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ATI All In Wonder Radeon


WarpCore
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Any one got the BCM Demo working with this Video Card? I read the FAQ, and got my 3 other systems running the demo, (2 - TNT2's and 1 Geforce2 MX). Catching hell with the ATI. Any one have any suggestions?

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Well, it exits out of the game right away just like the NVidia cards did. I was able to fix those easily by reading the FAQ. But I can't figure out this one. What BIOS and/or video settings did you use to get it working?

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Add the /d5 parameter to the game shortcut. When it exits, post the contents of the bcmdebug.log and bcgfxdebug.log files here. Be sure to wrap them around UBB code tags for reading clarity.

Also post the contents of the bcmconfig.ini file as well as your desktop resolution and bit depth (16 or 32 bit)

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Hello SC.

I was able to get the demo to work in WIN98 on the same machine, works GREAT! However I get kicked out to the desktop using Win2k. Here is the contents of bcmdebug.log:

quote:

Resource files loaded ok

abstract class interstellar (1) has 3 concrete subclasses:

WORMHOLE (id = 357)

FLUX (id = 358)

JUMP (id = 359)

abstract class planetary (2) has 2 concrete subclasses:

PLANET (id = 360)

MOON (id = 361)

abstract class strategic (3) has 113 concrete subclasses:

PROBE (id = 116)

GALCOMHQ (id = 149)

GENESIS (id = 150)

STARPATH (id = 151)

GAZER1 (id = 152)

ORION (id = 153)

ISS (id = 154)

CENTAURI (id = 155)

ALERI (id = 156)

EARTHSTAR (id = 157)

DESTINY (id = 158)

SYGANS (id = 159)

IDAN (id = 160)

PIXAN (id = 161)

WRAITH (id = 162)

ERIDANI (id = 163)

RAMIX (id = 164)

NEWAMERICA (id = 165)

TULON (id = 166)

ZERIN (id = 167)

CENTRON (id = 168)

VELARI (id = 169)

PROCYON (id = 170)

PROCIN (id = 171)

VANGUARD (id = 172)

BARIN (id = 173)

ORUNA (id = 174)

SPECTRE (id = 175)

STARON (id = 176)

STARWIND (id = 177)

ALLIANCE (id = 178)

ADONIS (id = 179)

DABRIS (id = 180)

NEWFRONTIER (id = 181)

TORON1 (id = 182)

TORON2 (id = 183)

ARENIS (id = 184)

ELURO (id = 185)

RAGIN (id = 186)

EXIN (id = 187)

ALIDIS (id = 188)

AVINO (id = 189)

CYGNI (id = 190)

HEXAR (id = 191)

GAMMULA (id = 192)

SORIUS (id = 193)

PARIX (id = 194)

ROGAN (id = 195)

SOVAR (id = 196)

CYCLONE (id = 197)

ROCON (id = 198)

SARIENS (id = 199)

LV125 (id = 200)

LV130 (id = 201)

ALPHAPRIME (id = 202)

ALTERIS (id = 203)

MONDIALS (id = 204)

RECARA (id = 205)

MAJORISS (id = 206)

ALDERON (id = 207)

WAYFARER (id = 208)

OLIRAN (id = 209)

SALIENT (id = 210)

VOLDAR (id = 211)

EARTHB (id = 212)

MARSB (id = 213)

CENTRISB (id = 214)

VARAXB (id = 215)

TRAMISB (id = 216)

SYGANB (id = 217)

LYRIUSB (id = 218)

BADRANB (id = 219)

FRELLISB (id = 220)

XYLANB (id = 221)

CARONB (id = 222)

POLAR1B (id = 223)

ELTINB (id = 224)

ACTISVB (id = 225)

TRENISB (id = 226)

BELINB (id = 227)

SCORPIAB (id = 228)

SIMPIXB (id = 229)

KRYNONB (id = 230)

LANIXVB (id = 231)

CYRIANB (id = 232)

HADAR9B (id = 233)

TAURANIB (id = 234)

ARENISB (id = 235)

XYONB (id = 236)

OMEGA9B (id = 237)

ALIDISB (id = 238)

ALPHACYB (id = 239)

LV105B (id = 240)

GAMMAB (id = 241)

GAMMULAB (id = 242)

TYRINISB (id = 243)

LV110B (id = 244)

ALPHAGAB (id = 245)

CRYSTARB (id = 246)

CYRONVIB (id = 247)

REGULUSB (id = 248)

SARIENB (id = 249)

TAREANB (id = 250)

OLINDAB (id = 251)

YLISIAB (id = 252)

MAJORISB (id = 253)

FARSTARB (id = 254)

TRIONB (id = 255)

HELLSEYEB (id = 256)

SORAXB (id = 257)

MADRIDEB (id = 258)

LPAD1 (id = 339)

LPAD2 (id = 340)

abstract class tactical (4) has 53 concrete subclasses:

ATV (id = 105)

APC_TYPE1 (id = 106)

APC_TYPE2 (id = 107)

HAV (id = 108)

LAV (id = 109)

CAB (id = 110)

HUMVEE (id = 111)

NAVALCRUISER (id = 113)

NAVALCARRIER (id = 114)

NAVALDESTROYER (id = 115)

ADR (id = 117)

EWR (id = 118)

ADS (id = 119)

PSU (id = 120)

ADT (id = 121)

PRL (id = 122)

ZX10 (id = 123)

ZX15 (id = 124)

TSX1 (id = 125)

TSX2 (id = 126)

ACM (id = 127)

ADV (id = 128)

AX10 (id = 129)

AX21 (id = 130)

AX25 (id = 131)

GDN4 (id = 132)

GDN7 (id = 133)

MK1P (id = 134)

MK2P (id = 135)

XP10 (id = 136)

XP15 (id = 137)

MK3P (id = 138)

MK1D (id = 139)

MK2D (id = 140)

CENTAUR (id = 141)

SAGAT (id = 142)

STARLIGHT (id = 143)

GRAZER (id = 144)

XTENDER (id = 145)

PYRON (id = 146)

TRANCOR (id = 147)

NETSTAR (id = 148)

MARINE_INFANTRY_A (id = 259)

MARINE_EFORCE_A (id = 260)

MARINE_SPACE_A (id = 261)

BARRACKS (id = 331)

BUNKER (id = 332)

CMD (id = 333)

COMMS (id = 334)

FTANK (id = 335)

NPLANT (id = 336)

SDEPOT (id = 337)

SPLANT (id = 338)

abstract class special (5) has no concrete subclasses

abstract class cargopod (6) has 3 concrete subclasses:

CARGO1 (id = 299)

CARGO2 (id = 300)

RANDOMC (id = 301)

abstract class hazard (7) has 16 concrete subclasses:

ASTEROID1 (id = 341)

ASTEROID2 (id = 342)

ASTEROID3 (id = 343)

ASTEROID4 (id = 344)

ASTEROID5 (id = 345)

ASTEROID6 (id = 346)

ASTEROID7 (id = 347)

ASTEROID8 (id = 348)

ASTEROID9 (id = 349)

ASTEROID10 (id = 350)

ASTEROID11 (id = 351)

ASTEROID12 (id = 352)

COMET (id = 353)

METEOR (id = 354)

FLD (id = 355)

BLACKHOLE (id = 356)

abstract class structure (8) has 29 concrete subclasses:

BLDG_01 (id = 302)

BLDG_02 (id = 303)

BLDG_03 (id = 304)

BLDG_04 (id = 305)

BLDG_05 (id = 306)

BLDG_06 (id = 307)

BLDG_07 (id = 308)

BLDG_08 (id = 309)

BLDG_09 (id = 310)

BLDG_10 (id = 311)

BLDG_11 (id = 312)

BLDG_12 (id = 313)

BLDG_13 (id = 314)

BLDG_14 (id = 315)

BLDG_15 (id = 316)

BLDG_16 (id = 317)

BLDG_17 (id = 318)

BLDG_18 (id = 319)

BLDG_19 (id = 320)

BLDG_20 (id = 321)

BLDG_21 (id = 322)

BLDG_22 (id = 323)

BLDG_23 (id = 324)

BLDG_24 (id = 325)

BLDG_25 (id = 326)

BLDG_SITE1 (id = 327)

BLDG_SITE2 (id = 328)

BLDG_SITE3 (id = 329)

BLDG_SITE4 (id = 330)

abstract class personnel (9) has 6 concrete subclasses:

MEDIC_A (id = 262)

ENGINEER_A (id = 263)

OFFICER_A (id = 264)

PILOT_A (id = 265)

MCMDR (id = 266)

FCMDR (id = 267)

abstract class craft (10) has 58 concrete subclasses:

STORMCARRIER (id = 47)

AESTROM (id = 48)

FIRESTORM (id = 49)

BATTLECRUISER_MK1 (id = 50)

BATTLECRUISER_MK2 (id = 51)

BATTLECRUISER_MK3 (id = 52)

NIGHTSTAR (id = 53)

MEGARON (id = 54)

VIOLON (id = 55)

WARMONGER (id = 56)

STARCARRIER (id = 57)

SENTRY (id = 58)

SPACESTAR (id = 59)

GARID (id = 60)

STARCRUISER (id = 61)

STARWARRIOR (id = 62)

SOLNAR (id = 63)

QUESTAR (id = 64)

SUNFLASH (id = 65)

LRT10 (id = 66)

LRT15 (id = 67)

MRT15 (id = 68)

CANLON (id = 69)

TARINMK1 (id = 70)

TARINMK2 (id = 71)

JENSTAR (id = 72)

GENERIS (id = 73)

LFIGHTER (id = 74)

SFIGHTER (id = 75)

RAVEN (id = 76)

DEFENDER (id = 77)

VANDAL (id = 78)

ZENSTAR (id = 79)

STARDRONE (id = 80)

INFILTRATOR (id = 81)

CORSAIR (id = 82)

VIPER (id = 83)

STARFIGHTER (id = 84)

INTERCEPTOR_MK1 (id = 85)

INTERCEPTOR_MK2 (id = 86)

NFIGHTER (id = 87)

TEMPLON (id = 88)

MANTIS (id = 89)

STARLANCE (id = 90)

AURORA (id = 91)

INTERDICTOR (id = 92)

SENTINEL (id = 93)

LIGHTSTAR (id = 94)

ZODIAC (id = 95)

ALINIX (id = 96)

STARMONK (id = 97)

SHUTTLE_MK1 (id = 98)

SHUTTLE_MK2 (id = 99)

SHUTTLE_MK3 (id = 100)

LAG (id = 101)

HAG (id = 102)

PAS_TYPE1 (id = 103)

PAS_TYPE2 (id = 104)

abstract class collateral (11) has no concrete subclasses

abstract class misc (12) has no concrete subclasses

abstract class drone (13) has 1 concrete subclass:

MDRONE (id = 112)

abstract class mine (14) has 2 concrete subclasses:

CRAB (id = 466)

LEECH (id = 467)

abstract class fpweapon (15) has 17 concrete subclasses:

BMP9 (id = 271)

DIE (id = 272)

FGRENADE (id = 273)

SGRENADE (id = 274)

HD4SG (id = 275)

LR12 (id = 276)

PISTOL (id = 277)

WRISTLASER (id = 278)

ZS10 (id = 279)

SABRE (id = 280)

AMMO_CLIP1 (id = 292)

AMMO_CLIP2 (id = 293)

AMMO_DUC (id = 294)

AMMO_DUPE (id = 295)

AMMO_HD4SG (id = 296)

AMMO_LR12 (id = 297)

AMMO_PRL (id = 298)

abstract class fpitem (16) has 14 concrete subclasses:

WSTATION (id = 268)

MSTATION (id = 269)

RSTATION (id = 270)

TDU (id = 281)

BACKPACK (id = 282)

JETPACK (id = 283)

JETPACK2 (id = 284)

NUTRIPAK (id = 285)

MEDPAK (id = 286)

TOOLKIT (id = 287)

ARMOR_HEAVY (id = 288)

ARMOR_LIGHT (id = 289)

ARMOR_MEDIUM (id = 290)

ARMOR_KEVLAR (id = 291)

abstract class carrier (17) has 9 concrete subclasses:

STORMCARRIER (id = 47)

AESTROM (id = 48)

FIRESTORM (id = 49)

BATTLECRUISER_MK1 (id = 50)

BATTLECRUISER_MK2 (id = 51)

BATTLECRUISER_MK3 (id = 52)

NIGHTSTAR (id = 53)

MEGARON (id = 54)

VIOLON (id = 55)

abstract class cruiser (18) has 10 concrete subclasses:

WARMONGER (id = 56)

STARCARRIER (id = 57)

SENTRY (id = 58)

SPACESTAR (id = 59)

GARID (id = 60)

STARCRUISER (id = 61)

STARWARRIOR (id = 62)

SOLNAR (id = 63)

QUESTAR (id = 64)

SUNFLASH (id = 65)

abstract class fighter (19) has 24 concrete subclasses:

LFIGHTER (id = 74)

SFIGHTER (id = 75)

RAVEN (id = 76)

DEFENDER (id = 77)

VANDAL (id = 78)

ZENSTAR (id = 79)

STARDRONE (id = 80)

INFILTRATOR (id = 81)

CORSAIR (id = 82)

VIPER (id = 83)

STARFIGHTER (id = 84)

INTERCEPTOR_MK1 (id = 85)

INTERCEPTOR_MK2 (id = 86)

NFIGHTER (id = 87)

TEMPLON (id = 88)

MANTIS (id = 89)

STARLANCE (id = 90)

AURORA (id = 91)

INTERDICTOR (id = 92)

SENTINEL (id = 93)

LIGHTSTAR (id = 94)

ZODIAC (id = 95)

ALINIX (id = 96)

STARMONK (id = 97)

abstract class transport (20) has 8 concrete subclasses:

LRT10 (id = 66)

LRT15 (id = 67)

MRT15 (id = 68)

CANLON (id = 69)

TARINMK1 (id = 70)

TARINMK2 (id = 71)

JENSTAR (id = 72)

GENERIS (id = 73)

abstract class shuttle (21) has 3 concrete subclasses:

SHUTTLE_MK1 (id = 98)

SHUTTLE_MK2 (id = 99)

SHUTTLE_MK3 (id = 100)

abstract class pscraft (22) has 4 concrete subclasses:

LAG (id = 101)

HAG (id = 102)

PAS_TYPE1 (id = 103)

PAS_TYPE2 (id = 104)

abstract class plant (23) has no concrete subclasses

abstract class building (24) has 29 concrete subclasses:

BLDG_01 (id = 302)

BLDG_02 (id = 303)

BLDG_03 (id = 304)

BLDG_04 (id = 305)

BLDG_05 (id = 306)

BLDG_06 (id = 307)

BLDG_07 (id = 308)

BLDG_08 (id = 309)

BLDG_09 (id = 310)

BLDG_10 (id = 311)

BLDG_11 (id = 312)

BLDG_12 (id = 313)

BLDG_13 (id = 314)

BLDG_14 (id = 315)

BLDG_15 (id = 316)

BLDG_16 (id = 317)

BLDG_17 (id = 318)

BLDG_18 (id = 319)

BLDG_19 (id = 320)

BLDG_20 (id = 321)

BLDG_21 (id = 322)

BLDG_22 (id = 323)

BLDG_23 (id = 324)

BLDG_24 (id = 325)

BLDG_25 (id = 326)

BLDG_SITE1 (id = 327)

BLDG_SITE2 (id = 328)

BLDG_SITE3 (id = 329)

BLDG_SITE4 (id = 330)

abstract class city (25) has no concrete subclasses

abstract class factory (26) has no concrete subclasses

abstract class launchpad (27) has 2 concrete subclasses:

LPAD1 (id = 339)

LPAD2 (id = 340)

abstract class base (28) has no concrete subclasses

abstract class starbase (29) has 47 concrete subclasses:

EARTHB (id = 212)

MARSB (id = 213)

CENTRISB (id = 214)

VARAXB (id = 215)

TRAMISB (id = 216)

SYGANB (id = 217)

LYRIUSB (id = 218)

BADRANB (id = 219)

FRELLISB (id = 220)

XYLANB (id = 221)

CARONB (id = 222)

POLAR1B (id = 223)

ELTINB (id = 224)

ACTISVB (id = 225)

TRENISB (id = 226)

BELINB (id = 227)

SCORPIAB (id = 228)

SIMPIXB (id = 229)

KRYNONB (id = 230)

LANIXVB (id = 231)

CYRIANB (id = 232)

HADAR9B (id = 233)

TAURANIB (id = 234)

ARENISB (id = 235)

XYONB (id = 236)

OMEGA9B (id = 237)

ALIDISB (id = 238)

ALPHACYB (id = 239)

LV105B (id = 240)

GAMMAB (id = 241)

GAMMULAB (id = 242)

TYRINISB (id = 243)

LV110B (id = 244)

ALPHAGAB (id = 245)

CRYSTARB (id = 246)

CYRONVIB (id = 247)

REGULUSB (id = 248)

SARIENB (id = 249)

TAREANB (id = 250)

OLINDAB (id = 251)

YLISIAB (id = 252)

MAJORISB (id = 253)

FARSTARB (id = 254)

TRIONB (id = 255)

HELLSEYEB (id = 256)

SORAXB (id = 257)

MADRIDEB (id = 258)

abstract class starstation (30) has 63 concrete subclasses:

GALCOMHQ (id = 149)

GENESIS (id = 150)

STARPATH (id = 151)

GAZER1 (id = 152)

ORION (id = 153)

ISS (id = 154)

CENTAURI (id = 155)

ALERI (id = 156)

EARTHSTAR (id = 157)

DESTINY (id = 158)

SYGANS (id = 159)

IDAN (id = 160)

PIXAN (id = 161)

WRAITH (id = 162)

ERIDANI (id = 163)

RAMIX (id = 164)

NEWAMERICA (id = 165)

TULON (id = 166)

ZERIN (id = 167)

CENTRON (id = 168)

VELARI (id = 169)

PROCYON (id = 170)

PROCIN (id = 171)

VANGUARD (id = 172)

BARIN (id = 173)

ORUNA (id = 174)

SPECTRE (id = 175)

STARON (id = 176)

STARWIND (id = 177)

ALLIANCE (id = 178)

ADONIS (id = 179)

DABRIS (id = 180)

NEWFRONTIER (id = 181)

TORON1 (id = 182)

TORON2 (id = 183)

ARENIS (id = 184)

ELURO (id = 185)

RAGIN (id = 186)

EXIN (id = 187)

ALIDIS (id = 188)

AVINO (id = 189)

CYGNI (id = 190)

HEXAR (id = 191)

GAMMULA (id = 192)

SORIUS (id = 193)

PARIX (id = 194)

ROGAN (id = 195)

SOVAR (id = 196)

CYCLONE (id = 197)

ROCON (id = 198)

SARIENS (id = 199)

LV125 (id = 200)

LV130 (id = 201)

ALPHAPRIME (id = 202)

ALTERIS (id = 203)

MONDIALS (id = 204)

RECARA (id = 205)

MAJORISS (id = 206)

ALDERON (id = 207)

WAYFARER (id = 208)

OLIRAN (id = 209)

SALIENT (id = 210)

VOLDAR (id = 211)

abstract class probe (31) has 1 concrete subclass:

PROBE (id = 116)

abstract class satellite (32) has no concrete subclasses

abstract class marine (33) has 3 concrete subclasses:

MARINE_INFANTRY_A (id = 259)

MARINE_EFORCE_A (id = 260)

MARINE_SPACE_A (id = 261)

abstract class troops (34) has no concrete subclasses

abstract class naval (35) has 3 concrete subclasses:

NAVALCRUISER (id = 113)

NAVALCARRIER (id = 114)

NAVALDESTROYER (id = 115)

abstract class vehicle (36) has 7 concrete subclasses:

ATV (id = 105)

APC_TYPE1 (id = 106)

APC_TYPE2 (id = 107)

HAV (id = 108)

LAV (id = 109)

CAB (id = 110)

HUMVEE (id = 111)

abstract class sam (37) has 9 concrete subclasses:

TSX1 (id = 125)

TSX2 (id = 126)

ACM (id = 127)

ADV (id = 128)

AX10 (id = 129)

AX21 (id = 130)

AX25 (id = 131)

GDN4 (id = 132)

GDN7 (id = 133)

abstract class sal (38) has 7 concrete subclasses:

MK1P (id = 134)

MK2P (id = 135)

XP10 (id = 136)

XP15 (id = 137)

MK3P (id = 138)

MK1D (id = 139)

MK2D (id = 140)

abstract class radar (39) has 2 concrete subclasses:

ADR (id = 117)

EWR (id = 118)

abstract class shield (40) has 2 concrete subclasses:

ADS (id = 119)

PSU (id = 120)

abstract class rsystem (41) has 4 concrete subclasses:

ADT (id = 121)

PRL (id = 122)

ZX10 (id = 123)

ZX15 (id = 124)

abstract class sto (42) has 3 concrete subclasses:

CENTAUR (id = 141)

SAGAT (id = 142)

STARLIGHT (id = 143)

abstract class ods (43) has 5 concrete subclasses:

GRAZER (id = 144)

XTENDER (id = 145)

PYRON (id = 146)

TRANCOR (id = 147)

NETSTAR (id = 148)

abstract class artifact (44) has no concrete subclasses

abstract class miningdrone (45) has 1 concrete subclass:

MDRONE (id = 112)

abstract class asteroid (46) has 12 concrete subclasses:

ASTEROID1 (id = 341)

ASTEROID2 (id = 342)

ASTEROID3 (id = 343)

ASTEROID4 (id = 344)

ASTEROID5 (id = 345)

ASTEROID6 (id = 346)

ASTEROID7 (id = 347)

ASTEROID8 (id = 348)

ASTEROID9 (id = 349)

ASTEROID10 (id = 350)

ASTEROID11 (id = 351)

ASTEROID12 (id = 352)

Loading objects.dat

Loading connect.dat

randomising

Misc allocations

Setup sin() table

iam_init()

alloc mtds

new PLAYER

alliance_init()

WindowResize()

Client :0,0,1018,743

Parent :0,0,1024,768

palette_load()

Initialise Commlink

Initialise pte


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Here is the contents of bcgfxdebug.log. Looks like a Direct3d error:

quote:

--- Debug log opened ---

Primary Display Driver

Initalizing Direct3D using Primary Display Driver display

Setting Mode......

Creating primary surface

CreateSurface done

Get BackBuffer done

Creating Z buffer surface

Creating zbuffer

CreateSurface z-buffer done

Zbuffer attached

Surfaces created

Creating viewport

Setting initial d3d states

Initalizing Direct3D using Primary Display Driver display

Setting Mode......

Creating primary surface

CreateSurface done

Get BackBuffer done

Creating Z buffer surface

Creating zbuffer

CreateSurface z-buffer done

Zbuffer attached

Surfaces created

Creating viewport

Setting initial d3d states

Initalizing Direct3D using Primary Display Driver display

Setting Mode......

SetDisplayMode failed: DDERR_UNSUPPORTED

GFX Initialization failed

--- Debug log closed ---


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Contents of BCMConfig.ini. At the time of the run my desktop resolution was 1024x768, 32bit color. I hope this helps:

quote:

; Game Configuration File

; Copyright© 1999-2000 3000AD All Rights Reserved.

;---------------------------------------------------------------

; Assignable key names

;

; 1 - 0

; A - Z

; F1 - F24

; ; Semicolon

; ' Apostrophe

;=(on top numeric row)

;

; , Comma

; . Period

; /

; ` Grave

; [

; ]

; CAPS BACKSPACE TAB ENTER CONTROL ESC SPACE

; PAGEUP PAGEDOWN END HOME INSERT DELETE

; LEFT UP RIGHT DOWN

; NUMLOCK SYSRQ SCROLL

; NUMPAD0-9 (numeric keypad)

; NUMPAD. (numeric keypad)

; NUMPAD* (numeric keypad)

; NUMPAD+ (numeric keypad)

; NUMPAD- (numeric keypad)

; NUMPAD/ (numeric keypad)

; LBUTTON RBUTTON MBUTTON (mouse buttons)

; WHEELUP WHEELDOWN (mouse wheel)

; BUTTON0-7 (joystick buttons 0-7

;---------------------------------------------------------------

[frontend]

saveStats=NUM-

quit=ESC

exit=ALT+Q

logistix=F1

tactical=F2

navitron=F3

tradcom=F4

miscon=F5

roster=F6

commlink=F7

config=F8

ElapseTime1=Ctrl+T

ElapseTime2=Ctrl+Shift+T

[Joystick]

HatMode=ALT+J

FireLaser=JBUTTON1

Roll=JBUTTON2

ClosestEnemyTrgt=JBUTTON3

ClosestAttacker=JBUTTON4

ClosestAttackerToCurTrgt=JBUTTON5

NearestTrgtInLineOfSight=JBUTTON6

PrevEnemyTrgt=JBUTTON7

NextEnemyTrgt=JBUTTON8

CycleWeapon=JBUTTON9

[FP]

FireWeapon=MBUTTON00

MoveForward=W

MoveBackward=S

StrafeLeft=A

StrafeRight=D

TurnLeft=Q

TurnRight=E

MoveUp=F

MoveDown=Z

RollLeft=SHIFT+A

RollRight=SHIFT+D

PitchLeft=SHIFT+W

PitchRight=SHIFT+S

Crouch=C

Jump=SPACE

Prone=X

Strafe=ALT

RunWalkToggle=N

Run=SHIFT+W

Hover=F

Salute=;

Wave='

FollowMe=SHIFT+;

HoldPosition=SHIFT+'

Mouselook=F12

CenterView=V

CameraPivot=P

CameraType=F8

Mapview=F9

TargetView=F10

HudMode=H

SwitchToTargetedCraft=/

LookLeft=HOME

LookRight=END

LookUp=PAGEUP

LookDown=PAGEDOWN

ZoomIn=INSERT

ZoomOut=DELETE

HolsterWeapon=0

Wristlaser=1

Scat1Pistol=2

Zs10CombatAssaultRifle=3

Bmp9SniperRifle=4

Hd4sgShotgun=5

Lr12RocketLauncher=6

SabreMlsSpaceAssaultRifle=7

GrenadeFrag=8

GrenadeSmoke=9

DIE=O

TDU=P

IRDesignator=I

Medkit=M

Toolkit=T

NextWeapon=.

PreviousWeapon=,

NextInventoryItem=[

PreviousInventoryItem=]

DropSelectedInventoryItem=BACKSPACE

UseSelectedInventoryItem=U

BackpackTransfer=L

[config]

Effects=TRUE

Music=TRUE

SoundFXVolume=10

MusicVolume=5

Resolution=1024x768

ScreenBitDepth=1

TextureBitDepth=0

SpecularLighting=TRUE

DynamicLighting=TRUE

Shadows=TRUE

MipMapping=TRUE

PlayIntro=TRUE

DynamicStarsFX=TRUE

HyperspaceFX=TRUE

HyperJumpFX=TRUE

CloakFX=TRUE

GLobalFX=TRUE

NonPlayerFX=TRUE

ContrailFX=TRUE

PlanetaryClouds=TRUE

PlanetaryVisibility=10KM

DualHeadDisplay=FALSE

BridgeCommsChatter=TRUE

FlightPathTrails=TRUE

FlightDynamics=0

Throttle=0

PrimaryHatMode=1

Controller=0

[debug]

Debug=0

[reserved]

Gamma=2.0

Language=0

PlayerProfile=0

ExitOption=16384

[player]

Name=Joe Player

Sex=MALE

Age=35

Race=TERRAN

Rank=TACOPS COMMANDER

Status=ACTIVE

Craft=CRAFT_BATTLECRUISER

Caste=MILITARY

Career=COMMANDER

SelfModel=mcmdr.3d

AssetClass=NIGHTSTAR

AssetModel=NIGHTSTAR.3D

AssetName=Ghost Rider

PrimaryLaunchBase=

PrimaryLaunchZone=

Assignment=INSTANT ACTION

ScenarioFile=bcia0001

DockLocation=

StartRegion=XC3Z

Currentloc=XC2

Setnavpoint=

Sethsdnavpoint=

Fines=0

Warrants=0

Salary=300000

Finances=0

Experience=152000

[player_gear]

GearWeight=0.0

PrimaryGear=

SecondaryGear=

Armor=

Ammo=


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quote:


Contents of BCMConfig.ini. At the time of the run my desktop resolution was 1024x768, 32bit color. I hope this helps:

It doesn't. If it works in WIN98 and not in WIN2K, then its a driver problem.

btw, why are you running at 32-bit screen depth and 16-bit texture depth. Weren't you advised not to screw around in CONFIG settings unless you knew WHAT you were doing?

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Hey big guy. I meant the screen resolution of Win2k not the game itself. I never even looked at these files much less attempted to modify any of them until after I pasted them here.

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Hmmm...

Come to think of it, last night when I attempted to run this, after it failed to start in Win2k, I dual booted into Win98 and ran it from there the first time. That would explain the res. change. However this was changed in the game itself and it worked flawlessly (I have never seen the game move so smoothly in any machine). Still don't understand why it won't start in Win2k however.

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quote:


Hey big guy. I meant the screen resolution of Win2k not the game itself. I never even looked at these files much less attempted to modify any of them until after I pasted them here.

Hey small guy. I WAS talking about the demo configurations, NOT the res of your desktop.

I got the info from the bcmconfig.ini file. doh! If you did NOT mess with the CONFIG settings, your INI file would contain the defaults. It doesn't. Try deleting it and starting the demo - a new one will be created.

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uhm, please explain this, cuz am curious.

The game does not rely on the desktop resolution in order to run.

btw, these are the two settings I was talking about:

ScreenBitDepth=1

TextureBitDepth=0

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Well, you know more about this stuff than I do for sure, I'm just glad it's working now. I will tell you this, since the night the demo was released, I could not get the demo to start in Win2k with my ATI AIW Radeon. No problem with the NVidia cards (after reading the FAQ). I normally run my desktop in 1152x864 resolution in 32 bit color. After I changed my DESKTOP resolution to 640x480 16 bit color, the BCM demo started with no problem. Now here's the part that really makes ya think.

I am having no problem starting the game now in ANY resolution my desktop is in. I put my desktop back to 1152x864 32 bit color, BCM starts. No problem! Now don't spank my hands too hard, but I bumped up the demo resolution 1 setting at a time, but I am now running the demo at 1600x1200 in 16 bit color, and this is now one of the prettiest smoothest running games at this resolution that I have EVER seen! I get the herky-jerkies galore running Quake or Unreal Torunament at this high setting even with this card! No problem running the game at all now. How can I determine what type of frame rates I am getting? This is AWESOME!

I can't wait to see the planets you are putting into Demo2.

WarpCore.

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It is probably running because you deleted the bcmconfig.ini file (the one you tinkered with in CONFIG) and let the game create a new one.

CTRL+V gives you the frame rate. It is documented in the keyboard.doc file.

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