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Fehler bei verschiedennen Benutzern
#446239
10/08/14 17:15
10/08/14 17:15
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Joined: Mar 2014
Posts: 359
CocaCola
OP
Senior Member
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OP
Senior Member
Joined: Mar 2014
Posts: 359
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Hallo! 2 Tester haben mein Spiel unter Win8 64bit getestet, doch es will nicht starten es kommt immer die Fehlermeldung "Spiel funktioniert nicht mehr" Was kann das sein?
Last edited by CocaCola; 10/14/14 09:56.
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Re: Fehler beim Starten Win8 64bit
[Re: CocaCola]
#446267
10/09/14 07:07
10/09/14 07:07
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Joined: Mar 2014
Posts: 359
CocaCola
OP
Senior Member
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OP
Senior Member
Joined: Mar 2014
Posts: 359
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Ich habe warn_level = 6; am anfang meiner main() getan und es kommt kein Fehler. Den 2 Leuten habe ich mitlerweile auch ein leeres Projekt zukommen lassen aber die haben es noch nicht getestet
Last edited by CocaCola; 10/09/14 07:07.
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Re: Fehler beim Starten Win8 64bit
[Re: CocaCola]
#446270
10/09/14 14:30
10/09/14 14:30
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Joined: Mar 2014
Posts: 359
CocaCola
OP
Senior Member
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OP
Senior Member
Joined: Mar 2014
Posts: 359
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Also die win8 User haben ein leeres Level von mir bekommen und erfolgreich getestet>> es läuft aber mein Spiel nicht, also nur unter Win 8 nicht. Ich benutze auch keine Plugins, es Taucht aber das weiße Acknex Ladefenster auf. Wie kann ich den Fehler finden? Das Spiel hat auch nicht sonderbar viel code ich würde ihn auch offen legen und es ist alles sehr einfach geschrieben weil ich noch Anfänger bin
Last edited by CocaCola; 10/09/14 14:43.
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Re: Fehler beim Starten Win8 64bit
[Re: CocaCola]
#446271
10/09/14 14:37
10/09/14 14:37
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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Du könntest damit anfangen den Fehlercode zu nennen damit man überhaupt mal weiß was genau kaputt geht. Mein Geld ist darauf das du das mit dem Speicher vermurkst und der memory allocator in Windows 8 anders funktioniert als der in 7.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: Fehler beim Starten Win8 64bit
[Re: CocaCola]
#446272
10/09/14 14:48
10/09/14 14:48
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Joined: Mar 2014
Posts: 359
CocaCola
OP
Senior Member
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OP
Senior Member
Joined: Mar 2014
Posts: 359
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ist man denn in lite-c vor Speicher Zugriffen nicht geschützt? kann das evtl. an dem mystymood liegen, den ich aus der Aum 72 für meinen terrainshader nutze? Edit: mein Code hat 1096 Zeilen wie kann ich den denn Stück weise testen ohne einen Richtigen Tester
Last edited by CocaCola; 10/09/14 14:52.
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Re: Fehler beim Starten Win8 64bit
[Re: CocaCola]
#446273
10/09/14 15:46
10/09/14 15:46
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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Bevor du zu irgendwelchen Schlussfolgerungen kommst, poste den Fehlercode!
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: Fehler beim Starten Win8 64bit
[Re: CocaCola]
#446274
10/09/14 16:22
10/09/14 16:22
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Joined: Mar 2014
Posts: 359
CocaCola
OP
Senior Member
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OP
Senior Member
Joined: Mar 2014
Posts: 359
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Es sind 6 Dateien. Das ist ein nettes Angebo und heir kommt er schon:
///////////////////////////////
#include <acknex.h>
#include <default.c>
#include "move.c"
#include "enemy.c"
#include "menue.c"
#include "opa.c"
#include "schmied.c"
#include "mystymood.c"
var ninjastern;
SOUND* ende_snd = "ende.wav";
///////////////////////////////
BMAP* maus_bmap = "maus.pcx";
ENTITY* gotonow;
var move_var;
PANEL* gamewon_pan = //mein erstes panel
{
pos_x = 50;
pos_y = 110;
layer = 10;
button (0, 0, "won.jpg", "won.jpg", "won.jpg", null, null, null);
//flags = OVERLAY | SHOW;
}
PANEL* start_pan = //mein erstes panel
{
pos_x = 0;
pos_y = 0;
layer = 1;
button (0, 0, "start.jpg", "start.jpg", "start.jpg", gogogo, null, null);
flags = OVERLAY | SHOW;
}
function gogogo(){
level_load("ninjacat.wmb");
reset(start_pan,SHOW);
}
function adjust_target()
{while(! player)
wait(1);
gotonow=my;
my.z += 10; // play with the target entity here
set(my,PASSABLE);
vec_set(to,my.x);
vec_sub(to, player.x);
vec_set(to2,my.x);
angriff=0;
move_var=1;
while(my.skill1<90)
{
my.skill1 += 10*time_step;
if (my.skill1 > 100) my.skill1 -= 100;
ent_animate(me,"start",my.skill1,ANM_CYCLE);
wait(1);
}
ent_remove(my);
//vec_add(to2,vector(40,40,40));
}
function create_target()
{
VECTOR pos1, pos2;
pos1.x = mouse_pos.x;
pos1.y = mouse_pos.y;
pos1.z = 0;
vec_for_screen (pos1, camera);
pos2.x = mouse_pos.x;
pos2.y = mouse_pos.y;
pos2.z = 20000; // use a big value here
vec_for_screen (pos2, camera);
c_trace (pos1.x, pos2.x, IGNORE_PASSABLE); // now "target" holds the coordinates of the hit point
ent_create ("ziel.mdl", target, adjust_target); // create the entity at the "target" position
// fire_bullets();
}
function mouse_startup(){
on_mouse_left = create_target; // create a target entity when the player presses the left mouse button
}
function sun_move()
{sun_angle.pan=180;
sun_angle.tilt=45;
while(1)
{
sun_angle.pan += 0.01 * time_frame;
sun_angle.pan %= 360;
sun_angle.tilt = fsin(sun_angle.pan, 45) + 45;
//sun_light = sun_angle.tilt;
wait(1);
}
}
function ende (){
while(mission!=47){
wait(1);
}´
snd_play (ende_snd,100,0);
set(gamewon_pan,SHOW);
}
function main()
{warn_level = 6;
camera.arc=100;
//vec_set(screen_size,vector(800,400,0));
vec_set(screen_color,vector(250,1,1)); // dark blue
// vec_set(sky_color,vector(50,1,1)); // dark blue
video_window(NULL,NULL,0,"My New Game");
d3d_antialias = 1;
shadow_stencil = 3;
video_mode=8;
level_load("start.wmb");
camera.arc=100;
mouse_range = 20100;
mouse_map = maus_bmap;
mouse_mode = 4;
ninjastern=0;
gold=0;
ende ();
bullets_startup();
mouse_startup();
//bullets_startup();
sun_move();
}
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Re: Fehler beim Starten Win8 64bit
[Re: CocaCola]
#446275
10/09/14 16:23
10/09/14 16:23
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Joined: Mar 2014
Posts: 359
CocaCola
OP
Senior Member
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OP
Senior Member
Joined: Mar 2014
Posts: 359
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die move.c und bei der playercation hab ich viel quatsch gemacht, ich weiß, ist voll unsauber
var raumschiffspeedz;
var raumschiffspeedy;
var raumschiffspeedx;
var key_space_off = 0;
var playerhealth=100;
var move_var;
var drehung;
var distance;
var angriff;
var alarm;
var gesehen;
var killart;
VECTOR to;
VECTOR to_r;
VECTOR to2;
ENTITY* enemy1;
ENTITY* gotonow;
ENTITY* weapon1;
ENTITY* bullets;
SOUND* wurf_snd = "wurf.wav";
SOUND* schlag_snd = "schlag.wav";
SOUND* schwert_snd = "schwert.wav";
var ninjastern;
var gold;
#define speed_x skill50
#define speed_y skill51
#define speed_z skill52
#define foot_height skill53
#define soil_contact skill54
#define soil_height skill55
#define target_pan skill58
#define slope_tilt skill59
FONT* arial_font = "Arial#25b";
/////////////
PANEL* gameover_pan = //mein erstes panel
{
pos_x = 50;
pos_y = 110;
layer = 10;
button (0, 0, "gameover.jpg", "gameover.jpg", "gameover.jpg", gameover, null, null);
//flags = OVERLAY | SHOW;
}
/////////////////////////////////////////////////////////////////////
PANEL* panhealth =
{
digits(50, 25, " %0.f", *, 1, playerhealth);
// font = arial_font;
flags = SHOW;
}
PANEL* pangold =
{
digits(230, 25, " %0.f", *, 1, gold);
// font = arial_font;
flags = SHOW;
}
PANEL* panninjastern =
{
digits(140, 25, " %0.f", *, 1, ninjastern);
// font = arial_font;
flags = SHOW;
}
function attach_weapon1()
{
weapon1 = my; // I'm the gun
set(my, PASSABLE );
set(my, INVISIBLE );
while (1)
{while (!player){
wait(1);
}
vec_set (my.x, vector (0, 0, 10)); // set the proper gun offset in relation to the player
vec_rotate (my.x, player.pan);
vec_add (my.x, player.x);
my.pan = player.pan;
wait (1);
}
}
function gameover(){
reset(gameover_pan,SHOW);
playerhealth=100;
level_load("ninjacat.wmb");
}
function remove_bullets() // this function runs when the bullet collides with something
{snd_play (schlag_snd,100,0);
wait (1); // wait a frame to be sure (don't trigger engine warnings)
ent_remove (my); // and then remove the bullet
}
function move_bullets(){
set(my,SHADOW);
// snd_play (pistole_snd,100,0);
bullets=my;
VECTOR bullet_speed[3]; // stores the speed of the bullet
// the bullet is sensitive to impacts with entities and level blocks
set(my,PASSABLE);
my.emask = ENABLE_IMPACT | ENABLE_ENTITY | ENABLE_BLOCK;
my.event = remove_bullets; // when it collides with something, its event function (remove_bullets) will run
my.pan = weapon1.pan;
bullet_speed.x = 25 * time_step; // adjust the speed of the bullet here
bullet_speed.y = 0; // the bullet doesn't move sideways
bullet_speed.z = 0; // or up / down on the z axis
c_move (my, bullet_speed, nullvector, IGNORE_PASSABLE | IGNORE_YOU);
wait(1);
c_move (my, bullet_speed, nullvector, IGNORE_PASSABLE | IGNORE_YOU);
reset(my,PASSABLE);
while (my) // this loop will run for as long as the bullet exists (it isn't "NULL")
{
// move the bullet ignoring its creator (weapon1)
my.skill1 += 10*time_step;
if (my.skill1 > 100) my.skill1 -= 100;
ent_animate(me,"dreh",my.skill1,ANM_CYCLE);
c_move (my, bullet_speed, nullvector, IGNORE_PASSABLE | IGNORE_YOU);
wait (1);
}
}
function fire_bullets() {
VECTOR bullet_pos[3];
vec_for_vertex(bullet_pos, weapon1, 1);
ent_create("stern.mdl", bullet_pos, move_bullets);
snd_play (wurf_snd,100,0);
wait(1);
}
function adjust_target2(){
gotonow=my;
my.z += 10; // play with the target entity here
set(my,PASSABLE);
set(my,INVISIBLE);
vec_set(to_r,my.x);
vec_sub(to_r, player.x);
//vec_set(to2,my.x);
angriff=0;
vec_to_angle(player.pan,to_r);
wait(1);
if(ninjastern!=0){
fire_bullets();
ninjastern-=1;
}
ent_remove(my);
}
function create_target2()
{
move_var=2;
VECTOR pos1, pos2;
pos1.x = mouse_pos.x;
pos1.y = mouse_pos.y;
pos1.z = 0;
vec_for_screen (pos1, camera);
pos2.x = mouse_pos.x;
pos2.y = mouse_pos.y;
pos2.z = 20000; // use a big value here
vec_for_screen (pos2, camera);
c_trace (pos1.x, pos2.x, IGNORE_PASSABLE); // now "target" holds the coordinates of the hit point
ent_create ("ziel.mdl", target, adjust_target2); // create the entity at the "target" position
}
function bullets_startup(){
on_mouse_right = create_target2;
}
function pget_shot(){
my.ambient = 0;
gesehen=0;
my.lightrange = 0;
if(event_type == EVENT_CLICK)
{
}
if(event_type == EVENT_TOUCH)
{
}
if (event_type == EVENT_SCAN)
{//wait(1);
gesehen=1;
alarm=1;
}
else{
alarm=0;
//gesehen=0;
}
}
action players_code() {
move_var=1;
ent_create ("stern.mdl", vector(0,0,0), attach_weapon1);
c_scan(my.x, my.pan, vector(180, 180, 0), IGNORE_ME| SCAN_LIMIT);
c_setminmax(my);
camera.clip_near = 1;
VECTOR temp;
VECTOR boden;
my.emask = ENABLE_IMPACT | ENABLE_ENTITY | ENABLE_RELEASE | ENABLE_SCAN; // the target is sensitive to impact with player's bullets
my.emask |= ENABLE_TOUCH;
my.emask |= ENABLE_CLICK;
my.event = pget_shot;
var speed_down = 0; //(Fallgeschwindigkeit)
var dist_down = 0; //(Höhenunterschied Spieler - Terrain)
var dist_ahead = 0; //(Entfernungsunterschied vorwärts - rückwärts)
var distanceenemy;
player = my; // I'm the player
camera.x = my.x - 00 * cos(my.pan);
camera.y = my.y - 00 * sin(my.pan);
camera.pan = my.pan; // the camera and the player have the same pan angle
camera.z = my.z + 200; // place the camera above the player, play with this value
camera.tilt = -1800;
/////////////
while (playerhealth>0){
if(move_var==1){
camera.arc=100;
vec_to_angle(my.pan,to);
my.tilt=0;
distance = vec_dist(my.x,to2.x);
//distanceenemy=vec_dist(my.x,distanceenemy);
c_setminmax(my);
vec_fill(my.min_x,-10);
vec_fill(my.max_x,10);
my.min_z=-22;
my.max_z = 15;
vec_for_min(temp,my);
my.foot_height = temp.z*my.scale_z;
if(distance>=26){
my.skill1 += 5*time_step;
if (my.skill1 > 100) my.skill1 -= 100;
ent_animate(me,"move",my.skill1,ANM_CYCLE);
my.speed_x += (6-my.speed_x)/(2+(key_w^key_s)*5)*time_step;
c_move(my,vector(my.speed_x*time_step,0,0),nullvector,IGNORE_PASSABLE | GLIDE);
}
else{
if ( gesehen==1 && angriff==1 ){
my.skill1 = 0;
killart=1;
c_scan(my.x, my.pan, vector(90, 180, 30), IGNORE_ME| SCAN_LIMIT);
snd_play (schwert_snd,100,0);
while(my.skill1<100){
my.skill1 += 10*time_step;
ent_animate(me,"schwert",my.skill1,ANM_CYCLE);
wait(1);
}
angriff=0;
killart=0;
c_scan(my.x, my.pan, vector(180, 180, 0), IGNORE_ME| SCAN_LIMIT);
}
else{
if(angriff==1){
killart=2;
c_scan(my.x, my.pan, vector(90, 180, 30), IGNORE_ME| SCAN_LIMIT);
my.skill1 = 0;
while(my.skill1<100){
my.skill1 += 10*time_step;
//if (my.skill1 > 100) my.skill1 -= 100;
ent_animate(me,"kopf",my.skill1,ANM_CYCLE);
wait(1);
}
killart=0;
angriff=0;
c_scan(my.x, my.pan, vector(180, 180, 0), IGNORE_ME| SCAN_LIMIT);
}}
if (angriff==2){
c_scan(my.x, my.pan, vector(180, 180, 30), IGNORE_ME| SCAN_LIMIT);
angriff=0;
}
}
my.speed_x += (6-my.speed_x)/(2+(key_w^key_s)*5)*time_step;
if(HIT_TARGET && abs(normal.z) < 0.1) {
if(target.x < my.x) my.speed_x = maxv(my.speed_x,0);
else my.speed_x = minv(my.speed_x,0);
}
// gravity
if(my.speed_z <= 0)
{
vec_set(temp,vector(my.x,my.y,my.z-1500+my.foot_height));
c_trace(my.x,temp,IGNORE_PASSABLE | IGNORE_ME | USE_BOX);
if(!trace_hit) vec_set(target,temp);
my.soil_height = target.z-my.foot_height;
}
if(my.z > my.soil_height+(5+20*my.soil_contact)*time_step || my.speed_z > 0) // additional height buffer when ground contact to avoid player floating on slopes
{
my.soil_contact = 0;
my.speed_z = maxv(my.speed_z-9*time_step,-90);
}
else
{
//c_move(me,nullvector,vector(0,0,my.soil_height-my.z),IGNORE_PASSABLE);
my.soil_contact = 1;
my.speed_z = 0;
//jump code
if(key_e)
{
if(key_space_off)
{
key_space_off = 0;
my.speed_z = 80;
my.speed_x +=200;
//my.anim_jump = 1;
//my.anim = 0;
}
}
else key_space_off = 1;
//my.speed_x -=100;
}
if (c_trace(my.x,vector(my.x,my.y,my.z-5000),IGNORE_ME | IGNORE_PASSABLE | USE_BOX) > 0)
dist_down = my.z + boden.z - target.z;
else
dist_down = 0;
if (dist_down > 0)
dist_down = clamp(dist_down,0,accelerate(speed_down,10,0.1));
else
speed_down = 0;
//var dist_ahead = 5*(key_w-key_s)*time_step;
c_move(me,vector(0,0,0),vector(0,0,-dist_down),IGNORE_PASSABLE | GLIDE);
if(my.speed_z){
} //c_move(me,nullvector,vector(0,0,maxv(my.speed_z*time_step,my.soil_height-my.z)),IGNORE_PASSABLE | GLIDE); // the maxv command makes sure you never move below the desired height
if(HIT_TARGET && normal.z < -0.5) my.speed_z = minv(my.speed_z,0); // hit the ceiling?
////////camera
camera.x = my.x - 200 ;
camera.y = my.y ;
//camera.pan = my.pan; // the camera and the player have the same pan angle
camera.z = my.z + 150; // place the camera above the player, play with this value
camera.tilt = -45;
if(playerhealth<1){
}
//set(gameover_pan,SHOW);
}
wait (1);
}
wait(1);
set(gameover_pan,SHOW);
}
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