error

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13 comments, last by Error98 18 years, 7 months ago
I don't think anybody will help you unless you give us more info.

What errors?
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ok, maybe i ought to paste the whole code

// Jolt3D_Main.cpp : Defines the entry point for the application.//#include "JOLT3D.H"FONT arial10;TEXTURE emptytxt;// Load here all the Jolt3D Resources & Engine too.void Load_J3D_Resources(){jStart_Engine(Engine);// Load here all the necessary Jolt3D recources like cursors, textures, models etc.jCreate_Font(&arial10,"Arial",10,false,false,false,false);}// Release here all the Jolt3D resources & Engine too.void Release_J3D_Resources(){// Release here all the loaded Jolt3D recources like cursors, textures, models etc.jRelease_Font(&arial10);jRelease_Engine();}// Write here all the things that needs ONE time initialization and ISNT part of Jolt3D!// internal loading & releasing!// (like starting variables values for example)void One_Time_Initialization(){}int APIENTRY WinMain(HINSTANCE hInstance,                     HINSTANCE hPrevInstance,                     LPSTR     lpCmdLine,                     int       nCmdShow){// TODO: Place code here.// Window StuffEngine.hInstance=hInstance;Engine.EscapeKey=KB_ESCAPE;// Desired ResolutionEngine.Res.AppWidth=800;Engine.Res.AppHeight=600;Engine.Res.WinWidth=800;Engine.Res.WinHeight=600;Engine.Res.Bpp=16;Engine.Res.Depth=16;// Refresh Rate: You can set REFRESH_MINIMUM, REFRESH_MAXIMUM or a real number! (if not supported, maximum used)Engine.Res.RefreshRate=REFRESH_MAXIMUM;// HardwareEngine.HAL=true;Engine.Use_HW_VtxProcess=true;// RenderingEngine.Windowed=true;Engine.VSync=true;Engine.Antialiasing_Samples=FSAA_NONE;if (!Load_DLL(""))  return -1;Load_J3D_Resources();One_Time_Initialization();jRun_Engine();Release_J3D_Resources();Free_DLL();return 0;}// Main Rendering! (Dont use it, is exist ONLY to Mirror a current Scene for 'Mirroring')// Allowable Functions (for good results) is: Render_Mirror_Quad() and Set_View_Port()// (Of course there is no need to write the 2 functions above if you're NOT using mirrors // or viewport changes)void Render(){jClear(CLEAR_TARGET_ZBUFFER,jColor(255,92,92,92));jBegin_Scene();Engine.RenderScene();jEnd_Scene();jPresent_Scene();}// Scene Rendering! (write HERE your 'game' including objects drawing etc.)void RenderScene(){// Start Code //jDraw_Text(&arial10,10,10,jFormat("FPS:%.01f",jGet_FPS()),jColor(255,255,255,255),emptytxt);// End Code //}// WINDOW SYSTEM ////////////////////////////////////////////////////////////////////////////////////// THE 'BODIES' BELOW IS THE GRAPHICS THAT YOUR SYSTEM WILL USE FOR WINDOW CONTROLS// IF YOU DONT LIKE THE STANDARD ONES THAT DEFINED, CHANGE THEM// Write your 'body' source for Windows!void Windows_Body(int Win,bool Selected,FONT Font,char Title[260],int Tx1,int Ty1,int Tx2,int Ty2,int Bx1,int By1,int Bx2,int By2,int TextX,int TextY){Draw_Classic_Window(Win,Selected,Tx1,Ty1,Tx2,Ty2,Bx1,By1,Bx2,By2,TextX,TextY);Draw_Standard_Windows(Win,Tx1,Ty1,Tx2,Ty2,Bx1,By1,Bx2,By2,TextX,TextY);}// Write your 'body' source for Buttons!void Buttons_Body(int Button,bool Pressed,FONT Font,char Title[260],int Bx1,int By1,int Bx2,int By2,int TextX,int TextY){Draw_Classic_Button(Button,Pressed,Bx1,By1,Bx2,By2,TextX,TextY);Draw_Standard_Buttons(Button,Pressed,Bx1,By1,Bx2,By2,TextX,TextY);}// Write your 'body' source for CheckBoxes!void CheckBox_Body(int CheckBox,bool Checked,FONT Font,char Text[260],int Cx1,int Cy1,int Cx2,int Cy2,int TextX,int TextY){Draw_Classic_CheckBox(CheckBox,Checked,Cx1,Cy1,Cx2,Cy2,TextX,TextY);}// Write your 'body' source for ScrollBars!void ScrollBar_Body(int ScrollBar,int Type,int Scx1,int Scy1,int Scx2,int Scy2,int Cbx1,int Cby1,int Cbx2,int Cby2){Draw_Classic_ScrollBar(ScrollBar,Scx1,Scy1,Scx2,Scy2,Cbx1,Cby1,Cbx2,Cby2);}// Write your 'body' source for EditBoxes!void EditBox_Body(int EditBox,bool Edited,FONT Font,char Text[260],int Ex1,int Ey1,int Ex2,int Ey2,int Lx,int Ly1,int Ly2,int TextX,int TextY){Draw_Classic_EditBox(EditBox,Ex1,Ey1,Ex2,Ey2,Lx,Ly1,Ly2,TextX,TextY);}// Write your 'body' source for DropDowns!void DropDown_Body(int DropDown,UINT style,int Selected,bool Dropped,FONT Font,int Selx1,int Sely1,int Selx2,int Sely2,int Dbx1,int Dby1,int Dbx2,int Dby2,int Enx1,int Eny1,int Enx2,int Eny2,int TextX,int TextY,char Title[260],char SelectedEntry[260]){Draw_Classic_DropDown(DropDown,style,Selx1,Sely1,Selx2,Sely2,Dbx1,Dby1,Dbx2,Dby2,Enx1,Eny1,Enx2,Eny2,TextX,TextY);}// Write your 'body' source for HighLighted Selection of DropDowns!void HighLight_DropDown(int DropDown,int x1,int y1,int x2,int y2,int TextX,int TextY,FONT *Font,char Text[260]){Draw_Classic_HighLight_DropDown(DropDown,x1,y1,x2,y2,TextX,TextY,Text);}// Write your 'body' source for GroupBoxes!void GroupBox_Body(int GroupBox,FONT Font,char Title[260],int Gx1,int Gy1,int Gx2,int Gy2,int TextX,int TextY,int TextWidth){Draw_Classic_GroupBox(GroupBox,Gx1,Gy1,Gx2,Gy2,TextX,TextY,TextWidth);}// Write your 'body' source for ANY Graphics that will be drawn ABOVE the Window System!void Draw_Above_Windows(){}// MULTIPLAYER MESSAGE HANDLING ///////////////////////////////////////////////////////////////////////// a similar structure that contains all players in a session. The only important thing is// that you MUST limit to 'MAX_PLAYERS', otherwise you get memory bugs...struct _players{bool Exist[MAX_PLAYERS];char Name[ MAX_PLAYERS ][260];// send your specific};_players players;// This is the Message Handler for multiplayer games for Jolt3D! All the messages from all peers// of internet are send here for handling.// The function is called internally and Asynchronously! DONT draw objects here or any DirectX// related objects, cause bugs will come..Instead, give flags to do actions in 'RenderScene()' function.void Message_Handling(BYTE MessageType, char Message[512], DPNID SenderID, DWORD SenderPos){// contains the local player positionDWORD LocalPos;PLAYERS pp;// Resolve type of message..switch(MessageType){case TYPE_MESSAGE:// The 'Message' contains the string that the player with 'SenderID' has send you.break;// A Player (The Host or a peer) has created/joined the session...Create him now!case TYPE_CREATE_PLAYER:// If the player that now created is DIFFERENT from us (Local), we must// inform him with OUR player currently informations...(etc. Position perhaps)// This is a critical point; the new players MUST know what infos we have!// (This is a step that ALL -already-created- players must do)if (SenderID != jGet_Local_Player_ID())  LocalPos=jGet_Player_Pos_From_ID( jGet_Local_Player_ID() );// create (or copy) here the player in your own structure...// get the basic Jolt3D! players info...(theyre not enough for a complex game of course...)pp=jGet_Players_Info();// ...copy them to your real one structure! This sample just copy ONLY the name; You can copy// them all if you want, and also set HERE & NOW the desired (starting up) values for this player.// The 'players' structure is the REAL one player for this game; The 'pp' is the internal -give-n-take-// structure that use ALL peers through internet...players.Exist[SenderPos]=true;strcpy(players.Name[SenderPos],pp.Name[SenderPos]);break;// A PLAYER (PEER) HAS REMOVED FROM SESSION...DESTROY HIM NOW!case TYPE_DESTROY_PLAYER:// destroy here the player in your own structure...players.Exist[SenderPos]=false;break;}}




i have directx9.0c installed, all drivers up to date, the program ran fine, then i reformatted my pc, and now it says error with creting d3d device

[edit: changed code tags to source tags -SiCrane]
you should use [ source] and [/ source] tags for posting code.
Quote:Original post by BosskIn Soviet Russia, you STFU WITH THOSE LAME JOKES!
oh, ok, sorry about that, i used
 and 
Hmmm this code is no use ... we need to see jStart_Engine(...) function for inside :)

What about the errors?
Can you rewrite them here?

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