Project battlemech hanger

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  • DarKOnE™

    #1

    Project battlemech hanger

    My friends and comrades,

    I recently came into contact with a old Solaris player that is working on a total mod conversion for Battlefield 2142 and the X Pac Northenstrike. We have pooled our resorces and formed PROJECT BATTLEMECHHANGER .The mod is well under construction and our site is up with message boards and all the fluff. Will be adding more content as we progress foward in the closed Alpha from this point on. This is the web home





    The site was designed & bulit by Stinger who has donated his time and effort to the project. Were adding content dayly so check back with us to see whats new.


    Here is the current Project Staff Members:

    Louis R. Schiller Aka DarKOnE™- Project Manager and Coordinator

    Terry Findle Aka Grumpy- Project Lead Designer and Modeler

    Paul Findle Aka Rabid Wolf- Assistant Project Designer and Modeler

    David Oosting Aka Stinger- Lead Project Web Designer and Web Manager


    We are currently looking for map makers, modelers,coders, and TESTERS! Closed Alpha Testing signups are now open and we still have room for people that want to donate there time to help us. We have set up a ranked server to help new guys to the game get there unlocks opened up, and we will be adding 3 unranked 64 slot testing servers to make sure there is plenty of room for testers 24/7 to test the mod. Our servers are hosted by myiscorp.com they been a wonderful group to work with, and are providing us with dependable server service, at a reasonable price.

    Here is a sample of what we are doing over at BMH, This is the Eleamental Clan Combat Armor Power Suit.


    This suit is used as a support ground assit for our salvage crews, and also makes a perfect behind the lines crack commando squad for taking out key points and objectives in our game play. Loaded out with Jump Jets, Flamer, Clan MG, and a power claw, this lil guy can reach speeds of 67.7 km/h and jump 155 meters stright up making it extreamly deadly in packs.Will be adding it's IS counter part IS BATTLE ARMOR, Designed by lieutenant Foster using data from the Ragnarok data core it has a powerful claw capable of slashing a Mech's armor off and neurohacking. Its weapons are a light pulse laser and a super powerful mortar.

    We have tons of more things to come such as Light, Medium Heavy ,and Assult Mech's. Aero-Tech Mechs ground assists such as the Bulldog med tank,Behemoth Heavy Tank ,Ajax Assault Tank (3067),Harasser Tank (3060) ,Demolisher Tank (3026) and many other battlefield goodies on the table.



    Again thank you for your time and hope to see you on our battlefiled,
  • ohsosharp
    Member
    • Dec 2006
    • 360

    #2
    Re: Project battlemech hanger

    Good luck with that god knows we need more mods:salute:

    Comment

    • Krammer
      Member
      • Dec 2006
      • 12

      #3
      Re: Project battlemech hanger

      Woot! :rock:
      It's about time a Battletech mod was developed. Although the last group that tried did not finish. They moved to the Crytek engine: http://www.mechlivinglegends.net/

      Comment

      • imported_SpLiTz
        Member
        • Jan 2007
        • 144

        #4
        Re: Project battlemech hanger

        As an old battletech freak, maybe you could just keep us updated everyonce in awhile.

        Comment

        • DarKOnE™

          #5
          Re: Project battlemech hanger

          Splitz, You more then welcome to visit our forums join up dont cost nothing and everyone is more then welcome. You will find a pre exisiting community that dates back to 1996 and Kesmai's original MultiPlayer BattleTech as far as the 5 houses are concerned, and there are people comming out of moth balls dayly to rejoin the community. Right now were voteing on what mech chassies and variants every one wants to see in the game.

          If you already have 2142 then your more then welcome to join us over on our ranked server.

          Comment

          • imported_Kalo
            Member
            • Jan 2007
            • 318

            #6
            Re: Project battlemech hanger

            There had better be a god damned THOR Mech when I load in. (Whenever its released of course.)

            Comment

            • DarKOnE™

              #7
              Re: Project battlemech hanger

              Were still looking for more team members, Coders, mappers,skinners, and modelers drop us a line at www.battlemechhanger.com

              Comment

              • Firestorm

                #8
                Re: Project battlemech hanger

                Good luck guys!

                Comment

                • DarKOnE™

                  #9
                  Re: Project battlemech hanger

                  Greetings From BMH,

                  I havent posted in a while but we have had allot of progress in the last month. To start with we have opened our closed testing server and have started various stages of client testing. We have a few coustom maps going up for testing and other various parts of the client will be added for testing.

                  We would like to anounce that we have started work on our space/planet assult map/mission. This map will use battletech navel assests and will bring a totaly new aspect to over all leagle play by allowing you the players to fight off an incomming planet invasion. There will be Carriers, battle cruisers, Friggets, Destroyers, Fighters, and many other manable and pilotable ships for this mission. I will go into further detail as we get closer to makeing the map concepts public.

                  As promised here is our first view into our Solairs Proving Grounds Map. This map is a natrual arena bulit into a crator. Instead of the spectators watching from around the out side of the areans walls they watch from the center of the map and even live inside the arena bringing a whole new feel to the word arena map. Will be adding some of our mechs to the map and posting more films for you shortly

                  Enjoy,

                  Louis R Schiller

                  DarKOnE™ *K*

                  Project Manager and Coordinator Battlemechhanger.com

                  Comment

                  • DarKOnE™

                    #10
                    Re: Project battlemech hanger

                    Another map up onto the list and 3 more in the suop that should be done shortly. BT models will be added to the current maps and the new ones by the wekeend, Working battletech assest will be added and the first part of the server sided mod should be up onto the test server by monday or mid week next week. heres some of the changes we done so far on the server sided mod client for testing porposes:


                    PAC Mechcougar: Increased Emp Time from 6 to 15 seconds.
                    PAC Mechcougar: Increased the EMP steps from 2 to 3.
                    PAC Mechcougar: Increased AA Heat Penalty from 1.5 to 7 seconds.
                    PAC Mechcougar: Increased Lose Lock Delay from 0.5 to 1 second.
                    PAC Mechcougar: Increased Velocity from 60 to 100.
                    PAC Mechcougar: Decreased Max Angle lock from 360 to 180.
                    PAC Mechcougar: Increased the max yaw and pitch from 35 to 65
                    PAC Mechcougar: Increased Mad Distance lock from 375 to 850.
                    PAC Mechcougar: Added Relock time of 0.5.
                    PAC Mechcougar: Increased gravity from -0.3 to 0.
                    PAC Mechcougar: Increased Cannon Over heat penalty from 2.5 to 7.
                    PAC Mechcougar: Increased Velocity from 35 to 100.
                    PAC Mechcougar: Increased Rockets Over heat penalty from 1.25 to 7.
                    PAC Mechcougar: Changed Rocket Seek type from Heat to Magnet.
                    PAC Mechcougar: Increased Gravity from -0.1 to 0.

                    EU Mechcougar: Increased EMP time from 6 to 15 seconds.
                    EU Mechcougar: Increased EMP steps from 2 to 3.
                    EU Mechcougar: Increased AA over heat penalty from 1.5 to 7.
                    EU Mechcougar: Increased Lose Lock delay from 0.5 to 1 second.
                    EU Mechcougar: Increased velocity from 60 to 100.
                    EU Mechcougar: Decreased max angle lock from 360 to 180.
                    EU Mechcougar: Increased the max yaw and pitch from 35 to 65
                    EU Mechcougar: Increased Max distance lock from 375 to 850.
                    EU Mechcougar: Added relock time of 0.5.
                    EU Mechcougar: Increased gravity from -0.3 to 0.
                    EU Mechcougar: Increased Minigun over heat penalty from 2.5 to 7.
                    EU Mechcougar: Increased Rocket Velocity from 35 to 100.
                    EU Mechcougar: Increased Over heat penalty from 1.25 to 7 seconds.
                    EU Mechcougar: Changed Rocket seek type from heat to magnet.
                    EU Mechcougar: Increased gravity from -0.1 to 0.



                    The end results gave us the settings we needed as far as movements and overheating times we wanted. This game us a 180degree torso turn from the 360 degree of the original walker and increased the vertical aspect from a locked lower height to a more reasonable level. With these changes we needed to make the rockets act more like LRM’S/MRM’S/SRM’S. Thankx again to A-Train we were able to:


                    EU AV Missile: Increased Explosion Radius from 1.5 to 15.
                    EU AV Missile: Increased the Explosion Force from 2 to 1000.
                    EU AV Missile: Decreased the Explosion damage from 30 to 15.
                    EU AV Missile: Increased the detection radius from 1.5 to 10.
                    EU AV Missile: Added Self Exploding Rounds.
                    EU AV Missile: Changed Seek Type from TTUnique to TTMagnet
                    EU AV Missile: Decreased max angle lock from 90 to 45.
                    EU AV Missile: Decreased max distance lock from 9999 to 850.
                    EU AV Missile: Added distance to lose lock to 1000.
                    EU AV Missile: Added a relock time of 0.1
                    EU AV Missile: Added missile ability to lock onto friendlies.
                    EU AV Missile: Increased the max yaw from 0.45 to 10
                    EU AV Missile: Increased the max pitch from 0.85 to 10
                    EU AV Missile: Added magnetic behavior to missiles.
                    EU AV Missile: Added a predication factor of 0.5.
                    EU AV Missile: Increased the drag from 7 to 10.
                    EU AV Missile: Increased the mass from 10 to 15.
                    EU AV Missile: Increased the gravity from -0.1 to 0.5
                    EU AV Missile: Decreased the damage from 125 to 75.
                    EU AV Missile: Increased the acceleration from 100 to 150.
                    EU AV Missile: Increased the Max Speed from 50 to 150.
                    EU AV: Increased batch size from 4 to 20.
                    EU AV: Increased Max Projectiles In World from 8 to 20.
                    EU AV: Doubled the Deviation to match a shotgun pattern.


                    The end result game us 20 guided missiles per pack that locked onto the target at 850 meters and fallow them for additional 150 meters before they lose lock and more of a realistic LRM20 pack. Now all we have to do from here is make new missile packs and code them in LRM5-10-15-20and change the ranges to make S M & L range packs. Of course this is going to take more time and allot of work. We lucked out and there been allot of work in the 2142 mod community and most of the teams are eager to share the work with other team. We are working as fast as we can to get a alpha client out but that of course means putting 2 clients out at one time, both server sided and client sided and this of course is going to take some time to achieve not only our goals but the goals of what our players expect in a battletech game.


                    We were workings on the X/Y joystick axis bug along with constant speed selection, but we had a setback in our coding department with the death of Terry “ Grumpy “ Findle. We will be replacing him with another coder shortly, who will pick up where he left off I reassure you


                    If you have any more questions you can probably find the answers on our boards. We are trying to being you a combat engine alterative to MW4 series games, just give us the time and will produce


                    Keep the Faith & Thanks for the support,

                    Louis R Schiller

                    DarKOnE™ *K*
                    President, Project Manager ,and Coordinator, BMH Studios, Inc.

                    Comment

                    • DarKOnE™

                      #11
                      Re: Project battlemech hanger

                      I havent posted in a very long time. we been extreamly busy working on various issues with the mod and 2142 but I thought I would share some exciting news with you



                      yes folks thats right we have a working mech template now. This is about the last of the mechtemplate constructions and animations before we peal it off the MW4 mercs models and apply it to our own Models and HiDef Skins. Feeel free to drop by our web site www.battlemechhanger.com and check out all our vids, scrreens and other stuff we got posted up. Also check out the forums to get the latest news and information.

                      Thanks for your time and support

                      D1

                      Comment

                      • DarKOnE™

                        #12
                        Re: Project battlemech hanger

                        Another new mech added iinto the client and sent to the animation department for movement work. This is our Warhammer IIC the mech stand 12 meters tall and will reach speeds of 64.5 kph







                        Will post more films when there ready

                        D1

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