Load Order Wrong

Blitz3D Forums/Blitz3D Bug Reports/Load Order Wrong

Hi all,
When I Run my game, the game loop start before load all media files into game, when this happen, the screen continue black and I can hear the sounds of the game running.
Why this Happenning?

Example of the code:




Graphics3D 1024,768,32,1
HidePointer
Const terr=1,pers=2
SeedRnd (MilliSecs())

Global Narra,passos
Narra=LoadSound("sons\pessoas\N\narrafeira1.wav")
passos=LoadSound("sons\pessoas\N\cav_7.wav") : SoundPitch passos,10000
Global ps
;Codigo para FPS
Const FPS=30
Global period=1000/FPS
Global time=MilliSecs()-period
Global tempo=10000



terreno=LoadMesh("cenarios\feira\fi\fi.b3d")
EntityType terreno,terr

Global perso=LoadAnimMesh("soldado1\i\im\iniverml.b3d")
Global texture=LoadTexture("soldado1\i\im\soldbranco.png")
EntityTexture perso,texture
ScaleEntity perso,.08,.08,.08
PositionEntity perso,10000,10000,10

Type Persons
Field anda,corre
Field mesh,cubo
End Type

For x=1 To 70
ami.persons = New persons
ami\mesh=CopyEntity (perso)
ami\anda=ExtractAnimSeq(ami\mesh,5,45)
PositionEntity ami\mesh,Rnd(-20,5),0.01,Rnd(21,12)
RotateEntity ami\mesh,0,180,0
Animate ami\mesh,1,1,ami\anda
sombra=LoadSprite("imagens\ef\shadow.bmp",2,ami\mesh)
EntityBlend sombra,2
ScaleSprite sombra,3,3
RotateEntity sombra,90,0,0
SpriteViewMode sombra,2


Next

ami.persons=New persons
ami\mesh=LoadAnimMesh("soldado1\k\k8a.b3d")
ami\anda=ExtractAnimSeq(ami\mesh,1600,1640)
PositionEntity ami\mesh,-5,0.01,9
ScaleEntity ami\mesh,.08,.08,.08
RotateEntity ami\mesh,0,180,0
Animate ami\mesh,1,1,ami\anda
sombra=LoadSprite("imagens\ef\shadow.bmp",2,ami\mesh)
EntityBlend sombra,2
ScaleSprite sombra,3,3
RotateEntity sombra,90,0,0
SpriteViewMode sombra,2

For x=1 To 5
ami.persons=New persons
ami\mesh=LoadAnimMesh("soldado1\i\im\MBCav.b3d")
ami\anda=ExtractAnimSeq(ami\mesh,60,100)
PositionEntity ami\mesh,Rnd(-20,5),0.01,Rnd(12,10);Rnd(21,10)
ScaleEntity ami\mesh,.08,.08,.08
RotateEntity ami\mesh,0,180,0
Animate ami\mesh,1,.7,ami\anda
sombra=LoadSprite("imagens\ef\shadow.bmp",2,ami\mesh)
EntityBlend sombra,2
ScaleSprite sombra,6,6
RotateEntity sombra,90,0,0
SpriteViewMode sombra,2
Next

For x=1 To 5
ami.persons=New persons
ami\mesh=LoadAnimMesh("soldado1\i\im\MCCav.b3d")
ami\anda=ExtractAnimSeq(ami\mesh,60,100)
PositionEntity ami\mesh,Rnd(-20,5),0.01,Rnd(12,10)
ScaleEntity ami\mesh,.08,.08,.08
RotateEntity ami\mesh,0,180,0
Animate ami\mesh,1,.7,ami\anda
sombra=LoadSprite("imagens\ef\shadow.bmp",2,ami\mesh)
EntityBlend sombra,2
ScaleSprite sombra,6,6
RotateEntity sombra,90,0,0
SpriteViewMode sombra,2
Next

Include "sky.bb"
mesh_skybox = MakeSkyBox("imagens\ef\sk\sky")

Global camera=CreateCamera()
EntityType camera,pers
PositionEntity camera,-13,1,7
RotateEntity camera,0,270,0




AmbientLight 200,200,200

Collisions pers,terr,2,3

While Not KeyDown(1)
Repeat
elapsed=MilliSecs()-time
Until elapsed

ticks=elapsed/period
tween#=Float(elapsed Mod period)/Float(period)

For k=1 To ticks

time=time+period
If k=ticks Then CaptureWorld


;FPS
If Timer + 1000 <= MilliSecs()
Timer = MilliSecs()
FPSReal = FPSTemp
FPSTemp = 0
EndIf
FPSTemp = FPSTemp + 1

controlacamera()

UpdateWorld
Next

RenderWorld tween#
Flip


Wend
End

Might have misunderstood something but what sounds are you hearing? I can only think it's the .wavs but there's no playsound.

Are in the inside of the function "controlacamera()" called inside of the game loop.

No One of Blitz Team Can Ask Me?

Do you ever get to your Renderworld? What happens if you add debug/print statements to your code (e.g. within each for/next and if/endif in your mainloop and
before renderworld.