mdl and sprites of secondary wmb disappear in running level

Posted By: cirus

mdl and sprites of secondary wmb disappear in running level - 11/23/12 22:16

I have this problem with wed: If I put another objects wmb in my main scene wmb I see in the editor views these secondaries wmb with their sprites and mdl objects, but, after builded simple map , when the scene run the mdl and sprites disappear... Why?
Posted By: Uhrwerk

Re: mdl and sprites of secondary wmb disappear in running level - 11/23/12 22:35

Are those sprites and models in the same folder or are their folders included in the scipt?
Posted By: cirus

Re: mdl and sprites of secondary wmb disappear in running level - 11/23/12 23:17

thanks, they are in the same folder and I can see those in my editor wed.
Posted By: Uhrwerk

Re: mdl and sprites of secondary wmb disappear in running level - 11/23/12 23:20

Have you set map_subents to 1 before level loading?

http://www.conitec.net/beta/amap_subents.htm
Posted By: cirus

Re: mdl and sprites of secondary wmb disappear in running level - 11/23/12 23:24

No, which script can I edit?
Posted By: cirus

Re: mdl and sprites of secondary wmb disappear in running level - 11/23/12 23:41

I put map_subents=1; before loading my main level in main.c but it doesn't work.I don't know well script-C language, must I set any other thing? Thanks
Posted By: Uhrwerk

Re: mdl and sprites of secondary wmb disappear in running level - 11/23/12 23:58

No, that should be all. How do you run your script. From SED or from WED? If you're running from WED, make sure you have assigned your script to the level. It's under File -> Map Properties.
Posted By: cirus

Re: mdl and sprites of secondary wmb disappear in running level - 11/24/12 00:11

I'm running from wed ,in the map proprieties seems all ok (there is main.c).From main script:yhis is my main.c
"#include <acknex.h>
#include <default.c>
#include <mtlFX.c>
#include "t_shooter_player.h" // player's movement / camera code
#include "t_shooter_weapons.h" // player's weapons: pistol, machine gun with autofire and sniper gun, ammo packs, health pack, armor pack
#include "t_shooter_enemies.h" // player's enemies
#include "t_shooter_elevators.h" // elevators and platforms




/////////////////////////////////////////////////////////////////////////////////

var show_pointer = 1; // enables (1) or disables (0) the mouse pointer

/////////////////////////////////////////////////////////////////////////////////

STRING* rpg1_wmb = "cities.wmb";

/////////////////////////////////////////////////////////////////////////////////

ENTITY* sky =
{
type = "skycube+6.tga";
flags2 = SKY | CUBE | SHOW;
}

/////////////////////////////////////////////////////////////////////////////////

function main()
{
camera.arc = 90; // set camera.arc to a proper value for shooter games
fps_max = 75; // limit the frame rate to 75 fps (not really needed)
d3d_fogcolor1.red = 255; // set a white fog
d3d_fogcolor1.green = 255;
d3d_fogcolor1.blue = 255;
d3d_entsort = 6;
fog_color = 1;
camera.fog_start = 100;
camera.fog_end = 30000;
video_screen = 3; // start the game in full screen mode=1
video_mode = 8; // run at a 1024x768 pixels resolution on monitors with a 4/3 aspect ratio
map_subents = 1;
level_load (rpg1_wmb);
wait (3);
media_loop("che.mp3", NULL, 70); // start the soundtrack
}

action vegetation()
{
set(my, POLYGON);
my.ambient = 30;
}


action water()
{
var init_arc;
#ifdef mtlfx_c
fx_mirrorWater();
#endif
d3d_fogcolor4.red = 0;
d3d_fogcolor4.green = 10;
d3d_fogcolor4.blue = 155;
init_arc = camera.arc;
while (1)
{
if (camera.z < my.z) // the player is under the water?
{
fog_color = 4; // blue fog
camera.fog_start = 0;
camera.fog_end = 300 + 150 * sin(0.01 * total_frames);
camera.arc = init_arc + 4 * sin(0.01 * total_frames);
camera.roll = camera.roll + 0.02 * sin(0.02 * total_frames);
}
else
{
fog_color = 0;
camera.arc = init_arc;
camera.roll = 0;
}
wait (1);
}
}


THANs for your help
Posted By: Uhrwerk

Re: mdl and sprites of secondary wmb disappear in running level - 11/24/12 00:40

That looks all fine for me. Could you please post the corresponding acklog.txt?
Posted By: cirus

Re: mdl and sprites of secondary wmb disappear in running level - 11/24/12 08:37

this is the main part of the acklog.txt

Mouse found
SB X-Fi Audio [EC00] opened
ATI Radeon HD 5700 Series pure T&L device 1ff9 detected
D3D device ATI Radeon HD 5700 Series 1ff9 selected.
ackAR.dll opened
acknet.dll opened
ackoal.dll opened
ackphysx.dll opened
ackwii.dll opened
Compiling MAIN.C - [Esc] to abort....
PATH C:\Program Files\GStudio8\templates\sounds\......... 0.293 sec
Running MAIN.C.
3 objects
Main started at 1.382
D3D_Init Screen: 1024x600
CD3DApplication::Initialize3DEnvironment,569,m_pD3D->CreateDevice( m_d3dSettings.AdapterOrdinal(), DeviceType, m_hWndFocus, behaviorFlags, &m_d3dpp, &m_pd3dDevice ): D3DERR_INVALIDCALL
CD3DApplication::Create,182,Initialize3DEnvironment(): D3DERR_INVALIDCALL
DXFrame::Init,464,Create(NULL): D3DERR_INVALIDCALL failed
D3D_Init Screen: 1024x768
Backbuffer: 1024x768 -> Screen: 1x1024x768x32
Video memory found: 1132 MB
LevelInit at 1.677
LevelLoad at 1.677
5 entities 0 cameras 0 lights 0 sounds 0 paths
1 lmaps 3 textures 11 meshes 11 submeshes 792 faces
CollisionInit at 1.688
ObjForModel at 1.691...ok
LevelReady at 1.714
def_startup started
gun_startup started
Main loop at 1.715..ok....
1st frame with 1132 MB. at 1.785
HEADRELATIVE sound: 1
Normal exit at 37.134
Close level,DLL,objects
Free input,funcs,panels,defs,syns,views,strings,vars..ok
Free sounds,bmaps,fonts,hash,defs1,script..ok
Close dx,multimedia,D3D,engine,nexus..ok




thanks
Posted By: Uhrwerk

Re: mdl and sprites of secondary wmb disappear in running level - 11/24/12 15:01

Code:
D3D_Init Screen: 1024x600
CD3DApplication::Initialize3DEnvironment,569,m_pD3D->CreateDevice( m_d3dSettings.AdapterOrdinal(), DeviceType, m_hWndFocus, behaviorFlags, &m_d3dpp, &m_pd3dDevice ): D3DERR_INVALIDCALL
CD3DApplication::Create,182,Initialize3DEnvironment(): D3DERR_INVALIDCALL
DXFrame::Init,464,Create(NULL): D3DERR_INVALIDCALL failed
D3D_Init Screen: 1024x768
Backbuffer: 1024x768 -> Screen: 1x1024x768x32


I've never seen stuff like this in an acklog appear. I wonder even why there is no version information in your log file...
Posted By: cirus

Re: mdl and sprites of secondary wmb disappear in running level - 11/24/12 19:17

I used main.c importing it from AUM online.Could you tell me where are the errors?
Thanks very much
Posted By: fogman

Re: mdl and sprites of secondary wmb disappear in running level - 11/24/12 19:43

Why do you use a beta version?
Try the latest stable release: http://server.conitec.net/down/gstudio8_setup.exe

Should help wink
Posted By: cirus

Re: mdl and sprites of secondary wmb disappear in running level - 11/24/12 20:56

ok, I installed this version, but now I don't see acklog.txt.
Which is directory where is it?
Posted By: cirus

Re: mdl and sprites of secondary wmb disappear in running level - 11/24/12 21:48

...if I try to search acklog.txt I see the same old acklog.txt with beta version and old settings.My wed has the same problem: I can see sprites with secondary wmb in the editor views, but after builded those disapper everywhere.
Posted By: fogman

Re: mdl and sprites of secondary wmb disappear in running level - 11/24/12 22:06

Maybe you´ve installed the new version besides the old one. Try to deinstall the old version.
Posted By: Uhrwerk

Re: mdl and sprites of secondary wmb disappear in running level - 11/25/12 01:44

Using warez version is pretty stupid. Seriously. Posting in a forum of the softwares developer that you're using a warez version is even more stupid. There is even a free version which does not cost a single cent.
Posted By: cirus

Re: mdl and sprites of secondary wmb disappear in running level - 11/25/12 12:00

I don't use warez!I don't use warez!It's stupid!I have regular licensed software.Regularly payed(commercial edition)!!!How I wrote I used an example from AUM and I put that in my project, because I know little bit of programmig language,.Here my new acknek.log, after renew installation, how suggested gently from user Fogman, I am grateful:

"Log of A8 Engine 8.40.3 run at Sun Nov 25 00:50:36 2012
cirus on Windows NT/2000/XP version 6.1 Build 7601
Options "C:\Program Files\GStudio8\work\cities\GEDEditorTempScript.c" -diag -nwnd -wnd -eq
App: C:\Program Files\GStudio8\GED.exe in C:\Program Files\GStudio8\

MM mixer opened
DSOUND device opened
DI interface opened
Start Window opened(c) Conitec - www.3dgamestudio.com
A8 Engine - Commercial Edition V8.40.3 - Sep 2 2012
Development version
Registered to: mynamexxxxxx

Mouse found
Altoparlanti (2- Dispositivo High Definition Audio) opened
NVIDIA GeForce 9600M GT pure T&L device 1ff9 detected
D3D device NVIDIA GeForce 9600M GT 1ff9 selected.
PATH C:\Programmi\GStudio6\template\....
< function^actor_anim_transition(str_anim_target,trans_ticks);>
movement.wdl 379:1 (): Not found - actor_anim_transition

Tornado.dll opened
ackAR.dll opened
acknet.dll opened
ackoal.dll opened
ackphysx.dll opened
ackwii.dll opened
Compiling GEDEDITORTEMPSCRIPT.C - [Esc] to abort....
PATH C:\Program Files\GStudio8\code\
PATH C:\Program Files\GStudio8\templates\images\............. 0.228 sec
Running GEDEDITORTEMPSCRIPT.C.
1 runtime errors
Free input,funcs,panels,defs,syns,views,strings,vars..ok
Free sounds,bmaps,fonts,hash,defs1,script..ok
Error E355: Startup failure
Program aborted
Close level,DLL,objects
Free input,funcs,panels,defs,syns,views,strings,vars..ok
Free sounds,bmaps,fonts,hash,defs1,script..ok
Close dx,multimedia,D3D,engine,nexus..ok
A8 Engine - Commercial Edition V8.40.3 - Sep 2 2012
(c) Conitec - www.3dgamestudio.com
Registered to: mynamexxxxxx
Close window at 1.431"

I am grateful for help anyway.
But I unfortunately could't understand why my program don't work well.

Don't accuse if you don't know!!!


Posted By: cirus

Re: mdl and sprites of secondary wmb disappear in running level - 11/25/12 14:22

Anyway I maked new simply experiment with new file:
1 - I maked new level
2 - I put one cube in the level with one mld, without script
3- I saved and builded
4 - I maked the second new level with one cube, a sprite and a second mld,without script
5 - I saved and builded
then I opened my first new level and I put the second level with ADD Map Entity, always without any script.I saved and build. Run but the problem is the same:I see my first level with his mdl and the second but witout sprite and mdl attached.
Where is the error?

Thanks
Posted By: Uhrwerk

Re: mdl and sprites of secondary wmb disappear in running level - 11/25/12 18:17

Please create a new script with the following content:
Code:
#include <acknex.h>
void main()
{
   map_subents = 1;
   level_load("yourlevelname.wmb");
}


Please assign this script to your map and run it.
Posted By: cirus

Re: mdl and sprites of secondary wmb disappear in running level - 11/29/12 18:29

I want to apologize to all for the first acklog.txt erroneously posted.It was from
aum105code\aum105code\weapons7/acklog.txt
When I searched the acklog.txt on my PC I found this file,but I did not realize that it was from a example project.
Posted By: Uhrwerk

Re: mdl and sprites of secondary wmb disappear in running level - 11/29/12 18:56

You even deleted George's name from the file... m(
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