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Re: Shaders just shows up in WED Preview
[Re: Spirit]
#334010
07/20/10 17:51
07/20/10 17:51
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Joined: Jul 2009
Posts: 1,198 Berlin, Germany
Liamissimo
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OP
Serious User
Joined: Jul 2009
Posts: 1,198
Berlin, Germany
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One strange thing: In the Acklog is written I am using a Free Edition, but I am using commercial and when it starts up, also commercial is written in the window. COuld it be that it is an error that 3DGS thinks that I am a free user, but shows me the commercial things? I have copied the key into the main folder of 3DGS.
Next thing that matches is that yesterday I installed the upgrade for A7, since then it isn't working. I choosed Full Version in the installer
"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen." -JCL, 2011
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Re: Shaders just shows up in WED Preview
[Re: Liamissimo]
#334012
07/20/10 18:02
07/20/10 18:02
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Joined: Jul 2009
Posts: 1,198 Berlin, Germany
Liamissimo
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OP
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Posts: 1,198
Berlin, Germany
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No, sorry. It was an old log. This one is new: Log of A7 Engine 7.86.2 run at Tue Jul 20 20:00:02 2010 Lomus on Windows NT/2000/XP version 6.1 Build 7600 Options main.c -diag -ta App: C:\Program Files (x86)\GStudio7\acknex.exe in C:\Users\Lomus\Documents\Gravix\ MM mixer opened DSOUND device opened DI interface opened Start Window opened (c) Conitec - Dieburg - San Diego - www.3dgamestudio.comA7 Engine - Commercial Edition V7.86.2 - Jul 12 2010 Development version Registered to: IRRADIC Mouse found Lautsprecher (High Definition Audio-Gerät) opened ATI Mobility Radeon X1400 pure T&L device 1ff9 detected D3D device ATI Mobility Radeon X1400 1ff9 selected. acknet.dll opened ackwii.dll opened t7.dll opened Compiling MAIN.C - [Esc] to abort.. PATH shade-c\............. PATH C:\Program Files (x86)\GStudio7\code\...................................................... 1.663 sec Running MAIN.C. 38 objects Main started at 3.836 D3D_Init Window: 720x480 -> Window: 1x720x480x32 Video memory found: 636 MB D3D_Resize Window: 1024x768 -> Window: 1x1024x768x32 LevelInit at 3.916 5 entities 0 cameras 0 lights 0 sounds 0 paths 2 lmaps 1 textures 5 meshes 82 faces...ok LevelReady at 3.982 def_startup started Main loop at 3.982.... 1st frame with 636 MB. at 4.071 LevelInit at 5.732 6 entities 0 cameras 0 lights 0 sounds 0 paths 2 lmaps 1 textures 5 meshes 83 faces 0 entities 0 cameras 0 lights 0 sounds 0 paths 2 lmaps 1 textures...ok LevelReady at 5.816 LevelInit at 6.783 8 entities 0 cameras 4 lights 0 sounds 0 paths 6 lmaps 2 textures 25 meshes 264 faces...ok LevelReady at 6.890 HEADRELATIVE sound: 1 LevelInit at 7.406 8 entities 0 cameras 4 lights 0 sounds 0 paths 6 lmaps 2 textures 25 meshes 264 faces...ok LevelReady at 7.511 Normal exit at 28.347 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,physics,nexus..ok A7 Engine - Commercial Edition V7.86.2 - Jul 12 2010 (c) Conitec - Dieburg - San Diego - www.3dgamestudio.comRegistered to: IRRADIC Close window at 28.473
"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen." -JCL, 2011
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Re: Shaders just shows up in WED Preview
[Re: Liamissimo]
#334018
07/20/10 18:40
07/20/10 18:40
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Joined: Jul 2009
Posts: 1,198 Berlin, Germany
Liamissimo
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OP
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Posts: 1,198
Berlin, Germany
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If I run shadertest.c it works fine...
"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen." -JCL, 2011
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Re: Shaders just shows up in WED Preview
[Re: Tobias]
#334023
07/20/10 19:22
07/20/10 19:22
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Joined: Jul 2009
Posts: 1,198 Berlin, Germany
Liamissimo
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OP
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Joined: Jul 2009
Posts: 1,198
Berlin, Germany
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I deleted the shade-c things but no, that wasn't the point  maybe I am installing an earlier Version, from where can I get one?
"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen." -JCL, 2011
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Re: Shaders just shows up in WED Preview
[Re: Liamissimo]
#334044
07/20/10 21:15
07/20/10 21:15
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Joined: Jul 2009
Posts: 1,198 Berlin, Germany
Liamissimo
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OP
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Joined: Jul 2009
Posts: 1,198
Berlin, Germany
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I reinstalled the full Gamestudio. Nothing. It works in GED and in the WED Preview but not with my damn script. ARGH! I am really angry....
"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen." -JCL, 2011
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Re: Shaders just shows up in WED Preview
[Re: Quad]
#334052
07/20/10 22:10
07/20/10 22:10
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Joined: Jul 2009
Posts: 1,198 Berlin, Germany
Liamissimo
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OP
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Joined: Jul 2009
Posts: 1,198
Berlin, Germany
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Yes but what? The only way to turn shaders off is to set this strange thing as seen above in this thread an that is not in my code. I am still searching, but with 15 external files it isn't easy. Especially if I dont know what I am searching
"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen." -JCL, 2011
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Re: Shaders just shows up in WED Preview
[Re: Liamissimo]
#334056
07/20/10 22:54
07/20/10 22:54
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Joined: Dec 2006
Posts: 1,086 Queensland - Australia
Nidhogg
Serious User
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Serious User
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
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Show us what's in your startup script.
Windows XP SP3 Intel Dual Core CPU: E5200 @ 2.5GHz 4.00GB DDR3 Ram ASUS P5G41T-M LX PCIE x16 GeForce GTS 450 1Gb SB Audigy 4 Spyware Doctor with AntiVirus
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Re: Shaders just shows up in WED Preview
[Re: Nidhogg]
#334057
07/20/10 22:58
07/20/10 22:58
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Joined: Jul 2009
Posts: 1,198 Berlin, Germany
Liamissimo
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OP
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Joined: Jul 2009
Posts: 1,198
Berlin, Germany
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You mean my main function? Or the full script? I show you the full script, than you have got everything, but beware: It is big 
#include <default.c>
#include <acknex.h>
#include "menu.c"
#include "gravity.c"
#include "panels.c"
#include "effects.c"
#include "savenload.c"
#include "moves.c"
#include "doors.c"
#include "sound.c"
#include "endgegner.c"
#include "controller.c"
#include "multiplayer.c"
#include "weapon.c"
#include "shaders.c"
#include "mtlFX.c"
#include <mtlView.c>
var Xbox_Joystick_X , Xbox_Joystick_Y ; // Change var to float for higher sensitivity
var Xbox_Joystick_Raw_X , Xbox_Joystick_Raw_Y,
Xbox_Joystick_Rot_X, Xbox_Joystick_Rot_Y ;
var Xbox_Joystick2_Raw_X , Xbox_Joystick2_Raw_Y ;
var Xbox_Button_A, Xbox_Button_B, Xbox_Button_X, Xbox_Button_Y,
Xbox_Button_Front_L, Xbox_Button_Front_R, Xbox_Button_Back, Xbox_Button_Start,
Xbox_Joy_Push_L, Xbox_Joy_Push_R, Xbox_Button_11, Xbox_Button_12 ;
var levelnr = 0;
var restart= 0;
var uebergang = 0;
var overs = 0;
var scannen1 = 1;
var zerstoeren_endboss = 0;
var ball_sichtbar = 1;
var life = 100;
var energy = 100;
VECTOR ball_start_pos;
ENTITY* ball;
ENTITY* box;
ENTITY* ball2;
BMAP* mouse_normal = "normal_mouse.tga";
ENTITY* skycube =
{
type = "skya+6.tga"; // the image for a backdrop scene
flags2 = SKY | CUBE | SHOW; // sky cube, visible
}
MATERIAL* test_mat =
{
effect ="test.fx";
}
function blitzen()
{
var b = 0;
while(ball)
{
if((mouse_left && b == 0 || joy_6 && b == 0) && energy >= 50)
{
b = 1;
energy = 0;
snd_play(ball_wave,75,0);
effect(part_funken,200,ball.x,nullvector);
effect(part_funken,300,ball.x,nullvector);
c_scan(ball.x,ball.pan,vector(360,360,250),IGNORE_ME);
b = 0;
}
wait(1);
}
}
function tutorial()
{
mouse_mode = 0;
black.flags |= SHOW;
dialog = 0;
dialogs();
}
function red_circle()
{
my = ent_create("redk.tga",ball.x,NULL);
set(my,PASSABLE);
my.ambient = 100;
my.albedo = 100;
my.scale_y = 2;
my.scale_z = 2;
my.scale_x = 2;
while(ball)
{
vec_set(my.x, vector(ball.x + 20,ball.y,ball.z));
wait(1);
}
}
function raumschiffsetzer()
{
VECTOR res;
if(levelnr >= 21 && levelnr < 30)
{
vec_set(res,vector(2032,11,-641));
}
if(levelnr >= 30 && levelnr < 40)
{
vec_set(res,vector(2016,638,25));
}
phent_enable(ball,0);
vec_set(ball.x, res);
phent_enable(ball,1);
phent_clearvelocity(ball);
}
function reseter()
{
vec_set(ball_start_pos,ball.x);
while(1)
{
if(key_q || restart == 1)
{
restart = 0;
phent_enable(ball,0);
vec_set(ball.x, ball_start_pos);
phent_enable(ball,1);
phent_clearvelocity(ball);
}
wait(1);
}
}
var er = 0;
function ertappt()
{
if(er == 0)
{
er = 1;
control = 0;
str_cpy(sguard,"I saw you!\nI saw you!\nI saw you!\n \nI REALLY DID!");
talk_guard_fig.flags |= (SHOW);
tguard.flags |= SHOW;
snd_play(btn,75,0);
raumschiffsetzer();
while(!key_space){wait(1);
}
talk_guard_fig.flags &= (~SHOW);
tguard.flags &= ~SHOW;
control = 1;
er = 0;
}
}
function lebenrunterenemy()
{
my.skill1 -= 10;
my.red = 255;
my.blue = 100;
my.green = 100;
wait(10);
my.red = 128;
my.blue = 128;
my.green = 128;
}
action guard1()
{
my.emask |= (ENABLE_SHOOT);
my.event = lebenrunterenemy;
my.skill1 = 100;
while(1)
{
if(scanner1 && scannen1 == 1)
{
draw_line3d(nullvector,NULL,100);
draw_line3d(my.x,vector(0,0,255), 0);
draw_line3d(scanner1.x,vector(0,0,255), 100);
c_trace(my.x,scanner1.x,IGNORE_ME);
if(you == ball && ball_sichtbar == 1)
{
ertappt();
}
}
if(my.skill1 <= 0)
{
ent_remove(me);
break;
}
wait(1);
}
}
action guard2()
{
set(my,POLYGON);
c_setminmax(me);
while(1)
{
if(scanner2 && scannen1 == 1)
{
draw_line3d(my.x,vector(0,0,255), 0);
draw_line3d(scanner2.x,vector(0,0,255), 100);
draw_line3d(scanner2.x,nullvector, 100);
draw_line3d(scanner2.x,nullvector, 100);
c_trace(my.x,scanner2.x,IGNORE_ME);
if(you == ball && ball_sichtbar == 1)
{
ertappt();
}
}
wait(1);
}
}
function weiterspielen()
{
while(1)
{
if(laden == 1)
{
laden = 0;
game_load("save_gravix",0);
nach_laden();
wait(1);
dialogs();
}
wait(1);
}
}
function spielstart()
{
while(1)
{
while(overs == 0)
{
if(start == 1)
{
tutorial();
start = 0;
EINBLEND_PANEL(black_pan);
wait(-0.5);
level_load("main.wmb");
AUSBLEND_PANEL(black_pan);
wait(1);
optionen_show();
dialogs();
}
if(start_lev1 == 1)
{
dialog = 99;
start_lev1 = 0;
teil = 1;
EINBLEND_PANEL(black_pan);
level_load("level12.wmb");
wait(-0.5);
AUSBLEND_PANEL(black_pan);
optionen_show();
control = 1;
dialogs();
reseter();
background();
}
if(start_lev2 == 1)
{
teil = 2;
dialog = 8;
start_lev2 = 0;
EINBLEND_PANEL(black_pan);
wait(-0.5);
level_load("spaceship_intro.wmb");
AUSBLEND_PANEL(black_pan);
wait(1);
optionen_show();
control = 1;
// dialogs();
reseter();
red_circle();
blitzen();
background();
}
if(start_lev3 == 1)
{
teil = 2;
dialog = 16;
start_lev3 = 0;
EINBLEND_PANEL(black_pan);
wait(-0.5);
level_load("cave_level3.wmb");
AUSBLEND_PANEL(black_pan);
wait(1);
optionen_show();
control = 1;
dialogs();
// blitzen();
background();
}
if(start_mp == 1)
{
start_mp = 0;
// proc_kill(16);
EINBLEND_PANEL(black_pan);
level_load("mp_demo.wmb");
AUSBLEND_PANEL(black_pan);
wait(1);
mp_panstart();
optionen_show();
background_mp();
blitzen();
blitzen2();
proc_kill(red_circle);
}
if(str_cmpi(level_name,"main.wmb"))
{
levelnr = 1;
}
if(str_cmpi(level_name,"level2.wmb"))
{
levelnr = 2;
dialog = 2;
}
if(str_cmpi(level_name,"level3.wmb"))
{
levelnr = 3;
}
if(str_cmpi(level_name,"level4.wmb"))
{
levelnr = 4;
}
if(str_cmpi(level_name,"level5.wmb"))
{
levelnr = 5;
}
if(str_cmpi(level_name,"level6.wmb"))
{
levelnr = 6;
}
if(str_cmpi(level_name,"level7.wmb"))
{
levelnr = 7;
}
if(str_cmpi(level_name,"level8.wmb"))
{
levelnr = 8;
}
if(str_cmpi(level_name,"level9.wmb"))
{
levelnr = 9;
}
if(str_cmpi(level_name,"level10.wmb"))
{
levelnr = 10;
}
if(str_cmpi(level_name,"level11.wmb"))
{
levelnr = 11;
}
if(str_cmpi(level_name,"level12.wmb"))
{
levelnr = 12;
}
if(str_cmpi(level_name,"level13.wmb"))
{
levelnr = 13;
}
if(str_cmpi(level_name,"level14.wmb"))
{
levelnr = 14;
}
if(str_cmpi(level_name,"level15.wmb"))
{
levelnr = 15;
}
if(str_cmpi(level_name,"level16.wmb"))
{
levelnr = 16;
}
if(str_cmpi(level_name,"level17.wmb"))
{
levelnr = 17;
}
if(str_cmpi(level_name,"level18.wmb"))
{
levelnr = 18;
}
if(str_cmpi(level_name,"level19.wmb"))
{
levelnr = 19;
}
if(str_cmpi(level_name,"uebergang.wmb"))
{
levelnr = 20;
dialog = 7;
}
if(str_cmpi(level_name,"spaceship_intro.wmb"))
{
dialog = 8;
levelnr = 21;
return;
}
if(str_cmpi(level_name,"spaceship_main5.wmb"))
{
dialog = 8;
levelnr = 26;
}
if(str_cmpi(level_name,"spaceship_endgegner.wmb"))
{
dialog = 8;
levelnr = 27;
}
if(str_cmpi(level_name,"cave_intro.wmb"))
{
levelnr = 30;
return;
}
if(str_cmpi(level_name,"cave_level3.wmb"))
{
levelnr = 32;
return;
}
wait(1);
}
wait(1);
}
}
var o;
function ballscan()
{
if(levelnr == 32 && o == 0)
{
o = 1;
waffekeep();
}
}
action ball_act()
{
ss = 0;
ball = me;
my.emask |= (ENABLE_SCAN);
my.event = ballscan;
my.material = mat_metal;
my.group = 10;
phent_settype(ball,PH_RIGID,PH_SPHERE);
phent_setfriction(ball,50);
phent_setmass(me,1,PH_RIGID);
phent_setdamping(me,40,40);
life_pan.flags |= (SHOW);
reseter();
spielstart();
if(levelnr >= 21)
{
red_circle();
}
if(levelnr > 21)
{
energy_pan.flags |= (SHOW);
ball.x = 2080;
}
if(levelnr >= 33)
{
waffekeep();
}
while(level_ent)
{
while(control == 1)
{
if(key_a || Xbox_Joystick_Raw_X <= -150)
{
phent_addcentralforce(ball,vector(0,2500*time_step,0));
}
if(key_d || Xbox_Joystick_Raw_X >= 150)
{
phent_addcentralforce(ball,vector(0,-2500*time_step,0));
}
if(key_w || Xbox_Joystick_Raw_Y <= -150)
{
phent_addcentralforce(ball,vector(0,0,2500*time_step));
}
if(key_s || Xbox_Joystick_Raw_Y >= 150)
{
phent_addcentralforce(ball,vector(0,0,-2500*time_step));
}
energy_pan.angle = energy - 100;
life_pan.angle = (life - 100)*-1;
if(energy < 100){energy += 1*time_step;
}
if(life < 100){life += 0.125*time_step;
}
if(life <= 0)
{
media_play("death_ball.wmv",NULL,100);
ss = 1;
}
if(waf == 1 && energy >= 1)
{
zieltrace();
energy -= 5;
}
if(ss == 1)
{
ss = 0;
level_load("start_eng.wmb");
wait(1);
life = 100;
spielstart();
weiterspielen();
life_pan.flags &= (~SHOW);
energy_pan.flags &= (~SHOW);
while(1)
{
if(start2_los == 1)
{
start2_los = 0;
level_load("start2.wmb");
}
wait(1);
}
}
Xbox_Joystick_X = joy_force.x ;
Xbox_Joystick_Y = joy_force.y ;
Xbox_Joystick_Raw_X = joy_raw.x ;
Xbox_Joystick_Raw_Y = joy_raw.y ;
Xbox_Joystick_Rot_X = joy_rot.y ; // X = Y ?? It Works. Go Figure.
Xbox_Joystick_Rot_Y = joy_rot.x ;
Xbox_Button_A = joy_1 ;
Xbox_Button_B = joy_2 ;
Xbox_Button_X = joy_3 ;
Xbox_Button_Y = joy_4 ;
Xbox_Button_Front_L = joy_5 ;
Xbox_Button_Front_R = joy_6 ;
Xbox_Button_Back = joy_7 ;
Xbox_Button_Start = joy_8 ;
Xbox_Joy_Push_L = joy_9 ;
Xbox_Joy_Push_R = joy_10 ;
if(key_e || joy_5)
{
if(checker && energy > 5)
{
energy -= 5*time_step;
VECTOR vec_gravityforce;
var gravity_strength = 250;
vec_diff(vec_gravityforce, ball.x, checker.x);
vec_normalize(vec_gravityforce,gravity_strength);
phent_addvelcentral(checker, vector(vec_gravityforce.x , vec_gravityforce.y , vec_gravityforce.z ));
if(checker2)
{
VECTOR vec_gravityforce2;
var gravity_strength2 = 250;
vec_diff(vec_gravityforce2, ball.x, checker2.x);
vec_normalize(vec_gravityforce2,gravity_strength2);
phent_addvelcentral(checker2, vector(vec_gravityforce2.x , vec_gravityforce2.y , vec_gravityforce2.z ));
}
}
}
wait(1);
}
wait(1);
}
}
function gravity_changer()
{
while(1)
{
if(levelnr == 7)
{
wait(-3);
phent_addvelcentral(me,vector(0,random(-40000),0));
wait(-3);
phent_addvelcentral(me,vector(0,random(40000),0));
}
wait(1);
}
}
action end()
{
while(me)
{
c_scan(my.x,my.pan,vector(360,360,120),IGNORE_ME);
if(you == ball && levelnr == 1)
{
dialog = 2;
EINBLEND_PANEL(black_pan);
wait(-0.5);
level_load("level2.wmb");
AUSBLEND_PANEL(black_pan);
levelnr = 19;
reseter();
game_save("save_gravix",0,SV_VARS);
dialogs();
}
if(you == ball && levelnr == 2)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
level_load("level3.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
reseter();
game_save("save_gravix",0,SV_VARS);
}
if(you == ball && levelnr == 3)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
level_load("level4.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
reseter();
game_save("save_gravix",0,SV_VARS);
}
if(you == ball && levelnr == 4)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
dialog = 3;
level_load("level5.wmb");
AUSBLEND_PANEL(black_pan);
wait(10);
levelnr += 1;
reseter();
game_save("save_gravix",0,SV_VARS);
dialogs();
}
if(you == ball && levelnr == 5)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
dialog = 99;
level_load("level6.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
reseter();
game_save("save_gravix",0,SV_VARS);
}
if(you == ball && levelnr == 6)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
talk_com_fig.flags &= (~SHOW);
level_load("level7.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
reseter();
game_save("save_gravix",0,SV_VARS);
}
if(you == ball && levelnr == 7)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
dialog = 4;
level_load("level8.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
reseter();
game_save("save_gravix",0,SV_VARS);
dialogs();
}
if(you == ball && levelnr == 8)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
level_load("level9.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
reseter();
game_save("save_gravix",0,SV_VARS);
}
if(you == ball && levelnr == 9)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
level_load("level10.wmb");
AUSBLEND_PANEL(black_pan);
wait(10);
levelnr += 1;
reseter();
game_save("save_gravix",0,SV_VARS);
}
if(you == ball && levelnr == 10)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
dialog = 5;
level_load("level11.wmb");
AUSBLEND_PANEL(black_pan);
wait(10);
levelnr += 1;
reseter();
game_save("save_gravix",0,SV_VARS);
dialogs();
}
if(you == ball && levelnr == 11)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
dialog = 99;
level_load("level12.wmb");
AUSBLEND_PANEL(black_pan);
wait(10);
levelnr += 1;
reseter();
game_save("save_gravix",0,SV_VARS);
dialogs();
}
if(you == ball && levelnr == 12)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
talk_com_fig.flags &= (~SHOW);
dialog = 99;
level_load("level13.wmb");
AUSBLEND_PANEL(black_pan);
wait(10);
levelnr += 1;
reseter();
game_save("save_gravix",0,SV_VARS);
dialogs();
}
if(you == ball && levelnr == 13)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
talk_com_fig.flags &= (~SHOW);
dialog = 99;
level_load("level14.wmb");
AUSBLEND_PANEL(black_pan);
wait(10);
levelnr += 1;
reseter();
game_save("save_gravix",0,SV_VARS);
dialogs();
}
if(you == ball && levelnr == 14)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
talk_com_fig.flags &= (~SHOW);
dialog = 6;
level_load("level15.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
reseter();
game_save("save_gravix",0,SV_VARS);
dialogs();
}
if(you == ball && levelnr == 15)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
dialog = 99;
level_load("level16.wmb");
AUSBLEND_PANEL(black_pan);
reseter();
game_save("save_gravix",0,SV_VARS);
dialogs();
}
if(you == ball && levelnr == 16)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
talk_com_fig.flags &= (~SHOW);
dialog = 99;
level_load("level17.wmb");
AUSBLEND_PANEL(black_pan);
reseter();
game_save("save_gravix",0,SV_VARS);
dialogs();
}
if(you == ball && levelnr == 17)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
talk_com_fig.flags &= (~SHOW);
dialog = 99;
level_load("level18.wmb");
AUSBLEND_PANEL(black_pan);
reseter();
game_save("save_gravix",0,SV_VARS);
dialogs();
}
if(you == ball && levelnr == 18)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
talk_com_fig.flags &= (~SHOW);
dialog = 99;
level_load("level19.wmb");
AUSBLEND_PANEL(black_pan);
reseter();
game_save("save_gravix",0,SV_VARS);
dialogs();
}
if(you == ball && levelnr == 19)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
talk_com_fig.flags &= (~SHOW);
teil = 2;
dialog = 7;
level_load("uebergang.wmb");
AUSBLEND_PANEL(black_pan);
reseter();
game_save("save_gravix",0,SV_VARS);
dialogs();
}
//////////////////////////////////////////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
if(you == ball && levelnr == 20)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
teil = 2;
dialog = 8;
level_load("spaceship_intro.wmb");
AUSBLEND_PANEL(black_pan);
reseter();
levelnr += 1;
game_save("save_gravix",0,SV_VARS);
dialogs();
}
if(you == ball && levelnr == 21)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
dialog = 9;
teil = 2;
level_load("spaceship_main1.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
game_save("save_gravix",0,SV_VARS);
blitzen();
dialogs();
}
if(you == ball && levelnr == 22)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
dialog = 9;
teil = 2;
level_load("spaceship_main2.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
game_save("save_gravix",0,SV_VARS);
blitzen();
}
if(you == ball && levelnr == 23)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
dialog = 9;
teil = 2;
level_load("spaceship_main3.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
game_save("save_gravix",0,SV_VARS);
blitzen();
}
if(you == ball && levelnr == 24)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
dialog = 10;
teil = 2;
level_load("spaceship_main4.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
game_save("save_gravix",0,SV_VARS);
blitzen();
dialogs();
}
if(you == ball && levelnr == 25)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
dialog = 11;
teil = 2;
level_load("spaceship_main5.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
game_save("save_gravix",0,SV_VARS);
blitzen();
dialogs();
}
if(you == ball && levelnr == 26)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
dialog = 12;
teil = 2;
level_load("spaceship_endgegner.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
game_save("save_gravix",0,SV_VARS);
blitzen();
playboss1();
dialogs();
}
//////////////////////////////////////////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
if(you == ball && levelnr == 30)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
dialog = 15;
level_load("cave_level2.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
game_save("save_gravix",0,SV_VARS);
blitzen();
dialogs();
break;
}
if(you == ball && levelnr == 31)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
dialog = 16;
level_load("cave_level3.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
game_save("save_gravix",0,SV_VARS);
blitzen();
dialogs();
break;
}
if(you == ball && levelnr == 32)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
dialog = 17;
level_load("cave_level4.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
game_save("save_gravix",0,SV_VARS);
blitzen();
dialogs();
break;
}
if(you == ball && levelnr == 33)
{
EINBLEND_PANEL(black_pan);
wait(-0.5);
level_load("cave_level5.wmb");
AUSBLEND_PANEL(black_pan);
levelnr += 1;
game_save("save_gravix",0,SV_VARS);
blitzen();
break;
}
wait(1);
}
}
function next()
{
overs = 1;
if(levelnr == 5)
{
level_load("level6.wmb");
overs = 0;
}
if(levelnr == 11)
{
dialog = 99;
level_load("level12.wmb");
overs = 0;
dialogs();
}
if(levelnr == 12)
{
dialog = 99;
level_load("level13.wmb");
overs = 0;
dialogs();
}
if(levelnr == 13)
{
dialog = 99;
level_load("level14.wmb");
overs = 0;
dialogs();
}
if(levelnr == 14)
{
dialog = 6;
level_load("level15.wmb");
overs = 0;
dialogs();
}
if(levelnr == 15)
{
dialog = 99;
level_load("level16.wmb");
overs = 0;
dialogs();
}
if(levelnr == 16)
{
dialog = 99;
level_load("level17.wmb");
overs = 0;
dialogs();
}
if(levelnr == 17)
{
dialog = 99;
level_load("level18.wmb");
overs = 0;
dialogs();
}
if(levelnr == 18)
{
dialog = 99;
level_load("level19.wmb");
overs = 0;
dialogs();
}
if(levelnr == 19)
{
dialog = 99;
level_load("uebergang.wmb");
overs = 0;
dialogs();
}
overs = 0;
}
function uebergang_fu()
{
while(uebergang == 1)
{
vec_set(camera.x, ball.x);
camera.pan = -90;
wait(1);
}
}
function uebergang_check()
{
var i = 0;
while(1)
{
if(uebergang == 1 && i == 0)
{
i = 1;
uebergang_fu();
}
wait(1);
}
}
function levelwechsel()
{
pp_set(camera,NULL);
tguard.flags &= (~SHOW);
talk_main_fig.flags &= ~SHOW;
gravissimo.flags &= ~SHOW;
talk_com_fig.flags &= ~SHOW;
commander.flags &= ~SHOW;
talk_rba.flags &= ~SHOW;
tguard.flags &= ~SHOW;
}
function main()
{
mouse_mode = 4;
fps_max = 60;
ph_iterations = 20;
mouse_range = 2080;
d3d_antialias = 1;
video_set(1024,768,0,0);
video_window(NULL,NULL,16+64+128,"Gravix - PreVersion");
// media_play("infectedgames_startup.wmv",NULL,100);
// wait(-8);
video_pan.flags &= (~SHOW);
level_load("start_eng.wmb");
wait(1);
on_level = levelwechsel;
spielstart();
master_vol = 50;
on_p = next;
on_joy4 = next;
ph_setgravity(nullvector);
optionen_show();
weiterspielen();
keyb_pan.flags |= (SHOW);
draw_textmode(schrift,0,70,100);
while(!key_space)
{
draw_text("Press Space",500,650,vector(0,0,0));
wait(1);
}
keyb_pan.flags &= (~SHOW);
while(1)
{
if(start2_los == 1)
{
start2_los = 0;
level_load("start2.wmb");
}
wait(1);
}
}
"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen." -JCL, 2011
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