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Gamestudio 8.30.4 Public Beta #385800
10/24/11 10:22
10/24/11 10:22
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline OP

Chief Engineer
jcl  Offline OP

Chief Engineer

Joined: Jul 2000
Posts: 27,977
Frankfurt
Again, a new Gamestudio version was uploaded for a public test. Some of the new functions of Gamestudio 8.30: OpenAL, environmental sounds effects, improvements of postprocessing shaders, and many new or improved engine functions. A detailed list can be found here:

http://manual.3dgamestudio.net/newfeatures8.htm

This version contains fixes to all bugs reported for version 8.30.3 as well as for some general bugs that were reported recently and affected all A8 versions. Install the update over your Gamestudio 8.20 or 8.30.3 version. Please report any problems to the bug forum.

Re: Gamestudio 8.30.4 Public Beta [Re: jcl] #385803
10/24/11 10:31
10/24/11 10:31
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
Serious User
painkiller  Offline
Serious User

Joined: Aug 2009
Posts: 1,438
Spain
great, thanks!


3D Gamestudio A8 Pro
AMD FX 8350 4.00 Ghz
16GB RAM
Gigabyte GeForce GTX 960 4GB
Re: Gamestudio 8.30.4 Public Beta [Re: painkiller] #385804
10/24/11 11:31
10/24/11 11:31
Joined: May 2008
Posts: 257
D
djfeeler Offline
Member
djfeeler  Offline
Member
D

Joined: May 2008
Posts: 257
Hello,

I have detect an error on an example reactiontest. When the number five appear et when I press the key five an error appear Malfunction W1501 Empty pointer in main and Error E1513 Script crash in main.

I have test my project and this code does not work. In the other version it works well.

Code:
// fonction inkey write by djfeeler

#include <acknex.h>
#include <default.c>

FONT* arial_font = "Arial#20b";

STRING* GV_str_letter = "";

TEXT* Txt_temp = {strings = 20;}

TEXT* Txt_write = // appears over input_pan
{
	layer = 30;
	pos_x = 30;
	pos_y = 10;
	font(arial_font);
	string(GV_str_letter);
	flags = SHOW;
}

function F_write_text()
{
	str_cpy(GV_str_letter, "#20"); // The error is here the #20 does not work.
	set(Txt_write,SHOW); // display the text write
	inkey(GV_str_letter); // retrieves the letters typed
	str_cpy((Txt_temp.pstring)[0], GV_str_letter);
}

function main()
{
	video_set(800,600,0,2);
	F_write_text();
}



#20 appears and I can write three letters.

Djfeeler

Last edited by djfeeler; 10/24/11 12:20.
Re: Gamestudio 8.30.4 Public Beta [Re: djfeeler] #385807
10/24/11 12:19
10/24/11 12:19
Joined: May 2007
Posts: 2,043
Germany
Lukas Offline

Programmer
Lukas  Offline

Programmer

Joined: May 2007
Posts: 2,043
Germany
@djfeeler: This is supposed to be like this:
http://manual.3dgamestudio.net/bugs.htm

"The '#' default size token had an effect not only on STRING definitions, but also (wrongly) on str_cpy operations (all A8, A7, A6, and A5 versions; fixed in 8.30.4)."

Also see: http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=385767

This means you shouldn't use "#n" in str_cpy operations. The behaviour you expect was a bug! I guess the easiest workaround in this case would be to use
Code:
str_cpy(GV_str_letter, "                     ");



Now the editboxes in LBGUI will accept a '#' at the beginning of their text as they should. laugh

Thanks for fixing this. laugh

Re: Gamestudio 8.30.4 Public Beta [Re: Lukas] #385808
10/24/11 12:29
10/24/11 12:29
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline
User
Iglarion  Offline
User

Joined: Jul 2004
Posts: 785
Serbia
Thanks! With this beta all my old problems is past smile.


IGRAVISION Page - www.igravision.com
RPG project - The Battle For Forgol 92.75%
Re: Gamestudio 8.30.4 Public Beta [Re: Lukas] #385809
10/24/11 12:33
10/24/11 12:33
Joined: May 2008
Posts: 257
D
djfeeler Offline
Member
djfeeler  Offline
Member
D

Joined: May 2008
Posts: 257
Thanks for the explanation.

Re: Gamestudio 8.30.4 Public Beta [Re: djfeeler] #385825
10/24/11 17:21
10/24/11 17:21
Joined: Sep 2005
Posts: 352
Germany
preacherX Offline
Senior Member
preacherX  Offline
Senior Member

Joined: Sep 2005
Posts: 352
Germany
Thanks for the update!

By the way, is it legal to publish games with the public test version and distribute them?



Re: Gamestudio 8.30.4 Public Beta [Re: preacherX] #385832
10/24/11 18:12
10/24/11 18:12
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
Expert
Espér  Offline
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Danke für das Update grin

Kleine Frage... Gibts schon Fortschritte im Cloth-Simulation?


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: Gamestudio 8.30.4 Public Beta [Re: Espér] #385838
10/24/11 19:27
10/24/11 19:27
Joined: Sep 2005
Posts: 352
Germany
preacherX Offline
Senior Member
preacherX  Offline
Senior Member

Joined: Sep 2005
Posts: 352
Germany
Habe seit dem Update große Probleme mit snd_loop!

Ich spiele eine Hintergrundmusik mit einem Soundhandle ab (z.B.: Hintergrundmusik=snd_loop(...);).

Mit dem letzten Update und auch den vorigen Versionen lief alles ohne Probleme, mit dem neuen jedoch werden die Sounds urplötzich zu unterschiedlichen Zeiten
einfach abgebrochen - manchmal nach 2-3 Sekunden oder erst nach ein paar Minuten.
Wenn es dann passiert, wurde vorher ein anderer Sound per snd_play abgespielt.
Normalerweise sollte dieses Phänomen aber doch nur auftreten, wenn mehr als 32 Sounds geichzeitig abgespielt werden?
Sind alles .OGG Dateien (Mono).

Manchmal passiert es auch, wenn ich mit snd_pause die Musik anhalte möchte, dass sie trotzdem weiterspielt oder falls sie anhält, sie nicht mehr mit snd_start weiterspielt!

Alles noch mit C-Script!

Re: Gamestudio 8.30.4 Public Beta [Re: preacherX] #385867
10/25/11 16:53
10/25/11 16:53
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline OP

Chief Engineer
jcl  Offline OP

Chief Engineer

Joined: Jul 2000
Posts: 27,977
Frankfurt
Yes, it is legal to publish a project with this version - but it's better to wait for the official release, some bug might still show up. - As long as you don't use OAL sounds, snd_loop in A8 is the same as in A7 or earlier versions. If you have random problems, try to find a possible common reason, f.i. a part of your script that causes the problem, or a certain sound file.

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