Game Development Community

TorqueScript debugging?

by Andy Schatz · in Torque Game Engine · 06/20/2005 (1:37 pm) · 8 replies

Ben Garney mentioned in a reply to an earlier post that it was possible to use advanced debugging tools with TorqueScript. Did he mean through the Torque Build Environment or can I continue to edit all my code and scripts in .NET?

The inability to debug scripts is one of the reasons I tend to implement most of my gameplay in code, but if there were a unified way of debugging code AND script, I wouldn't be quite so picky :)

Thanks,
Andy

#1
06/20/2005 (3:22 pm)
Could you post a link to that reply from "Ben Garney"?

Thanks.

And FYI, i have found very little (zero?) info on debugging, so i would venture to guess that you are pretty much limited to the old-school printf type debugging.
#2
06/20/2005 (3:33 pm)
Http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5121
#3
06/20/2005 (3:49 pm)
@Jason- The original post

@Tim- Thanks for hunting that down for me. I'll give this a shot but it doesn't look too promising.
#4
06/20/2005 (3:54 pm)
Kind of crappy, i dont have access to that post because I dont own T3D (i bought T2D)

I think it's kind of a bumber how we are silo'd into what product we purchased, where there are so many similarities between problems/disccusions in each product but we cant talk about it.
#5
06/20/2005 (3:58 pm)
It's a resource, maybe you could send an email to GG to get them to move it into a general area.
#6
06/20/2005 (4:21 pm)
Searching the resources yields (amongst others) the following public items:-

Torque Debugging 101
How to use the in-game debugger
T2D Simple Debug Button Gui
Debugging an Example with TribalIDE
#7
06/20/2005 (6:38 pm)
Just so you know TIDE does support basic debugging functionality from inside its IDE. It seems to work well with the 1.3 release of the examples given.

Personally I've found little success of trying to set it up myself for my personal project (doesn't exactly follow the same structure as the examples do). And I've struggled with trying to get it to work with little success, and finding less support or documentation (what else is new ;) ).

But IMHO, Torquescript can be relatively fast and easy to debug. It seems to be less prone to syntax errors, and those pesky semantic problems (logic flow) can be easily echoed to the console (I also always run my app with enableWinConsole(true)). And provided that the script isn't currently being used in memory, you can re-exec right there in the script, and see where you went wrong or where else you need to look.

- Eric
#8
06/20/2005 (6:56 pm)
Good to know, thanks...