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Thread: Debugging TC and dd crashes

  1. #1
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    Debugging TC and dd crashes

    I have been playing around a bit with the total conversion feature of the SDK but I have two questions I haven't yet found the answer for.

    1. I put in some new code that isn't doing quite what I expected. Is there a way to debug it? I notice there are quite a few log statements in the code; where do these get printed to?

    2. If I cook my TC and then try and play it then DD crashes. I can play the uncooked version fine, and it has no errors when cooking (but does have some warnings that look like they are from base game code). Is there a way to understand why it's crashing, or any common causes of this. When I created the TC originally I'm fairly certain playing the cooked version worked.

  2. #2

    Join Date
    Oct 2011
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    1.) Microsoft Visual Studio 2010 and Nfringe is the best way to debug your custom scripts or coding. I didn't get time to learn how to use them together but I hear its a great way to debug things.

    2.) If you're getting any red critical errors (minus the spider script not rebuilding) Put together an extensive error log and post it back here for someone to look over it.

    Though in my experience with the editor changing things that often shouldn't be changed can cause DD to crash on loading. Make sure if you change any of the included assets that you "create a copy" of anything you use and change into your own TC package. Number of Kismet things cause an instant CTD loading the game up to. So... I'd say that is where the problem is centered.

  3. #3
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    Thanks. I will try some more with your suggestions.

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