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Troubleshooting

Ivan Montiel edited this page Apr 3, 2015 · 1 revision

Here are solutions to some of the problems you might face while making plugins with GPTP.

Why is the .QDP file so big?

Most likely you are building the project in Debug mode. In Debug mode, the Visual C++ compiler adds lots of debugging-related code that inflates the size of the plugin. It also skips many speed and size optimizations, so that you can edit, re-compile and test changes more quickly. You can change the build mode to Release, which will make the plugin smaller and faster at the cost of longer build times.

Note: GPTP uses the C++ assert() macro in multiple places to help find potential game-crashing bugs. We recommend using the Debug mode for testing your plugin, and switching to Release mode only when you are ready to release your mod.

Why are my FireGraft EXE Edits not working?

This is because GPTP hooks into the same memory positions that FireGraft works on. If a hook function operates on a feature that can also be changed with FireGraft (e.g. speed upgrades), there is a good chance that the hook will conflict with the EXE edit. If you have no intentions of using a hook module, deleting their header/source/injector files will make the EXE edits work again.

Is it okay to edit any source code?

For modding, you should usually only edit the source files in the project root directory, as well as those in the hooks/ and AI/ directories. The source and header files in SCBW/ directly reference or emulate the data in StarCraft, so changing them can cause unexpected side effects.

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