Game Development Community

Script Debbuger

by Shawn · in Torque Game Engine · 08/15/2001 (12:14 pm) · 10 replies

Is this still the same as Tribes2 or has it changed ? I can not connect to it with TribalIDE, although it appears to start correctly, connect, and then just disconnect.

Thanks

#1
08/15/2001 (11:08 pm)
I haven't it tried it recently, but TribalIDE has been tested with the V12. Did you activate remote debugging on the server?

Try this: (you put all this in a script)

exec("base/debugger/debugger.cs");
dbgSetParameters(28004,"password");

The port number (in this case 28004) and password need to be set in TribalIDE.
#2
08/15/2001 (11:45 pm)
I did not do the exec command part, but I did the other command: dbgsetparameters(PORT_NUMBER,PASSWORD);. Will try again.

Thanks !
#3
08/16/2001 (7:28 pm)
I was only able to connect to the test app compiled in release mode. The debugger connects and just quits if I try to connect to a debug release version.

Questions about script projects. What heiarchy should the project be using, if I create a new project under examples\base I only get the scripts under that directory added to the project and in order to open the server scripts to add vehicles I have to go out of the scope of the project and open the script, will the script compile still correctly and execute this way, or do I need to start a new project from the root directoy examples. This way all scripts under examples get added to the project. The reason I am asking is that scripts that I have not touched, like main.cs banlist.cs and Clientprefs.cs give compilation errors as being invalid script files.

Do you know where the main.cs file is supposed to go and which one is the valid one ? I have a few different main.cs files and I do not think I added any extra ones. When I compile the scripts, TribalIDE gives a few messages stating that main.cs is an invalid script.
invalid script file main.cs
invalid script file base\prefs\banlist.
invalid script file console\main.cs
invalid script file show\main.cs
invalid script file show\show.bind.cs
main.cs: Compilation Failed

For a new script to execute does it need to be compiled first (how would you do this without the IDE), or will it upon execution from the cosole i.e. exec("..\script.cs"); be compiled, or run on the fly?

Thanks
#4
08/16/2001 (9:48 pm)
I'm not familiar with TribalIDE, just tested it once so I'm not sure what the answers are. On the compile issue, I don't think you have to compile any scripts first, the engine does that on the fly.
#5
08/18/2001 (6:07 am)
The compile problem is because the scripts are not only in base folder any more. If you set the project base path in Tribal IDE to "C:\GarageGames\v12\example" instead of "C:\GarageGames\v12\example\base" then it seems to work ok.

Roceh
#6
09/06/2001 (4:20 am)
Hi all,

I got the same problems like Shawn.

1. I start v12test -console
2. init the debugger with dbgsetparameters(..)
3. starts Tribal IDE
4. Connect to v12 (connect is ok)
5. try to compile and exec the main.cs (in example-directory) => error like Shawn wrote.
I can only set breakpoints in scripts already loaded by the console.

My Project Base and Tribes-directory (in preferences) is the 'example'-directory (not the 'base' subdir!).

Has someone a working solution ?
Do i handle something wrong ?

Stephan.
#7
09/07/2001 (8:29 pm)
I've emailed the TribalIde developer, maybe he'll come help us out. Let's hope :)
#8
09/08/2001 (6:55 am)
I've fixed a few things in the IDE that should sort out some of the problems the link for the update is

http://hosted.barrysworld.net/ide/Tribal_IDE.zip
#9
09/08/2001 (10:17 am)
Also the problem with connecting to the V12 debugger when an DEBUG build is done turns out to be an un-initialised variable. Just stick

mCurPos = 0;

at the bottom of TelnetDebugger::TelnetDebugger() in telnetDebugger.cc and it works ok.
#10
11/24/2001 (12:44 am)
David is the website down ? When I try to connect to barrysworld I get a secured area.

Thanks