Issue opening construct 2 .capx in construct 3 v.251 (all addons removed)

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  • Hi,

    So I finally succeeded in removing all C2 third-party addons/plugins from an old project. Exported it to single file .capx.

    The project still uses the old function system, meaning that C2 runtime still needs to be supported and I, therefore, had to roll back to C3 v.251.

    However, when trying to import the .capx to c3 I get the following error message.

    I haven't been able to figure out what "C2 action ID "7"" refers to. Can anyone help point me in the right direction?

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  • Update:

    I think I found the issue (but not solved it) and started another topic. I am however keeping this one in case I am wrong.

    New topic: construct.net/en/forum/construct-3/how-do-i-8/translating-custom-changes-163789

  • You can rename capx to zip, extract, then search files in "Event Sheets" folder for this string:

    <action id="7"

    It should give you the idea of what action is it, you could find and remove it in Construct 2 editor.

  • You can rename capx to zip, extract, then search files in "Event Sheets" folder for this string:

    <action id="7"

    It should give you the idea of what action is it, you could find and remove it in Construct 2 editor.

    It seems like it has to do with custom integration in the build-in plugin "text" (character wrapping).

    Is there a way I can just remove that custom part of the plugin or a way I can translate this custom part so the C3 editor understands it/understands that it should translate it to C3's now built-in Character wrapping functionality?

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  • You would have to completely remove the plugin from your project.

    It is a third-part add-on, as answered in your other topic.

    It is not the Text plugin from Construct 3.

  • You would have to completely remove the plugin from your project.

    It is a third-party add-on, as answered in your other topic.

    It is not the Text plugin from Construct 3.

    Yeah, I just figured out that the former developer has overwritten the built-in "text" plugin.

    This means if I add/overwrite the custom/third party "text" plugin with the original I am no longer able to open the project as it will now miss an action.

    If I have to remove all references to the custom action/plugin before reverting back to the original "text" plugin I would have to remove all text objects. I would really like to find a way around that if it is possible :).

    Could it be a solution to make a C3 ported version of the custom text plugin and add it to C3? And how would that work if the custom plugin has the same name as a built-in plugin?

    Am I just f***** no matter what?

  • The easiest solution is to remove all custom actions/conditions, and then re-add something similar in C3.

  • Yeah, I just figured out that the former developer has overwritten the built-in "text" plugin.

    This is exactly the type of thing that creates horrible compatibility nightmares. Developers should never do that and users should never use any addons that do that. You are going to have a really tough time because of this.

    Your best bet is to try to remove all references to the broken plugin (as doing this is just a way to break everything), then rebuild the missing parts in the editor once you get it to import.

  • Could it be a solution to make a C3 ported version of the custom text plugin and add it to C3?

    Yes, as indicated in the other topic :

    You can have third-part Construct 2 add-ons in Construct 3 by asking their authors to port them using our SDK.

    Otherwise, ask in this dedicated forum for help converting the plugin.

    Finally you can try this beta converter.

    And how would that work if the custom plugin has the same name as a built-in plugin?

    It will not work, it is not just a matter of name, but ID as well and features.

    Your best bet, if you don't won't to remove the add-on in the C2 project is to make a C3 version of the plugin.

  • > Yeah, I just figured out that the former developer has overwritten the built-in "text" plugin.

    This is exactly the type of thing that creates horrible compatibility nightmares. Developers should never do that and users should never use any addons that do that. You are going to have a really tough time because of this.

    Your best bet is to try to remove all references to the broken plugin (as doing this is just a way to break everything), then rebuild the missing parts in the editor once you get it to import.

    I was afraid that was the case :(. Thanks for enlightening me tough :)

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