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AV Error on new map

Started by shane ward, June 18, 2008, 01:36:42 PM

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shane ward

I have made a map with just normal stock Objects, Stones, Bridges and Navs and this error keeps poping up.

DIAG|GLOBAL          |        LoadSaveGame:311  |14:31:58|5420   |Loaded from file TPL209.bzn

DIAG|GLOBAL          |            runcodes:153  |14:31:58|5459   |[View] Entering run code [COCKPIT]
DIAG|GLOBAL          |        debug_memory:548  |14:31:58|5460   |Flushing Memory Cache
DIAG|GLOBAL          |            runcodes:153  |14:31:58|5460   |[Main] Entering run code [MISSION]
DIAG|GLOBAL          |            runcodes:153  |14:31:58|5460   |[Mission] Entering run code [RUN]
ERR |Debug           |               debug:765  |14:31:58|5468   |[ E X C E P T I O N ]
ERR |GLOBAL          |              i76win:80   |14:31:58|5468   |Patch 1.3pb3 EDITOR Aug 10 2006 08:26:12
ERR |Debug           |               debug:885  |14:31:58|5468   |Type: ACCESS VIOLATION
ERR |Debug           |               debug:886  |14:31:58|5468   |Info: READING from FFFFFFFFh
ERR |Debug           |               debug:410  |14:31:58|5468   |CallStack:
ERR |Debug           |               debug:552  |14:31:58|5468   |0044A96B +0184 BZ2EDIT.EXE EXE UserProcess.obj public: virtual void __thiscall UserProcess::DoWait(void)
ERR |Debug           |               debug:552  |14:31:58|5468   |00444295 +005A BZ2EDIT.EXE EXE UnitProcess.obj protected: void __thiscall UnitProcess::DoState(void)
ERR |Debug           |               debug:552  |14:31:58|5468   |00401D9D +000A BZ2EDIT.EXE EXE AiMission.obj void __fastcall AI_Update(float)
ERR |Debug           |               debug:552  |14:31:58|5468   |0046DC91 +00BB BZ2EDIT.EXE EXE MissionHandler.obj void __fastcall MoveOneTurn(void)
ERR |Debug           |               debug:552  |14:31:58|5469   |005501B0 +0130 BZ2EDIT.EXE main runcodes.obj public: void __thiscall RunCodes::Process(void)
ERR |Debug           |               debug:552  |14:31:58|5469   |0046C305 +000B BZ2EDIT.EXE EXE MissionHandler.obj public: static void __fastcall MissionHandler::Process(void)
ERR |Debug           |               debug:552  |14:31:58|5469   |0054FCB8 +004B BZ2EDIT.EXE main mainproc.obj public: static void __fastcall Main::MessagePump(void)
ERR |Debug           |               debug:552  |14:31:58|5469   |00458549 +0061 BZ2EDIT.EXE EXE  void __cdecl AppStart(struct HINSTANCE__ *)
ERR |Debug           |               debug:552  |14:31:58|5469   |005D39D7 +0177 BZ2EDIT.EXE LIBCMT wincrt0.obj ___tmainCRTStartup
ERR |Debug           |               debug:433  |14:31:58|5469   |Registers:
ERR |Debug           |               debug:434  |14:31:58|5469   |EAX: 00000000h   CS: 000001A7h  DS: 000001AFh
ERR |Debug           |               debug:435  |14:31:58|5469   |EBX: 07B073F4h  EIP: 0044A96Bh  ES: 000001AFh
ERR |Debug           |               debug:436  |14:31:58|5469   |ECX: 00000000h   SS: 000001AFh  FS: 00004F9Fh
ERR |Debug           |               debug:437  |14:31:58|5470   |EDX: FFFFFC24h  EBP: 0248F9ACh  GS: 00000000h
ERR |Debug           |               debug:438  |14:31:58|5470   |ESI: 0000000Fh  ESP: 0248F8F0h           
ERR |Debug           |               debug:439  |14:31:58|5470   |EDI: 07B0771Ch                       
ERR |Debug           |               debug:449  |14:31:58|5470   | CF: 00010246h PF:0 AF:1 ZF:0 SF:1 OF:0
DIAG|Main            |            mainproc:158  |14:31:58|5471   |Entering critical shutdown


Does anyone know what might be causing this. It is only in the BZN files that causes this as all the other files work fine, I would like to remove the problem from the BZN file and not place all the objects back into it.

Also the BZN file is in plane Text. But it looks fine.
Battlezone 2 Mod and Map Maker.
See my site: -
http://www.shanesdoomwads.freeservers.com/bz2

Commando

Try public beta 4.  If it AVs, the call stack info there will be more useful.

mrtwosheds

hmmm, I usually see this

(struct HINSTANCE__ *)

when one of my models/odf is wrong in some way.

shane ward

It was something to do with the models, I remade the map, and no errors happen now. Strange, I used the same objects... Ummmmmm
Battlezone 2 Mod and Map Maker.
See my site: -
http://www.shanesdoomwads.freeservers.com/bz2

OvermindDL1

If your ODF's are placed directly on the map then if there is any ODF edit then there is a good chance of BZ2-errory-death.  To prevent that it is best to have the DLL spawn all the map objects at pathpoints, instead of pre-placing them.

Generated by OvermindDL1's Signature Auto-Add Script via GreaseMonkey


shane ward

That might be the problem, I did make a nav in the game then I edited it and copies it and made another 2 in the editor. I guess it did not like that.
Battlezone 2 Mod and Map Maker.
See my site: -
http://www.shanesdoomwads.freeservers.com/bz2