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Old 09-28-13, 06:34 PM   #1
Echolot
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But maybe someone gets a clue whats going on with your game.

Why is Debugview there (in the mod archive)?
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Old 09-28-13, 06:39 PM   #2
gap
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Quote:
Originally Posted by Echolot View Post
But maybe someone gets a clue whats going on with your game.

Why is Debugview there (in the mod archive)?
Good remark!

In any case, posting a Debugview log won't cost you anything. Do it SnipersHunter
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Old 09-29-13, 03:45 AM   #3
Trevally.
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Quote:
Originally Posted by gap View Post
Good remark!

In any case, posting a Debugview log won't cost you anything. Do it SnipersHunter
It was made or expanded by TDW to reocord what is happening during loading and game play.
If you study the reports you can see whole lot of information related to ships/mast-heights etc - this was when the stadi was being fixed
You will also see reports on mods installed.
Mouse clicking was a great interest to TDW showing clicks and map zooms (all to check UI functions)

And for me it records everything that happens or is about to happen with the automation engine - great for finding errors in tutorials or auto scripts

I'm sure it does a whole lot more too......I just won't tell you that you have a mod conflict and when mod a looks for info in file x mod b has already changed that = ctd
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Old 09-29-13, 05:37 AM   #4
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DebugView is a tool, original in the sysinternals suite .. now freely distributed by MS.

http://technet.microsoft.com/en-us/s.../bb896647.aspx
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Old 09-29-13, 09:11 AM   #5
SnipersHunter
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I will send my debug view next week.
And yes i use patches by TDW
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Old 10-16-13, 10:30 AM   #6
SnipersHunter
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Oh man it just closed again the next session i will open my Debub view and post it here
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Old 10-16-13, 12:57 PM   #7
SnipersHunter
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Here now it just closed after 1 hour of playing i cant post i its to long so sorry.

Hope you can help

Maybe this one causes the closing?
Quote:
00009253 19:41:31 [5644] SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client.


Debug.LOG
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Old 10-16-13, 11:38 PM   #8
SnipersHunter
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@Plj my modlist is in the first post
@sober its to 88 percent your mod order
My mod order is right,right? Maybe one mod isnt compatible with another mod...

Last edited by SnipersHunter; 10-19-13 at 01:54 PM.
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Old 10-19-13, 02:35 PM   #9
gap
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Quote:
Originally Posted by SnipersHunter View Post
@Plj my modlist is in the first post
@sober its to 88 percent your mod order
My mod order is right,right? Maybe one mod isnt compatible with another mod...
Can you please edit your mod list at post #1 marking sober's mods missing from your list, and mods not featured in sober's megamod which are in your list? Also annotate if by any chance you have changed position to some mods relative to their position in sober's list
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Old 10-19-13, 02:58 PM   #10
THE_MASK
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and start a new campaign
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Old 10-20-13, 05:02 AM   #11
SnipersHunter
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Quote:
Originally Posted by sober View Post
and start a new campaign
i already tried that but it didnt helped







I hope it could help

Last edited by SnipersHunter; 10-20-13 at 10:46 AM.
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Old 10-24-13, 09:13 AM   #12
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Push
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Old 10-24-13, 09:34 AM   #13
plj
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Is this correct:

You CTD random, no difference in being in or outside port, no special thing you do or recieve at the moment of CTD.

You save at important events but not all that often.

You use a reasonable amount of TC.

?
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Old 10-24-13, 09:45 AM   #14
SnipersHunter
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Yes all is correct
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Old 10-24-13, 09:47 AM   #15
Trevally.
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Quote:
Originally Posted by SnipersHunter View Post
@Plj my modlist is in the first post
@sober its to 88 percent your mod order
My mod order is right,right? Maybe one mod isnt compatible with another mod...
That makes it 88% correct
you will need 100% correct to call it sobers mod list - otherwise it is your mod list and by the sounds of it - it does not work

Quote:
Originally Posted by sober View Post
The mod list doesn't work , simple as that .
As everyone keeps saying and nobody does
remove all mods
test sh5 unmodded
add mods one at a time, testing a new career with each mod added

thats what sober did to make sobers mod list
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