This group is created for modders. I would like to share my modding knowledge and to help modders getting started with their own mods for MechCommander. Greets RizZen
This package includes all upgraded vanilla editor files i could find for MechCommander. Have fun modding MechCommander!
This updates your game editors to latest version. The folder "MCG Darkest Hours\..." stands exemplary for any MCG game folder, you can upgrade
any MechCommander Gold version with these files.
To update your (installed) editor, copy and paste the files into your game directories. Override older versions of files.
In the subfolder "TEditor" you will although find an alternate version TedIds.csv from May 2000 - you can switch them to see what the differences
are. In short: the alternate file allows placing a.i. units on a multiplayer map.
Unauthorized MCEditor Patch v.1.0a
by SwabbThis "patch" will hopefully enable the use of elementals, various lost vehicles, and cross referenced building/landscape items in the Editor. Be forewarned, installing this patch increases crashes in the editor. Save your missions frequently. (i learned this the hard way) to install the patch, install to the directroy:
c:\program files\microprose\mcx\teditor
The zip also includes an "uninstall patch". To uninstall the editor, rename Original TedIds to TedIds, and of course replace the other file. As a percaution, i suggest you back up your files anyways.
Please send any problems, suggestions, or questions to swabracer@aol.com, or yell at me on Mplayer (TFS.DS.Swabb) I encourage you to make Single Player test maps, as well as Multiplayer test maps.
I would like to thank my Beta Testers, or atleast the ones i can remember
Mechcom (fr the short time he had it)
CommieM
BoazHope you like it, and remember, back up all your files. I hereby remove any liability from myself, in ther words, you cant sue me if it fries your puter. Have fun.
Swabb
This is a Windows program which addresses some of the shortcomings of the normal editor, incorporating many previously disclosed 'hacks' plus some which I believe may be entirely new. Importantly, the Extender saves any extra mission settings in a database and thus the repeated manual hackings of the mission files (before generating the .DPK file) are no longer required for the hacks this program covers.
The Extender provides the following facilites not found in the normal editor...
Objectives
Allows eight mission objectives (the maximum) to be set (only four in the normal editor)
Allows RP to be set for each objective
Allows a time limit to be set for each objective
Drop Zones
Allows the number of mechs in each drop zone to be set
Allows two new formations (line abreast and line astearn) for the dropped mechs initial configuration
Allows the mechs initial facing direction to be specified
Allows the initial spacing between mechs to be increased up to 10 fold
Salvage
Allows any salvage to be assigned to any structure
Lookout Points
Allows special locations to be revealed upon succesful completion of a pre-defined tactic, either (a) reaching a location, (b) capturing a structure (c) destroying a structure, (d) at start of game or (e) on completion of an objective
Damages
Allows structures to be damaged by a defined amount upon succesful completion of a pre-defined tactic, either (a) reaching a location, (b) capturing a structure (c) destroying a structure, (d) at start of game or (e) on completion of an objective
New Units
Allows new units to be added upon succesful completion of a pre-defined tactic, either (a) reaching a location, (b) capturing a structure (c) destroying a structure, (d) at start of game or (e) on completion of an objective. The units start the mission powered down and will only be powered up to join your team upon completion of the tactic.
Up to four new units per mission can be added (a limit in the main MechCommander game) but you also MUST have at least one force group spare at the start of the mission (i.e. you can only launch two force groups yourself). Also there is a bug in campaign mode whereby if you use more than one new unit, then MechCommander loses track of your pilots on mission completion and one or more of them may dissappear from your ready area. For this reason it is recommended that only ONE new unit be used for missions in campaigns. (Of course this bug is irrelevant for solo missions so you can use the full four if required.)
Also ensure that the pilots in charge of the new units aren't available for purchasing as this may also cause MechCommander to crash.
Campaign Linker
Allows the user to graphically select any of his solo missions to include in a campaign and automatically generate the 'xMechCmdr1.FIT' campaign file
The Extender works alongside the normal editor and you would usually have both programs running at the same time. The normal editor creates two categories of files when you save a mission. Firstly the 'terrain' files which define the map itself. These are not used by the Extender. Secondly the 'mission' files which define what actually happens in the mission. These are the files which hackers manually and repeatedly re-modify but the Extender automates much of this work for them. The Extender generates these 'mission' files itself incorporating whatever settings the mission developer has used. They can of course be further hacked manually if the developer wants to use a hack not covered by the Extender.
In use you would typically work within the normal editor defining the terrain and structures and enemy mechs etc. Then you would save your changes and switch to the Extender where you'd add the extra mission settings. Then you have the Extender generate the enhanced mission files and switch back to the normal editor to have it write the .DPK file. As the Extender saves the extra mission settings in a database you do not have to repeatedly set them up.
I have so far included in the Extender only a selection of hacks I have come across. Certainly more could be added. I would be happy to hear requests from mission developers for extra facilities. Also any comments and/or constructive criticisms of the interface would be welcome.
The Extender is 'young' and therefore may still have some bugs. I WOULD THEREFORE STRONGLY RECOMMEND THAT YOU MAKE A COMPLETE BACKUP OF YOUR MCX FOLDER BEFORE FIRST USE OF THE EXTENDER. I would also advise developers to practice using the Extender facilities on a couple of test missions first. If you need to send me bug reports then please include the FULL and EXACT error message you received from the program and as much detail as possible about what you were trying to do when the problem occurred. I will endeavour to fix bugs asap.
To install the Extender, download the latest version (1.0.22) mceditorextender22.zip(approx 75K) and extract its contents (three files, MCEditorExtender.exe, SalvageIDsClan.txt and SalvageIDsIS.txt) into the folder where you have MCX installed (i.e. the same folder as the normal 'MCEditor.exe' file). It will not work in any other folder.
Revision History :-
1.0.8 - released
1.0.9 - bug reported re multiple sub-objectives, now fixed
1.0.12 - 'Campaign Linker' tool added, 'Wipe All' objectives added
1.0.13 - file/folder validation added during startup
1.0.16 - fixed bug in copying objectives, displays primary/secondary for objectives, allows setting of operation numbers in campaign linker, two extra lookout point tactics added (start of game and objective completion), added Heavy Thunderbolt to salvage list and brought names fully into line with main game purchasing list
1.0.18 - added 'Damages' section, added Sniper Cannon to list of salvagable weapons
1.0.22 - added 'New Units' section, fixed Drop Zones bug
The Extender is written in Visual Basic v5 and thus requires a number of 'run time' files to work. These are large and may already exist on your computer and thus are made available as separate downloads from the main program files.
If your computer does not have the file MSVBVM50.DLL (usually in the c:\windows\system folder) then download and run the following...
Download.microsoft.com
If your computer does not have 'DAO' installed (you will get an error 'ActiveX component cannot create object' when you run the Extender) then download the following file, use WinZip to open it and run the MSDAO350.EXE within
Activex.microsoft.com
If your computer does not have the MS Access 'Jet' database drivers installed then download the following file, use WinZip to open it and extract its contents to a temporary folder, right-click on the MSJET35.INF file and select 'Install' from the menu
Activex.microsoft.com
If mission developers have any other ideas for programs which would help them in their task then also please let me know.
Martin Bryant
martinbr@colossus.demon.co.uk
Keep in mind that editor only can operate when game & editor itself are properly installed on your operating system.
---> Would you like to know more about MC Map Editor?
Beginner's Guide
Player's Guide
MCGold.iso & Downloads (look into the description)
Overview - All MechCommander standalone version (pre-installed game folders)
(c) Regards RizZ (2020)