6.31.4 Commercial

I added the script to my level, made and placed a sprite called Mirror128.tga, added render_view.dll to the project directory, and got the errors:

Malfunction 1526 engine_getobj - function not available for DLL
Malfunction 1526 engine_getfunc - function not available for DLL
Malfunction 1526 engine_getscript - function not available for DLL
Malfunction 1526 engine_callname4 - function not available for DLL
and so on...

Heres the main script

...include <Mx_FX_Environment.wdl>;...
////////////////////////////////////////////////////////////////////////////

entity glow_quad
{
type = <Mirror128.tga>; //128*128 works best but can be any size
//this entity is always invisible..
}
dllfunction render_backbuffer(entity);

// Desc: The main() function is started at game start
function main()
{
// no level has been loaded yet...
gid01_level_state = gid01_level_not_loaded;
// entry: Warning Level (0,1, or 2)
// entry_help: Sets sensitivity to warnings (0 = none, 1 = some, 2 = all).
warn_level = 2; // announce bad texture sizes and bad wdl code
// entry: Starting Mouse Mode (0, 1, or 2)
init_mouse();
mouse_mode = 1;
game_init(); //activate some crap
Node_Init();
Mouse_Init();
change_sky();
SunMove();
MoonMove();
lightmove();
init_time();
load_water_fx();
init_animsprite();
texture_scan();
start_music();
//generate_forest();
//MP if not a single player game, wait for connection
ifdef server;
while(connection== 0) {wait(1);} // wait until level loaded and connection set
endif;

ifdef client;
while(connection== 0) {wait(1);} // wait until level loaded and connection set
endif;

//MP
if (connection !=2 && connection != 1)
{
number_players = 1;
player_number = 1;
}
on_mouse_right = null;
wait(3);

title_pan.visible = on;
black_pan.visible = on;
black_pan.transparent = on;
black_pan.alpha = 100;
while(black_pan.alpha > 0) {
black_pan.alpha = max(black_pan.alpha - 5 * time,0);// Greg was 10
wait(1);
}
media_loop(levelmus,null,100);

freeze_mode = 1;
gid01_level_state = gid01_level_not_loaded;

//center the splash screen for non-640x480 resolutions, and display it
//splashscreen.pos_x = (screen_size.x - bmap_width(splashmap))/2;
//splashscreen.pos_y = (screen_size.y - bmap_height(splashmap))/2;
//splashscreen.visible = on;
// wait 3 frames (for triple buffering) until it is flipped to the foreground
wait(3);

dll_open("render_view.dll");
// level_load("Shader_lvl1.wmb");

// now load the level
level_load(level_str);
wait(2);

while(1) {
me=glow_quad;

temp.x = camera.x;
temp.y = camera.y;
temp.z = camera.z;

camera.x = -50;
camera.y = 181.000;
camera.z = -65;
camera.pan = -camera.pan;

wait(0.1);

render_backbuffer(me);
camera.x = temp.x;
camera.y = temp.y;
camera.z = temp.z;
camera.pan = -camera.pan;
wait(10);
}

ifdef USE_NEWTON_GAME_DYNAMICS;
wait(1);
dll_handle = newtonHandle;
NewtonAddMap (level_str, splashscreen);
endif;
//sleep(6);
//splashscreen.visible = off;
//bmap_purge(splashmap); // remove splashscreen from video memory
gid01_level_state = gid01_level_loaded;

How do I get this to run?