The FAQ is split into two parts:
Section 1: The Game Shell
1.1 Why doesn't Alpha Attack use his PPCs on the 2nd enemy mech
in the intro?
From: Will Day
<mechfaq@rom.oit.gatech.edu>
Date: 9 Aug 1995 10:06:28 -0400
I dunno. Maybe, ah, maybe he took splash damage from the explosion of his starmate. Yeah, that's the ticket. And, ah, it took out his PPC's. Okay, yeah.
There are a total of five cut-scenes: the main intro, the two clan intros, and the two clan endings.
I actually didn't notice the greyed out entries until I read a post earlier today. I guess we'll have to fill them out in the add-on!
You can change the name: (a) when you first create the custom mech; (b) by clicking customize again, in which case it'll be save in addition to the previously-named mech. I also have a little DOS command line utility that'll show or set the variant name. It's at: http://rom.oit.gatech.edu/~willday/mw2/mekname.zip ftp://rom.oit.gatech.edu/pub/mw2/mekname.zip
It was a Roland JV series rack mount.
I've never really made any definite determination, but I believe that the mission music is spooled from the CD, whereas music in the shell is GMIDI. At least, the Trials/IA setup screen plays GMIDI music.
Yes; our testers did this all the time.
The game expects to play CD-audio off the CD. Several other assets, including the training instructor's voice, are not copied by the full installation. The game looks to the CD to find these things. It will not run without them.From: Tim Morten <tmorten@activision.com>
Even with the full install, much of the art for the shell is read explicitly off the CD. Also, there are 26 tracks of CD audio that the game expects to find on the CD. Sorry; we actually meant it when we said 2X CD-ROM required!From: Tim Morten <tmorten@activision.com>Seriously though, I do apologize for the inconvenience. The CD-audio can't reside on a hard-drive, so we designed on the assumption we'd always have access to the CD as a repository for art as well.
MechWarrior 2 expects to play CD audio off of your CD drive (not MIDI or digitized audio, real CD-audio you can listen to in your stereo's CD player). Also, it expects to play the 40MB plus movie sequences from the CD. Also, it expects to find a number of other art resources on the CD.In short, no. Sorry!
Section 2: Cheats and Codes and Neat Things
2.1 What cheat codes are there?
From: Will Day
<mechfaq@rom.oit.gatech.edu>
Date: 9 Aug 1995 10:06:28 -0400
These codes work in the simulation, by holding down CTRL-ALT-SHIFT and typing:
- blorb
- Toggle invulnerability
- cia
- Toggle unlimited ammo
- coldmiser
- Toggle heat tracking
- hangaround
- Toggle mission time-limit
- flygirl
- Add jumpjets to mech
- mightymouse
- Toggle infinite Jumpjet juice
- gankem
- Destroy targeted mech
- enolagay
- Explode an atom bomb (killing everything?)
- michelin
- Toggle bounding spheres on debris and mech parts
- tinkerbell
- View battle from free-floating camera. Turn off with "c".
ctrl-left to turn left
ctrl-right to turn right
ctrl-up to increase altitude
ctrl-down to decrease altitude
z to move forward
shift-z to move backwards
- front
- Toggles mini-front-view, shown in place of mini-rear-view
- xray
- Enhanced imaging with see-through. Turn off with "w".
- dorcs
- view the MW2 Sim Programmer Dorcs Web pages
- icanthackit
- End mission successfully
- idkfa
- End mission as a failure
- zmak
- Toggles Time expansion (?)
- meepmeep
- Time compression key enabled (?)
- unmeepmeep
- Time compression key disabled (?)
- lairdo
- "ATTENTION ENEMIES: Don't mess with the blimp." (?)
- dei
- "F E I F". (?) (Maybe Michael Douglas knows what this does.)
- sh*t
- "Freebirth vulgarity will not be tolerated!"
- f*ck
- "Freebirth vulgarity will not be tolerated!"
These codes work in the Trials of Grievance instant-action missions, by changing your name in Star Config to:
- Calvin
- Adds Elemental between Dire Wolf and Fire Moth (1 of 3)
- Hobbes
- Adds Tarantula between Elemental and Fire Moth (2 of 3)
- Enzo
- Adds Battlemaster IIC between Tarantula and Fire Moth (3 of 3)
This code works in the campaigns, by registering with the name:
- FREEBIRTHTOAD
- Lets you pick and play any of the 16 missions
It only works in the Trials of Grievance, not in the Wolf or JF campaigns. Be sure the E is capitalized.
Someone was in a hurry at ship-time at Activision, and made 2 careless mistakes. To fix the battlemaster problem:From: Will Day <mechfaq@rom.oit.gatech.edu>In file MW2.PRJ:
change byte at offset 3206200 from 0x0B to 0x11 and change byte at offset 3206752 from 0x0B to 0x11 Someone converted to decimal when they shouldn't have ;)
In file MW2SHELL.EXE:
Search for string "btllmstr" and replace with "bttlmstr" That should do it, it did for me. Please use this mech's powers for good and not evil.
I was able to get the BattleMaster to work with only the string change to MW2SHELL.EXE as described above, at offset 537782.From: louish@mhv.net (Louis C. Hendricks)
I threw together some code I had lying around to patch the right bytes in both files that need fixing. You can get it at my web page:
You have to USE an elemental in a ToG/Mission first. When you return to the builder screen, you will be able to modify the elemental.From: Will Day <mechfaq@rom.oit.gatech.edu>
It IS possible to get the Customize button on the Elemental, Battlemaster, and Tarantula without having to go into a mission. I haven't worked out all the variables, but what appeared to work for me was:
- (after applying the Enzo cheat, and going to the IA screen)
- pick a mech you can customize
- go to the mech lab (ie click on the mech outline)
- exit back to the IA screen
- pick the elemental (or BM or Tar)
- go to the mech lab again, and you should be able to customize
Sometimes I had to go down two or three mechs into the list (ie the Jenner) because sometimes when I'd just choose the Firemoth, I'd go into the mech lab and be unable to customize it.
In the archive holoprojector, some of the periods after the heading numbers are buttons. Click on them and you'll a few interesting screens. Check both clans.
Section 3: Control Configuration
3.1 How do I get my 2-joystick setup to work?
From: Will Day
<mechfaq@rom.oit.gatech.edu>
Date: 9 Aug 1995 10:06:28 -0400
The "CH Flightstick Pro" joystick input option will allow you to assign the rudders (X-axis of joy2) and the throttle (Y-axis of joy2) to game functions. I'd also suggest:
- DE-SELECT "2-button" joystick. This is very important, as the two will conflict with each other and you'll get some screwy results.
- Delete all the calibration files (*.cal) in the mech2 directory. Then, the next time you enter the simulation it'll ask you to recalibrate. Having old or spurious calibration files seemed to cause hanging during calibration on several occasions.
- Remove the FSPro-specific controls from the custom config, for instance "hat-right". I did this just to make sure it didn't try to interpret any of my "normal" buttons as those special FSPro inputs.
The config screen allows you to assign _four_ different inputs/keys to the same function. Click on "Primary Config" to cycle through the four pages of assignments. It could well be that the key is assigned to perform that extra function on one of the secondary-quartinery config pages.
I got around this problem by changing the custom config have firegroup-2 be (-) on the keypad, rather than (/) on the keypad. Then, sending "KP-" from the FLCS worked also.
It seems to have some problem with the concept of the "grey" keys, or something. I redefined the custom config to use j/k/-/= to be left/right/down/up. And of course, deleted - and + from controlling the throttle.From: aslagle@mindspring.com (Adam Slagle)
The solution is to use RAW keyboard scan codes....with the RAW codes MW2 can't guess wrong about which INS or PGDown key you're pressing. (by the way, the scan codes are all in back of the manual.)One line of my .B50 file looks like this:
BTN H3L /P RAW (#E0 #70) /R RAW (#F0 #E0 #70) rem JUMP LATERAL LEFT(I think that those are the right scan codes....I don't have my new .B50 file on this machine....)
Although it doesn't appear to be documented anywhere, the apostrophe key (') will move to the first weapon of the next group, without firing anything.
It's tying the torso _directly_ to the stick axis (centering the torso when the stick centers), rather than interpreting the stick movement as delta-change in movement.From: Tim Morten <tmorten@activision.com>
MechWarrior 2 uses the joystick in a unique way. Rather than just reading 'left' or 'right' from the joystick and adding up values, MW2 turns your torso to the exact coordinates the joystick transmits (much like using a mouse).From: Will Day <mechfaq@rom.oit.gatech.edu>This technique allows for more precise aiming, and lets you hold your joystick in position to stay aimed.
See, I read it differently. To me, this technique requires more difficult aiming, because it forces me to hold my joystick in position to stay aimed.From: Tim Morten <tmorten@activision.com>
Sorry you're unhappy with the joystick autocentering; this is not a bug. I recommend using a mouse if you don't like the feel of joystick play.From: Will Day <mechfaq@rom.oit.gatech.edu>I understand that you are very unhappy about this, however many users are using joysticks and prefer autocentering. We also had specific requests for autocentering in the design phase.
I really wish we could make everyone happy; I'll certainly look into offering both choices. However I am familiar enough with our joystick code to know that this is not trivial addition.
Not a bug, just a poor design decision. I tried using the mouse for torso control and targeting, and it worked like a dream. Why is wanting the same level of targeting control with the _joystick_ such a far-fetched concept?!?From: Tim Morten <tmorten@activision.com>Besides, suggesting I use the mouse rather than the joystick for torso/targeting is, at best, an inadequate solution. My two hands are already engaged with the joystick and throttle, and reaching for the mouse during battle will get me killed.
Interpreting the joystick in a delta-change manner isn't a non-standard method of control. (1) The chassis movement is done this way. (2) Both EarthSiege and VWE control their torsos in this manner, with no forced-centering.
In any case, now you're getting specific requests for non-autocentering. Providing a choice for the gamer sounds like it's in order.
We are now actively looking at making the centering optional based on yours and others suggestions.From: Will Day <mechfaq@rom.oit.gatech.edu>It pains me to hear frustrated users
.
It pains me to be frustrated, too. :-)I hope this does indeed make it to a patch. I would suggest anyone else who would like this fixed to send a note to Tim (tmorten@activision.com) to show as much support as possible for a patch.
Section 4: The Simulation
4.1 The mech won't ever come to a complete stop.
From: Tim Morten
<tmorten@activision.com>
Date: 27 Jul 1995 05:29:01 GMT
If you turn, the mech automatically powers up to enable motion (otherwise you could only turn torso while standing still).From: Will Day <mechfaq@rom.oit.gatech.edu>
If you're standing still, and cause any left/right movement on the joystick, the mech will speed up to about 10kph or so for a couple of seconds, and then drop back down to 0, assuming you stop moving the stick. :) Also, if there's noise in your joystick card, it could be registering left/right movement to the game, in which case you'll always be slightly turning, and moving.
If things get warm enough, you should eventually suffer pilot death.From: Will Day <mechfaq@rom.oit.gatech.edu>
If you stay overheated for long enough, your mech _will_ explode, regardless of ammo.
Some planets have such high gravity that you can't get off the ground.
They target the leader of the star.
I sent a message to Tim Morton the other day about the frequent (read always) destruction of a mechs right arm. He said that they are working on it and the technical explanation was because there was a problem with the random number generator.From: Will Day <mechfaq@rom.oit.gatech.edu>
An obvious suggestion to get around this until a patch is released is to always use customized mechs that have NO weapons, ammo, or critical systems in the right torso/arm. Place everything in the left/center torsos and arm, and anything you can fit in the legs. You rarely get hit in the legs. :)
Yes; they will either flee or kamikaze if they have lost all weapons.
The legs are re-centering while your walking, so the legs have to turn while the torso re-centers, several times for the full re center. Press "C" for external view to see what's going on. It makes much more sense than what you see in the cockpit.
Section 5: Problems
5.1 I don't get music in the game.
From: Will Day
<mechfaq@rom.oit.gatech.edu>
Date: 9 Aug 1995 10:06:28 -0400
Most of the game music is spooled directly off the CD, as regular (redbook) audio. You'll only hear the music if you have the CD wired to a speaker in some manner.Also, if you connect your CDROM audio into your sound card, be sure to check any mixer settings on the card, and make sure the CD-in is set to a reasonable volume. For instance, on my SB Pro, the CD-in volume defaults to 0, and I have to raise the level at bootup time.
- With most of the recent sound cards, you can connect the CDROM drive to the sound card via an internal cable.
- Or, you might be able to run a cable from the head-phones jack on the front of the drive into an input jack on the back of the sound card, if your card has one.
- Plug headphones or speakers into the CDROM drive's headphone jack.
We query the Microsoft CD extensions for the CD-ROM drive. It only reports back one letter, and that's the first drive. Sorry; I hope it's not a major inconvenience.
Try booting your machine without an expanded memory manager like QEMM or EMM386 loaded. The game doesn't need one to run, and it's also been known to slow the game down a little bit.
Turn off SMARTDRV.
I had problems with calibrate locking up on me many times. I did three things to help alleviate this:
- Delete all the *.CAL files in the mech2 directory. When you enter the sim next time it'll ask you to recalibrate.
- Make sure you only have one joystick type defined, as they tend to conflict with each other. For instance don't have "2-button joystick" and "Flightstick" both selected.
- Boot up with a very minimized setup, long enough to calibrate the sticks, and then return to your normal boot setup
RAM will provide a marginal improvement in frame rate, as less things will have to be swapped in and out at run time. Anything past 12MB has no benefit.None of the missions has more than 12MB total, so anything above won't really get used.
Some ideas are:In the game:
In software:
- Run at a lower resolution
- Turn off details in the Combat Variables screen
- Turn off the enemy damage display
- Use a larger installation on the hard drive, so it doesn't have to load as much from the CDROM drive.
In hardware:
- Load as little as possible in autoexec.bat and config.sys
- Use smartdrv to cache your HD.
- Use smartdrv to cache your CDROM drive. Be sure smartdrv loads _after_ MSCDEX in your autoexec.
- Don't load an expanded memory manager (EMM) like QEMM and EMM386. Despite what some of the documentation says, the game does not require EMM. You'll often get faster performance without it.
- Load UniVBE. In some cases it includes a newer and better VESA driver than what comes on your video card. You can get it from SciTech software (http://www.scitechsoft.com/) at: ftp://ftp.scitechsoft.com/uvbe51a.zip
- Get a copy of video benchmark programs like VidTest and 3D-Bench to see how your system rates. They're available at:
- http://www.dfw.net/~sdw/3dbench.zip
- ftp://oak.oakland.edu/SimTel/msdos/screen/vidspd40.zip
- Get a faster processor. :)
- Get a faster video card. PCI is best, VLB next, with at least 2meg onboard. Some good choices might be Matrox Millenium, cards based on the ARK2000 chipset like the Hercules Stingray 64, cards based on the ET4000/wp32 chipset, and cards based on the S3 968 chipset like the Diamond Stealth 64 VRAM (NOT the Viper!) Check out the benchmarks for some of these cards at:
- http://www.dfw.net/~sdw/bench.html
- Get at least 16meg RAM. Use EDO memory if you can.
- Get a recent PCI motherboard without VLB. Having the VLB slows down the PCI. In addition, some older VLB-PCI boards had the PCI bus wired incorrectly, and were slowed down even more. Early OPTi pentium chipsets also had performance problems.
- Optimize settings in your motherboard's BIOS. Be careful not to screw anything up, or put your machine in state where it won't even boot. :O Read comp.sys.ibm.pc.hardware.chips for some information. Also check out:
- http://www.dfw.net/~sdw/bios.html
- http://www.metronet.com/~rcollins/mrbios
Section 6: Complaints
6.1 Why do the stars only have 3 mechs? They're supposed to be
_five_.
From: Tim Morten
<tmorten@activision.com>
Date: 28 Jul 1995 09:14:06 GMT
We wanted to ensure performance on 486 computers. The add-on will allow 5 mech stars.
The add-on will address this limitation.
We may do this in the add-on; it's a bit more complicated since we have to worry about falling on hills.
Despite what the game manual says, the ER PPC in actual play has a range of 1.25 km. You can tell because the retical will turn red as a target enters this range. I have hit and damaged targets this far away.
Section 7: Network and Multiplayer-Gaming
7.1 Do I need more than one copy of the game to multiplay?
From: Tim Morten
<tmorten@activision.com>
Date: 31 Jul 1995 03:57:02 GMT
The current demo (on the game CD) requires two disks. However, the full version of NetMech (coming this October), will support up to 8 players with only one CD.
IPX will be the norm for the full NetMech version. TCP/IP will be available in the Windows 95 version this Christmas.From: Tim Morten <tmorten@activision.com>
The current demo require NetBios running on top of IPX. The real NetMech version due this October will support IPX and (presumably) Kali.
No mixing I'm afraid.
Section 8: Extras
8.1 Where's the DEMO? Is it OUT YET??
From: Tim Morten
<tmorten@activision.com>
Date: 25 Jul 1995 05:20:55 GMT
We are still in the process of trimming down MechWarrior 2's hefty 30MB worth of art resources into a reasonable size for the downloadable demo.From: Will Day <mechfaq@rom.oit.gatech.edu>Thank you to all those who have taken the time to flame me for not having the demo out; trust me: it's not my fault
. I want everyone to like my game! In any event, the director of the game says we will definitely get the demo out this week. I apologize for the delays, and I encourage everyone to go check out the game, WHICH SHIPPED TODAY!!!
I'll be posting here and everywhere else I can think of when the demo is available, so hang in there. In the mean time, see if you can't grab a few minutes on your local software store's computer.
No, it's not out yet, we're still waiting.And no, that "mw2demo2.zip" file you found on an ftp site is not the new demo, it's the one from a year ago - check the file dates.
The canyon wall got cut because it was too slow on 486 machines. It might show up in the add-on if we do any Pentium specific stuff.
BTW, for those who are wondering about the woman who did the computer voice in Mech2: Yes, she is as good looking as she sounds. :)
The testers have everything from 486-50 computers (not officially supported) to Pentium 120's. We test on as many machines as possible, and there are a number of people areound the country beta testing as well. I have a 486-66 and a Pentium-90.
Oh no, now you've done it. Given me an excuse to ramble endlessly that is <G>. We started using Borland's 16-bit real mode compiler, but about a year ago myself and another programmer here converted the program to use Watcom's 32-bit protected mode compiler (that is actually part of the reason we had to delay shipping). The game is written in a mixture of C and assembly for optimum speed.
Tim was instrumental in convincing Activision to NOT cancel the project after the first production team fell apart. In fact, the game would most likely not exist if he had not stepped in at a crucial time.
Oof. This is a tough one. There are many factors that have led MW2 to this state. Here are a few: a) over-eager PR people hyping a game that was not even close to being done. This led to forced promises of release dates that were IMPOSSIBLE to make. b) lack of a design. There was no clear direction for the first year and a half on the game, and no solid style. c) Featuritis: A disease that often afflicts game developers, causing them to want to keep adding more and more features to a game, rather than debugging and shipping what they already have. d) Morale. As they fell further and further behind schedule, the programmers and artists felt less and less inclined to produce. This led to departures.From: Tim Morten <72623.467@CompuServe.COM> Date: 14 Jun 1995 22:02:25 GMTThe fact is that not ONE of the original mech team members was ever fired by Activision. They all left of their own accord to go to other companies. I'm sure the Activision management has no interest in dispelling this particular myth. :)
The code for MechWarrior was never 'scrapped.' It was converted to protected mode so we could access more memory. We have been developing non-stop for 3 years (and trust me, I'm tired <G>).From: Tim Morten <tmorten@activision.com>
We had to convert the engine to protected mode before we could even begin to design missions. Protected mode allowed us to access all available memory in a computer rather than just 640k. In the words of that lame wine commoercial: 'We will serve no wine before its time.' On July 24th, it's time.
Section 9: The Future
9.1 Is there a level editor? Or, What add-ons are planned?
From: Tim Morten
<tmorten@activision.com>
Date: 2 Jul 1995 23:34:26 GMT
After we ship the main release the team will be splitting up to work on various projects including:From: Tim Morten <tmorten@activision.com>Missions & Technologies add-on
- New story, new mechs, new missions, more equipment options.
- Also, possibly an enhanced mech editor and possibly a level editor.
Multiplayer add-on
- Expands the head-to-head play in the initial release to accomidate 8 players.
- Specially designed missions for multiplayer play.
- Allows for cooperative campaigns.
- Possible support for TCP/IP.
Windows 95/NT port
- Support for Windows sound cards and video drivers.
- Ability to run in a scaleable window.
- Multi-threading.
PowerMacintosh port
- Support for Mac sound cards and video drivers.
- Ability to run in a scaleable window.
Foriegn Language versions
- Translations into several languages
and who knows where else MW2 will show up. A game console? A hardware accelerated 3D graphic card? You just never know...
Narc beacons are slated for the add-on.From: Tim Morten <tmorten@activision.com>
The NetMech version this October will have around 10 new missions for multiplayer, and the 'Missions & Technology' add-on this Christmas will have around 15 new single player missions. In the mean time, we'll be releasing a mission editor sometime around October.From: Tim Morten <tmorten@activision.com>
There will be:October:
- NetMech
- Level Editor
November:
- Win 95 version (discounted upgrade to DOS users)
- Add-on #1
Jan/Feb:
- Add-on #2
Undecided as of yet.
Going back in time to the inner sphere invasion has been a popular request. We're considering waays we might work this into the add-on.From: Tim Morten <tmorten@activision.com>
This seems to be the number one request, so I have a feeling that's the way we'll go. We have to have some design meetings next month to kick off the add-on, so we won't be deciding for sure until then.
You asked about a non-mac PowerPC version. We will support Windows NT, which runs nicely on PowerPC's. This will be part of the Win95/WinNT version of the game that ships later this year.From: Tim Morten <72623.467@CompuServe.COM>OS/2 has a lot of loyal followers, but the regrettable fact is that there is not a big enough game market for OS/2 to rationalize budgetting a port. Perhaps this will change over the next year, but in the mean time Windows 95/Windows NT is going to be our focus.
There will be a Mac-OS PowerPC version of MechWarrior II available later in the year.From: Tim Morten <tmorten@activision.com>
We will be releasing a Windows 95/NT port later this year. My personal goal is to get this version running on both SGI/MIPS R4x000 machines as well as DEC Alpha machines. This version would be multi-threaded, and therefore capable of utilizing multiple processors. (I spent a summer at Microsoft working on Windows NT, so this is a bit of a pet project of mine.)From: Tim Morten <tmorten@activision.com>
It's my understanding that there will be a coupon for a discounted upgrade to the Windows 95/NT version in the box with the DOS version.From: Tim Morten <tmorten@activision.com>We'd release them simultaneously if we could; we just don't have the resources to complete both at the same time.
Incidentally, multi-threading won't buy you anything unless you have multiple processors, so functionality-wise, the only difference between the DOS and Win 95/NT version is the host operating system. It's not like you're getting a lesser product if buy the initial release.
After we ship the main release the team will be splitting up to work on various projects including:From: Tim Morten <tmorten@activision.com>Windows 95/NT port
- Support for Windows sound cards and video drivers.
- Ability to run in a scaleable window.
- Multi-threading.
PowerMacintosh port
- Support for Mac sound cards and video drivers.
- Ability to run in a scaleable window.
We won't be starting on the PowerMac port until after the initial release. We're hopeful that we can finish before the end of the year, but if we hit any technical snags, it could take until January or February.Sorry to keep you waiting. I'd rather set a realistic timeframe than create disappointment over missed release dates (not that the MechWarrior team has had any experience with that <G>.)
Yes. People who purchase the original product will not have to pay for a completely new copy for Windows. Pricing for the upgrade has not yet been determined, but it will be considerably less than the full price.From: Tim Morten <tmorten@activision.com>
The Win95 version will be discounted to registered owners of the DOS version.From: Tim Morten <tmorten@activision.com>
MW2 for Win95 (discounted upgrade for registered users of DOS version) will definitely take advantage of accelerated blitting. It isn't determined yet whether we'll support 3D acceleration, but I hope so <G>.
I'm hopeful that Activision will decide to port MEchWarrior II to a console such as the PlayStation. If this were done, it would be modified somewhat to make it more arcade-like.One note about the PlayStation though: although it has a very good ability to push around flat-shaded polygons, it's texture mapping abilities are inferior to what we can do on a Pentium-90 with 16 megabytes of RAM.
I wish we could do MechWarrior III. I'm afraid the 'Missions & Technologies' add-on will be the last BattleTech product from Activision. FASA has teamed up with Spectrum Holobyte.From: Tim Morten <tmorten@activision.com>I am hopeful that FASA will reconsider and let the MechWarrior II team put out a sequel when they hear from people who have played the game, but we'll have to wait and see on that one.
I don't have e-mail addresses at FASA, but after people have had a chance to play the game, perhaps FASA will let us continue the series. In the mean time, we will do some good add-ons that focus on filling out more aspects of the BattleTech universe and fixing any problems that people notice.From: Tim Morten <tmorten@activision.com>
I'm sorry to say that FASA has teamed up with another game company for future BattleTech products. I'm hopeful that enough people will enjoy MechWarrior II for FASA to consider letting Activision do a sequel.From: Tim Morten <tmorten@activision.com>
Actually FASA is involved in a lawsuit with Dynamix over EarthSiege. We have a very good relationship with FASA. Although we may apply our 3D technology to other games, they won't have anything to do with fighting robots.
Multiple screen plays have been submitted to New Line Productions. Supposedly, the lawyers are now doing their thing (whatever that would be...).
Section 10: Net References
10.1 What Activision MW2 team members are on the net?
From: Will Day
<mechfaq@rom.oit.gatech.edu>
Date: 9 Aug 1995 10:06:28 -0400
I've seen the following Activision people post to the newsgroups, or had their names/addresses mentioned by other Activision posters.From: Tim Morten <tmorten@activision.com>Josh Resnick (Producer)
jresnick@activision.com
(Production: Producer)
Tim Morten, programmer
tmorten@activision.com
72623.467@compuserve.com
(Programming: Simulation Programmers)
Scott Goffman
3-D Animator
Activision Studios
Los Angeles, CA
goffman@rain.org OR sgoffman@activision.com
(Art: Shell Stills and Animations)
(Packaging and Promotional Materials: Additional Cover Art)
Ken Maxwell Hullett
Associate Game Designer
MechWarrior 2
hullett@usc.edu
khullett@activision.com
(Production: Associate Game Designer)
Sean Vesce, Lead Designer
sean_vesce@activision.com
(Production: Lead Game Designer)Dan Kamins
dkamins@fas.harvard.edu
(Programming: Programming Interns)
John Keating, enemy logic
john_keating@activision.com
(Programming: Simulation Programmers)
(Audio: Voice-Over Talent)
J.J. Franzen, 3D geometry & mech designer
jfranzen@activision.com
http://isp.usc.edu/anim/myhome.html
(Art: 3-D Simulation Models and Animations)
John Mamais
On-Line Rep
actsearch@aol.com
Several member of the MechWarrior II team have also agreed to respond to e-mails from anyone with questions. We're in the last few weeks of production, so be patient with us in terms of replies. We will try to answer every e-mail though.From: Will Day <mechfaq@rom.oit.gatech.edu>game logic - tmorten@activision.com -- THAT'S ME!
enemy logic - john_keating@activision.com
movies and still art - sgoffman@activision.com
level designer - sean_vesce@activision.com
3D geometry & mechs - jfranzen@activision.com
These members of the team included their email address on the Dorcs Web Pages:John A. Clarke
75022.43@compuserve.com
(Programming: Simulation Programmers)
Michael H. Douglas
mdouglas@activision.com
(Programming: Simulation Programmers)
Scott Etherton
s.etherton@genie.com
(Programming: Simulation Programmers)
Sverre H. Huseby
sverrhu@ifif.uio.no
Wrote the 'gifsave' routines used in the game
Dan Kamins
dkamins@husc.harvard.edu
(Programming: Programming Interns)
Wrote the netdemo network shell
John Keating
marshall1@aol.com
(Programming: Simulation Programmers)
Tim Morten
tmorten@activision.com
(Programming: Simulation Programmers)
David White
dwhite@activision.com"
(Production: Associate Game Designers)
(Programming: Additional Programming)
USENET newsgroups:
- rec.games.mecha
- comp.sys.ibm.pc.games.strategic
- comp.sys.ibm.pc.games.action
- alt.games.mechwarrior2
- alt.mechwarrior2
CompuServe Game Publishers B Forum, Activision section
America Online's Activision area
Screen shots from the game:
ftp://ftp.csua.berkeley.edu/pub/btech/incoming/
Filenames: SIM*.GIF, MW2SIM*.GIF Screen shots and quicktime files:
ftp://rom.oit.gatech.edu/pub/mw2/
Activision's Official Mechwarrior II web page
http://www.activision.com/mech/home.html Gamewave's MW2 Pre-release Info
http://wantree.com.au/gamewave/m2.html This FAQ, screen shots, and quicktime movies
http://rom.oit.gatech.edu/~willday/mw2/ new MW2 Mercenaries FAQ
http://rom.oit.gatech.edu/~willday/mw2/mercs/ Lou's Mech Warrior Info Page w/ BattleMaster patch
http://www.computer.net/~louish/mech.html
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