Epsilon 5 Posted August 17, 2001 Report Posted August 17, 2001 Ok.. didn't knew where to put this...I extract the bcte. 2 corrupt files : fexplode1.wav and bcte_debug.exeI 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 ---
Guest $iLk Posted August 17, 2001 Report Posted August 17, 2001 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
demolition Posted August 18, 2001 Report Posted August 18, 2001 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 ---
Epsilon 5 Posted August 18, 2001 Author Report Posted August 18, 2001 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 luckI'm using Win98SE in 1024x768x16- Tried starting in:1024x768x32 800x600x32 800x600x16 640x480x32 640x480x16...and nothing more.
Guest $iLk Posted August 18, 2001 Report Posted August 18, 2001 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 ]
Guest $iLk Posted August 18, 2001 Report Posted August 18, 2001 I also tried starting in different resolutions and also in different color display modes... not sure what the problem is yet...
Epsilon 5 Posted August 18, 2001 Author Report Posted August 18, 2001 Well, all we can do is wait for SC's answer...
Charles Lindsey Posted August 18, 2001 Report Posted August 18, 2001 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.
Epsilon 5 Posted August 18, 2001 Author Report Posted August 18, 2001 I confirm that Chavik is right.. well at least for level2b
Guest $iLk Posted August 18, 2001 Report Posted August 18, 2001 My manual refuses to open... anybody else got a better copy?
Cmdr Nova Posted August 18, 2001 Report Posted August 18, 2001 Got same problem, and my Manual won't open either....... Windows ME ATI Rage 128 Intel Integrated 810Dual Monitors 1024x768 16 Bit (Main Monitor) 800x600 16 Bit (Second Monitor)My Debug.Log has the same info as everyone elses.
Cmdr Nova Posted August 18, 2001 Report Posted August 18, 2001 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!
Cmdr Nova Posted August 18, 2001 Report Posted August 18, 2001 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=1I run the regular bcte.exe. Now I've got to figure out the controls since my Manual won't open (possibly corrupted?).......
demolition Posted August 18, 2001 Report Posted August 18, 2001 OK, it works now If you want a working copy of the manual i can send you one by e-mail just let no know
Sidargo Posted August 19, 2001 Report Posted August 19, 2001 Doesnt this sound like testing an internal level of a command craft Guys, I envy you Cheers
Supreme Cmdr Posted August 19, 2001 Report Posted August 19, 2001 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.
Eclipse Posted August 20, 2001 Report Posted August 20, 2001 Battle Crusier Tactical Engagement. A terminated attempt to create an indoor environment for ships and starstaions. I believe there are plans to try again.
Guest $iLk Posted August 20, 2001 Report Posted August 20, 2001 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
Soback Posted August 20, 2001 Report Posted August 20, 2001 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.
Supreme Cmdr Posted August 20, 2001 Report Posted August 20, 2001 quote:I understand this was a WIPWhere'd you get that idea from? BCTE is CANCELLED.
Sidargo Posted August 20, 2001 Report Posted August 20, 2001 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 August 20, 2001 Report Posted August 20, 2001 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?
Supreme Cmdr Posted August 20, 2001 Report Posted August 20, 2001 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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