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Re: Gamestudio 8.30.2 Public Beta [Re: MTD] #383255
09/17/11 22:51
09/17/11 22:51
Joined: May 2006
Posts: 148
Latvia
MTD Offline
Member
MTD  Offline
Member

Joined: May 2006
Posts: 148
Latvia
Hmm. Have some interesting behavior when running project. (Ussing SED)

When I start my project with (Test Run - F5) & (Run Current - F6) the project works as it should,
but as soon I try to start the project with (Debug Run - CTRL+F5) the project does not do anything like it should (like move object) ???
I'm using pXent_move function.

What could be the problem?


Last edited by MTD; 09/17/11 22:54.
Re: Gamestudio 8.30.2 Public Beta [Re: MTD] #383259
09/18/11 01:35
09/18/11 01:35
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Originally Posted By: Superku
The warning is now gone, thank you!

Unfortunately, I have to retract my words. The "invalid call in event"-warning has appeared again. frown Situation was as follows:

Object involved in collision:
Code:
void spike_event()
{
	if(you == superku) superku.health = 0;
}

action spike()
{
	c_setminmax(my);
	set(my,POLYGON | FLAG2 | UNLIT);
	my.event = spike_event;
	my.emask |= ENABLE_IMPACT;
}


Player function contains the following code (as seen in my previous posts on the beta forum):
superku_walk(); // contains c_move, see below
superku_fix(); // contains c_trace, this is where the warning appears

c_move:
Code:
c_ignore(group_superku,group_blocker2,10,0);
c_move(me,nullvector,vector(0,0,my.skill50*time_step),IGNORE_PASSABLE | IGNORE_PUSH | IGNORE_CONTENT);


Again, as already discussed on the beta forum when I've first described the issue, superku_fix is NO event but issues the warning.


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Re: Gamestudio 8.30.2 Public Beta [Re: jcl] #383260
09/18/11 03:19
09/18/11 03:19
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline
User
snake67  Offline
User

Joined: Sep 2003
Posts: 648
Switzerland
Hi

I get an error "Script crash" when using "snd_tune". Didnt have this with previous version.

I made a small testlevel to eleminate all influences. Should i mail it?

Here is the code:
Code:
SOUND*	tapstone_sound	=	"tapstone.wav";

void main()
{
	var h;
	ENTITY* e;
	
	level_load("soundtest.wmb");
	wait(5);
	e=ent_create("waypoint.mdl", nullvector, NULL);
	while(1)
	{
		h=ent_playsound(e, tapstone_sound, 100);
		snd_tune(h, 0, 50, 0);
		wait(-1);
	}
}



Re: Gamestudio 8.30.2 Public Beta [Re: snake67] #383271
09/18/11 12:40
09/18/11 12:40
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
I couldn't get sounds to work with trial version... empty prototypes, it seems that it can't load .dll, I've placed it in acknex plugin folder and tried to place it in projects folder as well....


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Re: Gamestudio 8.30.2 Public Beta [Re: 3run] #383278
09/18/11 14:48
09/18/11 14:48
Joined: Sep 2003
Posts: 648
Switzerland
snake67 Offline
User
snake67  Offline
User

Joined: Sep 2003
Posts: 648
Switzerland
For me sound works but not snd_tune. In above example the sound is heard once and then the error box is displayed.

BTW: snd_stop gets script crash too.

Last edited by snake67; 09/18/11 15:10.
Re: Gamestudio 8.30.2 Public Beta [Re: 3run] #383333
09/19/11 05:59
09/19/11 05:59
Joined: Feb 2010
Posts: 320
TANA/Madagascar
3dgs_snake Offline
Senior Member
3dgs_snake  Offline
Senior Member

Joined: Feb 2010
Posts: 320
TANA/Madagascar
Have you already installed oal from "GSTUDIO_DIR\external\oalinst.exe ?"

Best regards.

Re: Gamestudio 8.30.2 Public Beta [Re: 3dgs_snake] #383339
09/19/11 08:29
09/19/11 08:29
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline OP

Chief Engineer
jcl  Offline OP

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
snake67: I can't confirm this, but snd_tune indeed didn't work in an old beta version. Maybe you just clicked on the wrong place? Please check the engine version in the startup message.

Superku: I can't confirm this either - I don't get that error when I enter your code in the example that you've sent. Can you send an example where this happens?

MTD: There is no difference in code execution between Test and Debug Mode, but there might be a difference in timing - in debug mode the script runs slightly slower. If that caused problems, it can only be fixed in the script - it's unrelated to the beta version.


Re: Gamestudio 8.30.2 Public Beta [Re: jcl] #383417
09/20/11 10:28
09/20/11 10:28
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
Serious User
painkiller  Offline
Serious User

Joined: Aug 2009
Posts: 1,438
Spain
When I open an wmb file by double clicking on its icon and I press F11 to go to stats panel, I get "Empty Function called in def_debug" (I already have downloaded the .dll and sound_test.c works fine)


3D Gamestudio A8 Pro
AMD FX 8350 4.00 Ghz
16GB RAM
Gigabyte GeForce GTX 960 4GB
Re: Gamestudio 8.30.2 Public Beta [Re: painkiller] #383422
09/20/11 10:56
09/20/11 10:56
Joined: Feb 2010
Posts: 320
TANA/Madagascar
3dgs_snake Offline
Senior Member
3dgs_snake  Offline
Senior Member

Joined: Feb 2010
Posts: 320
TANA/Madagascar
The same here.

Re: Gamestudio 8.30.2 Public Beta [Re: 3dgs_snake] #383445
09/20/11 15:47
09/20/11 15:47
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline OP

Chief Engineer
jcl  Offline OP

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Yes, a statistics function was erroneously left in the script - please comment out lines 156 and 157 in default.c:

if(pX_stats)
num_bodies = pX_stats(1);

- We still can not reproduce the 2 other problems reported by Iglarion and Superku, and would appreciate an example project if the problem is not disappeared meanwhile.

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