Perhaps. But then there is the question, why doesn't it work with old maps? And also perhaps, shouldn't it work with old maps? I've always found it a bit odd that a tech tree mod is that incompatible.MT2 modifies sheets.vol, so that units are unlocked by different tech IDs. Tech IDs that don't exist in the original tech files. It tries to find the tech with the tech ID specified by sheets.vol, and returns -1 when it doesn't find it, but then the game continues on using that invalid return value.
Besides, it's interesting debugging information. :P
I've always found it a bit odd that a tech tree mod is that incompatible.It's not a mod, it was built from the ground up to be completely different from the original one. There are also the sheet changes Arklon mentioned, and the different unit stats. Not to mention the need for the Basic Lab. And don't forget that Laser/Microwave Lynx are end-game units. So enjoy getting blasted by uber Microwaves while you're stuck with those puny Rail Gun Panthers.
My main point is there isn't really a great reason for there to be a fundamental incompatability. Why change the tech ids that drastically? Aside from the hardcoded associations of certain units with certain tech ids, they're just arbitrary labels. Why not select them to match up better? Sure, original levels might play odd, especially if you've changed the other files for the initial stats, but I don't see why levels couldn't at least not crash.Hooman, you want MT2 to be compatible with old maps? Then go hack all the old DLLs and make the necessary changes. In general/for multiplayer, Standard Labs need to be replaced with Basic Labs. You'll also have to change Guard Posts from Laser/Microwave to Rail Gun/RPG. You'll need to do the same for initial vehicles, and also change them from Lynx to Panther. You'll also need to change the list of techs given to you at the start of each match, as well as starting resources. You should also change Structure Factory cargo and possibly even base layout due to MT2's research order and unit stats.
My main point is there isn't really a great reason for there to be a fundamental incompatability. Why change the tech ids that drastically? Aside from the hardcoded associations of certain units with certain tech ids, they're just arbitrary labels. Why not select them to match up better? Sure, original levels might play odd, especially if you've changed the other files for the initial stats, but I don't see why levels couldn't at least not crash.Again, due to the drastic changes that MT2 makes, it's not even really practical to allow the original missions to load, since they still wouldn't actually work properly without lots of changes to starting structures/vehicles, AI, etc.
Or, another approach might be to make MT2 levels responsible for loading and unloading the modified base stats. You could use the DLL_PROCESS_ATTACH and DLL_PROCESS_DETACH events in DllMain. It might be a bit of work, but it's generic library code that any MT2 level could use, and would make the levels more easily playable. You wouldn't have to start up OP2 specially just to play them.
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