or wrong flagged buildings like sensors which don't work or turret linings. When all basic things work abl process can be finally finished.

So don't be mad with original missions, all other things work and after purchase file update for single-player and sol update for solo missions you can try out free all recreated missions to see how far the recreation process has been done for now. But this isn't the final mission, this is my next task.

So I apologise if this is making you upset now but I never said something else, therefore please have a look on noguts no galaxy to understand the complexity of the whole remastering process.

I hope you can still enjoy my work and by giving you the perspective that this will be done next I hope you have a blast playing through it now, using benefit of the originals to boost your mechbay for harder custom missions. Also for skilling warriors the additional missions should be helpful for you playing through these biggest campaigns ever.

By the way: the version I have created doesn't corrupt your savegamefiles when you will receive an update. You can play it like you can now then with the difference that all missions will be back 100% at the end. Maybe in December I think I have some solutions which could work.
6
MechCommander Modding / Bug Reports
« Last post by RizZen on Yesterday at 11:57 AM »
After I bringing out Full version of MCG - Darkest Hours - some bugfixes need to be done, here a list of what I wanna do after mod has gone standalone and easy to install & play:

- purchase files update (problems with warriors showing up in-game and related purchase entries needs to be fixed)
- artwork: update for background and menu buttons to show modded content
- repairing *.sol files and updating them to activate approximately 50 solo missions to play then
- introducing missing multi-player missions (46 total to play currently)
- some mission updates for campaigns to make them run better

This will be stuff coming up with first Full Version Update Patch later.

If you have in-game issues... - report bugs here. If it's part of my work I may introduce your ideas too then.



NEXT UPDATE (FIRST UPDATE FOR STANDALONE FULL VERSION):

December, 2017
In time between no further patches are planned neither will be released.

All reported bugs will be recognized in Update. Last possible hand in for bugs and wishes for update: November, 15th
All reported things after November the 15th wont be released in first update when you give report later. This will be stuff for second update then.


Now mod can ,,I,, speak ,,I,, for itself. (Message to Legend and MechCommanderOnline.uk)
7
MechCommander Modding / Feedback by users of Darkest Hours
« Last post by RizZen on Yesterday at 11:42 AM »








8
MechCommander Modding / Feedback by users of Darkest Hours
« Last post by RizZen on Yesterday at 11:41 AM »




























9
MechCommander Modding / How to install Full Version of Darkest Hours?
« Last post by RizZen on Yesterday at 11:37 AM »
Step 1:
Download the Full Version 2.0d

When entering googledrive it will say that file is too big to be content shown. It will also tell you that it couldn´t scan for viruses cause file is above 1.2GB in size. But you can download it in spite of that. Button will be shown in the middle for it. The file contains no virus or whatever. Only the game. You are free to scan file after downloading if you dont trust it.

Step 2:
Extract the whole file with winzip or winrar. It contains this folder:
Put it whereever you want into your game directories.

Step 3:
For Multi-Player install and login on gameranger.com, it needs the including MCX.exe path of gamefolder.
For Single-Player enter MCG - Darkest Hours and start with the resolution *.exe you desire to play. Notice that you need to use original disk or mounted *.iso (inside game folder) to play. Windows 10 can mount iso file easily, other Windows versions may need additional Software to mount virtual drives like Virtual Clone Drive (freeware).
Pages: [1] 2 3 ... 10