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Re: Gamestudio 8.47 [Re: Superku] #458479
03/14/16 07:37
03/14/16 07:37
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline OP

Chief Engineer
jcl  Offline OP

Chief Engineer

Joined: Jul 2000
Posts: 27,977
Frankfurt
No, it's the same MED as before.

Re: Gamestudio 8.47 [Re: Superku] #458597
03/21/16 21:57
03/21/16 21:57
Joined: Mar 2005
Posts: 68
Baesweiler
Tele Offline
Junior Member
Tele  Offline
Junior Member

Joined: Mar 2005
Posts: 68
Baesweiler
Have there been any changes within the compiler?

When I compile a larger level, the Ram is not enough, My ram is 32 GB.
That was not there before.
When compiling with activated terrain lihgtning.

Re: Gamestudio 8.47 [Re: Tele] #458606
03/22/16 08:03
03/22/16 08:03
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline OP

Chief Engineer
jcl  Offline OP

Chief Engineer

Joined: Jul 2000
Posts: 27,977
Frankfurt
No change of the compiler.

Re: Gamestudio 8.47 [Re: jcl] #458925
04/07/16 13:02
04/07/16 13:02
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Hm sadly I'm still getting the "bad file format" error, with WMBs though.
Happened 3 times so far over ~10 days on the first level_load call (for the menu.wmb which hasn't changed in quite some time).

The acklog:

Click to reveal..
Quote:
Log of A8 Engine 8.47.1 run at Thu Apr 07 14:55:54 2016
Felix on Windows NT/2000/XP version 6.1 Build 7601
Options superku.c -eq -nwnd -nx 200 -diag -ns -tu
App: C:\GStudio8\acknex.exe in C:\GStudio8\Superku_Rage\

DI interface opened
Start Window opened(c) Conitec - www.3dgamestudio.com
A8 Engine - Pro Edition V8.47.1 - Mar 9 2016
Development version
Registered to: Felix Pohl

DI Microsoft-PC-Joysticktreiber 5 axes 10 buttons initialized
Mouse found
Joystick found
NVIDIA GeForce GTX 660 pure T&L device 1ff9 detected
D3D device NVIDIA GeForce GTX 660 1ff9 selected.
PATH ..\superku_rage\
PATH Bilder\
PATH Level\
PATH Sounds\
PATH Sounds2\
PATH Musik\
PATH Modelle\
PATH Texturen\
ackAR.dll opened
acknet.dll opened
ackoal.dll opened
ackphysX.dll opened
ackSuperku.dll opened
ackwii.dll opened
ackXinput.dll opened
irrKu.dll opened
ports.dll opened
Compiling SUPERKU.C - [Esc] to abort....
PATH C:\GStudio8\templates\images\......................................................................................................................................................................................................................................................................................................
gewusel_do_limits: function not found
menu_item_function_pointer: function not found................................................................................................................................... 24.001 sec
Running SUPERKU.C
129 objects
Main started at 24.124
D3D_Init Window: 720x480 -> Window: 1x720x480x32
Video memory found: 4034 MB
D3D_Resize Window: 1920x1080 -> 0x0 failed -> Window: 1x720x480x32
def_startup started
draw_regions_startup started
Main loop at 25.014
LevelInit at 25.193
155 entities 1 cameras 0 lights 0 sounds 0 paths

Error E1198: MENU.WMB: Bad file format
Program aborted...



EDIT: I'm not quite sure how long I've been using the "-ns" command line option. I'm gonna remove that again and see if the error still appears. Happens without "-ns" too.

EDIT 2/3: When I load a (NULL) level before the background loop function which uses ent_createlayer() to create a SKY entity, the sky entity won't show up in a view, even though the client_id property remains NULL. If I'm not mistaken that should be a bug.

EDIT 4: Now I barely get my game to start anymore. It's either "acknex has stopped working", "bad file format: menu.wmb" or a new one, a "script crash" during level_load(NULL).

Last edited by Superku; 04/07/16 19:44.

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