When I start my game, it waits 2 secones and then it closes down, without any warning, errors or stuff like that.
I meen whats wrong there everithing looks fine;
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///////////////////////////////////////////////////////////////
#include <acknex.h>
#include <default.c>
///////////////////////////////////////////////////////////////
PANEL* pSplash = { bmap = "logo_800.jpg"; }
///////////////////////////////////////////////////////////////
VECTOR player_force;
///////////////////////////////////////////////////////////////
ENTITY* ball;
///////////////////////////////////////////////////////////////

function main()
{
video_screen = 1;
video_mode = 7;
shadow_stencil = 1;
sound_vol = 100;
level_load("extrem1.wmb");
ent_createlayer("blood_gsmall+6.tga", SKY | CUBE | VISIBLE, 0);
handle = media_loop("1.mp3",NULL,50);
player = ent_create ("ball.mdl", vector(6941, 7142, 3791), NULL);
my.material = mat_metal;
set(my,SHADOW);
ph_setgravity(vector(0,0,-500));
phent_settype (player, PH_RIGID, PH_SPHERE);
phent_setmass (player, 10, PH_SPHERE);
phent_setfriction (player, 35);
phent_setdamping (player, 40, 99);
phent_setelasticity (player, 8, 20);
while (1)
{

player_force.x = 230 * time_step * (key_d - key_a);
player_force.y = 230 * time_step * (key_w - key_s);
player_force.z = 0;
phent_addtorqueglobal (player, player_force);
if(key_space == 1) {
phent_addvelglobal(player, vector(0,0,0), nullvector);
}
camera.x = player.x - 29;
camera.y = player.y;
camera.z = player.z + 15;
camera.tilt = -5;
wait (1);
}
}

var time;

action stones()
{
set(my,SHADOW);
my.material = mat_metal;
phent_addvelcentral(my,vector(10,10,0));
ph_setgravity(vector(0,0,-500));
phent_settype (my, PH_RIGID, PH_BOX);
phent_setmass (my, 25, PH_BOX);
phent_setfriction (my, 99);
phent_setdamping (my, 40, 40);
phent_setelasticity (my, 10, 20);
}

action ballgenerator1()
{
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
ent_create ("stoneball.mdl", vector(29323, -28503, 4176), ball);
wait(-3);
return;
}

function ball()
{
set(my,SHADOW);
my.material = mat_metal;
phent_addvelcentral(my,vector(10,10,0));
ph_setgravity(vector(0,0,-500));
phent_settype (my, PH_RIGID, PH_SPHERE);
phent_setmass (my, 99, PH_SPHERE);
phent_setfriction (my, 99);
phent_setdamping (my, 0, 0);
phent_setelasticity (my, 8, 100);
}

action slicing_blades()
{
set(my,SHADOW);
my.material = mat_metal;
my.tilt += time_step;
wait(1);
}
while (!player) {wait (1);}
while(1)
{
if (vec_dist (player.x, my.x) < 100)
{
time_factor = 0.1;
}
else time_factor = 1;
wait (1);
}

action DynLight()
{
set (my, INVISIBLE);
set (my, PASSABLE);
my.red = 255;
my.green = 255;
my.blue = 255;
my.lightrange = 1000;
}

action TERRAIN()
{
set(my,SHADOW);
my.material = mat_metal;
return;
}

action LAVA()
{
set(my,SHADOW);
set( my, POLYGON);
my.material = mat_metal;
my.emask |= ENABLE_DETECT | ENABLE_SHOOT | ENABLE_ENTITY | ENABLE_SCAN;
c_setminmax(my);
while (!player) {wait (1);}
while(1)
{
if (vec_dist (player.x, my.x) < 25)
{
level_load ("extrem1.wmb");
}
}
}


I have know Gamestudio/A7 Commercial Edition 7.84