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Can't control car in Knights On Wheels Demo.
#433792
12/07/13 00:59
12/07/13 00:59
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Joined: Oct 2003
Posts: 49
dirkmittler
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OP
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Joined: Oct 2003
Posts: 49
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Hello.
I'm sorry if this might be a naive question. I just downloaded (and paid for) the A8 Game Studio tonight, Commercial Edition. Right now I have the trial version - 30 days until the company verifies my payment and sends me the key file.
The first thing I tried out was the Knights On Wheels Demo.
My machine is a Windows 7 Pro, 64-bit, with an nVidia GeForce GTX460 graphics card. The drivers for my GC are the 314.22 driver, and I've had no hint of any problems with them. I know through the use of other game engines, that my PhysX system works as well.
My idea was to try to launch the Knights On Wheels Demo, by finding the C-Script file and launching from within SED. The game starts up, and about in half the attempts bugs out with an obscure error message. In the other half of attempts, it shows me the error message "Script Crash in car_noise" . My sound card is the "Creative SoundBlaster X-Fi" . The sound card has also always worked fine.
My problem isn't that error message. My problem is, that the car loads, and I can hear its engine running. Also, I know KB entry in general works, because I can change my camera positions, also resulting in the engine noise playing from different positions through my speakers.
The problem is, I can't do anything to change the way the car is moving. Even though the help text suggests using the cursor keys on my KB, to control the car, my cursor keys have no effect at all. Further, my mouse buttons have no effect.
The car first coasts slightly down an incline, and stops partly up a slight hill in the HMP, and then it drifts backwards due to simulated gravity. It never changes.
Also, the cloth demo seems to run fine.
Am I doing something wrong?
Dirk
P.S. The cursor keys work fine in the water / water shader demo, and move the camera around as requested.
Also, I'm just noticing that in the Knights On Wheels Demo, the H and L keyboard keys do nothing. If I press 'H', the horn should sound, but nothing does.
physXtest works nicely.
Last edited by dirkmittler; 12/07/13 02:09.
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Re: Can't control car in Knights On Wheels Demo.
[Re: dirkmittler]
#433796
12/07/13 04:26
12/07/13 04:26
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Joined: Oct 2003
Posts: 49
dirkmittler
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Joined: Oct 2003
Posts: 49
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I didn't realize at first, that this is a duplicate of the Error E1513 already reported in the Physics section of the forum. However, once the script has crashed, that whole loop is no longer running, so that no non-Physics animation or control can take place.
Now that I have found this out, I first commented out the line in car_player() as follows:
// car_noise(me,sndEngine,sndTires,sndCrash); // handle car sounds
And the level as well as the Physics worked fine.
After some testing, I found that on my sound card, ent_playsound() and ent_playloop() don't work, while ent_playsound2() and ent_playloop2() work just fine. Go figure.
Anyhow the demo runs on my box with full sound now.
Dirk
Last edited by dirkmittler; 12/07/13 05:15. Reason: Updating without bumping too much.
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Re: Can't control car in Knights On Wheels Demo.
[Re: dirkmittler]
#433902
12/08/13 20:06
12/08/13 20:06
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Joined: Oct 2003
Posts: 49
dirkmittler
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Joined: Oct 2003
Posts: 49
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Because I realized that this was more of an Audio question than anything else, I also thought I'd add, that I can run the sound_test demo fine. It runs out-of-the-box for DirectX sound, but I needed to make an adjustment for OpenAL sound.
I already had the 'OpenAL32.dll' file installed, in my C:\Windows\SysWOW64 directory, due to a prior OpenAL installation on my 64-bit machine. I knew that it would have been a mistake to use the supplied OpenAL installer, because at the very least it would have downgraded the OpenAL version, of which my current version is needed, for other software to run, and yet I was getting error messages.
What I finally realized, was that a file by the name OpenAL32.dll was already provided in the Game Studio install folder, "C:\Program Files (x85)\GStudio8" , and that the executable under Windows always loads the .dll file from its local folder, before looking to the system folder for that file. So I needed to rename the file in the GStudio8 folder to OpenAL32.dll.bak , and try again.
After that, the OpenAL sound works fine too.
But, I don't really think that this should affect the performance of the Knights On Wheels Demo, because in order to use OpenAL sound, one specifically needs to open it using the function snd_createoal() . Otherwise it won't get used.
But what I next wanted to know, was whether to switch the car script to OpenAL sound would have any effect on the original error.
To do so does not. Even with OpenAL sounds loaded, to run ent_playloop() crashes the car_noise() function, while to use ent_playloop2() and ent_playsound2() does not.
Dirk
AND, I've discovered that OpenAL won't load sound files that have only been sampled at 8000HZ - eg 'tires.wav' . It's a good thing that I also have "Audacity" installed on my Windows box; I created 'tires.ogg' sampled at 22,050HZ and it loads fine...
Last edited by dirkmittler; 12/08/13 20:30. Reason: Updating without bumping too much.
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