Run Battlezone in a window using the "/win" command-line option.
Run Microsoft Visual C++ 2008 (or 2010) Express.
Under the "Tools" menu, select "Attach to Process..."
Select the game executable from the process list and click "Attach"
Play the game normally until something goes wrong
When the game crashes:
Click "Break" on the error dialog
If VC++ asks for a .cpp file, just click "Cancel" to ignore it unless you're Dx or Tug.
Click on the tab labeled "Modules" on the bottom left
Click in the modules window and type Ctrl-A (to select all)
Right-click and pick "Load Symbols From" > "Microsoft Symbol Servers"
Wait a while as it downloads debug symbols
Now to create a report:
Open a text document or start a forum post
Click on the tab labeled "Autos" on the bottom left
Click in the variables window and type Ctrl-A (to select all) and Ctrl-C (to copy it)
Paste it into the document or post; it's okay if the result is a bit of a mess
Click on the tab labeled "Call Stack" on the bottom right
Click in the call stack window and type Ctrl-A (to select all) and Ctrl-C (to copy it)
Paste it into the document or post
Describe what you were doing and include any steps to reproduce the problem
If you're running the new Testing build (bzint_d3d9.exe), you can also watch the output window for trace messages. The last messages the game outputs before a crash can sometimes be informative.
If you get a crash and weren't running the debugger at the time, it's not too late to help. Leave the game alone, run Visual C++ and attach to the (now crashed) game executable. You should still be able to get everything but trace messages out of it.
hi ken, if its not too difficult for you, can you fix the grendel damage box...its way to big to have a fair game; when u have tiime check it out... you can fire at it and check out the grendel damage area.. its just not fair compare to the tanks's... thank you very much.
I don't actually have much control over that. With few exceptions (production units mostly), vehicles use a collision sphere that is 70% of the radius of the entity bounding sphere. The Grendel's problem is its width, which makes its bounding sphere large as well.
In hindsight, the entity bounding box might have been a better choice than the bounding sphere but changing it at this point might change the game balance.
Ultraken wrote:
If you get a crash and weren't running the debugger at the time, it's not too late to help. Leave the game alone, run Visual C++ and attach to the (now crashed) game executable. You should still be able to get everything but trace messages out of it.