![mechcommander 2 omnitech mechcommander 2 omnitech](https://media.moddb.com/cache/images/mods/1/17/16982/thumb_620x2000/screen_m_gladiator.jpg)
Comment by Joshua LangmourI love the original song this one’s ok though Comment by c-dramasfvr<3I sang this to my boyfriend Comment by Grace AdamsThere’s something about this song that makes me tear up lol □□ Comment by Brady ToumaThis song if Fire AF Comment by Bryan ChargerI love this song! Comment by Bryan ChargerThis is for my girlfriend.
#MECHCOMMANDER 2 OMNITECH CODE#
The result will be a FREE game for NON-COMMERCIAL use, in order to not work against the EULA for the source code release.įeel free to post or ask what you have in mind.Choose one of the browsed Marry Me Jason Drelu lyrics, get the lyrics and watch the video. Here are a few (not all !) of the project goals :nice:Ī) Raise the engine limit for max polygons limited per frame => Already doneī ) free the objects from hard coded files, for easier modding access => nearly done, beta stageĪ) Reintroduce video file support for MCO (Multiplayer and Videocode has been removed from the source from MS)ī ) More brain possibilities to control allied team members for better living mission enviromentĬ) new logistic system, similar to MC 1 and a mix with MW4ĭ) reintroduce multiplayer (currently activated but not working, again MS removed multiplayer in the source code release) If I dont answer quickly, please send a copy to Starman01 or post in this thread, I am in NZ so my timezone is a little off for the rest of the world, while Starman is in Europe. Please also feel free to post in this thread. PM me here or on HLP or my team member Starman01 on HLP Public Forum - Hard Light Productions\Forum\Hosted Projects - Non-FreeSpace\Mechcommander Omnitech ModDB Page - ModDB\Mechcommander Omnitech Website: (Sorry guys I cant post live links) So we are mostly looking for coders who have experience in graphic, DX9 and porting the game to support dds files. We need help to lift this game from DX7 to DX9 and hopefully achieve some better graphic effects (normal or bump maps), but more important, getting finally rid of the tga files. That means, we have already prepared the road to enhance the game further. Overlay texture graphics have been raised 400% (still in beta testing) Terrain graphics have increased to 200%, some 400% and more (still in beta testing) Object graphic texture size has been increased 400% A lot of new code features and new AI brain files Limits for the camera has been raised a lot to support future graphic updates (more polygons possible on screen, different camera angle etc.) Tons of new Objects (Mechs, Buildings and Vehicles) have been added.
#MECHCOMMANDER 2 OMNITECH ARCHIVE#
Most objects are free from the original game archive files, which makes them accessible and therefore more modifiable. The achievements we already managed are as follows : Our Coder "Magic" was able to breach a lot of the limits in this rather old engine, to close the grasp to nowadays systems.
![mechcommander 2 omnitech mechcommander 2 omnitech](https://media.moddb.com/images/mods/1/17/16982/screen0004.1.jpg)
Since the start we have created a huge load of new models, new graphics, and most importantly, quite a lot of code changes. We are now working on the project nearly 18 months, and we have achieved quite a lot of things, and most important, receiving a lot of positive feedback, that shows us that the interest and faith into this game is still very alive. But the idea of having a Mechwarrior RTS game is still in many heads, and is also receiving quite a lot of interest. A game that offers a lot of possibilities, though unfortunately the business plans from the publisher and the technology available at the release time (DX7) didn't allow the game to grow to something really special. I'm sure most of you know Battletech, and maybe even Mechcommander 2. My name is Karl and I am a founding member of the "Mechcommander OmniTech" Project. Mechcommander OmniTech, a revival Project for Mechcommander 2