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Re: Run-Time Errors (WED and SED) [Re: suriname0] #124019
04/16/07 23:16
04/16/07 23:16
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
User
tompo  Offline
User

Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
so maybe you have to install the latest graphic drivers?
because you have problem with dispay00.wdl and this script is to set graphic options. If this will not help try to copy oryginal dispay00.wdl to your project folder from GStudio folder.
And check your monitor and setting you've set in dispay00.wdl.
By the way... what graphic card you have?


Never say never.
Re: Run-Time Errors (WED and SED) [Re: tompo] #124020
04/17/07 00:03
04/17/07 00:03
Joined: Apr 2007
Posts: 67
suriname0 Offline OP
Junior Member
suriname0  Offline OP
Junior Member

Joined: Apr 2007
Posts: 67
OK, how do I found that out? And I will find dispay(display?)00.wdl's settings...


If I am posting, it probably means I am asking a question. Or faking my knowledge by agreeing with somebody else.
Re: Run-Time Errors (WED and SED) [Re: suriname0] #124021
04/17/07 00:54
04/17/07 00:54
Joined: Nov 2003
Posts: 1,257
Wade_Adams Offline
Serious User
Wade_Adams  Offline
Serious User

Joined: Nov 2003
Posts: 1,257
that demo is template based you might want to download a new version.


Optimism is an occupational hazard of programming: feedback is the treament.
Kent Beck
Re: Run-Time Errors (WED and SED) [Re: Wade_Adams] #124022
04/17/07 02:00
04/17/07 02:00
Joined: Apr 2007
Posts: 67
suriname0 Offline OP
Junior Member
suriname0  Offline OP
Junior Member

Joined: Apr 2007
Posts: 67
The demo was just the example I used. I performed multiple tests on diffrent levels. (Read the fine print of the pictures.) However, I will try to download a new version of the techdemo.

@Tompo: I found display00.wdl. Copyed it, and... Wanna guess what happened? Same thing.

Does anyone know what to do? And secondly, if I email Conitec with a technical problem, will they respond, or say something about having to pay for tech support? Because I have error numbers, can I run those by some online database?

Just for attrition, here is the code of said file.: (Not sure what it could do/should do...)

Code:

ifndef display00_wdl;
define display00_wdl;

// ver: 2
// date: 040505


// title: Display
// image: display.pcx
/*
help: The display represents the screen that all windows are rendered to.
*/

// needs: gid01.wdl

// prefix: display00_
// idcode: 00A


//----------------------------------------------------------------------
// section: General Settings

// entry: Screen Resolution
// entry_help: Set the initial screen resolution.
// entry_help: Note: Some resolutions may not be available on all video cards.
// entry_help:or for all versions of GStudio.
// entry_help: 1 - 320x200, 2 - 320x240, 3 - 320x400, 4 - 400x300,
// entry_help: 5 - 512x384, 6 - 640x480, 7 - 800x600, 8 - 1024x768
// entry_help: 9 - 1280x960, 10 - 1400x1050, 11 - 1600x1200
// cntl: spin 1 11 1
// id: 1
var video_mode = 7; // 800x600

// entry: Color Depth
// entry_help: Video color depth. Can be set to 16 (high-color) or 32 (true-color)
// cntl: spin 16 32 16
// id: 2
var video_depth = 16; // 16bit high-color

// entry: Force Full/Window?
// help: Force display to fullscreen (1) or windowed (2), or leave unchanged (0)
// cntl: spin 0 2 1
// id: 3
define display00_force_window_full_const = 0;

// entry: Watermark Loc
// help: Select the corner where the watermark will appear.
// help:(0-off, 1-4 select corner)
// cntl: spin 0 4 1
// id: 4
var logo = 0;

//----------------------------------------------------------------------
// section: Limits

// entry: Max Entities
// help: Set the maximum number of entities.
// cntl: spin 0 x x
// id: 5
var max_entities = 500;

// entry: Max Particles
// help: Set the maximum number of Particles
// cntl: spin 0 x x
// id: 6
var max_particles = 2000;


//----------------------------------------------------------------------
// section: Frames Per Second (FPS)

// entry: FPS MAX
// help: Maximum frame per second (FPS)
// help: Note! TIME correction may not work at very high frame rates!
// cntl: spin 1 x 1
// id: 7
var fps_max = 90;

// entry: FPS MIN
// entry: Minimum frame per second (FPS)
// cntl: spin 1 x 1
// id: 8
var fps_min = 4;

// enable: FPS Lock
// help: Lock time step to maximum frame per second (FPS)
// id: 9
// var fps_lock = ON;

//----------------------------------------------------------------------
// section: Lighting

// entry: Max Dynamic
// entry_help: Gives the maxium number of dynamic lights (including the sun) that
// entry_help: can be active at the same time (Range: 2..8).
// cntl: spin 2 8 1
// id: 10
var max_lights = 8;


// enable: Dynamic Sun?
// help: Use directional light for sun?
// help: Note: This will use one of the dynamic lights.
// id: 11
var sun_light = 1;

//----------------------------------------------------------------------
// section: Shadow

// entry: Shadow Offset
// help: Set the distance that entity shadows are offset from the floor
// id: 12
var shadow_offset = 2.5;

// enable: Stencil Shadow
// help: Stencil shadows 'bend' around corners, and objects cast shadows on themselves.
// id: 52
var shadow_stencil = on;


//----------------------------------------------------------------------
// section: Entity Display Settings


// entry: Floor Range
// help: Set the range within which the light value of a entity is effected.
// cntl: spin 0 x 1
// id: 13
var floor_range = 1000;

// enable: Disable Trans. Sort
// help: (Advanced) Disable sorting of transparent entities
// id: 14
// var d3d_entsort = 0;

// enable: Share textures?
// help: (Advanced) Make map entities share texture with level and each other.
// id: 15
var tex_share = 1;



//----------------------------------------------------------------------
// section: Mouse

// entry: Mouse Icon
// help: Set the look of the windows mouse pointer when over the application window.
// entry_help: 0: The mouse pointer is always switched off over the window.
// entry_help: 1: The mouse pointer is switched off when mouse_mode is activated
// entry_help: and a mouse_map is set, otherwise it's a hand.
// entry_help: 2: Like 1, but the mouse pointer is the standard arrow.
// entry_help: 3: Like 1, but the mouse pointer is a crosshair.
// entry_help: 4: Like 1, but the mouse pointer is a hourglass.
// cntl: spin 0 4 1
// id: 20
var mouse_pointer = 0; // turn off mouse pointer


//----------------------------------------------------------------------
// section: Advanced Settings

// entry: Anisotopy
// help: Maximum level of anisotopy (0 - off)
// help: Used to help eliminate distortion in textures whose surfaces
// help:are oriented with respect to the screen plane.
// help: Set to a value greater than 1.0 to activate.
// id: 21
var d3d_anisotropy = 0;

// enable: Force Triple Buffer?
// help: (Advanced) Force triple buffering?
// id: 22
// var d3d_triplebuffer = 1;


// enable: Force VSync
// help: (Advanced) Force vertical sync?
// id: 24
// var d3d_vsync = 1;


// enable: Disable Mipmapping
// help: Deactivate mipmapping
// id: 26
// var d3d_mipmapping = 0;

// entry: Mipmap dist (flat)
// help: Set the relative distance for switching mipmap textures on flat surfaces
// id: 27
var mip_flat = 1.5;

// entry: Mipmap dist (shaded)
// help: Set the relative distance for switching mipmap textures on shaded surfaces
// id: 28
var mip_shaded = 1.0;

// enable: Adv. Light Res?
// help: Improve light resolution
// id: 29
// var d3d_lightres = 1;

// enable: Monochrome?
// help: Disable color lights
// id: 30
// var d3d_monochrome = 1;

// entry: Video mem reserve
// help: (Advanced) Set the amount of video memory reserved for non-managed textures.
// help:Use a negative value to let 3DGS set the memory reserve for you (recommended).
// id: 31
define display00_texture_reserve_const = -1;

// entry: Detail pixel num.
// help: Set the number of detail pixels per terrain surface pixel.
// id: 32
var detail_size = 4;




// An array of bit-encoded fields which tell which, if any, camera is
//currently assigned to update a particular camera.
// Index: 0:main view, 1-4: sub views 1-4
var display_active_camera_vec[5];

// Count of the number of active views
// default to just the main view (1)
var display_active_views = 1;




//----------------------------------------------------------------------
// section: Clip Ranges

// entry: Clip Factor
// help: Multiplier for the clipping range or world (BSP) polygons.
// help: Example: A value of 2 would clip world polygons at twice
// help:the distance as object polygons.
// id: 40
var clip_factor = 2.0;

// entry: Clip Particles
// help: Multiplier for the clipping range of particles.
// help: Example: A value of 0.5 would clip particles at half the
// help:distance as object polygons.
// id: 41
var clip_particles = 0.5;

// entry: Clip Size
// help: Minimum number of pixels a polygon must cover before being clipped.
// help: Example: a value of 0.5 would clip polygons whose size is less
// help:than half a pixel.
// id: 42
var clip_size = 0.5;




// function_help: Init display values
// Init values
// Update views using assigned update functions
starter Display00_Init()
{
diag("\nWDL-Loaded:display00.wdl");
// Init display

// entry: Near Camera clip
// help: Reduce this value if you can see through near objects
// cntl: spin 1 x 1
// id: 43
camera.clip_near = 10;

// entry: Far Camera clip
// help: Increase this value if objects vanish too soon.
// cntl: spin 1 x 1
// id: 44
camera.clip_far = 50000;

// force a switch on the video modes if display00_force_window_full_const is set
if(display00_force_window_full_const != 0) { video_switch(0,0,display00_force_window_full_const); }

//----------------------------------------------------------------------
// section: Background Color

// entry: Red
// help: Set background color's red component.
// help: Note: if all three components are set to 0, no background color is drawn.
// cntl: spin 0 255 1
// id: 45
bg_color.red = 1;
// entry: Green
// help: Set background color's green component.
// help: Note: if all three components are set to 0, no background color is drawn.
// cntl: spin 0 255 1
// id: 46
bg_color.green = 1;
// entry: Blue
// help: Set background color's blue component.
// help: note: if all three components are set to 0, no background color is drawn.
// cntl: spin 0 255 1
// id: 47
bg_color.blue = 1;

// force texture reserve if display00_texture_reserve_const is set
if(display00_texture_reserve_const >= 0)
{
if (d3d_texreserved )
{
// reserve the amount asked for or half the amount available (whichever is less)
d3d_texreserved = min(display00_texture_reserve_const,d3d_texfree/2);
}
}

//----------------------------------------------------------------------
// section: Fog Settings

// entry: Fog color Index
// entry_help: Select the fog color from the Map Prop panel in WED.
// cntl: spin 0 5 1
// id: 52
fog_color = 1;

// entry: Fog Start
// help: Percent of clip_range until fog start
// help: There won't be any fog closer than fog_start
// id: 50
camera.fog_start = 75;
camera.fog_start /= 100;
if(camera.fog_start < 0) { camera.fog_start = 0; }


// entry: Fog End
// help: Percent of clip_range until fog end
// help: The world will be all foggy beyond fog_end
// id: 51
camera.fog_end = 90;
camera.fog_end /= 100;
if(camera.fog_end < 0) { camera.fog_end = 0; }

camera.fog_start = camera.fog_start * camera.clip_far; // fog at 80% of clip_range
camera.fog_end = camera.fog_end * camera.clip_far; // fog till 90% of clip_range
}


endif;




If I am posting, it probably means I am asking a question. Or faking my knowledge by agreeing with somebody else.
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