3D Editor Porting Crash
Author | Topic: 3D Editor Porting Crash |
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Shock Trooper
Member # 7662
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written Sunday, August 12 2007 18:29
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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: Any idea what the problem is? Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Shaper
Member # 3442
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written Tuesday, August 14 2007 05:46
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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
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written Tuesday, August 14 2007 17:22
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(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 |