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Posted

Ok.. didn't knew where to put this...

I extract the bcte. 2 corrupt files : fexplode1.wav and bcte_debug.exe

I start the game, Have the black screen, it initialises the sounds, then goes back to desktop.

I have the content of debug.log here

--- Debug log opened ---

Activating D3D display

Primary Display Driver

Trying Direct Sound Exclusive with 16 bit primary

Primary buffer set

D3D Level vert count: 0

D3D Level vert bytes: 0

D3D Level vert count: 0

D3D Level vert bytes: 0

GfxGBOX::LoadTexture:

shadow.bmp

D3D Level vert count: 0

D3D Level vert bytes: 0

PlayerMode::Execute ... ExecuteServer() failed.

ServerSystem closed.

ModelSystem closed.

SoundSystem closed.

RenderSystem closed.

DisplaySystem closed.

DirectInput closed.

CloseWin32Window closed.

Returning to OS.

--- Debug log closed ---

Posted

I have exact same problem.

I am using WinME so maybe that's it.

Or maybe it is because we need to set our display to lower than 32 bit?

I'll try more later and see if I have any luck

Posted

Im having the same problem, only i dont have any currupt files

heres the debog file

--- Debug log opened ---

Activating D3D display

Primary Display Driver

Trying Direct Sound Exclusive with 16 bit primary

Primary buffer set

D3D Level vert count: 0

D3D Level vert bytes: 0

D3D Level vert count: 0

D3D Level vert bytes: 0

GfxGBOX::LoadTexture:

shadow.bmp

D3D Level vert count: 0

D3D Level vert bytes: 0

PlayerMode::Execute ... ExecuteServer() failed.

ServerSystem closed.

ModelSystem closed.

SoundSystem closed.

RenderSystem closed.

DisplaySystem closed.

DirectInput closed.

CloseWin32Window closed.

Returning to OS.

--- Debug log closed ---

Posted

quote:

Originally posted by $iLk:

I have exact same problem.

I am using WinME so maybe that's it.

Or maybe it is because we need to set our display to lower than 32 bit?

I'll try more later and see if I have any luck

I'm using Win98SE in 1024x768x16

- Tried starting in:

1024x768x32

800x600x32

800x600x16

640x480x32

640x480x16

...and nothing more.

Posted

Here are all the entries I gather from the logs...

from SPlog.txt

code:

----------------------------------

Fri Aug 17 21:10:35 2001

----------------------------------

BCTE Build 95

Scenario file level is NULL

800x600 mode set

Server obtained in PlayerMode...

Database spawn1_tst loaded...

--------------------------------------

From texture formats.txt

--------------------------------------

Size: 32

Flags: 0040

FourCC: 0

Bits: 16

R Mask: f800

G Mask: 07e0

B Mask: 001f

A Mask: 0000

Size: 32

Flags: 0041

FourCC: 0

Bits: 16

R Mask: 7c00

G Mask: 03e0

B Mask: 001f

A Mask: 8000

Size: 32

Flags: 0041

FourCC: 0

Bits: 16

R Mask: 0f00

G Mask: 00f0

B Mask: 000f

A Mask: f000

Size: 32

Flags: 0040

FourCC: 0

Bits: 8

R Mask: 00e0

G Mask: 001c

B Mask: 0003

A Mask: 0000

Size: 32

Flags: 0060

FourCC: 0

Bits: 8

R Mask: 0000

G Mask: 0000

B Mask: 0000

A Mask: 0000

Size: 32

Flags: 20000

FourCC: 0

Bits: 8

R Mask: 00ff

G Mask: 0000

B Mask: 0000

A Mask: 0000

Size: 32

Flags: 20001

FourCC: 0

Bits: 16

R Mask: 00ff

G Mask: 0000

B Mask: 0000

A Mask: ff00

Size: 32

Flags: 0041

FourCC: 0

Bits: 32

R Mask: ff0000

G Mask: ff00

B Mask: 00ff

A Mask: ff000000

Size: 32

Flags: 0004

FourCC: 827611204

Bits: 0

R Mask: 0000

G Mask: 0000

B Mask: 0000

A Mask: 0000

Size: 32

Flags: 0004

FourCC: 844388420

Bits: 0

R Mask: 0000

G Mask: 0000

B Mask: 0000

A Mask: 0000

Size: 32

Flags: 0004

FourCC: 861165636

Bits: 0

R Mask: 0000

G Mask: 0000

B Mask: 0000

A Mask: 0000

Size: 32

Flags: 0004

FourCC: 877942852

Bits: 0

R Mask: 0000

G Mask: 0000

B Mask: 0000

A Mask: 0000

Size: 32

Flags: 0004

FourCC: 894720068

Bits: 0

R Mask: 0000

G Mask: 0000

B Mask: 0000

A Mask: 0000

Size: 32

Flags: 0004

FourCC: 827611206

Bits: 0

R Mask: 0000

G Mask: 0000

B Mask: 0000

A Mask: 0000

Pixel-format Map: IPF_8_I to IPF_565_RGB

Size: 32

Flags: 0040

FourCC: 0

Bits: 16

R Mask: f800

G Mask: 07e0

B Mask: 001f

A Mask: 0000

Pixel-format Map: IPF_8_A to IPF_None

Size: 0

Flags: 0001

FourCC: 0

Bits: 8

R Mask: 0000

G Mask: 0000

B Mask: 0000

A Mask: 00ff

Pixel-format Map: IPF_1555_ARGB to IPF_1555_ARGB

Size: 32

Flags: 0041

FourCC: 0

Bits: 16

R Mask: 7c00

G Mask: 03e0

B Mask: 001f

A Mask: 8000

Pixel-format Map: IPF_565_RGB to IPF_565_RGB

Size: 32

Flags: 0040

FourCC: 0

Bits: 16

R Mask: f800

G Mask: 07e0

B Mask: 001f

A Mask: 0000

Pixel-format Map: IPF_888_RGB to IPF_565_RGB

Size: 32

Flags: 0040

FourCC: 0

Bits: 16

R Mask: f800

G Mask: 07e0

B Mask: 001f

A Mask: 0000

Pixel-format Map: IPF_8888_ARGB to IPF_8888_ARGB

Size: 32

Flags: 0041

FourCC: 0

Bits: 32

R Mask: ff0000

G Mask: ff00

B Mask: 00ff

A Mask: ff000000

Pixel-format Map: IPF_4444_ARGB to IPF_4444_ARGB

Size: 32

Flags: 0041

FourCC: 0

Bits: 16

R Mask: 0f00

G Mask: 00f0

B Mask: 000f

A Mask: f000


From d3dmodes.txt


dwSize: 252

dwFlags: 0x000007ff

dcmColorModel: 2

dwDevCaps: 0x00000551

dtcTransformCaps.dwSize: 8

dtcTransformCaps.dwCaps: 0x00000001

bClipping: 1

dlcLightingCaps.dwSize: 16

dlcLightingCaps.dwCaps: 0x0000000f

dlcLightingCaps.dwLightingModel: 1

dlcLightingCaps.dwNumLights: 0

dpcLineCaps.dwLightingModel: 56

dpcLineCaps.dwMiscCaps: 0x00000070

dpcLineCaps.dwRasterCaps: 0x000121f7

dpcLineCaps.dwZCmpCaps: 0x000000ff

dpcLineCaps.dwSrcBlendCaps: 0x00001fff

dpcLineCaps.dwDestBlendCaps: 0x000007ff

dpcLineCaps.dwAlphaCmpCaps: 0x000000ff

dpcLineCaps.dwShadeCaps: 0x000c528a

dpcLineCaps.dwTextureCaps: 0x000000df

dpcLineCaps.dwTextureFilterCaps: 0x0303033f

dpcLineCaps.dwTextureBlendCaps: 0x000000cf

dpcLineCaps.dwTextureAddressCaps: 0x0000001f

dpcLineCaps.dwStippleWidth: 4

dpcLineCaps.dwStippleHeight: 4

dpcTriCaps.dwLightingModel: 56

dpcTriCaps.dwMiscCaps: 0x00000070

dpcTriCaps.dwRasterCaps: 0x000121f7

dpcTriCaps.dwZCmpCaps: 0x000000ff

dpcTriCaps.dwSrcBlendCaps: 0x00001fff

dpcTriCaps.dwDestBlendCaps: 0x000007ff

dpcTriCaps.dwAlphaCmpCaps: 0x000000ff

dpcTriCaps.dwShadeCaps: 0x000c528a

dpcTriCaps.dwTextureCaps: 0x000000df

dpcTriCaps.dwTextureFilterCaps: 0x0303033f

dpcTriCaps.dwTextureBlendCaps: 0x000000cf

dpcTriCaps.dwTextureAddressCaps: 0x0000001f

dpcTriCaps.dwStippleWidth: 4

dpcTriCaps.dwStippleHeight: 4

dwDeviceRenderBitDepth: 0x00000f00

dwDeviceZBufferBitDepth: 0x00000400

dwMaxBufferSize: 0

dwMaxVertexCount: 2021

dwMinTextureWidth: 1

dwMinTextureHeight: 1

dwMaxTextureWidth: 1024

dwMaxTextureHeight: 1024

dwMinStippleWidth: 0

dwMaxStippleWidth: 0

dwMinStippleHeight: 0

dwMaxStippleHeight: 0

dwMaxTextureRepeat: 256

dwMaxTextureAspectRatio: 0

dwMaxAnisotropy: 1

dvGuardBandLeft: -32768.000000

dvGuardBandTop: -32768.000000

dvGuardBandRight: 32767.000000

dvGuardBandBottom: 32767.000000

dvExtentsAdjust: 0.000000

dwStencilCaps: 0x000000ff

dwFVFCaps: 0x00000002

dwTextureOpCaps: 0x000078ff

wMaxTextureBlendStages: 2

wMaxSimultaneousTextures: 2

Device is OK

dwSize: 252

dwFlags: 0x000001e3

dcmColorModel: 2

dwDevCaps: 0x0000ae51

dtcTransformCaps.dwSize: 8

dtcTransformCaps.dwCaps: 0x00000000

bClipping: 0

dlcLightingCaps.dwSize: 16

dlcLightingCaps.dwCaps: 0x00000000

dlcLightingCaps.dwLightingModel: 0

dlcLightingCaps.dwNumLights: 0

dpcLineCaps.dwLightingModel: 56

dpcLineCaps.dwMiscCaps: 0x00000072

dpcLineCaps.dwRasterCaps: 0x001449a1

dpcLineCaps.dwZCmpCaps: 0x000000ff

dpcLineCaps.dwSrcBlendCaps: 0x00001fff

dpcLineCaps.dwDestBlendCaps: 0x00001fff

dpcLineCaps.dwAlphaCmpCaps: 0x000000ff

dpcLineCaps.dwShadeCaps: 0x000c53ca

dpcLineCaps.dwTextureCaps: 0x0000008f

dpcLineCaps.dwTextureFilterCaps: 0x0303033f

dpcLineCaps.dwTextureBlendCaps: 0x000000cf

dpcLineCaps.dwTextureAddressCaps: 0x00000017

dpcLineCaps.dwStippleWidth: 0

dpcLineCaps.dwStippleHeight: 0

dpcTriCaps.dwLightingModel: 56

dpcTriCaps.dwMiscCaps: 0x00000072

dpcTriCaps.dwRasterCaps: 0x001449a1

dpcTriCaps.dwZCmpCaps: 0x000000ff

dpcTriCaps.dwSrcBlendCaps: 0x00001fff

dpcTriCaps.dwDestBlendCaps: 0x00001fff

dpcTriCaps.dwAlphaCmpCaps: 0x000000ff

dpcTriCaps.dwShadeCaps: 0x000c53ca

dpcTriCaps.dwTextureCaps: 0x0000008f

dpcTriCaps.dwTextureFilterCaps: 0x0303033f

dpcTriCaps.dwTextureBlendCaps: 0x000000cf

dpcTriCaps.dwTextureAddressCaps: 0x00000017

dpcTriCaps.dwStippleWidth: 0

dpcTriCaps.dwStippleHeight: 0

dwDeviceRenderBitDepth: 0x00000500

dwDeviceZBufferBitDepth: 0x00000600

dwMaxBufferSize: 0

dwMaxVertexCount: 1024

dwMinTextureWidth: 1

dwMinTextureHeight: 1

dwMaxTextureWidth: 2048

dwMaxTextureHeight: 2048

dwMinStippleWidth: 0

dwMaxStippleWidth: 0

dwMinStippleHeight: 0

dwMaxStippleHeight: 0

dwMaxTextureRepeat: 32768

dwMaxTextureAspectRatio: 8

dwMaxAnisotropy: 1

dvGuardBandLeft: -200.000000

dvGuardBandTop: -200.000000

dvGuardBandRight: 2048.000000

dvGuardBandBottom: 1536.000000

dvExtentsAdjust: 0.000000

dwStencilCaps: 0x000000ff

dwFVFCaps: 0x00080002

dwTextureOpCaps: 0x001effff

wMaxTextureBlendStages: 2

wMaxSimultaneousTextures: 2

Device is OK


And from Debug.log


--- Debug log opened ---

Activating D3D display

Primary Display Driver

Trying Direct Sound Exclusive with 16 bit primary

Primary buffer set

D3D Level vert count: 0

D3D Level vert bytes: 0

D3D Level vert count: 0

D3D Level vert bytes: 0

GfxGBOX::LoadTexture:

shadow.bmp

D3D Level vert count: 0

D3D Level vert bytes: 0

PlayerMode::Execute ... ExecuteServer() failed.

ServerSystem closed.

ModelSystem closed.

SoundSystem closed.

RenderSystem closed.

DisplaySystem closed.

DirectInput closed.

CloseWin32Window closed.

Returning to OS.

--- Debug log closed ---


It's in the log I imagine, our player setting aren't executing correctly. Therefore we aren't being spawned.

Everything else loads though...

[ 08-18-2001: Message edited by: aramike ]

Posted

I also tried starting in different resolutions and also in different color display modes... not sure what the problem is yet...

Posted

You could try manually editing the shortcut for the specific level.

RTFM for info on how to do this.

You can even create a shortcut for each level.

Posted

My manual refuses to open... anybody else got a better copy?

Posted

Got same problem, and my Manual won't open either.......

Windows ME

ATI Rage 128

Intel Integrated 810

Dual Monitors

1024x768 16 Bit (Main Monitor)

800x600 16 Bit (Second Monitor)

My Debug.Log has the same info as everyone elses.

Posted

I figured it out!

Since I noticed that we all agreed that we weren't being spawned correectly, I went into bctespawn.ini, and changed this:

I changed the remark (ignore thing) to the second location marker, and removed the remark from the first one.

---

location=bridge_deck1

;Location=spawn_point1_1

---

for the commander entry and

---

location=bridge_deck1

;Location=spawn_point2_1

---

for the marine one.

Hmmmm. And its only been 10 min since I finished the download!

It looks good, SC!

Posted

Final Contents of bctespawn.ini:

code:

[Entity]

Type=Commander

location=bridge_deck1

;Location=spawn_point1_1

stats=100,50,100

knife=1

wristlaser=1

pistol=1

combat_rifle=1

sniper_rifle=1

smoke_grenade=2

frag_grenade=2

type1clip=4

type2clip=4

duc=4

powercell=2

dupe=1

[Entity]

Type=Marine

location=bridge_deck1

;Location=spawn_point2_1

stats=100,50,100

knife=1

wristlaser=1

pistol=1

combat_rifle=1

sniper_rifle=1

smoke_grenade=2

frag_grenade=2

type1clip=4

type2clip=4

duc=4

powercell=2

dupe=1

I run the regular bcte.exe. Now I've got to figure out the controls since my Manual won't open (possibly corrupted?).......

Posted

Doesnt this sound like testing an internal level of a command craft

Guys, I envy you

Cheers

Posted

Well thats odd, it should work with that INI file as is. In fact, I asked one of the guys to verify that it actually worked, before I uploaded it. And he sent me a private message

saying that it did. And I don't remember him mentioning anything about having to edit that INI file. Did you try renaming that INI file btw, so that its missing?

If you have a corrupted manual, it means you have a bad download. You may want to download it again, just in case other files are corrupted too.

Posted

Battle Crusier Tactical Engagement. A terminated attempt to create an indoor environment for ships and starstaions. I believe there are plans to try again.

Posted

I have gotten it to work and checked out 3 of the 4 decks, but deck 3 is half complete and deck 4 is non-existent.

I understand this was a WIP, but some of the things just didn't feel right... I dunno, like the layout of the ship is kind of counterproductive. If enemies board the ship it is a straight route to wherever...

If I wanted to make a game out of the inside of a BC then this is the place to start however... Thanks SC

Posted

Look at the plans for the ships. It is pretty much a straight corridor to whatever. Makes sense too, you build a ship around a central passage, makes it easy to build and easy to have acess to systems. It is not a dungeon, it is a battleship.

Posted

Just an idea ...

I think the design idea of a battlecruiser is just as mentioned above - a central axis (corridor) with the rooms alongside that central passage ....

BUT since boarding parties are very common (you can board any vessel anytime as long as youre not shot down on approach - no need to lower shields to beam or dock) there SHOULD be some kind of Sentry Installations on every Battleship, like a gatling-station tracking specific signatures (such as a chip implanted in every GalCom employee) which allows to attack only hostile forces ... and you should be able (at least if youre an engineer ) to reprogramm your chip to defeat others ships sentries ... i dunno, kill an insurgent and copy/paste his chip or stuff )))

just an idea ... i dont know if its practicable ....

Anyway, I LOVE the idea to run around BC-Vessels

Cheers

Guest Commander Hamblin
Posted

quote:

Originally posted by Supreme Cmdr:

Where'd you get that idea from? BCTE is CANCELLED.

From the fact that he used it in the past tense, maybe?

Posted

quote:


From the fact that he used it in the past tense, maybe?

LOL!!! You're right. I need more sleep.

Sorry $ilk.

[ 08-20-2001: Message edited by: Supreme Cmdr ]

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