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SCM Debugger

ATP
post Jul 29 2011, 11:30 PM
Post #1


GTA United Lead Developer

Posts: 52
From: Germany
Joined: 23-April 11



Hey,
Is there any way to check wich thread caused a crash of the game? Or even where in the thread the crash happens?

ATP


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Deji
post Jul 29 2011, 11:40 PM
Post #2


Coding like a Rockstar!

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The best way is to simply add "breakpoints" in your script or debug messages... The script can not always be directly routed to the crash. For example, you set an invalid flag which is used somewhere else in the game. That invalid flag will cause no problems until it's used for something important, which doesn't happen until the next break in the script (the next wait or any other opcode which causes the script parser to finish on the current script).

Common sense, regular testing and debug code is always the best solution. I usually always end up creating a few debug scripts each time I start some new code.


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ATP
post Jul 30 2011, 12:04 AM
Post #3


GTA United Lead Developer

Posts: 52
From: Germany
Joined: 23-April 11



Hey,
Yes, I usually debug in that way you explained. For single scripts it is ok. My Problem is I have a whole bunch of threads and missions, wich work without crashs in single. But combined to an main.scm I get some complications or "interaction" between the scripts. I could work here with the method mentioned above, and enable/disable single scripts or parts of them. But the problem is that crashs only happens in special constelations, wich are random and you can not reproduce them.


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Deji
post Jul 30 2011, 07:20 AM
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Then it most-likely will not be tracable to the opcode... but try SCM Log from the CLEO Website.


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ATP
post Jul 30 2011, 11:33 AM
Post #5


GTA United Lead Developer

Posts: 52
From: Germany
Joined: 23-April 11



Well, I tested scmlog and I think it is very helpful. If you analyze the order and params of the opcodes, you can trace back from wich script they must be.


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