I think this is one of those things that should work properly now. There was this nasty bug in the code for communication between the editor and the 3D engine, where WIndows SendMessage API function was needlessly called recursively from both editor and 3D engine, eventually causing some messages to not make it through, resulting from missing objects in the 3D window at best and crashing at worst. Actually found this on Microsoft's support site, describing our exact issue among other things: https://support.microsoft.com/en-us/kb/2664641It just sucks because it takes so long to do, but it's not impossible. There are certain landscape items and buildings that you can only see parts of in 3D when they require multiple pieces to put together, so i have to find them in uther levels to set their positions relative to one another and group them before I can place them somewhere.
This is an interesting observation (freezing issue) to which I'm afraid I don't have precise answer to. Though I did notice a very similar problem which has to do with Desktop Window Manager. If the game is run in windowed mode and its window loses focus for more than 5 seconds, Windows considers it non-responsive. With the editor, on later Windows versions where desktop composition is always active, the same glitch shows as the quick sort-of flash of the 3D window. But Windows 7 disables composition when you start the editor, so this may not apply. I have a workaround implemented that disables window ghosting SetAppCompatData API function is detected in ddraw.dll, which is the case on Windows 7+.Yea, the last time I opened the editor, the issues were more or less the same. One more recent one I noticed was a freezing issue with the 3D window when selecting the "X" icon to close it after moving the camera, but this doesn't occur if you close the window with the "escape" key instead. Obviously, there may be others that I haven't experienced due to simply not coming across them yet. STOMP sequences didn't crash so much as they just didn't play at all, but I also may not have the modified engine file and I don't have the most current AiO patch yet.
The editor should now behave much more consistently across different Windows versions, excluding visual glitches on Windows 8+ due to Desktop Window Manager and editor's oldschool GUI rendering, so sticking to Windows 7 shouldn't be an issue. Well, TBH, I didn't notice anything else except bitmap scaling doesn't work properly. So eg. when you view textures in Databases window and the actual texture is bigger than its preview square, it won't display properly. And since the editor now accepts 512x512 and 1024x1024 textures, the only way to see them on these systems is to enlarge preview size in Texture View Options dialog.I'll get the most recent AiO patch as soon as I can. I just hooked up my PC again, but I'll be replacing the power supply and GPU soon, so I'm crossing fingers that new issues won't come up. I'll still be using Windows 7 for a while though. If anything happens afterward, I can report them here.
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