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Messages - Crewman87

#1
And as of now GSH is my hero. Thanks so much for getting me thru this matter.  :-D
#2
Thanks GSH.

Before I try this I want to comment that updating to a newer hardware is a no go. This damn thing was freaking out when I tried adding another 256mb chip to it. lol  :oops:
#3
I wouldn't really worry about using this type of power for short trips as stated. Even though black holes are something I wouldn't want to be anywhere near, micro black holes are short living and cannot create enough force (for lack of a better word) to increase its mass before it expires. At least this is what I am lead to believe, I'm not a scientist.
#4
I checked my driver version and it is up to date.

Heres the log after following your instructions GSH.

Quote
DIAG|            maininit:491  |20:37:39|84     |Version Information Section
DIAG|            maininit:492  |20:37:39|112    | BZ2 build PublicBeta5.1
DIAG|            maininit:503  |20:37:39|112    |Session started Fri Aug 02 20:37:39 2002
DIAG|            maininit:509  |20:37:39|112    |CPU: 1 processors, type 586
DIAG|            maininit:510  |20:37:39|112    |CPU:               Intel(R) Pentium(R) 4 CPU 1.60GHz
DIAG|            maininit:511  |20:37:39|113    |CPU: x86 Family 15 Model 1 Stepping 2
DIAG|            maininit:514  |20:37:39|113    |Executed by BRIAN-4505802F8\Brian on Windows Version: 5.1.2600 'Service Pack 3' PlatformID=2
DIAG|                DXUT:2083 |20:37:40|1111   | DXUT pause on change device
DIAG|                DXUT:1343 |20:37:40|1151   | DXUT pause on minimize
DIAG|                DXUT:1516 |20:37:40|1158   | DXUT pause on minimize
DIAG|                 vid:507  |20:37:40|1396   |In Vid::OnCreateDevice, pd3dDevice = 0x061ECC80
DIAG|                 vid:524  |20:37:40|1396   |d3d: supports range based fog
DIAG|                 vid:542  |20:37:40|1396   |d3d: NO border address mode
DIAG|                 vid:569  |20:37:40|1396   |d3d: not enough texture blend stages (0) to support bumpmaps. (Need 4)
DIAG|                 vid:494  |20:37:40|1400   |DXT Textures - allowing because your card isn't on the unsupported list. Edit render*.cfg to force it on/off
DIAG|                 vid:608  |20:37:40|1400   |D3D Adapter Identifier info:
DIAG|                 vid:609  |20:37:40|1400   | Driver:                ati2dvaa.dll
DIAG|                 vid:610  |20:37:40|1400   | Description:           RAGE 128 PRO Ultra GL AGP (Microsoft Corporation)
DIAG|                 vid:611  |20:37:40|1400   | DeviceName:            \\.\DISPLAY1
DIAG|                 vid:612  |20:37:40|1400   | DriverVersion:         0x0006000D000A139B
DIAG|                 vid:613  |20:37:40|1401   | VendorId:              0x00001002
DIAG|                 vid:614  |20:37:40|1401   | DeviceId:              0x00005446
DIAG|                 vid:615  |20:37:40|1401   | SubSysId:              0x04091002
DIAG|                 vid:616  |20:37:40|1401   | Revision:              0x00000000
DIAG|                 vid:618  |20:37:40|1401   |Dumping D3D9 Device Caps:
DIAG|                 vid:620  |20:37:40|1401   | DeviceType:            0x00000001
DIAG|                 vid:621  |20:37:40|1401   | AdapterOrdinal:        0
DIAG|                 vid:622  |20:37:40|1401   | Caps:                  0x00020000
DIAG|                 vid:623  |20:37:40|1401   | Caps2:                 0x00000000
DIAG|                 vid:624  |20:37:40|1401   | Caps3:                 0x00000000
DIAG|                 vid:625  |20:37:40|1401   | PresentationIntervals: 0x80000001
DIAG|                 vid:626  |20:37:40|1401   | CursorCaps:            0x00000000
DIAG|                 vid:627  |20:37:40|1401   | DevCaps:               0x00089650
DIAG|                 vid:628  |20:37:40|1401   | PrimitiveMiscCaps:     0x00100272
DIAG|                 vid:629  |20:37:40|1402   | RasterCaps:            0x00210197
DIAG|                 vid:630  |20:37:40|1402   | ZCmpCaps:              0x000000FF
DIAG|                 vid:631  |20:37:40|1402   | SrcBlendCaps:          0x00001FFF
DIAG|                 vid:632  |20:37:40|1402   | DestBlendCaps:         0x000003FF
DIAG|                 vid:633  |20:37:40|1402   | AlphaCmpCaps:          0x000000FF
DIAG|                 vid:634  |20:37:40|1402   | ShadeCaps:             0x00084208
DIAG|                 vid:635  |20:37:40|1402   | TextureCaps:           0x00004007
DIAG|                 vid:636  |20:37:40|1402   | TextureFilterCaps:     0x03030300
DIAG|                 vid:637  |20:37:40|1402   | CubeTextureFilterCaps: 0x00000000
DIAG|                 vid:638  |20:37:40|1402   | VolumeTextureFilterCaps: 0x00000000
DIAG|                 vid:639  |20:37:40|1402   | TextureAddressCaps:    0x00000017
DIAG|                 vid:640  |20:37:40|1402   | VolumeTextureAddressCaps: 0x00000000
DIAG|                 vid:641  |20:37:40|1402   | LineCaps:              0x0000001F
DIAG|                 vid:642  |20:37:40|1403   | MaxTextureWidth:       1024
DIAG|                 vid:643  |20:37:40|1403   | MaxTextureHeight:      1024
DIAG|                 vid:644  |20:37:40|1403   | MaxVolumeExtent:       0
DIAG|                 vid:645  |20:37:40|1403   | MaxTextureRepeat:      0
DIAG|                 vid:646  |20:37:40|1403   | MaxTextureAspectRatio: 0
DIAG|                 vid:647  |20:37:40|1403   | MaxAnisotropy:         16
DIAG|                 vid:648  |20:37:40|1403   | StencilCaps:           0x000000FF
DIAG|                 vid:649  |20:37:40|1403   | FVFCaps:               0x00180002
DIAG|                 vid:650  |20:37:40|1403   | TextureOpCaps:         0x001EFFFF
DIAG|                 vid:651  |20:37:40|1403   | MaxTextureBlendStages: 3
DIAG|                 vid:652  |20:37:40|1403   | MaxSimultaneousTextures: 2
DIAG|                 vid:653  |20:37:40|1403   | VertexProcessingCaps:  0x0000017B
DIAG|                 vid:654  |20:37:40|1403   | MaxActiveLights:       -1
DIAG|                 vid:661  |20:37:40|1403   | !! CLAMPED MAXLIGHTS:  16
DIAG|                 vid:665  |20:37:40|1404   | MaxUserClipPlanes:     6
DIAG|                 vid:666  |20:37:40|1404   | MaxVertexBlendMatrices: 4
DIAG|                 vid:667  |20:37:40|1404   | MaxVertexBlendMatrixIndex: 255
DIAG|                 vid:668  |20:37:40|1404   | MaxPrimitiveCount:     65535
DIAG|                 vid:669  |20:37:40|1404   | MaxVertexIndex:        -1
DIAG|                 vid:670  |20:37:40|1404   | MaxStreams:            16
DIAG|                 vid:671  |20:37:40|1404   | MaxStreamStride:       -1
DIAG|                 vid:672  |20:37:40|1404   | VertexShaderVersion:   0xFFFE0300
DIAG|                 vid:673  |20:37:40|1404   | MaxVertexShaderConst:  8192
DIAG|                 vid:674  |20:37:40|1404   | PixelShaderVersion:    0x00000000
DIAG|                 vid:675  |20:37:40|1404   | DevCaps2:              0x00000041
DIAG|                 vid:676  |20:37:40|1404   | Reserved5:             0x00000000
DIAG|                 vid:677  |20:37:40|1404   | MasterAdapterOrdinal:  0
DIAG|                 vid:678  |20:37:40|1404   | AdapterOrdinalInGroup: 0
DIAG|                 vid:679  |20:37:40|1404   | NumberOfAdaptersInGroup: 1
DIAG|                 vid:680  |20:37:40|1404   | DeclTypes:             0x000003FF
DIAG|                 vid:681  |20:37:40|1405   | NumSimultaneousRTs:    1
DIAG|                 vid:682  |20:37:40|1405   | StretchRectFilterCaps: 0x00000000
DIAG|                 vid:683  |20:37:40|1405   | VertexTextureFilterCaps: 0x1B031B00
DIAG|                 vid:684  |20:37:40|1405   | MaxVShaderInstructionsExecuted: -1
DIAG|                 vid:685  |20:37:40|1405   | MaxPShaderInstructionsExecuted: 0
DIAG|                 vid:686  |20:37:40|1405   | MaxVertexShader30InstructionSlots: 32768
DIAG|                 vid:687  |20:37:40|1405   | MaxPixelShader30InstructionSlots: 0
DIAG|                 vid:690  |20:37:40|1405   | MaxPointSize:          64.00
DIAG|                 vid:691  |20:37:40|1405   | PixelShader1xMaxValue: 0.00
DIAG|                 vid:692  |20:37:40|1405   | MaxNpatchTessellationLevel: 0.00
DIAG|                 vid:693  |20:37:40|1405   | MaxVertexW:            0.00
DIAG|                 vid:694  |20:37:40|1405   | GuardBandLeft:         0.00
DIAG|                 vid:695  |20:37:40|1405   | GuardBandTop:          0.00
DIAG|                 vid:696  |20:37:40|1405   | GuardBandRight:        0.00
DIAG|                 vid:697  |20:37:40|1406   | GuardBandBottom:       0.00
DIAG|                 vid:698  |20:37:40|1406   | ExtentsAdjust:         0.00
DIAG|                 vid:740  |20:37:40|1406   |In Vid::OnResetDevice, pd3dDevice = 0x061ECC80
DIAG|                DXUT:2570 |20:37:40|1407   | DXUT unpause on change device done
DIAG|                 vid:922  |20:37:40|1561   | Gamma controls not supported. Not going to try adjusting them.
DIAG|               setup:89   |20:37:40|1672   |Drive type : Fixed
DIAG|               setup:159  |20:37:40|1673   |Startup directory : C:\Program Files\Battlezone II
DIAG|                 vid:1192 |20:37:43|4429   |Vid::SetMode - ord(0) fmt(23), w(1024), h(768) bbCount 2
DIAG|                 vid:1212 |20:37:43|4429   | bFmt(23), MSType(0), MSQual(0), DSFmt(80), Win(0)
DIAG|                 vid:1223 |20:37:43|4429   | Refresh(60), Interval(0), Flags(2)
DIAG|                 vid:1224 |20:37:43|4429   | hWnds = 000B03EE 000B03EE 000B03EE 000B03EE
DIAG|                DXUT:2083 |20:37:43|4430   | DXUT pause on change device
DIAG|                 vid:782  |20:37:43|4570   |In Vid::OnLostDevice
DIAG|                DXUT:1383 |20:37:43|4624   | DXUT unpause on restore
DIAG|                DXUT:1482 |20:37:43|4651   | DXUT unpause on restore
DIAG|                DXUT:2570 |20:37:43|4651   | DXUT unpause on change device done
DIAG|                 vid:1232 |20:37:43|4652   |DXUTCreateDeviceFromSettings = 00000000, lost = 1
DIAG|                 vid:1238 |20:37:43|4652   |Trycount 0, device lost = 1 1
DIAG|                DXUT:5434 |20:37:43|4671   | AttemptAcquire device = 0x061ECC80, lost = 1, paused = 0
DIAG|                DXUT:5448 |20:37:43|4672   | noticed device lost
DIAG|                DXUT:5452 |20:37:43|4672   | Coop level check failed.
DIAG|                DXUT:5516 |20:37:43|4672   | Try to reset the device
DIAG|                 vid:740  |20:37:46|6808   |In Vid::OnResetDevice, pd3dDevice = 0x061ECC80
DIAG|                 vid:1248 |20:37:46|7368   |Attempted acquire & render, lost = 0 0
DIAG|               input:1069 |20:37:48|9445   |Double click time=200 ms, threshold=4,4
DIAG|               input:1090 |20:37:48|9445   |3 button mouse, Left=0 Right=1
DIAG|               input:143  |20:37:48|9446   |Keyboard repeat delay=[500] speed=[31]
DIAG|      MissionHandler:1271 |20:37:51|12081  |Expanded game UI file of 'bzgame_moves_1024x768.cfg' not found. Using default of 'bzgame_moves.cfg'
DIAG|              dsutil:124  |20:37:56|17267  |DirectSound 8 System started. Noted capabilities:
DIAG|              dsutil:131  |20:37:56|17268  | DSCAPS_CERTIFIED
DIAG|              dsutil:131  |20:37:56|17268  | DSCAPS_CONTINUOUSRATE
DIAG|              dsutil:131  |20:37:56|17268  | DSCAPS_PRIMARY16BIT
DIAG|              dsutil:131  |20:37:56|17268  | DSCAPS_PRIMARYMONO
DIAG|              dsutil:131  |20:37:56|17268  | DSCAPS_PRIMARYSTEREO
DIAG|              dsutil:131  |20:37:56|17268  | DSCAPS_SECONDARY16BIT
DIAG|              dsutil:131  |20:37:56|17268  | DSCAPS_SECONDARYMONO
DIAG|              dsutil:131  |20:37:56|17268  | DSCAPS_SECONDARYSTEREO
DIAG|              dsutil:137  |20:37:56|17268  | dwPrimaryBuffers = 1
DIAG|              dsutil:138  |20:37:56|17268  | dwMaxHwMixingAllBuffers = 1
DIAG|              dsutil:139  |20:37:56|17268  | dwMaxHwMixingStaticBuffers = 1
DIAG|              dsutil:140  |20:37:56|17268  | dwMaxHwMixingStreamingBuffers = 1
DIAG|              dsutil:141  |20:37:56|17268  | dwFreeHwMixingAllBuffers = 0
DIAG|              dsutil:142  |20:37:56|17268  | dwFreeHwMixingStaticBuffers = 0
DIAG|              dsutil:143  |20:37:56|17268  | dwFreeHwMixingStreamingBuffers = 0
DIAG|              dsutil:144  |20:37:56|17269  | dwMaxHw3DAllBuffers = 0
DIAG|              dsutil:145  |20:37:56|17269  | dwMaxHw3DStaticBuffers = 0
DIAG|              dsutil:146  |20:37:56|17269  | dwMaxHw3DStreamingBuffers = 0
DIAG|              dsutil:147  |20:37:56|17269  | dwFreeHw3DAllBuffers = 0
DIAG|              dsutil:148  |20:37:56|17269  | dwFreeHw3DStaticBuffers = 0
DIAG|              dsutil:149  |20:37:56|17269  | dwFreeHw3DStreamingBuffers = 0
DIAG|              dsutil:182  |20:37:56|17269  | -- SW buffers in use. Using 32 channels max
DIAG|              dsutil:197  |20:37:56|17269  | Audio buffers will be placed in: Auto
DIAG|              dsutil:210  |20:37:56|17269  |-- Prefsfile set audio mem purge at 33554432 bytes
DIAG|              dsutil:213  |20:37:56|17269  |Done with audio caps log
DIAG|            AudioSys:323  |20:37:56|17316  |Audio: DirectSound8 setup complete
DIAG|            mcimovie:208  |20:37:58|19120  |Movie opened C:\Program Files\Battlezone II\\movies\intro.bik
DIAG|            runcodes:154  |20:38:01|22636  |[Main] Entering run code [SHELL]
DIAG|              icroot:193  |20:38:01|22640  |Root window now 640x480
DIAG|            runcodes:154  |20:38:08|29038  |[Main] Entering run code [QUIT]
DIAG|            maininit:418  |20:38:08|29451  |QUIT requested
DIAG|                DXUT:1516 |20:38:09|30235  | DXUT pause on minimize
DIAG|                 vid:782  |20:38:09|30239  |In Vid::OnLostDevice
DIAG|                 vid:800  |20:38:09|30264  |In Vid::OnDestroyDevice, pd3dDevice = NULL
DIAG|              dtrack:231  |20:38:09|30342  |DTrack FileSys c207/0 b4 max210 i211 mem1280
DIAG|              varsys:237  |20:38:09|30343  |VarItem 'gameprefs' (scope) not being deleted
DIAG|              varsys:237  |20:38:09|30343  |VarItem 'playback' (scope) not being deleted
DIAG|              dtrack:231  |20:38:09|30343  |DTrack Misc c3210/0 b4 max3116 i3214 mem20480
DIAG|            maininit:407  |20:38:09|30343  |System shutdown normally
#5
I'm not at home at the moment so I couldn't give specs right at this time. However what I can tell you is I baught this computer from my high school for $10 lol. It works well for what I paid. As for updating my drivers I really don't have a clue how that is done since I have never done it. Yes I know I'm a idiot lol.
#6
Hey guys,

I tried to install 1.3 PB5.1 again and I have the same problem as I did before, (I was hoping a fresh install would do it.) and I was wondering if anyone could give me some insight.

View this screen shot:


So. Any ideas?
#7
The 1.3 Community Project / Re: So, what can YOU do?
November 04, 2009, 09:38:36 PM
Username: Crewman
-PM me for contact

Current skills:
- ODF Editing (Basic for the moment until I remember everything)
- Assistance in map making
- Texture creation (Photoshop)
- Basic sound editing

What I want to learn:
-Modeling
-Scripting
#8
Maps and Modding / Re: ODF question
November 02, 2009, 05:43:07 PM
Lol any explosions that uses .flame effect on a large scale makes my comp go nuts. Seriously I don't think it can handle an explosion with a radius over 100.  :cry:
#9
Maps and Modding / Re: Space ship WIP =)
November 02, 2009, 05:09:05 PM
Quote from: TheJamsh
Not bad, but have you seen the thing from the addon pack i put together? About 40 turrets on one unit :P

How in the heck is that even possible? It actually works?

Quote from: General BlackDragonCan't get turret to work? Make it a hoverassaulttank

Is that only supported due to 1.3? I tried to use the patch but my shell took a beating (crazy colors, lines, very dysfunctional to use.) and that was even with a fresh install using the standard Bz2 game. Any suggestions to why that happened?
#10
Maps and Modding / Re: Space ship WIP =)
November 02, 2009, 12:22:37 AM
Heh yeah. Big objects and collisions.... Im sure I don't have to explain the problems it has lol.
#11
Maps and Modding / Space ship WIP =)
November 02, 2009, 12:12:07 AM
Hey guys,

Figured I'd show this off since it's my first mod in a few years lol.

Spent about a day getting this idea to work sloppily... But I managed to get it to work to some satisfaction. So I made this.


Has two cannons (suppost to act as a turret but that isn't working yet) with a custom doomsday weapon I'm also touching up. This ship acts a unit and will attack enemies (as long as they aren't moving lol).

What do you all think so far?
#12
Maps and Modding / Re: ODF question
November 01, 2009, 08:33:43 PM
I'd be glad to help with a community project. FE was fun and another campaign would be killer.
I'm also taking a modeling class next semester so until then I'd love to help with what I could.  :-)
#13
Maps and Modding / Re: ODF question
November 01, 2009, 04:44:15 PM
Ok thanks a lot. Also Ill most likley be sticking around also. So hello! lol.
#14
Maps and Modding / ODF question
November 01, 2009, 04:39:09 PM
Hey guys,
I recently came back to BZ2 after a long time and I wanted to start modding again. So im about to ask a noobie question since I forgot a lot about how to do these.

I wanted to know when it comes to the color codes in the ODF files. What is the order they go?

ex: Startcolor = "0 0 0 0" and the last one is opacity. I think it goes in that order. So am I doing this right?