docs: add drm alert before debugging a newly created mod project#895
docs: add drm alert before debugging a newly created mod project#895Nenkai wants to merge 1 commit into
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…wly created mod project
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WalkthroughA warning admonition block is added to the "Debugging Your Mod" section of 🚥 Pre-merge checks | ✅ 5✅ Passed checks (5 passed)
✨ Finishing Touches🧪 Generate unit tests (beta)
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| !!! warning | ||
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| Some games running [Steam's DRM](https://partner.steamgames.com/doc/features/drm) may not trigger breakpoints after a debugger is attached. To get around this, unpack the executable first (with utilities such as [Steamless](https://github.com/atom0s/Steamless)) and edit the application within Reloaded-II to use the new executable. No newline at end of file |
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Correct.
Has been an annoyance of mine for a while too- I even have a special code path in the loader (as you may have noticed) for handling this DRM, since game is encrypted at boot.
(It mass hooks Windows functions then loads when one is called)
In any case, I would suggest replacing original executable for simplicity instead, instructions wise.
I once considered bundling Steamless but the license (at the time) has not allowed it. That has however since changed IIRC.
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Also thinking about it.
The games which use this DRM have a console message attached to them when the .bind section is enabled. So you can tell in the Reloaded logs.
So maybe make a subsection, and mention this in a troubleshooting section. A copy of the console message may be helpful to attach.
Had this figured for a while but figured it wasn't exactly documented behavior.