Ahhhh. I found the problem. The way I was implementing it was causing a crash if you had more than 32767 vertices in your mesh. This is easily possible with a large zone. Not to worry, my rewrite is almost complete and it's a *lot* cleaner and better (it has a lot more flexibility in what it can support, too). I'm pretty confident I can have a working OpenZone 2.0 up tomorrow.
Wind
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