3D Editor Porting Crash

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AuthorTopic: 3D Editor Porting Crash
Shock Trooper
Member # 7662
Profile #0
During my attempts to port an Exile scenario the Windows 3D Editor infallibly crashes to the Desktop. Not only does the program crash but it also produces a 0Kb bas file. While the official Spiderweb Editor always produces a correctly ported file.

Exception Information
Code: 0xc0000005
Flags: 0x00000000
Record: 0x000000000000000000000
Address: 0x00000000004068a0

Discretely removing the "####_appcompat.txt" file from my Local Settings/Temp folder, before it is sent off to Microsoft (to no effect) yields the following information:
<?xml version="1.0" encoding="UTF-16"?>
<MATCHING_FILE NAME="BoA3DEditor.exe" SIZE="677259" CHECKSUM="0x83BFAAC2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xABF4F" LINKER_VERSION="0x10000" LINK_DATE="06/14/2005 20:52:11" UPTO_LINK_DATE="06/14/2005 20:52:11" />
<MATCHING_FILE NAME="mingwm10.dll" SIZE="15960" CHECKSUM="0xF7234415" MODULE_TYPE="WIN32" PE_CHECKSUM="0xEEF2" LINKER_VERSION="0x10000" LINK_DATE="01/13/2005 20:14:23" UPTO_LINK_DATE="01/13/2005 20:14:23" />
<MATCHING_FILE NAME="kernel32.dll" SIZE="984576" CHECKSUM="0xF0B331F6" BIN_FILE_VERSION="5.1.2600.3119" BIN_PRODUCT_VERSION="5.1.2600.3119" PRODUCT_VERSION="5.1.2600.3119" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft® Windows® Operating System" FILE_VERSION="5.1.2600.3119 (xpsp_sp2_gdr.070416-1301)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="© Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xF9293" LINKER_VERSION="0x50001" UPTO_BIN_FILE_VERSION="5.1.2600.3119" UPTO_BIN_PRODUCT_VERSION="5.1.2600.3119" LINK_DATE="04/16/2007 15:52:53" UPTO_LINK_DATE="04/16/2007 15:52:53" VER_LANGUAGE="English (United States) [0x409]" />
Any idea what the problem is?
Posts: 292 | Registered: Monday, November 13 2006 08:00
Member # 3442
Profile Homepage #1
Erm, a question. Since we already knew that the 3D Editor doesn't like porting, and the normal SpidWeb one does it fine, why not just use the normal one while porting, and then open the .bas file in the 3D Editor??
Posts: 2864 | Registered: Monday, September 8 2003 07:00
Shock Trooper
Member # 7662
Profile #2
(The original post in this topic now has a normal width, because I edited it and put a whole lot of Enters into the code from the "appcompat.txt".)

The answer to that is quite simple: that is what I am already doing, but it is a bit inconvenient. Porting is much easier if you can customize the process, currently that requires the ability to compile the Editor yourself. If there is one thing worse than compiling the 3D Editor on Windows programs like Dev-C++, it is trying to compile the official 2-D Editor.

You really need the ability to compile the Editor because the porting process, as decreed in the source file Bl A Fileio.c, is based upon an Exile scenario with no custom items, terrain or monsters.

[ Tuesday, August 14, 2007 17:29: Message edited by: Ishad Nha ]
Posts: 292 | Registered: Monday, November 13 2006 08:00