Debugging Scripts
by Tom Cassiotis · in Torque Game Builder · 04/15/2005 (12:35 pm) · 2 replies
I have been debugging using echo (good ol' printf debugging), but I have read in a couple posts that you can setup TribalIDE to do step debugging.
I downloaded TribalIDE (Beta 3.7 don't know if this is the latest version it was a mirror)
I tried following some steps I found in a Resource without success
So I don't waste time on this I'll ask for help before I continue.
Can you use TribalIDE to debug TorqueScripts in T2D?
Are there any instruction on how to do this?
I downloaded TribalIDE (Beta 3.7 don't know if this is the latest version it was a mirror)
I tried following some steps I found in a Resource without success
So I don't waste time on this I'll ask for help before I continue.
Can you use TribalIDE to debug TorqueScripts in T2D?
Are there any instruction on how to do this?
About the author
#2
I think I will contact the people in the threads that said it was possible and ask for their help directly. I think there is a lot of knowledge that TGE users have that is taken for granted (for example, that setting to report an error if a variable is used without being initialized) that I need to acquire.
04/20/2005 (10:23 am)
Its nice to be able to see your debug messages easier. I'll probably grab the code. However in a lot of place can't beat step debugging with a Watch. I had a couple really typo bugs that took me 30 minutes to debug when it would have taken me less than 5 if I could step through and look at values.I think I will contact the people in the threads that said it was possible and ask for their help directly. I think there is a lot of knowledge that TGE users have that is taken for granted (for example, that setting to report an error if a variable is used without being initialized) that I need to acquire.
Torque 3D Owner Matthew Langley
Torque
not sure if this is the most efficient way, though seems to work well for me... note sure on TribalIDE... I tend to use notepad or wordpad for my scripting.