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- Mechcommander 2 omnitech windows 10 mod#
- Mechcommander 2 omnitech windows 10 Patch#
- Mechcommander 2 omnitech windows 10 full#
- Mechcommander 2 omnitech windows 10 free#
The 20000 triangle limit should theoretically mean the vertex limit is 60000.
Mechcommander 2 omnitech windows 10 Patch#
I imagine they have code to patch into and remove vertices from the buffer. They are using 1 vertex buffer to draw everything so they pre-allocate 30000 vertices and then use those vertex 'slots' at runtime for various pieces. Someone who has already looked at the MC2 source code has commented that this sort of static allocation is now a very out dated way of doing things and that it is more common to have some sort of dynamic memory allocation.Īs I said I believe this code to be some of the problem but I cant say its all the problem.Īnyway after a very long post I will point out that I have updated the first post with some links to sites about us as a team, our project is MechCommander OmniTech To me it would seem that these are memory pools and once they game has filled them the overflow just never gets drawn TG_Shape::tglHeap->init(tglHeapSize,"TinyGeom")
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I believe (I am a non coder so I could be wrong) that at least some of the problem revolves around the way memory is allocated, the game has code like this. Here is an example from our editor or this poly limit (in game is the same but it was easier for me to create this example in the editor) Yeah the engine has a very strange limit, it has a total number of polygons that it can display at any one time on screen, if you exceed this limit, the game just doesn't draw the extra polygons, so as I said you cant make forests or citys or have massive battles
Mechcommander 2 omnitech windows 10 free#
MechCommander 2 - Wikipedia, the free encyclopediaģ. Yes the game is in C++ (or at least to my very limited coding knowledge it appears to be a C type language)Ģ. I was looking for a thing to do these days, so why not! Hello Sipher and thank-you for your replyġ.
Mechcommander 2 omnitech windows 10 full#
We're talking about a full game here, right? Karl (by the way I am in New Zealand so I apologize to anyone who posts and doesn't get a response until the next day) Other (what I believe to be) smaller tasks around improving how the graphics of MC2 are handled and implementing a better memory managment system (currently the game uses statically allocated memory pools, possibly this is the source of the polygon limit?) Implement the existing new rendering features present in our code chunkģ. If someone is interested in having a play with the source code and maybe joining the team our current "list" of tasks that we would like help with are.Ģ. We have some code already, provided by another coder which should create a LOD system and bump mapping, but its a code fragment and needs to be implemented into the main MC2 source code package. Currently it is very limiting, no bump mapping, no LOD system, has a low polygon limit per frame which causes some of the in-game objects to be only partially drawn if the screen has many objects on it (e.g. Now the reason I have visited your forum is because I am on the hunt for people who have some spare time and would like a fun side project to work on.īasically our small group need help with the graphics code of MC2. The stars of the battletech universe are called battlemechs and they are basically large walking tanks.
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MechCommander 2 (MC2) was released in 2003 and the source was released in 2006.
Mechcommander 2 omnitech windows 10 mod#
Our brand new moddb entry: MechCommander Omnitech mod - Mod DB I am a member of a small team of people who are working on making some source code and content changes to Microsoft's mechcommander 2.