

Will be sent to the JIT debugger registered on the computer When JIT debugging is enabled, any unhandled exception The application must also be compiled with debugging config file for thisĪpplication or computer (nfig) must have the To enable just-in-time (JIT) debugging, the.

.: Bad state (incomplete dynamic bit lengths tree)Īt .OnClick(EventArgs e)Īt .OnClick(EventArgs e)Īt .OnMouseUp(MouseEventArgs mevent)Īt .WmMouseUp(Message& m, MouseButtons button, Int32 clicks)Īt .WndProc(Message& m)Īt .WndProc(Message& m)Īt .WndProc(Message& m)Īt .ControlNativeWindow.OnMessage(Message& m)Īt .ControlNativeWindow.WndProc(Message& m)Īt .Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) Just-in-time (JIT) debugging instead of this dialog box.

See the end of this message for details on invoking Hopefully this will be the last update before v1.0.

I haven't been working on this and I just wanted to say thanks for sticking. If you want me to dump logs of the FFs, then I need a look at ur executable. V0.6 - Added limited PS3 support for MW2 only. (Note: The attempted asset parsing isn't in the WaW or CoD4 zone parser, sry) So if you load a patch_mp made using Lost4468's ffCompiler, it will revert it back to source code flawlessly. It currently supports rawfiles and localized strings. Now if you dump info about a FF, it will read the zone's assets untill it fails. V0.5 - Added attempted asset parsing to the zone logger. Now only 1 library is used for everything. (and a third one was also there that I wasn't even using, wtf?). I was using 2 different libraries, 1 for compression and 1 for decompression. V0.2.1 - Added a timer to show how long injection and extraction takes. Added a feature that will dump all known info about the file to a log file at the users request. V0.2 - Added version info the the info panel.
