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Lspdfr / Rage debug and usefull tool ?

Featured Replies

  • Author
Spoiler
4 minutes ago, Luce.Benson said:

Someone did a tutorial about that earlier. Unfortunately, I can't find it anymore.

 

I think you should try this video: 

 

 

 

I didn't mean a tutorial for creating a callout, I mean usefull tool to debug my callout and deal with errors.

by Mytical.

3 hours ago, Mytical49 said:
  Reveal hidden contents

 

 

I didn't mean a tutorial for creating a callout, I mean usefull tool to debug my callout and deal with errors.

You use VS, right?
Your C#-syntax should be cleared by VS. That is the only way i know.
If it is the actual structure in your callout, eg when to split to new gamefiber and that kind of things, the only way i know of is to study other devs code, and understand their structure 

I have not seen any type of a 'tool' that can examine the structure of a program.
The idea of watching sis good, because you get a std basic structure and there is explanations of what takes place in the various methods, a type what calls witch -and why
 

See my plugin here:
https://www.youtube.com/watch?v=peqSXuTfIyY

Let me know if you find it interesting.
Best Regards.

  • Author
13 minutes ago, GTAbear said:

You use VS, right?
Your C#-syntax should be cleared by VS. That is the only way i know.
If it is the actual structure in your callout, eg when to split to new gamefiber and that kind of things, the only way i know of is to study other devs code, and understand their structure 

I have not seen any type of a 'tool' that can examine the structure of a program.
The idea of watching sis good, because you get a std basic structure and there is explanations of what takes place in the various methods, a type what calls witch -and why
 

Okay, thanks, in the rage console when I have errors it's difficult to know from where it's from with the little information we have, that's why I have to write like "Game. LogTrivial (log1)" between lines so I can see when the callout crashes with the last Game. LogTrivial at what line the callout crashed. I thought someone had built a solution, but apparently not.

by Mytical.

5 minutes ago, Mytical49 said:

Okay, thanks, in the rage console when I have errors it's difficult to know from where it's from with the little information we have, that's why I have to write like "Game. LogTrivial (log1)" between lines so I can see when the callout crashes with the last Game. LogTrivial at what line the callout crashed. I thought someone had built a solution, but apparently not.

I thought someone had built a solution, but apparently not.

None i know about, at least.
In fact there are no explanation-library of RAGE error-messages, the error messages are indeed difficult to understand, just as you say. But that where an active community is the best help. The more activity and the more we help each other in here, the more understanding we can get over things like RAGE-error-messages

See my plugin here:
https://www.youtube.com/watch?v=peqSXuTfIyY

Let me know if you find it interesting.
Best Regards.

  • Management Team

Any .NET crash will give you the exact line number and file it crashed on, provided you compile in debug mode. That is pretty much as good as it gets. You also get the entire stack trace so you can see exactly what functions were called beforehand. You can also attach VS and step through your code line by line to figure out why something is not working, inspect variables and evaluate expressions at runtime. I am not sure what else you are asking for.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

  • Author
13 minutes ago, LMS said:

Any .NET crash will give you the exact line number and file it crashed on, provided you compile in debug mode. That is pretty much as good as it gets. You also get the entire stack trace so you can see exactly what functions were called beforehand. You can also attach VS and step through your code line by line to figure out why something is not working, inspect variables and evaluate expressions at runtime. I am not sure what else you are asking for.

 Do you mean the developper mode in RagePluginHook ?

by Mytical.

  • Management Team

No, just the normal VS debugger. There is nothing special when it comes to debugging LSPDFR Plugins/RPH Plugins. They are ordinary .NET libraries and you can use existing tooling for it.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

  • Author
24 minutes ago, LMS said:

No, just the normal VS debugger. There is nothing special when it comes to debugging LSPDFR Plugins/RPH Plugins. They are ordinary .NET libraries and you can use existing tooling for it.

I think this is a misunderstanding, i didn't mean there is errors in my callout files in VS, there are fine, but in GTA there is sometimes errors in the Rage console  (F4) and the native debug tool is not very easy to understand

by Mytical.

26 minutes ago, Mytical49 said:

I think this is a misunderstanding, i didn't mean there is errors in my callout files in VS, there are fine, but in GTA there is sometimes errors in the Rage console  (F4) and the native debug tool is not very easy to understand

Yes, some code build fine, but causes a crash of LSPDfr/RPHook

also @Mytical49 You can ofcause also insert code like

Game.DisplaySubtitle("some info about what function and even a value of : "+something.toString, 5000);

Directly in your code, then you do not need to look into the log
Its just an alternative, in case you diddent knew

See my plugin here:
https://www.youtube.com/watch?v=peqSXuTfIyY

Let me know if you find it interesting.
Best Regards.

  • Management Team
40 minutes ago, Mytical49 said:

I think this is a misunderstanding, i didn't mean there is errors in my callout files in VS, there are fine, but in GTA there is sometimes errors in the Rage console  (F4) and the native debug tool is not very easy to understand

 

If those are .NET exceptions (which I presume they are), you can handle/debug/log them just like normal exception. Say you get a NullReferenceException when using a vehicle that does not exist, you could trap that in a debugger if you wanted to.

 

4 minutes ago, GTAbear said:

Yes, some code build fine, but causes a crash of LSPDfr/RPHook

 

It is fairly unlikely you are actually crashing RAGE Plugin Hook - that would usually result in a game termination. You are probably using API calls wrong, and it throws an exception to inform you about it so that the game does not crash.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

  • Author
12 minutes ago, GTAbear said:

Yes, some code build fine, but causes a crash of LSPDfr/RPHook

also @Mytical49 You can ofcause also insert code like

Game.DisplaySubtitle("some info about what function and even a value of : "+something.toString, 5000);

Directly in your code, then you do not need to look into the log
Its just an alternative, in case you diddent knew

Thanks for the tip 🙂

 

9 minutes ago, LMS said:

 

If those are .NET exceptions (which I presume they are), you can handle/debug/log them just like normal exception. Say you get a NullReferenceException when using a vehicle that does not exist, you could trap that in a debugger if you wanted to.

 

 

It is fairly unlikely you are actually crashing RAGE Plugin Hook - that would usually result in a game termination. You are probably using API calls wrong, and it throws an exception to inform you about it so that the game does not crash.

Okay, thanks for your help !

by Mytical.

> It is fairly unlikely you are actually crashing RAGE Plugin Hook

Yes! That is correct, the plugin that crash is LSPDfr. I dont think i have crashed RPHook (yet : ) -But i will continue to make crappy code, so eventually.... 🤣

See my plugin here:
https://www.youtube.com/watch?v=peqSXuTfIyY

Let me know if you find it interesting.
Best Regards.

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