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Fehler bei verschiedennen Benutzern #446239
10/08/14 17:15
10/08/14 17:15
Joined: Mar 2014
Posts: 359
CocaCola Offline OP
Senior Member
CocaCola  Offline OP
Senior Member

Joined: Mar 2014
Posts: 359
Hallo! 2 Tester haben mein Spiel unter Win8 64bit getestet, doch es will nicht starten es kommt immer die Fehlermeldung "Spiel funktioniert nicht mehr"
Was kann das sein?

Last edited by CocaCola; 10/14/14 09:56.
Re: Fehler beim Starten Win8 64bit [Re: CocaCola] #446242
10/08/14 17:40
10/08/14 17:40
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Hast du/ haben die versucht, ein anderes Gamestudio-Projekt auf diesen Rechnern zu starten?


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Fehler beim Starten Win8 64bit [Re: Superku] #446250
10/08/14 19:45
10/08/14 19:45
Joined: Nov 2005
Posts: 204
Bavaria
HellThunder Offline
Member
HellThunder  Offline
Member

Joined: Nov 2005
Posts: 204
Bavaria
Ich bekomm den Fehler immer wenn etwas mit der Speicherallokation nicht stimmt. Bzw. stell mal die variable 'warn_level' auf 6 und schau ob er dir irgendwelche Fehler ausspuckt.


Create your own JRPG and join our community: https://www.yrpgtoolkit.com
Re: Fehler beim Starten Win8 64bit [Re: CocaCola] #446267
10/09/14 07:07
10/09/14 07:07
Joined: Mar 2014
Posts: 359
CocaCola Offline OP
Senior Member
CocaCola  Offline OP
Senior Member

Joined: Mar 2014
Posts: 359
Ich habe warn_level = 6; am anfang meiner main() getan und es kommt kein Fehler.
Den 2 Leuten habe ich mitlerweile auch ein leeres Projekt zukommen lassen aber die haben es noch nicht getestet

Last edited by CocaCola; 10/09/14 07:07.
Re: Fehler beim Starten Win8 64bit [Re: CocaCola] #446270
10/09/14 14:30
10/09/14 14:30
Joined: Mar 2014
Posts: 359
CocaCola Offline OP
Senior Member
CocaCola  Offline OP
Senior Member

Joined: Mar 2014
Posts: 359
Also die win8 User haben ein leeres Level von mir bekommen und erfolgreich getestet>> es läuft aber mein Spiel nicht, also nur unter Win 8 nicht.
Ich benutze auch keine Plugins, es Taucht aber das weiße Acknex Ladefenster auf.
Wie kann ich den Fehler finden? Das Spiel hat auch nicht sonderbar viel code ich würde ihn auch offen legen und es ist alles sehr einfach geschrieben weil ich noch Anfänger bin

Last edited by CocaCola; 10/09/14 14:43.
Re: Fehler beim Starten Win8 64bit [Re: CocaCola] #446271
10/09/14 14:37
10/09/14 14:37
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
Du könntest damit anfangen den Fehlercode zu nennen damit man überhaupt mal weiß was genau kaputt geht. Mein Geld ist darauf das du das mit dem Speicher vermurkst und der memory allocator in Windows 8 anders funktioniert als der in 7.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: Fehler beim Starten Win8 64bit [Re: CocaCola] #446272
10/09/14 14:48
10/09/14 14:48
Joined: Mar 2014
Posts: 359
CocaCola Offline OP
Senior Member
CocaCola  Offline OP
Senior Member

Joined: Mar 2014
Posts: 359
ist man denn in lite-c vor Speicher Zugriffen nicht geschützt? kann das evtl. an dem mystymood liegen, den ich aus der Aum 72 für meinen terrainshader nutze?
Edit: mein Code hat 1096 Zeilen wie kann ich den denn Stück weise testen ohne einen Richtigen Tester

Last edited by CocaCola; 10/09/14 14:52.
Re: Fehler beim Starten Win8 64bit [Re: CocaCola] #446273
10/09/14 15:46
10/09/14 15:46
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
Bevor du zu irgendwelchen Schlussfolgerungen kommst, poste den Fehlercode!


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: Fehler beim Starten Win8 64bit [Re: CocaCola] #446274
10/09/14 16:22
10/09/14 16:22
Joined: Mar 2014
Posts: 359
CocaCola Offline OP
Senior Member
CocaCola  Offline OP
Senior Member

Joined: Mar 2014
Posts: 359
Es sind 6 Dateien. Das ist ein nettes Angebo und heir kommt er schon:
Code:
///////////////////////////////
#include <acknex.h>
#include <default.c>
#include "move.c"
#include "enemy.c"
#include "menue.c"
#include "opa.c"
#include "schmied.c"
#include "mystymood.c"
var ninjastern;
SOUND* ende_snd = "ende.wav";
///////////////////////////////
BMAP* maus_bmap = "maus.pcx";
ENTITY* gotonow;
var move_var;
PANEL* gamewon_pan = //mein erstes panel
{
	pos_x = 50;
	pos_y = 110;
	layer = 10;
	button (0, 0, "won.jpg", "won.jpg", "won.jpg", null, null, null);
	//flags = OVERLAY | SHOW;
}
PANEL* start_pan = //mein erstes panel
{
  pos_x = 0;
  pos_y = 0;
  layer = 1;
  button (0, 0, "start.jpg", "start.jpg", "start.jpg", gogogo, null, null);
  flags = OVERLAY | SHOW;
}
function gogogo(){
	level_load("ninjacat.wmb");
	reset(start_pan,SHOW);
}
function adjust_target()

{while(! player)
wait(1);
	gotonow=my;
	my.z += 10; // play with the target entity here    
	set(my,PASSABLE); 
	vec_set(to,my.x);  
	vec_sub(to, player.x);
	vec_set(to2,my.x);
	angriff=0;
	move_var=1;
	while(my.skill1<90) 
   {
      my.skill1 += 10*time_step;
      if (my.skill1 > 100) my.skill1 -= 100; 
      ent_animate(me,"start",my.skill1,ANM_CYCLE);
      wait(1);
   } 
	ent_remove(my);
	//vec_add(to2,vector(40,40,40));

}



function create_target()

{
	VECTOR pos1, pos2;
	pos1.x = mouse_pos.x;
	pos1.y = mouse_pos.y;
	pos1.z = 0;
	vec_for_screen (pos1, camera);
	pos2.x = mouse_pos.x;
	pos2.y = mouse_pos.y;
	pos2.z = 20000; // use a big value here
	vec_for_screen (pos2, camera);
	c_trace (pos1.x, pos2.x, IGNORE_PASSABLE); // now "target" holds the coordinates of the hit point
	ent_create ("ziel.mdl", target, adjust_target); // create the entity at the "target" position
  // fire_bullets();
}
function mouse_startup(){  
	on_mouse_left = create_target; // create a target entity when the player presses the left mouse button
}
function sun_move()
{sun_angle.pan=180;
sun_angle.tilt=45;
  while(1)
  {
    sun_angle.pan += 0.01 * time_frame; 
    sun_angle.pan %= 360; 
    sun_angle.tilt = fsin(sun_angle.pan, 45) + 45;
    //sun_light = sun_angle.tilt;
    wait(1);
  }
}
function ende (){
	while(mission!=47){
	
		
		wait(1);
	}´
	snd_play  (ende_snd,100,0);
	set(gamewon_pan,SHOW);
}	

function main()
{warn_level = 6;
	camera.arc=100;
	//vec_set(screen_size,vector(800,400,0));
	vec_set(screen_color,vector(250,1,1)); // dark blue
//	vec_set(sky_color,vector(50,1,1)); // dark blue
	video_window(NULL,NULL,0,"My New Game");
	d3d_antialias = 1;
	shadow_stencil = 3;
	video_mode=8;
	level_load("start.wmb");
	camera.arc=100;
	mouse_range = 20100;
	mouse_map = maus_bmap;
	mouse_mode = 4;
	ninjastern=0;
	gold=0;
	ende ();
	bullets_startup();
	mouse_startup();
	//bullets_startup();
	sun_move();	
}


Re: Fehler beim Starten Win8 64bit [Re: CocaCola] #446275
10/09/14 16:23
10/09/14 16:23
Joined: Mar 2014
Posts: 359
CocaCola Offline OP
Senior Member
CocaCola  Offline OP
Senior Member

Joined: Mar 2014
Posts: 359
die move.c und bei der playercation hab ich viel quatsch gemacht, ich weiß, ist voll unsauber
Code:
var raumschiffspeedz;
var raumschiffspeedy;
var raumschiffspeedx;
var key_space_off = 0;
var playerhealth=100;
var move_var;
var drehung;
var distance;
var angriff;
var alarm;
var gesehen;
var killart;
VECTOR to;
VECTOR to_r;
VECTOR to2;
ENTITY* enemy1;
ENTITY* gotonow;
ENTITY* weapon1;
ENTITY* bullets;
SOUND* wurf_snd = "wurf.wav";
SOUND* schlag_snd = "schlag.wav";
SOUND* schwert_snd = "schwert.wav";
var ninjastern;
var gold;
#define speed_x skill50
#define speed_y skill51
#define speed_z skill52
#define foot_height skill53
#define soil_contact skill54
#define soil_height skill55
#define target_pan skill58
#define slope_tilt skill59
FONT* arial_font = "Arial#25b"; 
/////////////
PANEL* gameover_pan = //mein erstes panel
{
	pos_x = 50;
	pos_y = 110;
	layer = 10;
	button (0, 0, "gameover.jpg", "gameover.jpg", "gameover.jpg", gameover, null, null);
	//flags = OVERLAY | SHOW;
}

/////////////////////////////////////////////////////////////////////
PANEL* panhealth =
{
	digits(50, 25, " %0.f", *, 1, playerhealth);
	//	font = arial_font;
	flags = SHOW;
}
PANEL* pangold =
{
	digits(230, 25, " %0.f", *, 1, gold);
	//	font = arial_font;
	flags = SHOW;
}
PANEL* panninjastern =
{
	digits(140, 25, " %0.f", *, 1, ninjastern);
	//	font = arial_font;
	flags = SHOW;
	
}
function attach_weapon1()

{

	weapon1 = my; // I'm the gun

	set(my, PASSABLE );
	set(my, INVISIBLE );
	while (1)
	{while (!player){
			wait(1);
		}
		vec_set (my.x, vector (0, 0, 10)); // set the proper gun offset in relation to the player
		vec_rotate (my.x, player.pan);
		vec_add (my.x, player.x);
		my.pan = player.pan;
		wait (1);
	}
}
function gameover(){
	reset(gameover_pan,SHOW);
	playerhealth=100;
	level_load("ninjacat.wmb");
	
}
function remove_bullets() // this function runs when the bullet collides with something
{snd_play  (schlag_snd,100,0);
	wait (1); // wait a frame to be sure (don't trigger engine warnings)
	ent_remove (my); // and then remove the bullet
}
function move_bullets(){	
	set(my,SHADOW);
	//	snd_play  (pistole_snd,100,0);
	bullets=my;
	VECTOR bullet_speed[3]; // stores the speed of the bullet
	// the bullet is sensitive to impacts with entities and level blocks
	set(my,PASSABLE);
	my.emask = ENABLE_IMPACT | ENABLE_ENTITY | ENABLE_BLOCK; 
	my.event = remove_bullets; // when it collides with something, its event function (remove_bullets) will run
	my.pan = weapon1.pan;
	bullet_speed.x = 25 * time_step; // adjust the speed of the bullet here
	bullet_speed.y = 0; // the bullet doesn't move sideways
	bullet_speed.z = 0; // or up / down on the z axis
	c_move (my, bullet_speed, nullvector, IGNORE_PASSABLE | IGNORE_YOU);
	wait(1);
	c_move (my, bullet_speed, nullvector, IGNORE_PASSABLE | IGNORE_YOU);
	reset(my,PASSABLE); 
	while (my) // this loop will run for as long as the bullet exists (it isn't "NULL")
	{
		// move the bullet ignoring its creator (weapon1)
		my.skill1 += 10*time_step;
		if (my.skill1 > 100) my.skill1 -= 100; 
		ent_animate(me,"dreh",my.skill1,ANM_CYCLE);
		c_move (my, bullet_speed, nullvector, IGNORE_PASSABLE | IGNORE_YOU); 
		wait (1);
	}
}
function fire_bullets() {
	VECTOR bullet_pos[3];
	vec_for_vertex(bullet_pos, weapon1, 1);
	ent_create("stern.mdl", bullet_pos, move_bullets);
	snd_play  (wurf_snd,100,0);
	wait(1); 
}
function adjust_target2(){
	gotonow=my;
	my.z += 10; // play with the target entity here    
	set(my,PASSABLE);
	set(my,INVISIBLE); 
	vec_set(to_r,my.x);  
	vec_sub(to_r, player.x);
	//vec_set(to2,my.x);
	angriff=0;
	vec_to_angle(player.pan,to_r);
	wait(1);
	if(ninjastern!=0){
		fire_bullets();
		ninjastern-=1;
	}
	ent_remove(my);
}



function create_target2()

{
	move_var=2;
	VECTOR pos1, pos2;
	pos1.x = mouse_pos.x;
	pos1.y = mouse_pos.y;
	pos1.z = 0;
	vec_for_screen (pos1, camera);
	pos2.x = mouse_pos.x;
	pos2.y = mouse_pos.y;
	pos2.z = 20000; // use a big value here
	vec_for_screen (pos2, camera);
	c_trace (pos1.x, pos2.x, IGNORE_PASSABLE); // now "target" holds the coordinates of the hit point
	ent_create ("ziel.mdl", target, adjust_target2); // create the entity at the "target" position
}
function bullets_startup(){
	on_mouse_right = create_target2;
}
function pget_shot(){
	my.ambient = 0;
	gesehen=0;
	my.lightrange = 0;
	if(event_type == EVENT_CLICK)
	{
	}
	if(event_type == EVENT_TOUCH)
	{
	}
	if (event_type == EVENT_SCAN)
	{//wait(1);
		gesehen=1;
		alarm=1;
	}
	else{
		alarm=0;
		//gesehen=0;
	}
	
}
action players_code() {
	move_var=1;
	ent_create ("stern.mdl", vector(0,0,0), attach_weapon1);
	c_scan(my.x, my.pan, vector(180, 180, 0), IGNORE_ME| SCAN_LIMIT);
	c_setminmax(my);
	camera.clip_near = 1;  
	VECTOR temp;
	VECTOR boden;
	my.emask = ENABLE_IMPACT | ENABLE_ENTITY | ENABLE_RELEASE | ENABLE_SCAN; // the target is sensitive to impact with player's bullets
	my.emask |= ENABLE_TOUCH;
	my.emask |= ENABLE_CLICK;
	my.event = pget_shot;
	var speed_down = 0; //(Fallgeschwindigkeit)
	var dist_down = 0; //(Höhenunterschied Spieler - Terrain)
	var dist_ahead = 0; //(Entfernungsunterschied vorwärts - rückwärts)
	var distanceenemy;
	player = my; // I'm the player
	camera.x = my.x - 00 * cos(my.pan);
	camera.y = my.y - 00 * sin(my.pan);
	camera.pan = my.pan; // the camera and the player have the same pan angle
	camera.z = my.z + 200; // place the camera above the player, play with this value
	camera.tilt = -1800;
	/////////////
	while (playerhealth>0){

		if(move_var==1){
			camera.arc=100;
			vec_to_angle(my.pan,to);
			my.tilt=0;
			distance = vec_dist(my.x,to2.x); 
			//distanceenemy=vec_dist(my.x,distanceenemy); 
			c_setminmax(my);
			vec_fill(my.min_x,-10);
			vec_fill(my.max_x,10);
			my.min_z=-22;
			my.max_z = 15;
			vec_for_min(temp,my);	
			my.foot_height = temp.z*my.scale_z;
			if(distance>=26){
				my.skill1 += 5*time_step;
				if (my.skill1 > 100) my.skill1 -= 100; 
				ent_animate(me,"move",my.skill1,ANM_CYCLE);
				my.speed_x += (6-my.speed_x)/(2+(key_w^key_s)*5)*time_step;
				c_move(my,vector(my.speed_x*time_step,0,0),nullvector,IGNORE_PASSABLE | GLIDE);
			}
			else{
				if (   gesehen==1 && angriff==1 ){
					my.skill1 = 0;
					killart=1;
					c_scan(my.x, my.pan, vector(90, 180, 30), IGNORE_ME| SCAN_LIMIT);
					snd_play  (schwert_snd,100,0);
					while(my.skill1<100){
						my.skill1 += 10*time_step;
						ent_animate(me,"schwert",my.skill1,ANM_CYCLE);
						wait(1);
					}
					angriff=0;
					killart=0;	
					c_scan(my.x, my.pan, vector(180, 180, 0), IGNORE_ME| SCAN_LIMIT);
				}
				else{
					if(angriff==1){
						killart=2;
						c_scan(my.x, my.pan, vector(90, 180, 30), IGNORE_ME| SCAN_LIMIT);
						my.skill1 = 0;
						while(my.skill1<100){
							
							my.skill1 += 10*time_step;
							//if (my.skill1 > 100) my.skill1 -= 100; 
							ent_animate(me,"kopf",my.skill1,ANM_CYCLE);
							wait(1);
						}
						killart=0;
						angriff=0;
						c_scan(my.x, my.pan, vector(180, 180, 0), IGNORE_ME| SCAN_LIMIT);
				}}
				if (angriff==2){
					c_scan(my.x, my.pan, vector(180, 180, 30), IGNORE_ME| SCAN_LIMIT);
					angriff=0;
				}
			}
			my.speed_x += (6-my.speed_x)/(2+(key_w^key_s)*5)*time_step;
			if(HIT_TARGET && abs(normal.z) < 0.1)	{
				if(target.x < my.x) my.speed_x = maxv(my.speed_x,0);
				else my.speed_x = minv(my.speed_x,0);
			}
			// gravity
			if(my.speed_z <= 0)
			{
				vec_set(temp,vector(my.x,my.y,my.z-1500+my.foot_height));
				c_trace(my.x,temp,IGNORE_PASSABLE | IGNORE_ME | USE_BOX);
				if(!trace_hit) vec_set(target,temp);
				my.soil_height = target.z-my.foot_height;
			}
			if(my.z > my.soil_height+(5+20*my.soil_contact)*time_step || my.speed_z > 0) // additional height buffer when ground contact to avoid player floating on slopes
			{
				my.soil_contact = 0;
				my.speed_z = maxv(my.speed_z-9*time_step,-90);
			}
			else
			{
				//c_move(me,nullvector,vector(0,0,my.soil_height-my.z),IGNORE_PASSABLE);
				my.soil_contact = 1;
				my.speed_z = 0;
				
				//jump code
				if(key_e)
				{
					if(key_space_off)
					{
						key_space_off = 0;
						my.speed_z = 80;
						my.speed_x +=200;
						
						//my.anim_jump = 1;
						//my.anim = 0;
					}
				}
				else key_space_off = 1;
				//my.speed_x -=100;
			}
			if (c_trace(my.x,vector(my.x,my.y,my.z-5000),IGNORE_ME | IGNORE_PASSABLE | USE_BOX) > 0)
			dist_down = my.z + boden.z - target.z; 
			else 
			dist_down = 0;
			if (dist_down > 0) 
			dist_down = clamp(dist_down,0,accelerate(speed_down,10,0.1));
			else 
			speed_down = 0; 
			//var dist_ahead = 5*(key_w-key_s)*time_step;
			c_move(me,vector(0,0,0),vector(0,0,-dist_down),IGNORE_PASSABLE | GLIDE);
			
			if(my.speed_z){
			} //c_move(me,nullvector,vector(0,0,maxv(my.speed_z*time_step,my.soil_height-my.z)),IGNORE_PASSABLE | GLIDE); // the maxv command makes sure you never move below the desired height
			if(HIT_TARGET && normal.z < -0.5) my.speed_z = minv(my.speed_z,0); // hit the ceiling?
			////////camera
			camera.x = my.x - 200 ;
			camera.y = my.y  ;
			//camera.pan = my.pan; // the camera and the player have the same pan angle
			camera.z = my.z + 150; // place the camera above the player, play with this value
			camera.tilt = -45;
			if(playerhealth<1){
			}
			//set(gameover_pan,SHOW);
		}
		
		wait (1);
}
wait(1);
set(gameover_pan,SHOW);
}


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