   Recompiled, executable isn't recognizing proper file paths.
  So, I have my program set up to load some data files from a few very specific directories:    // Load all the level elements. Return 1 if any of the loads fail.    if(loadArtAssets(artAssets, "images/artAssets.txt")) { return 1; }    if(createPlayerData(gameData, artAssets)) { return 1; }    if(loadGameData(gameData, artAssets, "actors/objectData.txt")) { return 1; }Art files are in images/, game data and lua scripts are in actors/, and so on. Except, for some reason, my program is only recognizing those files if they're in the base program directory. I'm a bit confounded as to why it's doing this, because it was working fine until I compiled after making a very minor change to a completely unrelated part of the source.Other weird thing is this. The directory that my compiler -- code::blocks with mingw, I think -- is producing and storing the executable in is working fine. I'm only encountering this issue in ANOTHER directory I set up so I could test some of the content with the engine (external to the main project directory, because I have a bunch of other test junk in there that I didn't want to mess with).Again, the other directory was working fine up till this last pre-compile as well.Anyway ideas what might be causing this? It's like some sort of build option got messed with that's screwing around with how it handles relative paths or something. Also, if it matters, I'm not running the application via the Run button in Code::blocks, but rather by actually going into the program directory and double clicking on it.   
  It's likely that the current working directory isn't what it's supposed to be for those relative paths to work.  Or it could be something completed unrelated.  The only way to know for sure is to dig down to where the file is actually opened (fopen, CreateFile, etc.), check the OS error, and go from there.   ;  How would I go about checking the OS error?   ;  If you haven't set up your application for debugging, then start here.From there you run your application from the debugger and put a breakpoint on the line that loads assets (i.e. loadArtAssets).  You then step into the function, and keep stepping into nested functions until you reach a library call that opens a file.  If it's CreateFile, then GetLastError can be used to obtain an error code after the call fails, which can easily be Googled for more information.  If it's something like fopen, then you can use errno to get the error.  But once you find exactly which call fails we can help you out further :)   