To make things easier for everone involved, I will edit this post with answers to questions that I find myself answering a lot or anticipate.
"How do I use this on MOULa?"
Copy your MOULa dat and sfx directory into the CWE Client directory. Then, create a shortcut to plClient.exe with the arguments /ServerIni=server_moula.ini /SkipPreload. Do not use UruExplorer.exe, UruLauncher.exe, or plUruLauncher.exe to connect to MOULa -- this will just cause your CWE client to be overwritten with the standard MOULa client.
"What does the new error dialog mean?" / "What is UruCrashHandler?" / "Why are there no stack dumps?"
Error handling has been restructured in the H-uru codebase. When URU starts, UruCrashHandler starts and attaches itself to the game and watches for serious errors. If an error that would cause a stack dump occurs, UruCrashHandler will save a file called crash.dmp in your log folder. The game will then inform you to submit your logs to the developer. If you are savvy, you can open this file with Visual Studio and find the problem yourself. If not, feel free to send crash.dmp or the entire log folder to us, and we will be happy to figure out what went wrong. A description of what you were doing or expected to happen at the time of the crash may be helpful.
"Why isn't there a Max 2013 Plugin available?"
The 3ds Max SDK changed enough in 3ds Max 2013 that no one has wanted to take the time to make the plugin compatible. Perhaps this will be done at some point in the future.
"Why isn't there a (insert 3ds Max version here) plugin available?"
Because I didn't have that SDK installed or didn't want to spend time compiling the engine yet another time (each build takes approximately 20 minutes). I can try to make more plugin versions available if asked, though turnaround time may not necessarily be fast.
Last edited by Tsar Hoikas
on Thu Jun 13, 2013 8:41 pm, edited 2 times in total.
Reason: modify client usage procedure