Slickedit- can be used with torquescript
by Alex Rice · in Artist Corner · 07/15/2005 (1:58 am) · 14 replies
Any Slickedit users out there? I have been evaluating it and I'm totally impressed. It's a rather expensive for a programmer's editor, but is super fast, stable, and very extensible. It supports both C++ and Torquescript (with some tweaking and setting of preferences etc.). I am going to write up a Resource on this if anyone is interested, let me know.
Oh - also Slickedit has an extensible debugger system and gui- which could potentially reworked to use torque's telnet debugger!
Silly thought of the day: what does writing games have to do with large prickly pineapple's? See my new .plan
I hope these are self explanatory. As you can see with not too much effort I was able to get full code formatting, coloring, as well as context sensitive tagging with lookups for both torquescript and c++ objects.



Oh - also Slickedit has an extensible debugger system and gui- which could potentially reworked to use torque's telnet debugger!
Silly thought of the day: what does writing games have to do with large prickly pineapple's? See my new .plan
I hope these are self explanatory. As you can see with not too much effort I was able to get full code formatting, coloring, as well as context sensitive tagging with lookups for both torquescript and c++ objects.
About the author
#2
But it also really is a great app. It supports like 40 programming languages out of the box, and several different compilers. Since it seems to be adaptable enough to support torquescript- it could be an elegant solution - to use 1 editor for torquescript and c++ code. Maybe eventually for debugging torque too! That would definitely pay off in terms of productivity for me, in the long run.
Also the technical support is really good if you buy the maintenance support contract. I asked some technical questions, just as an eval licensee, and got a really smart response from one of their software developers.
07/15/2005 (1:39 pm)
@Hokuto - yeah it's TOO DAMN expensive...But it also really is a great app. It supports like 40 programming languages out of the box, and several different compilers. Since it seems to be adaptable enough to support torquescript- it could be an elegant solution - to use 1 editor for torquescript and c++ code. Maybe eventually for debugging torque too! That would definitely pay off in terms of productivity for me, in the long run.
Also the technical support is really good if you buy the maintenance support contract. I asked some technical questions, just as an eval licensee, and got a really smart response from one of their software developers.
#3
07/15/2005 (2:17 pm)
How much is slickedit?
#4
07/15/2005 (2:39 pm)
Yow - basically $300.
#5
07/15/2005 (2:51 pm)
Yeah - $269 street or $289 retail. Maintenance contract is + 20%
#6
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=8254
Today I added the news item:
I started working on the Slickedit debugger and extending it with SlickC to communicate with Torque. I have the sockets/telnet layer working and have bi-directional communication with the torque engine! It appears this just may work! This could turn out to be one of the best debuggers available for torquescript. I probably won't know for sure until late August because I am going on vacation and will not be working on this a lot just yet. I'm still just "kicking the tires" on Slickedit and have not purchased it yet. Cheers -Alex
07/17/2005 (6:44 pm)
@All - I started a resource on GG for my Slickedit HOWTO pdf. Not sure if you can get to it because it's not been approved yet:www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=8254
Today I added the news item:
I started working on the Slickedit debugger and extending it with SlickC to communicate with Torque. I have the sockets/telnet layer working and have bi-directional communication with the torque engine! It appears this just may work! This could turn out to be one of the best debuggers available for torquescript. I probably won't know for sure until late August because I am going on vacation and will not be working on this a lot just yet. I'm still just "kicking the tires" on Slickedit and have not purchased it yet. Cheers -Alex
#7
08/15/2005 (11:06 pm)
Slickedit HOWTO resource is updated. Whew! It got rather involved. But Slickedit really shines when you work at extending it. There are a bunch of new screenshots in the PDF if you are curious.
#8
it shows t2d internal functionality, and you are posting this on publiclly accessable fourms (you are violating the EULA)
edit: I guess screenshots are generally okay, a-la josh's reply later
08/15/2005 (11:25 pm)
Uh, i hate to crash this party, but you should remove those pictures.it shows t2d internal functionality, and you are posting this on publiclly accessable fourms (you are violating the EULA)
edit: I guess screenshots are generally okay, a-la josh's reply later
#9
If it were then I would have to remove my Slickedit setup for Torquescript resource as well because it contains a lot of screenshots, and it also contains lists of all the keywords, functions and classes in torquescript.
I'll send Melv an email and see if he wants this removed or if it's tolerable. It is after all, just a screenshot of script code of a game demo. It's not like I've distributed the C++ engine code, in source form, to non-owners...
08/16/2005 (7:07 am)
@Jason- I'm not so sure. I re-read the EULA and I don't think it's a violation. If it were then I would have to remove my Slickedit setup for Torquescript resource as well because it contains a lot of screenshots, and it also contains lists of all the keywords, functions and classes in torquescript.
I'll send Melv an email and see if he wants this removed or if it's tolerable. It is after all, just a screenshot of script code of a game demo. It's not like I've distributed the C++ engine code, in source form, to non-owners...
#10
Posting C++ source code is what would be unwise and a violation of the EULA.
By the way, I would highly recommend TorqueDev, which is an IDE created specifically for the Torque family which includes built-in stepline debugging capabilities, auto-complete, and much more. It can be fully customized for your version of Torque (if you have T2D for example; it "ships" with TGE functions and objects, but implementing T2D stuff is really easy (read the forums for more info)). There's also a plugin API which you can use to accomplish anything that can be accomplished in C#/VB.Net/Managed C++. Oh, and best of all, it's 100% FREE and always will be.
08/16/2005 (7:15 am)
I believe script source can be posted without consequence. It can be viewed (and edited) by anyone downloading the demo anyway.Posting C++ source code is what would be unwise and a violation of the EULA.
By the way, I would highly recommend TorqueDev, which is an IDE created specifically for the Torque family which includes built-in stepline debugging capabilities, auto-complete, and much more. It can be fully customized for your version of Torque (if you have T2D for example; it "ships" with TGE functions and objects, but implementing T2D stuff is really easy (read the forums for more info)). There's also a plugin API which you can use to accomplish anything that can be accomplished in C#/VB.Net/Managed C++. Oh, and best of all, it's 100% FREE and always will be.
#11
08/16/2005 (7:22 am)
@Sam, I also thought the demos shipped with source code to scripts, but I just downloaded the Torque 2D Shooter demo and it has .dso only- all .cs have been removed. Anyways, thanks for your comments.
#12
Alex, please let me know GG's stance on this. I, too, would have to remove a lot of screenshots and also have to think of another way to distribute TorqueDev (instead of giving the link out to everyone).
08/16/2005 (7:24 am)
@Alex: Oh, well apparently, I too was misinformed.Alex, please let me know GG's stance on this. I, too, would have to remove a lot of screenshots and also have to think of another way to distribute TorqueDev (instead of giving the link out to everyone).
#13
Just wanted to clarify this issue. Thank you all for checking up on the EULA requirements.
08/16/2005 (11:48 am)
Hi Alex and Sam, so you know, we are okay with your usage here. Technically it is a violation of the standard EULA to publicly reveal T2D-specific script code, but we specifically grant you two permission to post screenshots as you do above, and to include T2D keywords and functions in your editors, noting that you still may not post raw scripts in any other form. Any one else with a similar request for permissions should get in touch with us directly.Just wanted to clarify this issue. Thank you all for checking up on the EULA requirements.
#14
In post-script, GG rocks! :)
08/16/2005 (12:40 pm)
Josh, thank you for your reply and for allowing us to do this. It certainly helps the community get the tools they need to get the job done without having to jump through too many hoops.In post-script, GG rocks! :)
Torque 3D Owner Hokuto
But yes as you say it is expensive... probably advanced users may justify the cost