WarpCore
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Everything posted by WarpCore
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Hooray!!!!! I say give him to the Kurds!!!
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Derek, You do what's right man, if you can get a Battlecruiser title out with Multiplayer faster by bypassing BCM then I am all for it! I think the REAL future for the Battlecruiser franchise is BCO. Reading throught the recent article I came across this quote by the SC .. quote: The only contents which will make it into BCO - and possibly the Xbox title (depending on time and funding) - are the internal levels. With BCO, being pay-for-play etc, I don't have to do it all at once. We could start small by providing levels for some ships and stations and slowly add others as the game matured. Other games do these in add-on packs. As long as there are gamers making BCO profitable, I will continue to make huge investments in it. ... I am excited now more than ever. Derek BCO is where it's at man. Do what you have to do to get there. You know that we are all with you. WarpCore
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Blades, don't get me wrong. I am not flaming him by any means. Trust me on that one ok? I know he is a good guy, he has helped me on several occasions. I used to look for him to ask him questions when I got stuck on some planet somewhere and couldn't figure out how to get off. (lol!) One of the first thing I remember when I signed up for this forum was the number of stars under his name. Then I noticed sometime later that they were gone. Disappointing. I am not jumping on any bandwagon, I was under the impression that he had turned turncoat and joined the detractors. I have very little patience with them. I suppose time will tell if this is really the case. I hope it isn't. Knowing what I know now, I may have voted differently. Keep in mind that you musn't jump to conclusions as well. People DO change. I think time will be Epsilon's best friend here, or his worst enemy. It is really up to him. Hope I cleared at least some of this up.
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Ok Epsilon, if the SC says one more chance I am with him 100%. But be mindful, in the words of the Great Captain Picard We'll be watching ....
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Well, posting that mensah stuff on Ve3d was uncalled for. Epsilon Joins the Dark Side American Taliban if you ask me. John Walker Epsilon. He's had enough downs. I say you punt.
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Wow! The Multiplayer Patch is finally near! Derek YOU ARE THE MAN! Guess its time to RTFM. (LOL) WarpCore
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Whew! WarpCore Breach Averted! Good Work Scotty! - WarpCore
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Warning! WARPCORE BREACH in 2 minutes! E2 Demo now! he-he - WarpCore
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Coolant Leak! We have a Coolant Leak in the WarpCore I can't shut it down! I ESTIMATE 5 MORE MINUTES TO A WARPCORE BREACH! P.S. Where is E2 anyway?!? - WarpCore
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quote: Patience, Warpcore. If SC says today, it's today, man. hehe. Warpcore is going critical!
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YES! I've been checking the sites (3dfiles, voodooextreme and the rest). Still no sign of it yet. SC will you post a message here when you've released it? - WarpCore
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HAHAHAHAHAAHAHAHAHAHAHAHA! quote: [20:35] <@Lum_> I CANNOT ESCAPE [20:35] <@Lum_> I AM TRAPPED IN A FIELD [20:35] <@Mako> ahahaha [20:35] <@da_slog> Shift escape Lum [20:35] <@Staberinde> Did you hit the ice grass? [20:35] <@Mako> 'trapped in a field online' [20:35] <@PyroRaven> im loging all this [20:35] <@PyroRaven> lol [20:35] <@Naivete> that field is hiroshima, post bomb. LOL!
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LOL LOL LOL!!!! You want to read something funny about WW2 online?!? CHECK THIS OUT!!! http://lumthemad.net/ww2log.html This is an IRC Chat log of some guys trying to get stuff to work in the game. LOL! You're gonna laugh your ass off! They even mention the SC, but GCO won't be ANYTHING like this!! HAHAHAHHAHAHAHAHA [ 06-07-2001: Message edited by: WarpCore ]
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IT SUCKS!!!! Problems, Problems Problems Servers down or too busy most of the day REQUIRED 60 MB Patch (Servers too busy) Can't get the throttle control working (makes flying really useful!) AAAARRRRGGGGHHHH! I hope the GCO Launch is MUCH smoother than this! - WarpCore
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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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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.
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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
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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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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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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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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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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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Ok, thanks SC, I will do it and post the results this evening.
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Oh and Yes I do have the latest drivers installed as well as DX8.
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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?
