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debugging?

Discussion on debugging? within the Flyff Private Server forum part of the Flyff category.

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Old   #1
 
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debugging?

hallo all,

i got this problem:

wen i open my neuz, its loads, and than it opens and afther 20-30 sec i got this error log;



so, i dont realy know what i have edit, or have done rong.. i do know i have edit NOTTING in Project.cpp?.. i never debugg or i dont know what its for.. or how i sould do it!

i have heard from it, but jeah?

could anny1 explain me how i can fix it or what i sould do?
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Old 05/19/2013, 00:25   #2
 
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Ja your Neuz maybe compiled in debug Mode?
Change it to No_GameGuard.
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Old 05/19/2013, 00:35   #3
 
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Quote:
Originally Posted by Chiller1o1 View Post
Ja your Neuz maybe compiled in debug Mode?
Change it to No_GameGuard.
Well, it seems that was his Intention to start it in debug mode.
Changing it to No_GameGuard wont solve anything.

Btw, it would be nice to post the function where the error occurs.
(I only found out that this can happen when a function gets wrong Parameters -> )
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Old 05/19/2013, 00:52   #4
 
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look:



than i re-compline neuz, and i still have same error wen i open neuz?..
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Old 05/19/2013, 01:20   #5
 
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this is project.ccp
and the thing in big and red letters is line 2578...
Quote:
// EndCondCharacter¼¼ÆÃÀÌ ¾ÈµÆ´Ù¸é LinkChar·Î ´ëüÇÑ´Ù.
if( bEndCondCharacter == FALSE )
{
// ½ºÆ®¸µÀÌ ¾øÀ¸¸é szLinkChar¿¡ ¼¼ÆÃµÈ °ÍÀ¸·Î ´ëüÇÑ´Ù. Áï ÀÚ±â ÀÚ½ÅÀÌ´Ù.
if( szLinkCharNum == 1 )
{
LPCHARACTER lpCharacter = GetCharacter( szLinkChar[ 0 ] );
if( lpCharacter )
{
lpCharacter->m_awDstQuest.Add( nQuest );
lpCharacter->m_anDstQuestItem.Add( lpCharacter->m_anSrcQuestItem.GetAt( 0 ) );
}
strcpy( propQuest.m_szEndCondCharacter, szLinkChar[ 0 ] );
}
else
if( szLinkCharNum > 1 )
{
propQuest.m_lpszEndCondMultiCharacter = new CHAR[ 64 * 10 ];
ZeroMemory( propQuest.m_lpszEndCondMultiCharacter, 64 * 10 );
for( int i = 0; i < szLinkCharNum; i++ )
{
strcpy( &propQuest.m_lpszEndCondMultiCharacter[ i * 64 ], szLinkChar[ 0 ] );
LPCHARACTER lpCharacter = GetCharacter( szLinkChar[ i ] );
if( lpCharacter )
{
lpCharacter->m_awDstQuest.Add( nQuest );
lpCharacter->m_anDstQuestItem.Add( lpCharacter->m_anSrcQuestItem.GetAt( i ) );
}
}
}
}
if( nBeginCondItemNum )
{
propQuest.m_paBeginCondItem = new QuestPropItem[ nBeginCondItemNum ];
memcpy( propQuest.m_paBeginCondItem, aBeginCondItem, sizeof( QuestPropItem ) * nBeginCondItemNum );
propQuest.m_nBeginCondItemNum = nBeginCondItemNum;
}
#if __VER >= 8 // __S8_PK
if( nBeginCondNotItemNum )
{
propQuest.m_paBeginCondNotItem = new QuestPropItem[ nBeginCondNotItemNum ];
memcpy( propQuest.m_paBeginCondNotItem, aBeginCondNotItem, sizeof( QuestPropItem ) * nBeginCondNotItemNum );
propQuest.m_nBeginCondNotItemNum = nBeginCondNotItemNum;
}

if( nEndCondOneItemNum )
{
propQuest.m_paEndCondOneItem = new QuestPropItem[ nEndCondOneItemNum ];
memcpy( propQuest.m_paEndCondOneItem, aEndCondOneItem, sizeof( QuestPropItem ) * nEndCondOneItemNum );
propQuest.m_nEndCondOneItemNum = nEndCondOneItemNum;
}
#endif // __VER >= 8 // __S8_PK
if( nEndCondItemNum )
{
propQuest.m_paEndCondItem = new QuestPropItem[ nEndCondItemNum ];
memcpy( propQuest.m_paEndCondItem, aEndCondItem, sizeof( QuestPropItem ) * nEndCondItemNum );
propQuest.m_nEndCondItemNum = nEndCondItemNum;
}
if( nEndRewardItemNum )
{
propQuest.m_paEndRewardItem = new QuestPropItem[ nEndRewardItemNum ];
memcpy( propQuest.m_paEndRewardItem, aEndRewardItem, sizeof( QuestPropItem ) * nEndRewardItemNum );
propQuest.m_nEndRewardItemNum = nEndRewardItemNum;
}

BOOL bAdd = TRUE;
// °¡À§ ¹ÙÀ§ º¸ Äù½ºÆ®´Â ´ë¸¸¿¡ ÇÑÇÔ // Äù½ºÆ® »èÁ¦
if( //::GetLanguage() != LANG_TWN &&
nQuest == QUEST_KAWIBAWIBO01 )
bAdd = FALSE;
if( bAdd )
m_aPropQuest.SetAtGrow( nQuest, &propQuest );

nQuest = script.GetNumber(); // id
}
if( bOptimize )
m_aPropQuest.Optimize();

return TRUE;
}

const DWORD dwDefault = (DWORD)0xFFFFFFFF;
// propSkill.txt ·Îµù ÀÌÈÄ¿¡ ÇØ¾ßÇÑ´Ù.
BOOL CProject::LoadPropAddSkill( LPCTSTR lpszFileName )
{
CScript script;
if( script.Load( lpszFileName ) == FALSE )
return FALSE;
AddSkillProp propAddSkill;
int i = script.GetNumber( TRUE ); // id
while ( script.tok != FINISHED )
{
if( i == 0 ) // À̰оøÀ¸´Ï±î ÆÄÀϵڿ¡ °ø¹éÀִ°͵µ ÁÙÁÙÈ÷ Àдõ¶ó
break;
propAddSkill.dwID = i;
propAddSkill.dwName = script.GetNumber( TRUE );
propAddSkill.dwSkillLvl = script.GetNumber( TRUE );
propAddSkill.dwAbilityMin = script.GetNumber( TRUE );
propAddSkill.dwAbilityMax = script.GetNumber( TRUE );
#if __VER >= 9 // __SKILL_0706
propAddSkill.dwAbilityMinPVP = script.GetNumber( TRUE ); // ´ëÀÎ È¿°ú ÃÖ¼Ò
propAddSkill.dwAbilityMaxPVP = script.GetNumber( TRUE ); // ´ëÀÎ È¿°ú ÃÖ´ë
#endif // __SKILL_0706
propAddSkill.dwAttackSpeed = script.GetNumber( TRUE );
propAddSkill.dwDmgShift = script.GetNumber( TRUE );
propAddSkill.nProbability = script.GetNumber( TRUE );
#if __VER >= 9 // __SKILL_0706
propAddSkill.nProbabilityPVP = script.GetNumber( TRUE );
#endif // __SKILL_0706
propAddSkill.dwTaunt = script.GetNumber( TRUE );
propAddSkill.dwDestParam1 = script.GetNumber( TRUE );
propAddSkill.dwDestParam2 = script.GetNumber( TRUE );
propAddSkill.nAdjParamVal1 = script.GetNumber( TRUE );
propAddSkill.nAdjParamVal2 = script.GetNumber( TRUE );
propAddSkill.dwChgParamVal1 = script.GetNumber( TRUE );
propAddSkill.dwChgParamVal2 = script.GetNumber( TRUE );
propAddSkill.nDestData1[0] = script.GetNumber( TRUE );
propAddSkill.nDestData1[1] = script.GetNumber( TRUE );
propAddSkill.nDestData1[2] = script.GetNumber( TRUE );
propAddSkill.dwActiveSkill = script.GetNumber( TRUE );
propAddSkill.dwActiveSkillRate = script.GetNumber( TRUE );
#if __VER >= 9 // __SKILL_0706
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Old 05/20/2013, 16:03   #6
 
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bumping it up
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Old 05/22/2013, 19:16   #7
 
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bumping! help plz
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