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MechCommander / Re: Error Op1 Mission 9 Crash
« Last post by Chapanut on 22 Nov 17 »
I'm the same Tell me how to fix it.
3
MechWarrior Online / Re: ATM's
« Last post by Chapanut on 22 Nov 17 »
Wow, you really are a pro.
4
I originally put this in the bug reports topic, but it really doesn't belong there.

You CAN change which pilot speaks with which voice. It is not hard to do. Here's how:

I like and do use the new players, BUT, I did wish they had their own voices. 4-6 Mantis's running around a firefight gets real confusing as to who is in trouble or needs help or just who is talking.

I wanted to change out some of those "Mantis" voice files for a few of the others in the original game (in lieu of actual new voices), sort of share the wealth so to speak. There are plenty of other female pilots in the original, but I didn't know which file is who's.

And Boris and Magic's voices were just creepy. (That was keeping me from using them) I changed their voices out with a couple of the other original voices.

It really makes this version a lot better if every new pilot ISN'T a Mantis or Blaze clone. Not bad-mouthing the use of original pilot voices, I just wanted it to be spread around a bit. (Plus, I wanted to switch out Thunder's voice with someone else. That "Already taken care of" is just ANNOYING. I end up yelling at him "No, it isn't or I wouldn't be telling YOU to do it!" :)

I picked one new pilot in a saved game I had - in this case, Cleo - and then made copies of all the original pilot voice files and pasted them into a new folder. Then - one at a time - I changed their name to Cleo's voice file (CleoA). Then I put this file into MCG Darkest Hours/Data/Sound - overwriting the current CleoA file. Next, I started the game and ran a test mission (for this it helped to have her as the only one with sensors) until I heard them mention their name ("Scarab here", "This is Blaze", etc.), then I ended the mission and closed out the game. (Yes, I did this 30 times. :) )

Even though I saw a pattern, I still did this with each and every file until I had them all logged. For instance, I was sure of a few, but did not stop until they actually spoke their name. So, without further ado, here is the list of pilots and their voice files:

1. Beast - PILOTA
2. Thunder - PILOTAA
3. Paingod - PILOTAB
4. Firestorm - PILOTAC
5. Vixen - PILOTAD
6. Hawk - PILOTB
7. Siren - PILOTC
8. Rooster - PILOTD
9. Isis - PILOTE
10. Gunman - PILOTF
11. Mystique - PILOTG
12. Gator - PILOTM
13. Spice - PILOTI
14. Baron - PILOTJ
15. Fiend - PILOTK
16. Ronin - PILOTL
17. Skater - PILOTH
18. Rebel - PILOTN
19. Hunter - PILOTO
20. Lynx - PILOTP
21. Hitman - PILOTQ
22. Countess - PILOTR
23. Scarab - PILOTS
24. Outlaw - PILOTT
25. Falcon - PILOTU
26. Burnout - PILOTV
27. Goblin - PILOTW
28. Mantis - PILOTX
29. Dragon - PILOTY
30. Blaze - PILOTZ

To give one of your pilots a different voice file, simply copy the preferred ORIGINAL pilot voice file to a new folder and change the name to the one you want changed, and then copy-and-paste (or simply move) the file back into the MCG DH/Data/Sound folder, overwriting the file currently there (You might want to copy that file first in case of some kind of screw up). (This does NOT alter the way the pilots do anything. The only thing it does is change their voice and what they say.)

EXAMPLES:

You want to give Leya the voice of Isis. Copy the PILOTE.PAK file to a new folder, change the name to "LeyaA.PAK", and place in the folder mentioned above. Either save the current "LeyaA.PAK" first or just overwrite it. Now Leya responds in-game with the Isis's voice files.

You want to give Boris the voice of Dragon. Copy the PILOTY.PAK file to a new folder, change the name to "BorisA.PAK", and place in the folder mentioned above (the same place you got it from). Either save the current "BorisA.PAK" first or just overwrite it. Now Boris responds in-game with the Dragon's voice files.

As I said before, I'm just trying to cut down on the confusion of 5-6 Mantis and Blazes all talking at the same time in the same mission. This can be done with the original pilots too (now that you know which voice file is which), so you can even fix an annoying original pilot if one of them bothers you or you just don't like their voice.
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Podcasts / Re: NGNG #162: Rubellite Oasis w/ Jon Tittley
« Last post by kageru on 17 Nov 17 »
I finally had a chance to listen, great to hear the two of you back together.

Jon seems very excited to continue contributing to MWO, and I look forward to seeing what's next.

Please keep the podcasts coming.

See you both in a few weeks!
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Just noticed there has been quite some confusion on how current IW systems work. I was wondering if anyone has a good video that explains how all the information gathering and warfare items work like targeting computers, command consoles, active probes, ecm, stealth armor, along with the sensor skill tree? I think there have been bits and pieces before when the new tech was introduced but are there any complete breakdowns for all of it? It would be especially helpful for new players.
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Hi all i was just wondering if another desperate hours mod is developed is there any chance we could see the likes of the king crab and daishi mechs added ?  
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Also tried to run game on notebook for another test, same Windows 10 x64, but got this: "Error with application run 0xc0000022".
Hi all,

Just downloaded this and am keen to get it running but I'm getting an error similar to the above:

"MCX1920x1080.EXE - Application Error
The application was unable to start correctly (0xc0000022). Click OK to close the application."

ISO is mounted and in a separate directory, compatibility is set to XP SP2 and 8-bit colour. Nothing else running. I've tried the various executables but I get the same error every time.

I've found this error posted elsewhere but no working solutions. Any assistance would be appreciated.

Thanks.

EDIT: Looks like the issue was not having Direct Play enabled. Up and running now.
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Podcasts / NGNG #162: Rubellite Oasis w/ Jon Tittley
« Last post by SeanLang on 8 Nov 17 »
10
Bug: last mission Original campaign.
After the end of the mission, game crash.

Code: [Select]
EXCEPTION (Access violation at 0x00644964)
Address  : 0x00644964
Location : FullPathFileName::init() +0x24
File     : L:\mcx\Lib\Cident.cpp(50)

Processor/Stack    EAX=0x00000000 EBX=0x0018F2F0 ECX=0xFFFFFFFF EDX=0x0000000E    Flags=0x00210286
===============    ESI=0x0079433C EDI=0x00000011 EBP=0x0018F128 ESP=0x0018F11C    EIP=0x00644964
0x006FC87C Logistics::getCurrentMission() +0x6C G:\mcx\logistics.cpp(10324)
0x0072C0E0 Mission::EndScenario() +0x4C0  L:\mcx\mission\mission.cpp(1515)
0x0072CB8C MissionResultsScreen::destroy() +0x18C L:\mcx\mission\mission.cpp(1827)
0x0072C561 moveOnButtonHandleEvent() +0x21 L:\mcx\mission\mission.cpp(1671)
0x00609EE9 aButton::handleEvent() +0x1A9  L:\mcx\gui\aButton.cpp(254)
0x006116DC handleEvent() +0x72C           G:\mcx\gui\Asystem.cpp(3647)
0x006128EA CheckMouse() +0x10A            G:\mcx\gui\Asystem.cpp(4378)
0x00615846 aCallback::exec() +0x16        G:\mcx\gui\Asystem.cpp(6142)
0x0061455C aSystem::run() +0xCC           G:\mcx\gui\Asystem.cpp(5407)
0x00610EE1 RealWinMain() +0x301           G:\mcx\gui\Asystem.cpp(3081)
0x0075F82A WinMain() +0xCA                L:\mcx\rmain.cpp(74)
0x00762CF2 WinMainCRTStartup() +0xCE     

Machine Details
===============
Executable name           : C:\Giochi\MCG Darkest Hours\MCX1024x768.EXE
Current time, date        : 10:43:05 Tuesday 10/24/2017
Executable time, date     : 08:40:44 Friday 8/25/2006
User name                 :
Machine name              :
Processor                 : GenuineIntel Pentium II MMX
Operating system          :
Version                   :
Time since booted         : 1h 42m 17s
Physical memory           : / bytes  (0 Meg)
Available physical memory : / bytes  (0 Meg)
Swapfile size             : / bytes  (0 Meg)
Swapfile available        : / bytes  (0 Meg)
Virtual memory            : 2,147,352,576 bytes  (2047 Meg)
Available virtual memory  : 1,956,249,600 bytes  (1865 Meg)
Memory load               : 20%

PCI bus
=======

ISA bus
=======

DLL Version numbers
===================
amstream.dll - Version 6.6.7600.16385
quartz.dll - Version 6.6.7600.16385
devenum.dll - Version 6.6.7600.16385
dsound.dll - Version 6.1.7600.16385
dinput.dll - Version 6.1.7600.16385
Could not find 'd3dhalf.dll'
d3dim.dll - Version 6.1.7600.16385
ddraw.dll - Version 6.1.7600.16385
dplayx.dll - Version 6.1.7600.16385
Could not find 'dplay.dll'
ntdll.dll - Version 6.1.7600.16385
rpcrt4.dll - Version 4.00.1073
Ir50_32.dll - Version R.5.10.15.2.55

Information returned by Game
============================

ScenarioTime: 1744.42
ScenarioTurn: 370461
MoverUpdateFreq: 000.00
TurretUpdateFreq: 000.00
WorldStateUpdateFreq: 000.00
WeaponFireUpdateFreq: 000.00
MissionAppName : MechCommander Expansion Release  Version: 02.99.07.2601 -- Logistics
DrawingVFXElement : actor1
VFXType : LWJ

Mission 2x13 Expansion
After the end of the mission, when i came back on logistic phase, all the mech used in the 2x13 seems without weapons and if i click and try to go to the hangar the game crash, without the option to send a bugs report.

PS: I don't use the "new" mechwarriors, maybe it will help.

Thanks for the works, MC is one of my favourite game.
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