WarpCore Posted May 2, 2001 Report Share Posted May 2, 2001 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? Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted May 3, 2001 Report Share Posted May 3, 2001 I have a regular Radeon DDR, and it works fine. Make sure you have the latest drivers and DX8 installed.What problem are you having? Link to comment Share on other sites More sharing options...
WarpCore Posted May 3, 2001 Author Report Share Posted May 3, 2001 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? Link to comment Share on other sites More sharing options...
WarpCore Posted May 3, 2001 Author Report Share Posted May 3, 2001 Oh and Yes I do have the latest drivers installed as well as DX8. Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted May 3, 2001 Report Share Posted May 3, 2001 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) Link to comment Share on other sites More sharing options...
WarpCore Posted May 3, 2001 Author Report Share Posted May 3, 2001 Ok, thanks SC, I will do it and post the results this evening. Link to comment Share on other sites More sharing options...
WarpCore Posted May 4, 2001 Author Report Share Posted May 4, 2001 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 Link to comment Share on other sites More sharing options...
WarpCore Posted May 4, 2001 Author Report Share Posted May 4, 2001 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 --- Link to comment Share on other sites More sharing options...
WarpCore Posted May 4, 2001 Author Report Share Posted May 4, 2001 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= Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted May 4, 2001 Report Share Posted May 4, 2001 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? Link to comment Share on other sites More sharing options...
WarpCore Posted May 4, 2001 Author Report Share Posted May 4, 2001 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. Link to comment Share on other sites More sharing options...
WarpCore Posted May 4, 2001 Author Report Share Posted May 4, 2001 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. Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted May 5, 2001 Report Share Posted May 5, 2001 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. Link to comment Share on other sites More sharing options...
WarpCore Posted May 5, 2001 Author Report Share Posted May 5, 2001 Done.I deleted the file and it created a default one. However the result was still the same. I suppose I will just run it in Win98 for now. That works really well.WarpCore Link to comment Share on other sites More sharing options...
WarpCore Posted May 5, 2001 Author Report Share Posted May 5, 2001 GOT IT WORKING IN WIN2K!I set my desktop resolution to 640x480 after recreating the ini file earlier. The game works like a charm now. Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted May 5, 2001 Report Share Posted May 5, 2001 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 Link to comment Share on other sites More sharing options...
WarpCore Posted May 5, 2001 Author Report Share Posted May 5, 2001 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. Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted May 6, 2001 Report Share Posted May 6, 2001 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. Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now