For everyone having just a black screen, try this changed Shader.wdl.
There won´t be any reflection now, but the effect it self should work fine:

Code:

bmap waterbump = <waves2.tga>;
bmap envspec = <sky.tga>;

function mtl_ffpwater_event();

material mtl_ffpwater
{
skin1=waterbump;
skin2=envspec;

event = mtl_ffpwater_event;
effect = "water.fx";
}

function mtl_ffpwater_event()
{
while(1)
{
//Lets make it scroll in some direction
mtl_ffpwater.skill1 += 0.1*time_step; //Move the water along the x axis with the given speed
mtl_ffpwater.skill2 += 0.1*time_step; //Move the water along the y axis with the given speed
mtl_ffpwater.matrix31 = floatd(sin(mtl_ffpwater.skill1)*100000,40000);
mtl_ffpwater.matrix32 = floatd(cos(mtl_ffpwater.skill2)*100000,40000);
wait(1);
}
}

action Water
{
mtl_ffpwater.matrix11 = float(100); //Tilefactor of the Bumpmap in x direction
mtl_ffpwater.matrix22 = float(100); //Tilefactor of the Bumpmap in y direction

bmap_to_mipmap(mtl_ffpwater.skin1);
bmap_to_mipmap(mtl_ffpwater.skin2);

my.material = mtl_ffpwater;
}