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ZeroEditor crashing every 30 seconds [Solved]

Posted: Wed Jun 21, 2006 12:47 am
by Captain_Mazda
I can barely get any work done with ZeroEditor crashing every 30 seconds. This just started happening tonight as I was working on Mos Venur. I lost quite a bit of work many times until I had to start saving every 2 seconds. ZE has just decided to stop working properly and I haven't done anything extreme such as cutting the terrain.

RE: ZE crapping out

Posted: Wed Jun 21, 2006 12:48 am
by JabbaLovesLava
have you tried restarting your computer? Sometimes rebooting can do wonders in windows ;)

RE: ZE crapping out

Posted: Wed Jun 21, 2006 1:02 am
by Captain_Mazda
Well it's too late now, I'm out for tonight. I just finished testing my map and am finished with turrets. Things are looking great, just need to troubleshoot a few problems such as bots walking through barriers and thus trying to get through walls, etc.

RE: ZE crapping out

Posted: Wed Jun 21, 2006 1:25 am
by Aussie_Irishman
why do u think nobody has heard from me about Choke Point, and the space dogfight that i was working on....i simply do not have the patience to work on it with zero editor crashing all the friggen time...im starting to wonder if we did get much better than the ps2 with our mod tools....it seems it picks and chooses at its own will who it will work for, and who it wont.

AJay

RE: ZE crapping out

Posted: Wed Jun 21, 2006 1:27 am
by xwingguy
When you load your map in zeroeditor, don't build accurate collision geometry. (Accurate collsion geometry seems to make zeroeditor a tad unstable especially with a higher object count.)

RE: ZE crapping out

Posted: Wed Jun 21, 2006 1:35 am
by Aussie_Irishman
well thats rather stupid, considering the guides tell u to use it....but it doesnt really matter for me now anyway....my modding days are well over, i have no time for it...indeed i havent even played battlefront 2 for some weeks now.

AJay

RE: ZE crapping out

Posted: Wed Jun 21, 2006 7:07 am
by Teancum
Well, the maps made for BF2 never used as many objects as the guys here do. The bigger the terrain + the more objects = less stability.

Posted: Wed Jun 21, 2006 7:39 am
by Squirrel7Hunter
captain mazada: when u select an object from the list of objects in your map, do u have to click twice to selct one, cause I do and If I just click once, it will select another object which is real fusterating becasue sometimes objects just disapear of are in ZE but are unselectable

Posted: Wed Jun 21, 2006 1:20 pm
by Guest
I agree with Squirrel7Hunter:
Myself, I usually double-click objects - at least if I am deleting them.

Let's say I am deleting an object.
After that, ZE might automatically select another object somewhere else on the map.
So, if I want to delete a second object, I make sure to double-click it so that I am certain that the new object is really selected.

Otherwise, I may delete the automatically selected object
- which may be located anywhere on the map, resulting in objects vanishing. :roll:


Back to the topic:

Make sure your .ter file was saved properly and not as a null. (0 kb)
Sometimes ZE saves your .ter file with 0 kilobytes.
If you then try to load ZE, it will crash, since you must have a valid .ter file.
Though, if your .ter-file was saved as a null, just save again and it will probably be back to normal.

I always have a shortcut to my "abc/world1"-folder in My Documents.
Easy to access and I can thus quickly make sure the .ter-file is in order.
If it's not, you could also rename a working abc_123.ter-file to abc.ter.
Also, I stack up lots of other shortcuts for all parts of my projects.

But yes, ZE crashes alot.
I save often and I usually don't load the Object Collision, unless I specifically need it.
Most times, I just lift up an object that is in my way and then just replace it.
Just a few seconds for that maneuvre.

And I never use the undo-function, because it is highly unstable.

Posted: Wed Jun 21, 2006 2:42 pm
by Captain_Mazda
The undo function is quite terrible and should only be used for terrain editing. If you mess up an object, delete it and replace it, undo can sometimes create the "ghost object" effect where you see the object in its original place but in reality has been deleted.

Posted: Wed Jun 21, 2006 3:35 pm
by Teancum
Again, it wasn't meant to do the amount of things we do with it. The built it to be stable enough for the size of maps they did. Once you start getting much bigger or get more objects it just gets less stable. That's the unfortunate truth, and unfortunatley nothing can be done to fix it. I guess they assumed nobody would go to the scale we do. :P

Posted: Wed Jun 21, 2006 3:38 pm
by Captain_Mazda
Well, happy to announce it was a runtime problem. Just finished munging a LOT of work and the map itself seems to be about 98% complete. Sounds will be next and if there is time, custom skins.