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;