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WED - Handle %EXE_DIR% #167211
11/14/07 00:21
11/14/07 00:21
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
TripleX Offline OP
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TripleX  Offline OP
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Joined: Oct 2002
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Hey,

WED can not handle an %EXE_DIR% in a path (files won't be recognized!).

Greetings,
Timo

Re: WED - Handle %EXE_DIR% [Re: TripleX] #167212
11/14/07 13:36
11/14/07 13:36
Joined: Jul 2007
Posts: 959
nl
F
flits Offline
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flits  Offline
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F

Joined: Jul 2007
Posts: 959
nl
read the dam manaul:

PATH "dirname";
All files belonging to the script or level - bitmaps, sounds, entities etc. - will be first searched for in the work folder and then in the path given here.
Remarks:
Backslashes ("\") have to be given in C notation as double backslashes (e.g. "C:\\games").
Paths will be searched in the given sequence. Paths are relative to the current work folder. In order to be able to copy your project to different locations, use relative paths for all files belonging to your project, and absolute paths for all files that are on an absolute location on your hard disk (like template scripts).
Do not use special characters or spaces in your folder names.
Theoretically you can specify up to 32 PATH names, but it's better to stay well below that limit. Because each folder is searched in sequence until a given file is found, having lots of paths can remarkably increase the startup time,
LC Included scripts are not searched in the paths. They should be located in the work folder. Alternatively, their paths can be explicitely given in the #include statements.


"empty"
Re: WED - Handle %EXE_DIR% [Re: flits] #167213
11/14/07 22:17
11/14/07 22:17
Joined: Aug 2005
Posts: 1,230
M
MichaelGale Offline
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MichaelGale  Offline
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M

Joined: Aug 2005
Posts: 1,230
I'm convinced that TripleX read the manual

You, however, should read the latest manual version:
http://www.conitec.net/beta/apath.htm

Quote:

If the path begins with "%EXE_DIR%", it's a subfolder of the program folder (like "%EXE_DIR%\\template_6\\models"). Apart from that, do not use special characters or spaces in your folder names.





Your friendly mod is at your service.
Re: WED - Handle %EXE_DIR% [Re: MichaelGale] #167214
11/15/07 08:47
11/15/07 08:47
Joined: Jul 2007
Posts: 959
nl
F
flits Offline
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flits  Offline
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F

Joined: Jul 2007
Posts: 959
nl
aha i read this today in the manaul

but i though he had a6 pro because that stays in his profile and you only can use it white >= V7.05.1


"empty"
Re: WED - Handle %EXE_DIR% [Re: TripleX] #167215
11/16/07 02:54
11/16/07 02:54
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
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Felixsg  Offline
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Joined: May 2003
Posts: 567
Spain, Canary Islands
You try to install gstudio in a short path
ej. (c:\gstudio7)
that fixed all my problems with the EXE_DIR

Last edited by Felixsg; 11/16/07 02:55.
Re: WED - Handle %EXE_DIR% [Re: Felixsg] #167216
11/16/07 14:56
11/16/07 14:56
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
TripleX Offline OP
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TripleX  Offline OP
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Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
"dear customer: Please do not install GameStudio in a path with more than 8 characters. C:\G7 would be the best one =)"

Yes your proposal might solve the problem, but can't be a final solution for the problem (especially because I don't have this problem with the engine itself, but with WED loading files).

Please wait for jcl.

Re: WED - Handle %EXE_DIR% [Re: TripleX] #167217
11/19/07 10:17
11/19/07 10:17
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Same answer as to your last bug report - when you have a problem please reveal to us when, and under which circumstances it happens. Otherwise I have no idea what problem you might have with %EXE_DIR%. There are length limits but they are usually chosen so that you normally won't get close to them.

Re: WED - Handle %EXE_DIR% [Re: jcl] #167218
11/21/07 23:21
11/21/07 23:21
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
TripleX Offline OP
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TripleX  Offline OP
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Posts: 4,753
Munich, Bavaria, South of Germ...
Sorry ich habe gedacht das wäre selbst erklärend.

Erstellen Sie einfach 2 neue WDL Dateien, wobei Sie eine irgendwo auf ihre Festplatte kopieren und die andere in ihr 3D-Gamestudio verzeichnis. In der auf der festplatte versuchen Sie jetzt die Datei aus dem 3DGS Verzeichnis per include einzubinden (via %EXE_DIR% in einer Path definition).

Wenn Sie jetzt die Main WDL-Datei in einer WMP Datei in den Map-Propeties als Main-Script definieren, kommt die Fehlermeldung: "WDL Datei kann nicht gefunden werden".

WED scheint bei suchen nach Include Dateien (und vermutlich auch allen anderen Dateien) %EXE_DIR% nicht zu ersetzten.

Re: WED - Handle %EXE_DIR% [Re: TripleX] #167219
11/22/07 08:11
11/22/07 08:11
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Leider bringt mich dieser Bugreport auch nicht weiter, denn was Sie beschreiben, ist stets der Fall, wann immer Sie %EXE_DIR% benutzen.

%EXE_DIR% und include haben nichts miteinander zu tun. Um ein Problem nachvollziehen zu können, muss ich wissen, warum es bei Ihnen auftritt und woanders nicht - d.h. worin sich Ihre Konfiguration von unseren Testskripten unterscheidet. Daher brauche ich immer Angaben darüber, wann und unter welchen Umständen ein Problem auftritt - etwa in diesem Fall mit einem bestimmten Pfad, oder in einer bestimmten Konfiguration. Benutzen Sie auch die neueste Version? Welche WED-Versionsnummer sehen Sie unter Help/About? Im Zweifelsfall senden Sie einfach ein Beispiel mit einer Pfadkonfiguration, in der das Problem auftritt, an den Support.


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