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V12 Debugger, etc

by shane "vvntrmute" wolfe · in Torque Game Engine · 05/02/2001 (5:19 pm) · 11 replies

Now, I know T2 has a rudimentary remote debugger set up for it...And I know that some chap has put together a T2 scripting IDE that supports a few of the debuggers features...My question is this...
How much of said debugger is considered proprietary..? And of the parts that are NOT proprietary, how much documentation exists/will exist for this feature..?
My problem is that I have a few different boxes, but T2 will only actually run on one of them...Thus, if I want to do actual remote debugging, I'm limited to 3rd party tools (such as the IDE)...So I want to know any information in regards to the debugger itself, as well as how I could go about implementing some sort of external interface for it...
But until then, I'm just going to wait patiently for my new toys...
/me tries to amuse himself until may 2nd rolls around...


-'mute

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#1
05/02/2001 (7:06 pm)
Quote:
/me tries to amuse himself until may 2nd rolls around...

Ummm? Today is May 2nd...
#2
05/02/2001 (9:42 pm)
give him a cookie :D
coders shouldnt be aware of trivial things like the DATE i dont even know is its day or night :/

[edit]
just rememberd this its a scripting tool that can connect to the tribes2 game and use its remote debugger. its hella cool:
tribes.barrysworld.net/ide/
And i *think* you can run it on a dedicated server, so you could use almost any box as a debugger.
#3
05/03/2001 (1:42 am)
Zoinks.
I'm retarded.
Sorry.

As for that IDE, I've tried it. It's okay, I suppose, but it doesn't get any further than the other options I've tried. Basically, I have a laptop and 3-4 desktops available to me, but only 1 of the desktops is capable of running T2...The laptop SHOULD be able to (it's a behemoth...p3@850mhz, 256 mb ram, 32mb vram on an ATi Rage Mobility, etc, etc...) but it refuses to stop throwing out UE's...
My first attempt was to connect remotely, from the laptop to the server, using that IDE...No dice, all I got was to the "Requesting Server File List..." point and then it just chilled out and waited on...who knows...
Second attempt was to locally debug from the server itself, running the debugger() from the console of the server itself...This made my log file reach 100 megs in a matter of minutes, completely froze the server, and never even made it past that SAME POINT of Requesting the file list...i noticed what looked like a file list being sent, but it was covered in an avalance of "Got Line=> COUT"s...
I'm out of ideas, at the moment...

-'mis
#4
05/03/2001 (6:02 am)
Hey! Zoinks! is my project! =)

Have you applied all (there like 8 or so) of the Tribes 2 patches to the laptop? Do you have the video codec needed to play the intro movie?
#5
05/03/2001 (7:16 am)
Odd, im haveing a problem weith my laptop too, its a p3 650 , 256ram and some kind of 16mb vid card but it UE's while loading ...
#6
05/03/2001 (7:38 am)
I had the same problem (crashes right as the level begins) with my desktop when I first got Tribes 2. I changed the video settings to DirectX at a low resolution (800x600) and that solved it.

Also, there is one master patch that will patch the retail version all the way to the most current version. Once I installed this, I was able to run in any resolution I wanted and use OpenGL.
#7
05/03/2001 (9:38 am)
Well Zounds then (seeing as Zoinks! is clearly taken).
I'll look into applying all the patches, etc...It'll take me a good while to download them through this pathetic (but free) dialup...(I refuse to pay for dialup, since DSL is SUPPOSEDLY on its way here to the center of downtown Boston...what a stupid place to NOT have broadband...)
And the DirectX rubbish is all squared away, I tried playing around with removing the dx8 sdk's, etc, as well as reinstalling just dx8.0a all by its little self, etc, etc...No dice...I'll have to check into that codec, though...That's a possibility I haven't considered...
It just seemed a bit strange the way the debugger itself was behaving, but perhaps that will resolve itself once I have a proper remote connection established...
*sighs*

It's 87 degrees...The a/c is non-existant, and I'm wearing boxers...
Kick it...

-'mis
#8
05/03/2001 (5:33 pm)
The script debugger will be part of the V12. It interfaces via a simple TCP/IP protocol so making 3rd party debuggers (like the IDE) are fairly straight forward.

--Rick
#9
05/03/2001 (5:58 pm)
Just wondering if anyone else had a problem w/ the ide where it hangs while requesting the script list from the server?
#10
05/05/2001 (12:25 am)
In regards to the "hanging" behavior, so far as I can tell the only solution is to actually do the debugging as a remote procedure. I cobbled together a little dedicated server out of my legacy graveyard here at the apartment (pIII 450, 256mb ram, 10 gig hdd...not much for a server, but for 1 person LAN fiddling, it works like a charm). After getting the server up and going, I loaded up the debugger on this computer (the one I usually actually play the game on, since my freaking laptop stoutly refuses every trick I've tried). It worked, just like the screen shots. :' )
That 3rd party IDE, however, still doesn't behave. Such is life. I think that trying to do it all locally causes some sort of recursion on the "Got Line: ...." data, causing the # of "Got Line => COUT" data to completely overwhelm everything. But that's just a stab in the dark, I haven't really spent much time trying to fix something I don't need to fix.. ;' )

-'mis
#11
05/05/2001 (11:16 am)
What does the debug(); command do in t2? it just UE's mine .. bahh