Debugging TSE
by Tom Spilman · in Torque Game Engine Advanced · 11/23/2004 (8:43 am) · 0 replies
I don't remember having these issues with TGE, so i posted it here. When i debug TSE any key i press while in the debugger gets buffered and eventually processed by the engine when i continue execution.
For example if i alt tab away from TSE the camera switches from first person to third person. Should ALT+TAB really trigger the TAB binding?
Another more annoying example is the F10 key. When i hit a breakpoint in the debugger i usually end up hitting F10 to step over some code. When i finally continue execution i usually then get the UI Editor up and running in the game.
Should i have a special binding setup when i'm in the debugger? Is this something that can be #ifdef'ed in the dinput code when running the debug executable (like the old SetCoopLevel trick)?
For example if i alt tab away from TSE the camera switches from first person to third person. Should ALT+TAB really trigger the TAB binding?
Another more annoying example is the F10 key. When i hit a breakpoint in the debugger i usually end up hitting F10 to step over some code. When i finally continue execution i usually then get the UI Editor up and running in the game.
Should i have a special binding setup when i'm in the debugger? Is this something that can be #ifdef'ed in the dinput code when running the debug executable (like the old SetCoopLevel trick)?
About the author
Tom is a programmer and co-owner of Sickhead Games, LLC.