First-chance exception at 0x00000000 in Engine Base.exe: 0xC0000005: Access violation reading location 0x00000000.
Unhandled exception at 0x00000000 in Engine Base.exe: 0xC0000005: Access violation reading location 0x00000000.
I get this error when using dbLoadBSP. It does it with any combination of use, such as (".pk3",".bsp") or just ("",".bsp"). I noticed another thread about this but it just fizzled out back in may so I didn't respond. The command works great in DarkBASIC though.
Is the DarkGDK not meant to use bsp type maps out of the box? I notice they eliminated the Animation routines as well. I wish it had all the functionality I was used to in DB but it's lacking a few features that I wanted from DB...
I have an update, I used the example in samples folder for game levels. The ikzdm1.pk3 seems to work fine. I tried putting just my .bsp file in that package and then calling that file but I got a corrupt stack error. It occurs at address 0x7C901230 while doing an interrupt 3 instruction in ntdll.dll. I would need to know a list of 3rd party software that can cause this as something might be messing up the functionality of that kernal library.
That must mean there is a problem with the format with which I create my .pk3 file for use in DGDK. Does anyone have a comprehensive list of file types and memblocks for use in DGDK? I keep running into the problem of not understanding how memblocks and certain file types work in DGDK.
I used this in my code to test the working results and had the media folder from the "World" Sample in the project folder.
dbSetDir ( "media\\" );
dbAutoCamOff ( );
dbSyncOn ( );
dbSyncRate ( 60 );
dbBackdropOff ( );
dbSetCameraRange ( 0.05f, 30000 );
dbLoadBSP ( "ikzdm1.pk3", "ikzdm1.bsp" );
dbSetBSPCameraCollision ( 1, 0, 0.75, 0 );
My question now is how do I set up a pk3 or .bsp to work correctly?