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savedir partly works partly fails?
#294270
10/17/09 19:23
10/17/09 19:23
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Joined: Apr 2002
Posts: 224 Twickenham,England
kiamonster
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Posts: 224
Twickenham,England
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I haave defined in my code 'savedir "\\sd";'
So directory 'sd' is created, but if I then open a file for write with 'fi_handle = file_open_write("fi.txt");'
it is created in my current directory not in 'sd'.
Why???? Anyone know???
Last edited by kiamonster; 10/17/09 19:24.
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Re: savedir partly works partly fails?
[Re: Superku]
#294290
10/18/09 00:38
10/18/09 00:38
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Joined: Apr 2002
Posts: 224 Twickenham,England
kiamonster
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Sorry H.F. The saved program file as before went in 'sd', but the text file is still created in my work folder. Thanks for looking though!
Is this a bug?
Last edited by kiamonster; 10/18/09 00:41.
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Re: savedir partly works partly fails?
[Re: kiamonster]
#294291
10/18/09 01:00
10/18/09 01:00
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
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Posts: 6,861
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Hm... make this line str_cpy(save_dir,"your folder name")the very first instruction in your main-function to make sure it's defined before file_open_write(...). Then delete => I haave defined in my code 'savedir "\\sd";' Should work! If it does not, try file_open_write("fi. ini"); because I know that this will work (with 7.80).
"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
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Re: savedir partly works partly fails?
[Re: Superku]
#294328
10/18/09 13:40
10/18/09 13:40
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Joined: Apr 2002
Posts: 224 Twickenham,England
kiamonster
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Hi H.F. Sorry I didn't reply - went to bed (and pondered whether I was ever cut out for programming!) That failed - still got savegame correctly in sd - but fi.ini in work. Here is my programme - very cut down but runnable... What am I doing wrong (apart from atempting programming!)...
//////////////////////////////////////////////////////////////////////// // A6 main wdl: // Created by WED. ////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////// // The PATH keyword gives directories where template files can be found. path "C:\\Conitec\\GStudio7\\template_6"; // Path to A6 templates directory path "C:\\Conitec\\GStudio7\\template_6\\code"; // Path to A6 template code subdirectory path "C:\\Conitec\\GStudio7\\templates\\images"; // Path to template image subdirectory path "C:\\Conitec\\GStudio7\\templates\\sounds"; // Path to template sound subdirectory path "C:\\Conitec\\GStudio7\\templates\\models"; // Path to template model subdirectory
///////////////////////////////////////////////////////////////// // Filename of the starting level. string level_str = <txt_fils.WMB>; // give file names in angular brackets
//////////////////////////////////////////////////////////////////////////// // Included files include <gid01.wdl>; // global ids include <display00.wdl>; // basic display settings
///////////////////////////////////////////////////////////////// var fi_handle = 0; var fo_handle = 0; savedir "\\sd"; //string lf = "\n"; //line feed ///////////////////////////////////////////////////////////////// // Desc: The main() function is started at game start function main() { str_cpy(save_dir,"\\sd"); // set some common flags and variables // freeze all entity functions freeze_mode = 1; // no level has been loaded yet... gid01_level_state = gid01_level_not_loaded;
// entry: Warning Level (0,1, or 2) // entry_help: Sets sensitivity to warnings (0 = none, 1 = some, 2 = all). warn_level = 2; // announce bad texture sizes and bad wdl code
//?compatibilty = 6; // keep sun_color and ambient_color at their default settings
// entry: Starting Mouse Mode (0, 1, or 2) mouse_mode = 0;
// wait 3 frames (for triple buffering) until it is flipped to the foreground wait(3); // now load the level level_load(level_str);
wait(2); // let level load // level should be loaded at this point... gid01_level_state = gid01_level_loaded;
//+++ load starting values
// un-freeze the game freeze_mode = 0;
// save start of game here wait(6); // allow time for functions that wait for "gid01_level_loaded" to load file_delete("start0.SAV"); // remove any old savefile wait(1); if( game_save("start",0,SV_ALL) <= 0) { diag("\nWARNING! main - Cannot save 'start' of level (ignore on restarts)."); } else { diag("\nWDL: main - Game 'start' saved."); }
fi_handle = file_open_write("fi.ini"); wait(3); file_str_write (fi_handle,"Alex"); file_str_write (fi_handle,"\n"); file_str_write (fi_handle,"Esra"); file_str_write (fi_handle,"\n"); file_str_write (fi_handle,"John"); file_close (fi_handle); wait(3); beep(); exit; }
// Desc: this is the function used to restart the game. function main_restart_game() { // wait 3 frames (for triple buffering) until it is flipped to the foreground wait(3);
// freeze the game freeze_mode = 1;
if( game_load("start",0) <= 0) { diag("\nWARNING! main_restart_game - Cannot load 'start' of level."); } else { diag("\nWDL: main_restart_game - Game 'start' loaded"); }
// un-freeze the game freeze_mode = 0; }
// Desc: this is the function used to quit the game. function main_quit() { //+++ // save global skills & strings exit; }
///////////////////////////////////////////////////////////////// // The following definitions are for the pro edition window composer // to define the start and exit window of the application. WINDOW WINSTART { TITLE "3D GameStudio"; SIZE 480,320; MODE IMAGE; //STANDARD; BG_COLOR RGB(240,240,240); FRAME FTYP1,0,0,480,320; // BUTTON BUTTON_START,SYS_DEFAULT,"Start",400,288,72,24; BUTTON BUTTON_QUIT,SYS_DEFAULT,"Abort",400,288,72,24; TEXT_STDOUT "Arial",RGB(0,0,0),10,10,460,280; }
/* no exit window at all.. WINDOW WINEND { TITLE "Finished"; SIZE 540,320; MODE STANDARD; BG_COLOR RGB(0,0,0); TEXT_STDOUT "",RGB(255,40,40),10,20,520,270;
SET FONT "",RGB(0,255,255); TEXT "Any key to exit",10,270; }*/
///////////////////////////////////////////////////////////////// //INCLUDE <debug.wdl>;
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