Hi Bago,
If I comment out all Dynamix functions it still crashes for me:
`game restrictions
`stairs need an invisible diagonal to stop stair stutter
`walls and floor should be thinker than normal to help cam collisions
sync rate 60:sync on
//:set display mode 1920,1080,32:set window off: autocam off : set ambient light 70 : EnAn_SetDefaultPlaySpeed 15
//dyn start
//dyn set gravity 0, -9.8 * 10, 0
global gravity as float
gravity = 0.16333
global playermove as float : playermove = 0.0
global playerstrafe as float : playerstrafe = 0.0
global playerxdisplacement as float : playerxdisplacement = 0.0
global playerydisplacement as float : playerydisplacement = 0.0
global playerzdisplacement as float : playerzdisplacement = 0.0
global playercollision as byte : playercollision = 0
global camfocuspoint# as float : camfocuspoint# = 125
global camheight# as float : camheight# = 150
global candistance# as float : candistance# = 180
global cameracollision# as integer
global cambacktracktimer = timer()
global camlastcollision = timer()
load object "TestAreana.x", 1
load image "Floor Concreate.png", 1
//dyn load triangle mesh "TestAreana", 1
//dyn make triangle mesh 1, 1
texture object 1,1
position object 1,0,0,0
//set object collision to polygons 1
load object "BaseFrame.X", 2
position object 2,0,100,0
turn object left 2, 180 `my character is backwards
fix object pivot 2
//dyn make controller capsule 2, object size y (2) / 2 +10, 45, 20
//dyn controller capsule set height 2, object size y(2) * 0.9
global idleposetimer = TIMER()
EnAn_objExtractAnimation 2, "Idle.anim", 0, 0
EnAn_objExtractAnimation 2, "Run.anim", 4, 37
EnAn_objExtractAnimation 2, "Jump.anim", 38, 57
EnAn_objExtractAnimation 2, "Jumpleft.anim", 58, 73
EnAn_objExtractAnimation 2, "Jumpright.anim", 74, 89
EnAn_objExtractAnimation 2, "Jumpforward.anim", 90, 105
EnAn_objExtractAnimation 2, "Jumpback.anim", 106, 120
EnAn_objExtractAnimation 2, "Walk.anim", 122, 151
IdleAnim = EnAn_AnimLoad("Idle.anim")
RunAnim = EnAn_AnimLoad("Run.anim")
JumpAnim = EnAn_AnimLoad("Jump.anim")
JumpleftAnim = EnAn_AnimLoad("Jumpleft.anim")
JumprightAnim = EnAn_AnimLoad("Jumpright.anim")
JumpforwardAnim = EnAn_AnimLoad("Jumpforward.anim")
JumpbackAnim = EnAn_AnimLoad("Jumpback.anim")
WalkAnim = EnAn_AnimLoad("Walk.anim")
global oacID = EnAn_oacCreate(2)
global time = timer()
global elapsedTime = timer()
`EnAn_oacPlayAnim oacID, 1, IdleAnim, 0, 0, -1, 1, 0
make object box 3, 10, 10, 10
hide object 3
//dyn simulate
do
//dyn fetch results
//dyn update
elapsedTime = timer() - time
time = timer()
`EnAn_oacUpdate oacID, elapsedTime
//HandlePlayer()
//dyn simulate
sync
loop
// function HandlePlayer()
//
// playermove = 0.0
// playerstrafe = 0.0
//
// if keystate(17)=1 `w
// playermove = playermove + 6
// `EnAn_oacAnimTransition oacID, 1, RunAnim, 0, 0, -1, 1000, 1, 0
// idleposetimer = timer()
// endif
// if keystate(31)=1 `s
// playermove = playermove - 6
// `EnAn_oacAnimTransition oacID, 1, WalkAnim, 0, 0, -1, 1000, 1, 0
// idleposetimer = timer()
// endif
// if keystate(32)=1 `d
// playerstrafe = playerstrafe + 6
// `EnAn_oacAnimTransition oacID, 1, WalkAnim, 0, 0, -1, 1000, 1, 0
// idleposetimer = timer()
// endif
// if keystate(30)=1 `a
// playerstrafe = playerstrafe - 6
// `EnAn_oacAnimTransition oacID, 1, WalkAnim, 0, 0, -1, 1000, 1, 0
// idleposetimer = timer()
// endif
//
// playeronground = playercollision && NXCC_COLLISION_DOWN
//
// if playeronground
// playerydisplacement = 0.0
// else
// playerydisplacement = playerydisplacement - gravity
// endif
//
// if playeronground > 0 and spacekey()
// playerydisplacement = playerydisplacement + 7
// `EnAn_oacAnimTransition oacID, 1, JumpAnim, 0, 0, -1, 1000, 0, 0
// idleposetimer = timer()
// endif
//
// `return to idle and delay going from idle to idle
// if keystate(17)=0 and keystate(31)= 0 and keystate(32)= 0 and keystate(30)= 0 and spacekey() = 0 and timer() - idleposetimer > 1000
// `EnAn_oacAnimTransition oacID, 1, IdleAnim, 0, 0, -1, 1000, 1, 0
// idleposetimer = timer()
// endif
//
// `cam looking up down
// mousemoveyno = mousemovey() * 0.2
// if mousemoveyno < 0 : inc camfocuspoint#, 4 : dec camheight#, 6 : endif
// if mousemoveyno > 0 : dec camfocuspoint#, 4 : inc camheight#, 6 : endif
// if camfocuspoint# > 265 : camfocuspoint# = 265 : endif
// if camfocuspoint# < 33 : camfocuspoint# = 33 : endif
// if camheight# > 288 : camheight# = 288 : endif
// if camheight# < -60 : camheight# = -60 : endif
//
// `check collision of obj 3, reduce cam follow dist, timer for not collided 3 then inc cam follow dist until correct
// position object 3, camera position x(),camera position y(),camera position z()
// cameracollision# = object collision(3,0)
// if cameracollision# = 0 and timer() - cambacktracktimer > 60 and timer() - camlastcollision > 100 : inc candistance#, 6 : cambacktracktimer = timer() : endif
// if cameracollision# > 0 : dec candistance#, 6 : cameracollision# = 0 : camlastcollision = timer() : endif
// if candistance# < 24 : candistance# = 24 : endif
// if candistance# > 180 : candistance# = 180 : endif
//
// rotate object 2, 0, object angle y(2) + mousemovex() * 0.2, 0
// angle# = object angle y(2)
//
// set camera to follow object position x(2), object position y(2), object position z(2), angle#, candistance#, camheight#, 3, 1
// point camera object position x(2), object position y(2) + camfocuspoint#, object position z(2)
//
// playerxdisplacement = playermove * sin(angle#) + playerstrafe * sin(angle# +90)
// playerzdisplacement = playermove * cos(angle#) + playerstrafe * cos(angle# +90)
// playercollision = dyn controller move (2, playerxdisplacement, playerydisplacement, playerzdisplacement)
//
// endfunction
So the crash may not be Dynamix related? Let me know what happens when you try this, thanks.