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.