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Wiadomości - portki

Strony: [1]
1
Spacer / Divide by zero
« dnia: 2009-03-16, 19:21 »
Coś się dzisiaj ruszyło, niestety na chwile, wrzuciłem wcześniej niemieckie skrypty i działał, po pierwszej kompilacji znowu jednak odmówił posłuszeństwa.

2
Spacer / Divide by zero
« dnia: 2009-03-13, 23:25 »
nic nie dało :)

3
Spacer / Divide by zero
« dnia: 2009-03-13, 20:57 »
Oj tu jestem zielony, jak wyłączyć rdzeń, jeżeli mam 4 rdzenie to wyłączyć 1 czy 3 ?? A ten emulator to o co chodzi?

4
Spacer / Divide by zero
« dnia: 2009-03-13, 20:39 »
Nic nie pomogło....

5
Spacer / Divide by zero
« dnia: 2009-03-11, 18:09 »
Nieeee.... to podczas uruchamiania spacera się dzieje

6
Spacer / Divide by zero
« dnia: 2009-03-06, 20:00 »
Witam,

przy uruchamianiu spacera pojawia mi się problem divide by zero, niżej podaję to co mi w zspy pokazało
00:07 Info:  5 C:   used 3d sound provider: Miles Fast 2D Positional Audio .... <zSndMSS.cpp,#2178>
00:07 Info:  5 C:   found filter: Autopan Filter .... <zSndMSS.cpp,#695>
00:07 Info:  5 C:   found filter: Capture Filter .... <zSndMSS.cpp,#695>
00:07 Info:  5 C:   found filter: Chorus Filter .... <zSndMSS.cpp,#695>
00:07 Info:  5 C:   found filter: Compressor Filter .... <zSndMSS.cpp,#695>
00:07 Info:  5 C:   found filter: Flange Filter .... <zSndMSS.cpp,#695>
00:07 Info:  5 C:   found filter: HighPass Filter .... <zSndMSS.cpp,#695>
00:07 Info:  5 C:   found filter: Lagrangian Interpolator .... <zSndMSS.cpp,#695>
00:07 Info:  5 C:   found filter: LowPass Filter .... <zSndMSS.cpp,#695>
00:07 Info:  5 C:   found filter: Mono Delay Filter .... <zSndMSS.cpp,#695>
00:07 Info:  5 C:   found filter: Parametric EQ Filter .... <zSndMSS.cpp,#695>
00:07 Info:  5 C:   found filter: Reverb1 Filter .... <zSndMSS.cpp,#695>
00:07 Info:  5 C:   found filter: Reverb2 Filter .... <zSndMSS.cpp,#695>
00:07 Info:  5 C:   found filter: Reverb3 Filter .... <zSndMSS.cpp,#695>
00:07 Info:  5 C:   found filter: Stereo Delay Filter .... <zSndMSS.cpp,#695>
00:07 Info:  5 C:   found filter: ShelvingEQ Filter .... <zSndMSS.cpp,#695>
00:07 Info:  4 C:   opening reverb3 filter processor .... <zSndMSS.cpp,#706>
00:07 Info:  5 D:   zCSoundManager: script sounds registered: 80 .... <zError.cpp,#460>
00:07 Info:  3 D:   MSH: Loading Mesh: GROUNDSHADOW.MSH .... <zMesh.cpp,#3166>
00:07 Warn:  0 D:   expected entry not found: rangeMax .... <zArchiverGeneric.cpp,#1352>
00:07 Warn:  0 D:   expected entry not found: rangeMax .... <zArchiverGeneric.cpp,#1352>
00:07 Warn:  0 D:   expected entry not found: rangeMax .... <zArchiverGeneric.cpp,#1352>
00:07 Warn:  0 D:   expected entry not found: rangeMax .... <zArchiverGeneric.cpp,#1352>
00:07 Warn:  0 D:   expected entry not found: rangeMax .... <zArchiverGeneric.cpp,#1352>
00:07 Warn:  0 D:   expected entry not found: rangeMax .... <zArchiverGeneric.cpp,#1352>
00:07 Warn:  0 D:   expected entry not found: rangeMax .... <zArchiverGeneric.cpp,#1352>
00:07 Warn:  0 D:   expected entry not found: rangeMax .... <zArchiverGeneric.cpp,#1352>
00:07 Warn:  0 D:   expected entry not found: rangeMax .... <zArchiverGeneric.cpp,#1352>
00:07 Warn:  0 D:   expected entry not found: rangeMax .... <zArchiverGeneric.cpp,#1352>
00:07 Info:  5 D:   Loading lensflare-script 'lensflare.zen' (7 fx). .... <zError.cpp,#460>
00:07 Info:  5 D:   ARC: .. Closing (1 objects) .... <zError.cpp,#460>
00:07 Info:  5 D:   ARC: .. Closing (15 objects) .... <zError.cpp,#460>
00:07 Info:  3 D:   PFX: Loading pfx-script ... .... <zParticle.cpp,#247>
00:07 Info:  3 D: PFX: Loading file 'System\ParticleFX.src or .dat' .... <zParticle.cpp,#251>
00:07 Info:  5 U: PAR: Loading PARTICLEFX.DAT .... <zError.cpp,#460>
00:07 Info:  5 U: PAR: Linking skipped. .... <zError.cpp,#460>
00:07 Info:  5 U: PAR: Symbols   : 4586 .... <zError.cpp,#460>
00:07 Info:  5 U: PAR: Code Size : 95004 bytes. .... <zError.cpp,#460>
00:07 Info:  5 U: PAR: Linking ok (0s). .... <zError.cpp,#460>
00:07 Info:  3 D: MSH: Loading Mesh: DEMON_DIE.MSH .... <zMesh.cpp,#3166>
00:07 Info:  3 D: MSH: Loading Mesh: COLDUMMY.MSH .... <zMesh.cpp,#3166>
00:08 Warn:  0 D: z3d(zCMesh::Load): Could not load Mesh: healbody.3ds .... <zMesh.cpp,#427>
00:08 Info:  3 D: MSH: Loading Mesh: ITMI_RING_01.MSH .... <zMesh.cpp,#3166>
00:08 Warn:  0 D: z3d(zCMesh::Load): Could not load Mesh: HEALBODY.3DS .... <zMesh.cpp,#427>
00:08 Info:  3 D: MSH: Loading Mesh: TELEPORT_AURA.MSH .... <zMesh.cpp,#3166>
00:08 Info:  3 D: MSH: Loading Mesh: NC_OREHEAP_PFX.MSH .... <zMesh.cpp,#3166>
00:08 Warn:  0 D: z3d(zCMesh::Load): Could not load Mesh: Healbody.3DS .... <zMesh.cpp,#427>
00:08 Info:  3 D: PFX: Num ParticleFX: 280 .... <zParticle.cpp,#297>
00:08 Info:  4 D:   INPUT: Initializing DirectInput .. .... <zInput_Win32.cpp,#375>
00:08 Info:  4 D: INPUT: keyboard initialized .... <zInput_Win32.cpp,#386>
00:08 Warn:  0 D: INPUT: mouse NOT initialized. .... <zInput_Win32.cpp,#394>
00:08 Info:  0 D:   *** zEngine-Init ... Done ! .... <zEngine.cpp,#156>
00:08 ---------------
00:08 Info:  5 C: *** Visual FX Implementation v0.5 .... <zError.cpp,#460>
00:08 Info:  3 C: VFX: Loading file 'System\VisualFX.src or .dat' .... <oVisFX.cpp,#751>
00:08 Info:  5 U: PAR: Loading VISUALFX.DAT .... <zError.cpp,#460>
00:08 Info:  5 U: PAR: Linking skipped. .... <zError.cpp,#460>
00:08 Info:  5 U: PAR: Symbols   : 1170 .... <zError.cpp,#460>
00:08 Info:  5 U: PAR: Code Size : 14713 bytes. .... <zError.cpp,#460>
00:08 Info:  5 U: PAR: Linking ok (0s). .... <zError.cpp,#460>
00:08 Info:  3 B: SG: Initializing savegame-manager ... .... <osavegame.cpp,#247>
00:08 Info:  3 C: VFX: Loading file 'System\VisualFX.src or .dat' .... <oVisFX.cpp,#751>
00:08 Info:  5 U: PAR: Loading VISUALFX.DAT .... <zError.cpp,#460>
00:08 Info:  5 U: PAR: Linking skipped. .... <zError.cpp,#460>
00:08 Info:  5 U: PAR: Symbols   : 1170 .... <zError.cpp,#460>
00:08 Info:  5 U: PAR: Code Size : 14713 bytes. .... <zError.cpp,#460>
00:08 Info:  5 U: PAR: Linking ok (0s). .... <zError.cpp,#460>
00:08 Info:  5 B: SPC: Loading binary output-library 'OU.BIN' ... .... <zCCSManager.cpp,#384>
00:08 Info:  3 B: CSLib: loading library ... .... <zCCSLib.cpp,#33>
00:08 Info:  3 B:   CSLib: Number of items: 29701 (UnArc) .... <zCCSLib.cpp,#39>
00:12 Info:  3 B:   CSLib: Sorting library ... .... <zCCSLib.cpp,#57>
00:13 Info:  3 B:   CSLib: finished loading library .... <zCCSLib.cpp,#64>
00:13 Info:  3 D: MSH: Loading Mesh: MAGICFRONTIER_OUT.MSH .... <zMesh.cpp,#3166>
00:13 Info:  3 B: GAME: Loading file 'Content\Gothic.src or .dat' .... <oGame.cpp,#714>
00:13 Info:  5 U: PAR: Loading GOTHIC.DAT .... <zError.cpp,#460>
00:14 Info:  5 U: PAR: Linking skipped. .... <zError.cpp,#460>
00:14 Info:  5 U: PAR: Symbols   : 36621 .... <zError.cpp,#460>
00:14 Info:  5 U: PAR: Code Size : 1 bytes. .... <zError.cpp,#460>
00:14 Info:  5 U: PAR: Linking ok (0s). .... <zError.cpp,#460>
00:21 Info:  5 C: Shutting down MSS .... <zSndMSS.cpp,#552>
00:21 Info:  5 X: EmergencyExit: Releasing all DirectX-Objects ... .... <zRndD3D_Render.cpp,#266>
00:21 Info:  5 X: EmergencyExit: D3DXUninitialize done .... <zRndD3D_Render.cpp,#284>
00:21 Warn:  0 X: [RND3D-Destructor]: Can't uninitialize D3DX Utility Library ! Error: D3DXERR_D3DXNOTSTARTEDYET .... <zRndD3D.h,#124>
00:21 Info:  5 X: [RND3D-Destructor]: D3DXUninitialize done .... <zRndD3D_Render.cpp,#292>
00:21 Warn:  0 == ===================================== UNHANDLED EXCEPTION OCCURED ====================================================== .... <zError.cpp,#465>
00:21 Warn:  0 == ============================================ CRASH INFOS: ============================================================== .... <zError.cpp,#465>
00:21 Warn:  0 Sp acer 1.41, Parser Version: 50 .... <zError.cpp,#465>
00:21 Warn:  0 Us er:  Miguel,  CPUType: 586,  Mem: 2048 MB total, 2048 MB free .... <zError.cpp,#465>
00:21 Warn:  0 St artup Options: .... <zWin32.cpp,#2393>
00:21 Warn:  0   -nomenu -zwindow -zlog:5,s
 .... <zWin32.cpp,#2394>
00:21 Warn:  0 == ============================================= CALLSTACK : ============================================================== .... <zError.cpp,#465>
00:21 Warn:  0 00 1B:0047CB16 (0x000006FD 0x00BBC9EC 0x008C306C 0xFFFFFFFF) spacer.exe, zCParser::DoStack()+1350 byte(s) .... <zError.cpp,#465>
00:21 Warn:  0 00 1B:0047D95A (0x009813C8 0x00000669 0x0094233A 0x00000000) spacer.exe, zCParser::CallFunc()+730 byte(s) .... <zError.cpp,#465>
00:21 Warn:  0 00 1B:006E7905 (0x01B83838 0x00000000 0x01B83838 0x00000000) spacer.exe, oCNpc::InitStatics()+277 byte(s) .... <zError.cpp,#465>
00:21 Warn:  0 00 1B:00660C9D (0x008C306C 0x00820CFC 0x094D6D48 0x0087B88B) spacer.exe, oCGame::Init()+765 byte(s) .... <zError.cpp,#465>
00:21 Warn:  0 00 1B:0073A6D0 (0x01B83838 0x00738474 0x00000000 0x008C306C) spacer.exe, CGameManager::GameSessionInit()+336 byte(s) .... <zError.cpp,#465>
00:21 Warn:  0 00 1B:00736E18 (0x00000000 0x008C306C 0x008C306C 0x00000098) spacer.exe, oCBinkPlayer::oCBinkPlayer()+8 byte(s) .... <zError.cpp,#465>
00:21 Warn:  0 00 1B:00738474 (0x00069EC0 0x00040640 0x5B20139C 0x00000014) spacer.exe, CGameManager::CGameManager()+228 byte(s) .... <zError.cpp,#465>
00:21 Warn:  0 00 1B:5B1DA92F (0x00000000 0x00000000 0x00000000 0x00000000) uxtheme.dll, DrawThemeEdge()+1590 byte(s) .... <zError.cpp,#465>
00:21 Warn:  0 == ===================================== UNHANDLED EXCEPTION OCCURED ====================================================== .... <zError.cpp,#465>

7
Błędy podczas parsowania / niewłaściwy typ
« dnia: 2009-03-05, 19:24 »
To nie to, ciągle to samo.

8
Błędy podczas parsowania / niewłaściwy typ
« dnia: 2009-03-05, 17:50 »
Witam, podczas reparsowania skryptów pojawia mi się błąd

http://img525.imageshack.us/my.php?image=19954824.jpg

a oto skrypt:
//========================================
//-----------------> gra
//========================================

INSTANCE DIA_Michał_gra (C_INFO)
{
   npc = SLD_6007_Michał;
   nr = 23;
   condition = DIA_Michał_gra_Condition;
   information = DIA_Michał_gra_Info;
   permanent = TRUE;
   description = "Zagrajmy";
};

FUNC INT DIA_Michał_gra_Condition()
{
if (Npc_KnowsInfo (other, DIA_Michał_HELLO21))
  {
return TRUE;
  };
};


func VOID DIA_Michał_gra_Info()
{
  rand=Hlp_random(6);
AI_Output (other, self ,"DIA_Michał_gra_15_01"); //Zagrajmy
   if (Npc_HasItems (other,itminugget>=30))
{
 AI_Output (self, other ,"DIA_Michał_HELLO25_03_01"); //Nie masz dość rudy, musisz mieć minimum 30 bryłek
AI_StopProcessInfos (self);
};
B_GiveInvItems (other,self,Itminugget,30);
AI_Output (self, other ,"DIA_Michał_gra_03_02"); //Jaką wartość obstawiasz?

 
Info_ClearChoices (DIA_Michał_gra);
Info_Addchoice (DIA_Michał_gra, "WRÓĆ",DIA_Michał_gra_BACK);
Info_AddChoice (DIA_Michał_gra, "Jeden",DIA_Michał_gra_jeden);
Info_AddChoice (DIA_Michał_gra, "Dwa",DIA_Michał_gra_dwa);
Info_AddChoice (DIA_Michał_gra, "Trzy",DIA_Michał_gra_trzy);
Info_AddChoice (DIA_Michał_gra, "Cztery",DIA_Michał_gra_cztery);
Info_AddChoice (DIA_Michał_gra, "Pięć",DIA_Michał_gra_piec);
Info_AddChoice (DIA_Michał_gra, "Sześć",DIA_Michał_gra_szesc);
};
func void DIA_Michał_gra_BACK()
{
Info_ClearChoices ( Dia_Michał_gra);
};

func void DIA_Michał_gra_jeden()
{
AI_Output (other, self ,"DIA_Michał_gra_jeden_15_06"); //Jeden
 
};

func void DIA_Michał_gra_dwa()
{
AI_Output (other, self ,"DIA_Michał_gra_dwa_15_03"); //Dwa

};

func void DIA_Michał_gra_trzy()
{
AI_Output (other, self ,"DIA_Michał_gra_trzy_15_01"); //Trzy

};

func void DIA_Michał_gra_cztery()
{
AI_Output (other, self ,"DIA_Michał_gra_cztery_15_01"); //Cztery
   
};

func void DIA_Michał_gra_piec()
{
AI_Output (other, self ,"DIA_Michał_gra_piec_15_01"); //Pięć
 
};

func void DIA_Michał_gra_szesc()
{
AI_Output (other, self ,"DIA_Michał_gra_szesc_15_01"); //Sześć
   
};
FUNC void Dia_Michał_gra_jeden_info()
{
if(Npc_KnowsInfo (other, DIA_Michał_gra_jeden)&&rand == 1)
{
AI_Output (self, other ,"DIA_Michał_HELLO25_03_02"); //Wygrałeś, oto Twoje 60 bryłek
CreateInvItems (self,ItMnugget,60);
 B_GiveInvItems (self, other, ItMi_nugget, 60);
  AI_StopProcessInfos (self);
};
};
FUNC void Dia_Michał_gra_dwa_info()
{
if(Npc_KnowsInfo (other, DIA_Michał_gra_dwa)&&rand == 2)
{
AI_Output (self, other ,"DIA_Michał_HELLO25_03_02"); //Wygrałeś, oto Twoje 60 bryłek
CreateInvItems (self,ItMnugget,60);
 B_GiveInvItems (self, other, ItMi_nugget, 60);
  AI_StopProcessInfos (self);
};
};FUNC void  Dia_Michał_gra_trzy_info()
{
if(Npc_KnowsInfo (other, DIA_Michał_gra_trzy)&&rand == 3)
{
AI_Output (self, other ,"DIA_Michał_HELLO25_03_02"); //Wygrałeś, oto Twoje 60 bryłek
CreateInvItems (self,ItMnugget,60);
 B_GiveInvItems (self, other, ItMi_nugget, 60);
  AI_StopProcessInfos (self);
};
};FUNC void  Dia_Michał_gra_cztery_info()
{
if(Npc_KnowsInfo (other, DIA_Michał_gra_cztery)&&rand == 4)
{
AI_Output (self, other ,"DIA_Michał_HELLO25_03_02"); //Wygrałeś, oto Twoje 60 bryłek
CreateInvItems (self,ItMnugget,60);
 B_GiveInvItems (self, other, ItMi_nugget, 60);
  AI_StopProcessInfos (self);
};
};FUNC void  Dia_Michał_gra_piec_info()
{
if(Npc_KnowsInfo (other, DIA_Michał_gra_piec)&&rand == 5)
{
AI_Output (self, other ,"DIA_Michał_HELLO25_03_02"); //Wygrałeś, oto Twoje 60 bryłek
CreateInvItems (self,ItMnugget,60);
 B_GiveInvItems (self, other, ItMi_nugget, 60);
  AI_StopProcessInfos (self);
};
};FUNC void  Dia_Michał_gra_szesc_info()
{
if(Npc_KnowsInfo (other, DIA_Michał_gra_szesc)&&rand == 6)
{
AI_Output (self, other ,"DIA_Michał_HELLO25_03_02"); //Wygrałeś, oto Twoje 60 bryłek
CreateInvItems (self,ItMnugget,60);
 B_GiveInvItems (self, other, ItMi_nugget, 60);
  AI_StopProcessInfos (self);
};
};

a konkretniej chodzi o ten fragment:

func VOID DIA_Michał_gra_Info()
{
  rand=Hlp_random(6);
AI_Output (other, self ,"DIA_Michał_gra_15_01"); //Zagrajmy
   if (Npc_HasItems (other,itminugget>=30))
{
 AI_Output (self, other ,"DIA_Michał_HELLO25_03_01"); //Nie masz dość rudy, musisz mieć minimum 30 bryłek
AI_StopProcessInfos (self);
};
B_GiveInvItems (other,self,Itminugget,30);
AI_Output (self, other ,"DIA_Michał_gra_03_02"); //Jaką wartość obstawiasz?

 
Info_ClearChoices (DIA_Michał_gra);
Info_Addchoice (DIA_Michał_gra, "WRÓĆ",DIA_Michał_gra_BACK);
Info_AddChoice (DIA_Michał_gra, "Jeden",DIA_Michał_gra_jeden);
Info_AddChoice (DIA_Michał_gra, "Dwa",DIA_Michał_gra_dwa);
Info_AddChoice (DIA_Michał_gra, "Trzy",DIA_Michał_gra_trzy);
Info_AddChoice (DIA_Michał_gra, "Cztery",DIA_Michał_gra_cztery);
Info_AddChoice (DIA_Michał_gra, "Pięć",DIA_Michał_gra_piec);
Info_AddChoice (DIA_Michał_gra, "Sześć",DIA_Michał_gra_szesc);
};
func void DIA_Michał_gra_BACK()
{
Info_ClearChoices ( Dia_Michał_gra);
};

func void DIA_Michał_gra_jeden()
{
AI_Output (other, self ,"DIA_Michał_gra_jeden_15_06"); //Jeden
 
};

9
Błędy podczas parsowania / U:PAR:Error DoStack. (line0)
« dnia: 2009-02-03, 14:39 »
xD wlasnie o to chodzi ze do zadnego, nie ma bledow, tylko wtedy pojawia sie gdy chce go odpalic przez gothic starter...


Sprawdzalem przez gothic starter mod i..... dziala ;/ a przez gothic startera zwyklego nie chce, tzn ciagle ten sam blad


EDIT

http://themodders.org/index.php?showtopic=3656

bardzo podobne do tego... tyle ze mi tego nie wywala przy spacerze tylko przy odpalaniu moda

i zeby nie bylo... buly pytalem juz jak to rozwiazac i nie pamietal za bardzo

10
Błędy podczas parsowania / U:PAR:Error DoStack. (line0)
« dnia: 2009-02-03, 10:10 »
No wszystko to co jest potrzebne wrzucam do paczki z modem wg tutoriala ojca redaktora, robie plik ini i odpalam moda przez gothic starter (czyli raczej bez reparse scripts) wczesniej dzialalo, zwykle kompilowalem nowe skrypty co 2-3 pliki no i po pewnym kolejnym skompilowaniu zaczal pojawiac sie ten blad

11
Błędy podczas parsowania / U:PAR:Error DoStack. (line0)
« dnia: 2009-02-03, 09:56 »
Tak, wszystko robiłem jak wcześniej, kompilowanie spacerem, potem dialogi itd...

12
Błędy podczas parsowania / U:PAR:Error DoStack. (line0)
« dnia: 2009-02-02, 21:25 »
Witam


U:PAR:Error DoStack. (line0)

taki oto błąd mi wyskakuje podczas gdy chce odpalić moda, skrypty są już skompilowane, wszystko jest jak należy, odpalam moda logo PB przeleciało, gra sie wczytuje i nagle wywala mi komunikat z tym błędem.

Strony: [1]
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