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.
Try public beta 4. If it AVs, the call stack info there will be more useful.
hmmm, I usually see this
(struct HINSTANCE__ *)
when one of my models/odf is wrong in some way.
It was something to do with the models, I remade the map, and no errors happen now. Strange, I used the same objects... Ummmmmm
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.
(http://www.overminddl1.com/image_scripts/image_sig.php?type=ODL1signitures&image/sig.gif)
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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.