Sarahx3 4 Posted July 17, 2015 Share Posted July 17, 2015 Hello, i compile the binary and the db succesfully, but i have a problem with my game file. I think there is no error but i can't find the game file. I use the mainline source and paste there the wolfman files. Here are the error log and build log: Where is my game file? http://pastebin.com/zUbBHFVf http://pastebin.com/tY1hNKYa 1 Link to comment Share on other sites More sharing options...
Former Staff Shisui 491 Posted July 17, 2015 Former Staff Share Posted July 17, 2015 (edited) Normally it goes to here. /usr/src/branch_used/Srcs/Server/game/ /usr/src/branch_used/Srcs/Server/db/ Edited August 19, 2022 by Metin2 Dev Core X - External 2 Internal 1 Link to comment Share on other sites More sharing options...
Sarahx3 4 Posted July 17, 2015 Author Share Posted July 17, 2015 That is true, but my game file is not there. If i compile without wolfman files then it is there, but with wolfman files it is not there. But in the logs are no errors or? I see the db but not the game Link to comment Share on other sites More sharing options...
Ira™ 41 Posted July 17, 2015 Share Posted July 17, 2015 That is true, but my game file is not there. If i compile without wolfman files then it is there, but with wolfman files it is not there. But in the logs are no errors or? I see the db but not the game Click refresh Right click and refresh Link to comment Share on other sites More sharing options...
Premium Galet 510 Posted July 17, 2015 Premium Share Posted July 17, 2015 Check makefile Link to comment Share on other sites More sharing options...
Ken 904 Posted July 17, 2015 Share Posted July 17, 2015 (edited) http://pastebin.com/tY1hNKYa If i have to talk about your second game log, you can't see your game file because system is gives to error. OBJDIR/questlua.o: In function `OBJDIR/questlua.o: In function `quest::CQuestManager::InitializeLua()': /usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/questlua.cpp:493: undefined reference to `quest::RegisterMysqlFunctionTable()' quest::CQuestManager::InitializeLua()': /usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/questlua.cpp:493: undefined reference to `quest::RegisterMysqlFunctionTable()' You have to define RegisterMysqlFunctionTable(). That is true, but my game file is not there. If i compile without wolfman files then it is there, but with wolfman files it is not there. But in the logs are no errors or? I see the db but not the game Click refresh Right click and refresh Try to read pastebin logs. Kind Regards Ken Edited July 17, 2015 by Ken Do not be sorry, be better. Link to comment Share on other sites More sharing options...
Sarahx3 4 Posted July 17, 2015 Author Share Posted July 17, 2015 http://pastebin.com/tY1hNKYa If i have to talk about your second game log, you can't see your game file because system is gives to error. OBJDIR/questlua.o: In function `OBJDIR/questlua.o: In function `quest::CQuestManager::InitializeLua()': /usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/questlua.cpp:493: undefined reference to `quest::RegisterMysqlFunctionTable()' quest::CQuestManager::InitializeLua()': /usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/questlua.cpp:493: undefined reference to `quest::RegisterMysqlFunctionTable()' You have to define RegisterMysqlFunctionTable(). That is true, but my game file is not there. If i compile without wolfman files then it is there, but with wolfman files it is not there. But in the logs are no errors or? I see the db but not the game Click refresh Right click and refresh Try to read pastebin logs. Kind Regards Ken Hello, i don't know how i can define the Mysql Function, but i compile the game new with the makefile from mainline and then it create a test and a game file. But!!! After 10 seconds the test and the game file (62 MB) get deleted The game file is for 10 seconds there but then it is deleted Why this lol? Link to comment Share on other sites More sharing options...
Ira™ 41 Posted July 17, 2015 Share Posted July 17, 2015 (edited) Because you have problem with linking. You are probably not linking to those libraries libs (.so or .a) look at the documentation and see what libs you need to link your program with.The compiler is basically complaining about the fact that you haven't told it which is the constructor for the StandardAnalyser class. You are forward declaring the class but not defining it which doesn't really make sense. If it is defined in the header files then you don't need to forward declare it. If it is a class the you are creating then just forward declaring it is not enough. You need to define the class. You seem to have straddled the fence. namespace Ira { namespace analysis { namespace standard { class StandardAnalyzer; } } } is the forward declaration. It just tells the compiler that the class exists, it doesn't tell the compiler anything about it. The compiler needs a class definition. So, is it a class that is defined in the CIra libraries or is it a class you are creating yourself? Your solution depends on your answer. Edited July 17, 2015 by Ira™ Link to comment Share on other sites More sharing options...
Ken 904 Posted July 17, 2015 Share Posted July 17, 2015 (edited) http://pastebin.com/tY1hNKYa If i have to talk about your second game log, you can't see your game file because system is gives to error. OBJDIR/questlua.o: In function `OBJDIR/questlua.o: In function `quest::CQuestManager::InitializeLua()': /usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/questlua.cpp:493: undefined reference to `quest::RegisterMysqlFunctionTable()' quest::CQuestManager::InitializeLua()': /usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/questlua.cpp:493: undefined reference to `quest::RegisterMysqlFunctionTable()' You have to define RegisterMysqlFunctionTable(). That is true, but my game file is not there. If i compile without wolfman files then it is there, but with wolfman files it is not there. But in the logs are no errors or? I see the db but not the game Click refresh Right click and refresh Try to read pastebin logs. Kind Regards Ken Hello, i don't know how i can define the Mysql Function, but i compile the game new with the makefile from mainline and then it create a test and a game file. But!!! After 10 seconds the test and the game file (62 MB) get deleted The game file is for 10 seconds there but then it is deleted Why this lol? questlua_mysql.cpp #include "stdafx.h" #include "db.h" namespace quest { int mysql_query(lua_State * L) { return 0; } void RegisterMysqlFunctionTable() { luaL_reg mysql_functions[] = { { "query", mysql_query }, { NULL, NULL }, }; CQuestManager::instance().AddLuaFunctionTable("mysql", mysql_functions); } } questlua.cpp bool CQuestManager::InitializeLua() { L = lua_open(); luaopen_base(L); luaopen_table(L); luaopen_string(L); luaopen_math(L); //TEMP luaopen_io(L); luaopen_debug(L); RegisterAffectFunctionTable(); RegisterBuildingFunctionTable(); RegisterDungeonFunctionTable(); RegisterGameFunctionTable(); RegisterGuildFunctionTable(); RegisterHorseFunctionTable(); #ifdef __PET_SYSTEM__ RegisterPetFunctionTable(); #endif RegisterITEMFunctionTable(); RegisterMarriageFunctionTable(); RegisterNPCFunctionTable(); RegisterPartyFunctionTable(); RegisterPCFunctionTable(); RegisterQuestFunctionTable(); RegisterTargetFunctionTable(); RegisterArenaFunctionTable(); RegisterForkedFunctionTable(); RegisterMonarchFunctionTable(); RegisterOXEventFunctionTable(); RegisterMgmtFunctionTable(); RegisterBattleArenaFunctionTable(); RegisterDanceEventFunctionTable(); RegisterDragonLairFunctionTable(); RegisterSpeedServerFunctionTable(); RegisterDragonSoulFunctionTable(); RegisterMysqlFunctionTable(); { luaL_reg member_functions[] = { { "chat", member_chat }, { "set_ready", member_set_ready }, { "clear_ready", member_clear_ready }, { NULL, NULL } }; AddLuaFunctionTable("member", member_functions); } { luaL_reg highscore_functions[] = { { "register", highscore_register }, { "show", highscore_show }, { NULL, NULL } }; AddLuaFunctionTable("highscore", highscore_functions); } { luaL_reg mob_functions[] = { { "spawn", mob_spawn }, { "spawn_group", mob_spawn_group }, { NULL, NULL } }; AddLuaFunctionTable("mob", mob_functions); } // // global namespace functions // RegisterGlobalFunctionTable(L); // LUA_INIT_ERROR_MESSAGE { char settingsFileName[256]; snprintf(settingsFileName, sizeof(settingsFileName), "%s/settings.lua", LocaleService_GetBasePath().c_str()); int settingsLoadingResult = lua_dofile(L, settingsFileName); sys_log(0, "LoadSettings(%s), returns %d", settingsFileName, settingsLoadingResult); if (settingsLoadingResult != 0) { sys_err("LOAD_SETTINS_FAILURE(%s)", settingsFileName); return false; } } { char questlibFileName[256]; snprintf(questlibFileName, sizeof(questlibFileName), "%s/questlib.lua", LocaleService_GetQuestPath().c_str()); int questlibLoadingResult = lua_dofile(L, questlibFileName); sys_log(0, "LoadQuestlib(%s), returns %d", questlibFileName, questlibLoadingResult); if (questlibLoadingResult != 0) { sys_err("LOAD_QUESTLIB_FAILURE(%s)", questlibFileName); return false; } } if (LC_IsEurope()) { char translateFileName[256]; snprintf(translateFileName, sizeof(translateFileName), "%s/translate.lua", LocaleService_GetBasePath().c_str()); int translateLoadingResult = lua_dofile(L, translateFileName); sys_log(0, "LoadTranslate(%s), returns %d", translateFileName, translateLoadingResult); if (translateLoadingResult != 0) { sys_err("LOAD_TRANSLATE_ERROR(%s)", translateFileName); return false; } } { char questLocaleFileName[256]; if (LC_IsEurope()) { snprintf(questLocaleFileName, sizeof(questLocaleFileName), "%s/locale.lua", g_stQuestDir.c_str()); } else { snprintf(questLocaleFileName, sizeof(questLocaleFileName), "%s/locale_%s.lua", g_stQuestDir.c_str(), g_stLocale.c_str()); } int questLocaleLoadingResult = lua_dofile(L, questLocaleFileName); sys_log(0, "LoadQuestLocale(%s), returns %d", questLocaleFileName, questLocaleLoadingResult); if (questLocaleLoadingResult != 0) { sys_err("LoadQuestLocale(%s) FAILURE", questLocaleFileName); return false; } } // END_OF_LUA_INIT_ERROR_MESSAGE for (itertype(g_setQuestObjectDir) it = g_setQuestObjectDir.begin(); it != g_setQuestObjectDir.end(); ++it) { const string& stQuestObjectDir = *it; char buf[PATH_MAX]; snprintf(buf, sizeof(buf), "%s/state/", stQuestObjectDir.c_str()); DIR * pdir = opendir(buf); int iQuestIdx = 0; if (pdir) { dirent * pde; while ((pde = readdir(pdir))) { if (pde->d_name[0] == '.') continue; snprintf(buf + 11, sizeof(buf) - 11, "%s", pde->d_name); RegisterQuest(pde->d_name, ++iQuestIdx); int ret = lua_dofile(L, (stQuestObjectDir + "/state/" + pde->d_name).c_str()); sys_log(0, "QUEST: loading %s, returns %d", (stQuestObjectDir + "/state/" + pde->d_name).c_str(), ret); BuildStateIndexToName(pde->d_name); } closedir(pdir); } } lua_setgcthreshold(L, 0); lua_newtable(L); lua_setglobal(L, "__codecache"); return true; } questlua.h #ifndef __HEADER_QUEST_LUA__ #define __HEADER_QUEST_LUA__ #include "quest.h" #include "buffer_manager.h" extern int test_server; extern int speed_server; namespace quest { extern void RegisterPCFunctionTable(); extern void RegisterNPCFunctionTable(); extern void RegisterTargetFunctionTable(); extern void RegisterAffectFunctionTable(); extern void RegisterBuildingFunctionTable(); extern void RegisterMarriageFunctionTable(); extern void RegisterITEMFunctionTable(); extern void RegisterDungeonFunctionTable(); extern void RegisterQuestFunctionTable(); extern void RegisterPartyFunctionTable(); extern void RegisterHorseFunctionTable(); extern void RegisterPetFunctionTable(); extern void RegisterGuildFunctionTable(); extern void RegisterGameFunctionTable(); extern void RegisterArenaFunctionTable(); extern void RegisterGlobalFunctionTable(lua_State* L); extern void RegisterForkedFunctionTable(); extern void RegisterMonarchFunctionTable(); extern void RegisterOXEventFunctionTable(); extern void RegisterMgmtFunctionTable(); extern void RegisterBattleArenaFunctionTable(); extern void RegisterDanceEventFunctionTable(); extern void RegisterDragonLairFunctionTable(); extern void RegisterSpeedServerFunctionTable(); extern void RegisterDragonSoulFunctionTable(); extern void RegisterMysqlFunctionTable(); extern void combine_lua_string(lua_State* L, std::ostringstream &s); struct FSetWarpLocation { long map_index; long x; long y; FSetWarpLocation (long _map_index, long _x, long _y) : map_index (_map_index), x (_x), y (_y) {} void operator () (LPCHARACTER ch); }; struct FSetQuestFlag { std::string flagname; int value; void operator () (LPCHARACTER ch); }; struct FPartyCheckFlagLt { std::string flagname; int value; bool operator () (LPCHARACTER ch); }; struct FPartyChat { int iChatType; const char* str; FPartyChat(int ChatType, const char* str); void operator() (LPCHARACTER ch); }; struct FPartyClearReady { void operator() (LPCHARACTER ch); }; struct FSendPacket { TEMP_BUFFER buf; void operator() (LPENTITY ent); }; struct FSendPacketToEmpire { TEMP_BUFFER buf; BYTE bEmpire; void operator() (LPENTITY ent); }; struct FWarpEmpire { BYTE m_bEmpire; long m_lMapIndexTo; long m_x; long m_y; void operator() (LPENTITY ent); }; EVENTINFO(warp_all_to_map_my_empire_event_info) { BYTE m_bEmpire; long m_lMapIndexFrom; long m_lMapIndexTo; long m_x; long m_y; warp_all_to_map_my_empire_event_info() : m_bEmpire( 0 ) , m_lMapIndexFrom( 0 ) , m_lMapIndexTo( 0 ) , m_x( 0 ) , m_y( 0 ) { } }; EVENTFUNC(warp_all_to_map_my_empire_event); struct FBuildLuaGuildWarList { lua_State * L; int m_count; FBuildLuaGuildWarList(lua_State * L); void operator() (DWORD g1, DWORD g2); }; } #endif /*__HEADER_QUEST_LUA__*/ You can see your game file for 10 seconds because it's linking by gmake. If there is any error in progress, system is going to remove this file. Kind Regards Ken Edited July 17, 2015 by Ken Do not be sorry, be better. Link to comment Share on other sites More sharing options...
Sarahx3 4 Posted July 17, 2015 Author Share Posted July 17, 2015 http://pastebin.com/tY1hNKYa If i have to talk about your second game log, you can't see your game file because system is gives to error. OBJDIR/questlua.o: In function `OBJDIR/questlua.o: In function `quest::CQuestManager::InitializeLua()': /usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/questlua.cpp:493: undefined reference to `quest::RegisterMysqlFunctionTable()' quest::CQuestManager::InitializeLua()': /usr/src/mainline_released/mainline_sg/Srcs/Server/game/src/questlua.cpp:493: undefined reference to `quest::RegisterMysqlFunctionTable()' You have to define RegisterMysqlFunctionTable(). That is true, but my game file is not there. If i compile without wolfman files then it is there, but with wolfman files it is not there. But in the logs are no errors or? I see the db but not the game Click refresh Right click and refresh Try to read pastebin logs. Kind Regards Ken Hello, i don't know how i can define the Mysql Function, but i compile the game new with the makefile from mainline and then it create a test and a game file. But!!! After 10 seconds the test and the game file (62 MB) get deleted The game file is for 10 seconds there but then it is deleted Why this lol? questlua_mysql.cpp #include "stdafx.h" #include "db.h" namespace quest { int mysql_query(lua_State * L) { return 0; } void RegisterMysqlFunctionTable() { luaL_reg mysql_functions[] = { { "query", mysql_query }, { NULL, NULL }, }; CQuestManager::instance().AddLuaFunctionTable("mysql", mysql_functions); } } questlua.cpp bool CQuestManager::InitializeLua() { L = lua_open(); luaopen_base(L); luaopen_table(L); luaopen_string(L); luaopen_math(L); //TEMP luaopen_io(L); luaopen_debug(L); RegisterAffectFunctionTable(); RegisterBuildingFunctionTable(); RegisterDungeonFunctionTable(); RegisterGameFunctionTable(); RegisterGuildFunctionTable(); RegisterHorseFunctionTable(); #ifdef __PET_SYSTEM__ RegisterPetFunctionTable(); #endif RegisterITEMFunctionTable(); RegisterMarriageFunctionTable(); RegisterNPCFunctionTable(); RegisterPartyFunctionTable(); RegisterPCFunctionTable(); RegisterQuestFunctionTable(); RegisterTargetFunctionTable(); RegisterArenaFunctionTable(); RegisterForkedFunctionTable(); RegisterMonarchFunctionTable(); RegisterOXEventFunctionTable(); RegisterMgmtFunctionTable(); RegisterBattleArenaFunctionTable(); RegisterDanceEventFunctionTable(); RegisterDragonLairFunctionTable(); RegisterSpeedServerFunctionTable(); RegisterDragonSoulFunctionTable(); RegisterMysqlFunctionTable(); { luaL_reg member_functions[] = { { "chat", member_chat }, { "set_ready", member_set_ready }, { "clear_ready", member_clear_ready }, { NULL, NULL } }; AddLuaFunctionTable("member", member_functions); } { luaL_reg highscore_functions[] = { { "register", highscore_register }, { "show", highscore_show }, { NULL, NULL } }; AddLuaFunctionTable("highscore", highscore_functions); } { luaL_reg mob_functions[] = { { "spawn", mob_spawn }, { "spawn_group", mob_spawn_group }, { NULL, NULL } }; AddLuaFunctionTable("mob", mob_functions); } // // global namespace functions // RegisterGlobalFunctionTable(L); // LUA_INIT_ERROR_MESSAGE { char settingsFileName[256]; snprintf(settingsFileName, sizeof(settingsFileName), "%s/settings.lua", LocaleService_GetBasePath().c_str()); int settingsLoadingResult = lua_dofile(L, settingsFileName); sys_log(0, "LoadSettings(%s), returns %d", settingsFileName, settingsLoadingResult); if (settingsLoadingResult != 0) { sys_err("LOAD_SETTINS_FAILURE(%s)", settingsFileName); return false; } } { char questlibFileName[256]; snprintf(questlibFileName, sizeof(questlibFileName), "%s/questlib.lua", LocaleService_GetQuestPath().c_str()); int questlibLoadingResult = lua_dofile(L, questlibFileName); sys_log(0, "LoadQuestlib(%s), returns %d", questlibFileName, questlibLoadingResult); if (questlibLoadingResult != 0) { sys_err("LOAD_QUESTLIB_FAILURE(%s)", questlibFileName); return false; } } if (LC_IsEurope()) { char translateFileName[256]; snprintf(translateFileName, sizeof(translateFileName), "%s/translate.lua", LocaleService_GetBasePath().c_str()); int translateLoadingResult = lua_dofile(L, translateFileName); sys_log(0, "LoadTranslate(%s), returns %d", translateFileName, translateLoadingResult); if (translateLoadingResult != 0) { sys_err("LOAD_TRANSLATE_ERROR(%s)", translateFileName); return false; } } { char questLocaleFileName[256]; if (LC_IsEurope()) { snprintf(questLocaleFileName, sizeof(questLocaleFileName), "%s/locale.lua", g_stQuestDir.c_str()); } else { snprintf(questLocaleFileName, sizeof(questLocaleFileName), "%s/locale_%s.lua", g_stQuestDir.c_str(), g_stLocale.c_str()); } int questLocaleLoadingResult = lua_dofile(L, questLocaleFileName); sys_log(0, "LoadQuestLocale(%s), returns %d", questLocaleFileName, questLocaleLoadingResult); if (questLocaleLoadingResult != 0) { sys_err("LoadQuestLocale(%s) FAILURE", questLocaleFileName); return false; } } // END_OF_LUA_INIT_ERROR_MESSAGE for (itertype(g_setQuestObjectDir) it = g_setQuestObjectDir.begin(); it != g_setQuestObjectDir.end(); ++it) { const string& stQuestObjectDir = *it; char buf[PATH_MAX]; snprintf(buf, sizeof(buf), "%s/state/", stQuestObjectDir.c_str()); DIR * pdir = opendir(buf); int iQuestIdx = 0; if (pdir) { dirent * pde; while ((pde = readdir(pdir))) { if (pde->d_name[0] == '.') continue; snprintf(buf + 11, sizeof(buf) - 11, "%s", pde->d_name); RegisterQuest(pde->d_name, ++iQuestIdx); int ret = lua_dofile(L, (stQuestObjectDir + "/state/" + pde->d_name).c_str()); sys_log(0, "QUEST: loading %s, returns %d", (stQuestObjectDir + "/state/" + pde->d_name).c_str(), ret); BuildStateIndexToName(pde->d_name); } closedir(pdir); } } lua_setgcthreshold(L, 0); lua_newtable(L); lua_setglobal(L, "__codecache"); return true; } questlua.h #ifndef __HEADER_QUEST_LUA__ #define __HEADER_QUEST_LUA__ #include "quest.h" #include "buffer_manager.h" extern int test_server; extern int speed_server; namespace quest { extern void RegisterPCFunctionTable(); extern void RegisterNPCFunctionTable(); extern void RegisterTargetFunctionTable(); extern void RegisterAffectFunctionTable(); extern void RegisterBuildingFunctionTable(); extern void RegisterMarriageFunctionTable(); extern void RegisterITEMFunctionTable(); extern void RegisterDungeonFunctionTable(); extern void RegisterQuestFunctionTable(); extern void RegisterPartyFunctionTable(); extern void RegisterHorseFunctionTable(); extern void RegisterPetFunctionTable(); extern void RegisterGuildFunctionTable(); extern void RegisterGameFunctionTable(); extern void RegisterArenaFunctionTable(); extern void RegisterGlobalFunctionTable(lua_State* L); extern void RegisterForkedFunctionTable(); extern void RegisterMonarchFunctionTable(); extern void RegisterOXEventFunctionTable(); extern void RegisterMgmtFunctionTable(); extern void RegisterBattleArenaFunctionTable(); extern void RegisterDanceEventFunctionTable(); extern void RegisterDragonLairFunctionTable(); extern void RegisterSpeedServerFunctionTable(); extern void RegisterDragonSoulFunctionTable(); extern void RegisterMysqlFunctionTable(); extern void combine_lua_string(lua_State* L, std::ostringstream &s); struct FSetWarpLocation { long map_index; long x; long y; FSetWarpLocation (long _map_index, long _x, long _y) : map_index (_map_index), x (_x), y (_y) {} void operator () (LPCHARACTER ch); }; struct FSetQuestFlag { std::string flagname; int value; void operator () (LPCHARACTER ch); }; struct FPartyCheckFlagLt { std::string flagname; int value; bool operator () (LPCHARACTER ch); }; struct FPartyChat { int iChatType; const char* str; FPartyChat(int ChatType, const char* str); void operator() (LPCHARACTER ch); }; struct FPartyClearReady { void operator() (LPCHARACTER ch); }; struct FSendPacket { TEMP_BUFFER buf; void operator() (LPENTITY ent); }; struct FSendPacketToEmpire { TEMP_BUFFER buf; BYTE bEmpire; void operator() (LPENTITY ent); }; struct FWarpEmpire { BYTE m_bEmpire; long m_lMapIndexTo; long m_x; long m_y; void operator() (LPENTITY ent); }; EVENTINFO(warp_all_to_map_my_empire_event_info) { BYTE m_bEmpire; long m_lMapIndexFrom; long m_lMapIndexTo; long m_x; long m_y; warp_all_to_map_my_empire_event_info() : m_bEmpire( 0 ) , m_lMapIndexFrom( 0 ) , m_lMapIndexTo( 0 ) , m_x( 0 ) , m_y( 0 ) { } }; EVENTFUNC(warp_all_to_map_my_empire_event); struct FBuildLuaGuildWarList { lua_State * L; int m_count; FBuildLuaGuildWarList(lua_State * L); void operator() (DWORD g1, DWORD g2); }; } #endif /*__HEADER_QUEST_LUA__*/ You can see your game file for 10 seconds because it's linking by gmake. If there is any error in progress, system is going to remove this file. Kind Regards Ken Questlua.cpp http://pastebin.com/ESf9StPu Questlua.h http://pastebin.com/w0CvW5uH Questlua_mysql.cpp http://pastebin.com/VEFnf7DB GAME_BUILD_LOG http://pastebin.com/aAZE5SkF GAME_ERROR_LOG http://pastebin.com/E8AXG3AH I get the same error. Did i paste your code false? Link to comment Share on other sites More sharing options...
Sarahx3 4 Posted July 20, 2015 Author Share Posted July 20, 2015 Please help :/ Link to comment Share on other sites More sharing options...
Sarahx3 4 Posted July 22, 2015 Author Share Posted July 22, 2015 (edited) #help Edited July 22, 2015 by Sarahx3 Link to comment Share on other sites More sharing options...
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