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3D Editor Porting Crash


Ishad Nha

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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:

 

Code:
  <?xml version="1.0" encoding="UTF-16"?><DATABASE><EXE NAME="BoA3DEditor.exe" FILTER="GRABMI_FILTER_PRIVACY">    <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" /></EXE><EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY">    <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]" /></EXE></DATABASE>
Any idea what the problem is?
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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.

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