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Everything posted by Supreme Cmdr
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BCM Episode 2 demo - What I think
Supreme Cmdr replied to Supreme Cmdr's topic in Game Demo Discussions
quote: You know what would be a cool addition to BCM? Chemical weapons Mwhaha, I'd love to see troops on the ground suffocating in a green cloud oh you evil b*astard!! ...ok, since I have volumetric fogging in the 3D engine, I will consider it for a patch once the game is released. Make a note to remind me again. I think its an excellent idea, especially since BCM has first person play mode. hehe -
BCM Episode 2 demo - What I think
Supreme Cmdr replied to Supreme Cmdr's topic in Game Demo Discussions
btw, if you downloaded the E1 demo, you can copy all the pilot soundfx over to the E2 demo folder! Look in the SOUNDFXPILOTS folder and copy all the files from there. -
BCM Episode 2 demo - What I think
Supreme Cmdr replied to Supreme Cmdr's topic in Game Demo Discussions
quote: Near as I can tell right now, there's a default keyboard roll/yaw setting that does toggle it for the keys--left/right and ins/del change functions--but the joystick operates the same on either setting Ah, OK I see what you mean now. Dunno if this is possible or not (since that rudder axis is used on joysticks with a twist handle), but I'll see what I can do. -
BCM Episode 2 demo - What I think
Supreme Cmdr replied to Supreme Cmdr's topic in Game Demo Discussions
This news is not out yet, but I thought I'd give you guys a head start on the downloads. I have released a bonus scenario for the E2 demo. This one is an Elite Force pilot career and is available via the File Planet link for the E2 demo. Check out the demo readme file for a tutorial. This demo is also based on the lastest kernel. Anyone who completes this, deserves a medal. Seriously. -
The file won't be created unless you actually go into Config, select a joystick, and quit the game. Then see if that file is created or not, then try the /j switch again.
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Thanks, I'll add that in there!!
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If it doesn't create one, that means it can't detect the joystick. Try opening up a DOS console window and adding /j param and seeing if it returns anything.
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Lum's just a crazy ol' coot.
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BCM Episode 2 demo - What I think
Supreme Cmdr replied to Supreme Cmdr's topic in Game Demo Discussions
quote: It would be nice if the roll/yaw axis control could be swapped, simply very used to roll control being on the rudder rather than vice versa. Plus, with my Saitek X36 at least, the stick has some more precise control then the rudder control, which was mostly an issue on strafing runs in IA 3. You can. Check CONFIG/KEYS section I think -
quote: Now that i think about it more, SC said BCM has 90% of the stuff in GCO. You know, you're beginning to annoy me. Now, tell me, WHERE you did derive that particular bit of info from?
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Try going into Config, changing to keyboard. Then quit, delete the joystick config file. Start the game, go back into config and change to joystick. ...its all in the FAQ.
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I desperatly need assistance!
Supreme Cmdr replied to Ecthelion II's topic in Battlecruiser 3000AD (Legacy)
quote: The FAQ says to put them in the BC3K file, but I cannot do this from my desktop,(or I dont know how?) and when I click on the patch icon, it looks for the correct file to update and then goes through the update process. Also, I have been unistalling each time I start over. There's your problem right there. -
BCM Episode 2 demo - What I think
Supreme Cmdr replied to Supreme Cmdr's topic in Game Demo Discussions
quote: Scenario three is, by far, the most fun! Now aren't you glad I included that bonus scenario? -
The demo is for your enjoyment. Apart from installation and configuration issues, please don't post anything else in these forums. When the full game is released, feel free to post any detect tech support issues. Everything you reported is probably driver related because *every* bug or problem currently in the game, is known and logged. Thank you
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BCM Episode 2 demo - What I think
Supreme Cmdr replied to Supreme Cmdr's topic in Game Demo Discussions
quote: The only thing was, I let the Mk2 fly around with orders to attack my Battlecruiser for like 5 minutes, he was lined up for the shot, he came in, never fired, and turned at the last second, then repeat. Maybe it is the firing graphics?, But the other two fighters didn't have the same trouble, they both fired and got hits without a problem - as for the AI level, forgot about that. I remember how the bastards were in the last game if I didn't train them good enough. hehe. Nothing to do with firing graphics. Read my post again. quote: On a different note : since I want to get the best experience possible playing this game, I would consider upgrading my Voodoo 5. What card would you recommend ? geForce2 or geForce3 (if you can afford it) -
quote: I did notice that I lost the ability to gain entrance back into my ship (a fighter) once I strayed a little far. It's prolly a key command that I missed to be able to get the fighter to be a target again. (Kept getting the error msg. "Invalid docking target".) Or maybe a different key altogether for getting into the ship. All in all, nicely done. I'm glad to see the BC series rockin' along so well. Read the demo tutorial
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BCM Episode 2 demo - What I think
Supreme Cmdr replied to Supreme Cmdr's topic in Game Demo Discussions
quote: I was just exaggerating a little bit but really, You can see a whole lot further in BCM than you can in Tribes 2 or almost any other first person shooter. Thats because T2 was designed as an FPS engine. The BCM terrain engine (PTE-II) was designed as an engine to support FPS, ground, low-altitude (for gunships), high-altitude (for fighters and others) and orbital approach (for planetfall ingress). Try this, in scenario 3, pitch up and just keep flying. Past 100K feet, you know you're not leaving the planet. -
BCM Episode 2 demo - What I think
Supreme Cmdr replied to Supreme Cmdr's topic in Game Demo Discussions
Scotty: quote: 1. While in first person mode, it appears that when crouching or going prone, my view actually raises. 2. Can't jump while running. 3. Jumping is nothing more than a hop. And what's it good for if can't be used while running. WIP quote: (yes, read VCF, still don't like it) You obviously didn't READ it carefully enough Go read it again. SLOWLY this time. quote: 4. Speed limit of fighters in atmosphere. 999 mph (Using US values for ease) is ok, but when going down, gravity should allow you to exceed this. I put my fighter in a 90 degree climb, went and ate lunch, came back. Fighter is a little over 5,000,000 feet. Which is around 900 miles high. Not in space yet? OK, time to go back down. Will only go down at 999mph. OK, lets play. Shut off engine. NOW I'm going down. Highest speed is around 34,000 mph. Turn engine back on at 1,000 feet. All is well. But still would like to leave engine on and go faster in dives. 5. Doing a 360 deg yaw in fighter, only lose ~50% of speed w/o AB. Only ~30% with AB. Plus, it only takes about 4 seconds to do a circle. Might be ok in space, but not on a planet. Thats the way it was designed. Thats the way its staying. You can't have everything. What do you think this is? An F16 sim? quote: 6. When hyperdrive activates, it takes roughly the same amount of time to go 935,312 miles or 2,001,694 miles. 124 seconds. Incorrect. The HJ transition is ship specific. Some ships take longer than others. The speed is irrelevant. Its a time-continuum spatial anomaly calculation that has nothing to do with distance and speed of transition. quote: 7. Need a way to cancel out of the instant mission screen. Hitting esc exits out of the game completely. Works as designed, but I may change it quote: 8. Turning in FP mode. I guess this will be changed when mouse look is activated, so it's just a little annoying right now. Takes only 56 taps of the turn key to do a comlete circle. That's a little over 6 degrees per tap. Kinda hard to line things up. Yes, mouse look is NYI, but you don't have to tap the key to turn. Just keep your finger on it. Did you not use the marine's jetpack from the second scenario? Just ALT+E to climb out, then press F to go airborne. quote: 9. While walking in FP, and viewing through F9, my guy occasionally starts walking under the ground. Hitting F1 it seems everything is ok, F9 and he's underground again. This is only mainly in cities. It kinda seems like he is walking down a ramp, then a little later, walks up a ramp again. Thats a camera anomaly. It is doubtful that you are actually going under the ground or you would become stuck. quote: 11. Flying a fighter in atmosphere. If going forward and hit retro key, you must actually point the nose up past 10 degrees to start going backwards. If going backwards, must point the nose down past -10 degrees to start going forwards. Don't have a clue what you're talking about here. Sorry -
No. It is my proprietary file format
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ROTFLMAO!!!!
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BCM Episode 2 demo - What I think
Supreme Cmdr replied to Supreme Cmdr's topic in Game Demo Discussions
quote: Well, actually, SC, I did read the tutorial. The reason was that I didn't think it was MANDATORY to set a waypoint... I was going to follow the gunships instead of going through the hassle of setting one. Why don't they take off by themselves? I wasn't talking about waypoints. Where did you get this impression? Please read your excerpt and my response therein, and you'll see what am talking about. I was talking about your ability to get back in the HAG. quote: Wait a minute... you probably set up the trigger for 1000 MSL, right? That would explain it if that's the case, because I only flew up to around 300 before I buzzed the friendly base and blasted everything I didn't set any such triggers. Flying low makes you a smaller target. And if you are already within their exclusion zone, they won't fire, or they might miss and blow up their own units inside the base. quote: Of course the two idiots in the mk 1 interceptors decided to pursue - and both ended up crashing following him into the water. (No water detection yet I guess) There is water detection. They probably were coming in too fast and didn't recover in time. It happens with pilots with low AI. You should check their AI rating. quote: Anyhoo just wished the Mk2 fighters had weapons so I could pit them against each other fairly... They all have weapons. But unlike trigger happy human gamers, NPCs don't fire unless they have a lock/launch solution. [ 06-23-2001: Message edited by: Supreme Cmdr ] -
BCM Episode 2 demo - What I think
Supreme Cmdr replied to Supreme Cmdr's topic in Game Demo Discussions
quote: And in the third, the friendly gunships didn't even move. I looked at them, shot at them, and even blew up a couple buildings... got the base on alert, because a heck of a lot of vehicles and stuff came out, but the gunships sat and stared. (Q3: How can you tell what your current target is in FP? I stepped out of my HAG, hit the comma key a few times, and, not pressing the period key, spent the longest time futzing with Alt+D, comma, Alt+D, comma, before I gave up.) I noticed I couldn't quit the game from FP mode, too... I had to close through the End Task dialog. The game didn't crash, mind you, but since I was stuck outside of my HAG, I couldn't access the Command Menu. (Q4: Is there a way to quit in FP?) A classic example of someone not reading docs. WHY do you think I wrote a tutorial? Its all in there, as clear daylight. [ 06-23-2001: Message edited by: Supreme Cmdr ] -
Anyone got a thread link? I don't want to have to install AW to go find out wtf happened. Thanks
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Thanks guys. Its the silliest question I've seen all week.
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The Gamer Rush UK mirror is up
