v0.5.0 #47
ThranduilsRing
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v0.5.0
#47
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MechCommander 2, OpenGL — a week of campaign-compatibility, logistics, and stability work. Plays stock MC2 plus an expanding library of imported MC2X / MCO community campaigns.
Campaign compatibility (MC2X / MCO)
Note that I am not redistributing content, just providing an import script for compatibility if I get author permission, I can eventually roll this into a "campaign pack", but I'd like to have the credits situation worked out so everyone is happy
Install:
launch via the mc2-launcher.exe - import in the top right, and then point to your install.
details: for MCO campaigns, you need a base MCO install, as well as the campaign pack. the launcher can auto detect MCO campaigns and should auto-select the MCO compatibility layer.
for MC2X - similar, but you need an install of MC2X-CVEG. these are not auto detected, so take care to use the compatibility layer.
MCO and campaigns can be found here: MCO on moddb
MC2X and campaigns found here: MC2X.net
I can't guarantee that all of the campaigns are playable all the way through, so please add details reports of issues and I will do my best to fix them. some of the maps are really dark due to the sun angle used in the mod packs.
In-launcher Import for MC2X/MCO campaigns; auto-detects type and pulls missions, colormaps, mech rosters and pilots.
Campaigns inherit the correct pilot roster and compat layer; deployed vehicles/copters auto-get a pilot and no longer block launch.
Many import fixes: content atlases & per-mission colormaps preserved, mech-icon atlas sizing, Omnitech/MC2X ABL hardening.
Logistics & startup
Fixed: the pilot-ready screen being skipped between missions in MCO campaigns (units were deploying without pilots and appearing lost).
Faster startup — deferred mech-bay loading, background init, parallel mech-CSV parsing, save-scan skip.
After-action pilot review: press SPACE (or Done) to fast-forward the promotion scroll (stops on skill picks).
Rendering & stability
Fixed: cursor locking onto off-screen/below-terrain objects ("attack/capture everywhere").
NVIDIA fixes: water streaks, mech color-preview garbage, tac-map click projection.
GL-state restore hardening (VAO / blend / SSBO / shadow-clip), pick-cache use-after-free guards, per-mission HDRI skies.
Input & UI / tools
Fire Ant renders correctly again (broken mech GLB-import path now off by default).
F7 sensor-coverage overview now defaults off.
Launcher cheat toggles (Infinite Money, Salvage Everything); 4:3 pillarbox option; verify_campaign_assets.py preflight.
Known issues
Some modded mechs/vehicles can be invisible (and mech lights missing) with the GPU mech path — workaround: set MC2_GPU_MECHS=0.
Occasional magenta cement/paved terrain on a few imported maps (missing tile texture); static props can poke through terrain.
Install: download all mc2-win64-v0.5.0-build.7z.001/.002 volumes, extract .001 with 7-Zip (it pulls the rest), run mc2-launcher.exe. Community campaigns are added via the launcher's Import (below). (The download excludes mods/ — import your own campaigns.)
Full Changelog: v0.4c-nvidiaTest...v0.5.0
This discussion was created from the release v0.5.0.
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