|Missions can now load and be viewable|
I have now run into a nasty issue I thought I wouldn't run into, but it's back again. The game was written on an compiler that used 2 byte integers. Systems nowadays have integers that are 4 bytes, or in the case of 64 bit Linux and MacOS systems, 8 bytes. Normally this wouldn't be a problem, but the way the game loads data objects from disk is VERY byte dependent. The system just loads up the data as a block of serialized bytes and lays them directly into a struct from top to bottom. So you can imagine what happens when the data was saved with 2 byte data members and then loaded and put into a struct that has 4 byte data members.
|int was replaced with int16_t|