1 start mod from decoda without debugging
2 switch to mod & get things setup for my scenario
3 attach debugger to running process
4 breakpoints dont work.
why #4?
i'm trying to bypass the long startup with debugging enabled from the start.
advice required.
0
Comments
No way around it as far as I have found, long horrible debugging is the only way....
No way around it as far as I have found, long horrible debugging is the only way....<!--QuoteEnd--></div><!--QuoteEEnd-->
soul rider you make me sad.
It really gets slow at the server browser
is there a way to hop directly to the map..
map <mapname> param isnt working when i do the -game <gamename> param
its even working with mods.
NS2.exe map yourmap -game yourgame
btw, nothing's missing from there, NS2 doesn't use any + or - characters for the console parameters to execute on startup...
NS2.exe map yourmap -game yourgame
btw, nothing's missing from there, NS2 doesn't use any + or - characters for the console parameters to execute on startup...<!--QuoteEnd--></div><!--QuoteEEnd-->
??
Still just goes to the menu not directly to the map.
using map <mapname> from menu loads but ...
now i get authenticating errors lol.
edit: reloaded steam & ns2 - now i get past the auth errors, but still not direct launch from decoda project settings command arguments using map <mapnam>
Shot in the dark but hey...
map ns2_summit -game "D:\NS2Mods\MyMod"
In the Command Arguments field worked for me, it launched NS2 directly loading my mod & map. Are you doing something different?
map ns2_summit -game "D:\NS2Mods\MyMod"
In the Command Arguments field worked for me, it launched NS2 directly loading my mod & map. Are you doing something different?<!--QuoteEnd--></div><!--QuoteEEnd-->
just like this. opens to menu. idk.
from menu - i can use the console map command fine, so i can deal with it.