I just added a new function to my global script, and an import of this function to the global header file. This resulted in all my rooms needing to be rebuilt, of course. During the course of the rebuilding, AGS crashed during the build of room 21. I could open the game again and tried to compile again (in retrospect that might have been a bad idea). Now the compile continued, skipping room 21 and continuing to room 33 before the same happened again. I restarted and compiled like this a couple of times until all the rooms had compiled (or been skipped). Now when I tried to edit room the rooms that were skipped I got the following exception:
Code: ags
Now, the rooms in question are not older than the others in the game so there is something fishy here.
First of all, why did the editor crash during the compilation? I have not changed the header file in a long time, during which I have updated the AGS version several times.
Secondly, why did this cause an "Old room format" exception? The rooms that are corrupt are rather old and were all created with old AGS versions (v2.6-2.7), but they are only 4 rooms out of at least 20 rooms which are equally old.
I would really appreciate if you could look into this, CJ! And I sure hope there is a simple way to restore the game into a working state again (I have backup of all the rooms that are not working).
Thanks!
PS. I am using AGS 3.1.2.82.
Error: Load_room: old room format. Please upgrade the room.
Version: AGS 3.1.2.82
AGS.Types.AGSEditorException: Load_room: old room format. Please upgrade the room.
at ThrowManagedException(SByte* message)
at load_room_file(SByte* )
at load_crm_file(UnloadedRoom roomToLoad)
at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
at AGS.Editor.Components.RoomsComponent.LoadDifferentRoom(UnloadedRoom newRoom)
at AGS.Editor.Components.RoomsComponent.LoadRoom(String controlID)
at AGS.Editor.Components.RoomsComponent.CommandClick(String controlID)
at AGS.Editor.ProjectTree.ProcessClickOnNode(String nodeID, MouseButtons button)
at AGS.Editor.ProjectTree.projectTree_NodeMouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
at System.Windows.Forms.TreeView.OnNodeMouseDoubleClick(TreeNodeMouseClickEventArgs e)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Now, the rooms in question are not older than the others in the game so there is something fishy here.
First of all, why did the editor crash during the compilation? I have not changed the header file in a long time, during which I have updated the AGS version several times.
Secondly, why did this cause an "Old room format" exception? The rooms that are corrupt are rather old and were all created with old AGS versions (v2.6-2.7), but they are only 4 rooms out of at least 20 rooms which are equally old.
I would really appreciate if you could look into this, CJ! And I sure hope there is a simple way to restore the game into a working state again (I have backup of all the rooms that are not working).
Thanks!
PS. I am using AGS 3.1.2.82.