Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kazan on October 09, 2003, 12:23:43 pm

Title: Why mods break in debug builds explained!
Post by: Kazan on October 09, 2003, 12:23:43 pm
The table parser is _much_ stricter - do not deviate from table specs anywhere and this won't happen


perhaps using debug builds are a great way to check your table syntax
Title: Why mods break in debug builds explained!
Post by: Kazan on October 09, 2003, 12:43:53 pm
FYI: Absolutely DO NOT use semicolons in XSTRs - semicolons in tables are an PARSER DIRECTIVE - all text on a line following a semicolon (;) is a comment and this will break the parser if a ; is in an XSTR



oh.. XSTRs have a maximum length to.. maybe we should look it up/raise it -- it's somewhere over 1k! but if you violate it code gets overwritten in memory.. cra****y crash


*cough*wc saga*cough*
Title: Why mods break in debug builds explained!
Post by: mikhael on October 09, 2003, 08:57:15 pm
Quote
Originally posted by Kazan
oh.. XSTRs have a maximum length to.. maybe we should look it up/raise it -- it's somewhere over 1k! but if you violate it code gets overwritten in memory.. cra****y crash


Um. Shouldn't the XSTR's strlen() be checked on parse and truncated if its going to overflow the buffer? It seems like such a simple, brain dead thing to fix.
Title: Why mods break in debug builds explained!
Post by: Kazan on October 09, 2003, 09:47:05 pm
one would think so... but *shrug* .. maybe there was a semicolon in it and i didn't notice and it just _looked_ like it was due to being about 3K in length