Great to see this old topic revived! I can also just agree with the previous comments. Upgrade to A8 and then try to migrate your code, the community will help. From the gameplay-video, some of the movement and physics code needs some fixing anyway, so why not combine this?
Thanks for all the replies guys, I did manage to get my game to run in A8 after months of converting code but I had to abandon it because it would run fine if I ran it from WED but once I published it and ran the .exe it would crash to desktop without warning so it was a dead end. I will contact support to see if an A8 key is compatible with A7 if not I will try to convert it to work with A8 again.
I still have A8 on my computer I can do a YouTube video to show how A8 crashes if you like?
Right, I have a 30 day trial version of 3D GameStudio so I have access to shaders. If all goes well I was told by support I can buy an A8 com licence to unlock my A7!! I have already tested the pp_bloomblur.fx and it works! My question now is what's the best Bloom blur shader around? I have been looking but keep getting dead links. I need one that is compatible with c-script and looks better. Also I was reading that I can apply fake shadows through a post processing shader (shadow mapping) which would be much faster than stencil, is this true?
if you need a lot of dynamic shadows, shadowmapping is faster. if you use mainly static shadows and a few stencil shadows cast by simple low poly objects, stencil shadows can be faster. but you can combine static shadows with shadowmapping as well to improve performance. moreover, imo you can get better quality by shadowmapping. just check my latest contribution