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Startup error E356 has me stumped #57938
10/22/05 05:56
10/22/05 05:56
Joined: Aug 2005
Posts: 68
Everett, Washington
G
ghostryder Offline OP
Junior Member
ghostryder  Offline OP
Junior Member
G

Joined: Aug 2005
Posts: 68
Everett, Washington
I can't seem to figure this one out. I know what the manul says of the error "The script could not be executed. Either it contains a syntax Error that is indicated and must be fixed. Or it was not found in the current directory. Or it was modified after publishing.

"

The situation this error happens:

I'm working with the new templates with perhaps 4 includes for particles effect. The game runs error free in WeD. The game runs error free after publishing on both my home machines, but when I .zip the files, upload them and two friends download to play the game on two different computers they get the error.

I at first thought WinRaR was corrupting the files somehow but when i download the files myself on two seperate machines the game runs error free.

Both 'claim' to have DirectX 90.c and updated graphics card drivers. But why would the this error only appear on certain machines and not others when the error message indicates an internal script error?

I've republished the game twice in different settings - 800x600, 1024,768....with no change.

I'm completely stumped.

Ive searched the forum and the only mention of E356 occurs across the board on every machine, usually in WeD, and none of those fixes have worked. Running a check on the script in SED reports no problems either.



Last edited by ghostryder; 10/22/05 06:02.
Re: Startup error E356 has me stumped [Re: ghostryder] #57939
10/22/05 06:44
10/22/05 06:44
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline
Expert
slacer  Offline
Expert

Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
Before you publish the game, make sure the publish folder is empty.
And try to run your game from within the publish folder before you send it out to others.

Your profile says you use A5, but I think your problem is with A6.

Be sure to pack and send the whole publish folder not just the changed scripts - just in case your friends already have an older version of the project.

If there was a problem during publish, the published exe from before will not be deleted.

I hope this helps,

-- slacer

Re: Startup error E356 has me stumped [Re: slacer] #57940
10/22/05 08:07
10/22/05 08:07
Joined: Aug 2005
Posts: 68
Everett, Washington
G
ghostryder Offline OP
Junior Member
ghostryder  Offline OP
Junior Member
G

Joined: Aug 2005
Posts: 68
Everett, Washington
yeah i need to update my profile. I have A6 lastest version and using the latest templates.

I make sure the publish folder is empty, and the only problem I have during this phase is not all the models and sound end up in the folder and I have to copy them to it. I don't copy or replace the scripts however, nor any level files. They are all Wav files and MDL7 models.

It runs fine from the publish folder. Also runs fine for me after i zip the folder and upload it, and redownload into a new folder. Just on their machines. Maybe it's something with their Anti-virus or something corrupting the .zip when they download?

Re: Startup error E356 has me stumped [Re: ghostryder] #57941
10/22/05 08:18
10/22/05 08:18
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
Perhaps you could use the bind instruction to include it in the published version. It skips fonts for some reason, despite being mentioned in the script. I've had to copy and paste the various font files beforehand myself.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Startup error E356 has me stumped [Re: ulillillia] #57942
10/22/05 13:25
10/22/05 13:25
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
Hi ghostryder,

What exact version and edition of GameStudio do you have? If you are not certain then open WED and go to HELP>ABOUT. Please report the numbers you see there here in this thread. There have been several people who thought they had the latest release when they actually did not. Also, by letting us know your version (v6.??) and edition (standard, comm, pro, etc) we can better help you out.


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Startup error E356 has me stumped [Re: Dan Silverman] #57943
10/22/05 16:25
10/22/05 16:25
Joined: Aug 2005
Posts: 68
Everett, Washington
G
ghostryder Offline OP
Junior Member
ghostryder  Offline OP
Junior Member
G

Joined: Aug 2005
Posts: 68
Everett, Washington
6.31.4/wed v6.269- shows in 'about' It's commercial Edition.

Here's the notes from templates loaded:
Template: Template 6
Type: WDL Script
Date: 050721
Vers: 6.41
Req: 6.31.4

Main Script: C:\Program Files\GStudio6\Spam\cr.wdl

gid01.wdl (4) (050412)
*display00.wdl (4) (050412)
plSelect.wdl (4) (050412)
cameraTarget.wdl (4) (050412)
miscInput01.wdl (4) (050412)
*plBipedInput01.wdl (4.1) (050523)
bipedPhy01.wdl (4) (050412)
bipedAnim01.wdl (4) (050412)
bipedSnd01.wdl (4) (050412)
*plBiped01.wdl (4) (050412)
cameraSelect.wdl (4) (050412)
*camera3rd01.wdl (4) (050412)
camera1stPerson01.wdl (4) (050412)
trigger00.wdl (3) (050128)
particle00.wdl (4.1) (050721)
fxa01.wdl (4) (050412)
lift01.wdl (4) (050412)
*levels00.wdl (4) (050412)
*cutscene00.wdl (4) (050412)
door01.wdl (4) (050412)
props00.wdl (4) (050412)
*weaponfx00.wdl (4.1) (050721)
*weapons00.wdl (4.2) (050721)
*plBipedWeap00.wdl (4.22) (050721)
*plBipedHUD01.wdl (4) (050412)
*invent01.wdl (4) (050412)
*startup01.wdl (4) (050412)
*plBipedWeapHUD01.wdl (4) (050412)
*fxGore01.wdl (4) (050412)
*aiFPS01.wdl (4) (050412)
aiFixed01.wdl (4) (050412)
saveLoad00.wdl (4) (050412)
saveLoad01.wdl (4) (050412)
menu01.wdl (4.1) (050607)

And here is the actual main script:

////////////////////////////////////////////////////////////////////////
// A6 main wdl:
// Created by WED.
////////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////////////
// The PATH keyword gives directories where template files can be found.
path "C:\\Program Files\\GStudio6\\template_6"; // Path to A6 templates directory
path "C:\\Program Files\\GStudio6\\template_6\\code"; // Path to A6 template code subdirectory
path "C:\\Program Files\\GStudio6\\template_6\\images"; // Path to A6 template image subdirectory
path "C:\\Program Files\\GStudio6\\template_6\\sounds"; // Path to A6 template sound subdirectory
path "C:\\Program Files\\GStudio6\\template_6\\models"; // Path to A6 template model subdirectory

/////////////////////////////////////////////////////////////////
// Filename of the starting level.
string level_str = <cr.WMB>; // give file names in angular brackets

////////////////////////////////////////////////////////////////////////////
// Included files
include <gid01.wdl>; // global ids
include <display00.wdl>; // basic display settings
include <plSelect.wdl>;
include <cameraTarget.wdl>;
include <miscInput01.wdl>;
include <plBipedInput01.wdl>;
include <bipedPhy01.wdl>;
include <bipedAnim01.wdl>;
include <bipedSnd01.wdl>;
include <plBiped01.wdl>;
include <cameraSelect.wdl>;
include <camera3rd01.wdl>;
include <camera1stPerson01.wdl>;
include <trigger00.wdl>;
include <particle00.wdl>;
include <fxa01.wdl>;
include <lift01.wdl>;
include <levels00.wdl>;
include <cutscene00.wdl>;
include <door01.wdl>;
include <props00.wdl>;
include <weaponfx00.wdl>;
include <weapons00.wdl>;
include <plBipedWeap00.wdl>;
include <plBipedHUD01.wdl>;
include <invent01.wdl>;
include <startup01.wdl>;
include <plBipedWeapHUD01.wdl>;
include <fxGore01.wdl>;
include <aiFPS01.wdl>;
include <aiFixed01.wdl>;
include <saveLoad00.wdl>;
include <saveLoad01.wdl>;
include <menu01.wdl>;


var video_mode = 7;
var video_depth = 16;
var video_fullscreen = 1; // set to 2 for windowed


/////////////////////////////////////////////////////////////////
// Desc: The main() function is started at game start
function main()
{
// set some common flags and variables
// freeze all entity functions
freeze_mode = 1;
// 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)
mouse_mode = 0;

// wait 3 frames (for triple buffering) until it is flipped to the foreground
wait(3);

// now load the level
level_load(level_str);

wait(2); // let level load
// level should be loaded at this point...
gid01_level_state = gid01_level_loaded;

//+++ load starting values

freeze_mode = 0;

// main game loop
while(1)
{
if(gid01_level_state != gid01_level_loaded)
{
freeze_mode = 1; // pause the game
while(gid01_level_state != gid01_level_loaded) { wait(1); }
freeze_mode = 0; // resume the game
}
wait(1);
}

}







// Desc: this is the function used to restart the game.
function main_restart_game()
{
// wait 3 frames (for triple buffering) until it is flipped to the foreground
wait(3);

// freeze the game
freeze_mode = 1;

if( game_load("start",0) <= 0)
{
diag("\nWARNING! main_restart_game - Cannot load 'start' of level.");
}
else
{
diag("\nWDL: main_restart_game - Game 'start' loaded");
}

// un-freeze the game
freeze_mode = 0;
}


// Desc: this is the function used to quit the game.
function main_quit()
{
//+++ // save global skills & strings
exit;
}






/////////////////////////////////////////////////////////////////
// The following definitions are for the pro edition window composer
// to define the start and exit window of the application.
WINDOW WINSTART
{
TITLE "3D GameStudio";
SIZE 480,320;
MODE IMAGE; //STANDARD;
BG_COLOR RGB(240,240,240);
FRAME FTYP1,0,0,480,320;
// BUTTON BUTTON_START,SYS_DEFAULT,"Start",400,288,72,24;
BUTTON BUTTON_QUIT,SYS_DEFAULT,"Abort",400,288,72,24;
TEXT_STDOUT "Arial",RGB(0,0,0),10,10,460,280;
}

/* no exit window at all..
WINDOW WINEND
{
TITLE "Finished";
SIZE 540,320;
MODE STANDARD;
BG_COLOR RGB(0,0,0);
TEXT_STDOUT "",RGB(255,40,40),10,20,520,270;

SET FONT "",RGB(0,255,255);
TEXT "Any key to exit",10,270;
}*/

}



/////////////////////////////////////////////////////////////////
//INCLUDE <debug.wdl>;
include <endgame.wdl>;
include <bug.wdl>;
include <circle.wdl>;


-----------------------------------------------------------------------
the only thing I added was at the beginning was:
var video_mode = 7;
var video_depth = 16;
var video_fullscreen = 1; // set to 2 for windowed

which was added during my second publish (add this problem before I added it) because on my second machine even though display00.wdl was set to 1 to force fullscreen on one system the game runs in a window, and I searched the boards and found an anwser to include that.

The three includes are all particle effects out of easy particle 3.1

I'm going to publish again today- making sure the folder is empty. Running the game in the cr folder before zipping with WinRar as suggested to make double sure as suggested and see what happens.

Last edited by ghostryder; 10/22/05 16:30.

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