Game Development Community

TorqueIDE for JEdit (TIDE) Update with Autocomplete available

by Stefan Beffy Moises · in Torque Game Engine · 11/28/2006 (12:38 am) · 11 replies

Hey folks,
as stated in my last blog, I've finally found the time to update the TIDE plugins for JEdit (which give you cross-platform syntax highlighting, Function/Datablock/Object-Browser, a script debugger, Project Managment etc. for Torque Script projects [TGE, TSE, TGB,...]) - I've fixed some bugs and added a new feature: "autocomplete-as-you-type", which reads in global autocompletions from a text file and also automatically generates project-specific autocomplete-files for every TIDE-project you create.
The Debugger should work now for TGE >= 1.4 projects with the Telnet Debugger enhancements, too...

I've also updated the sf.net project site and moved the sourcecode from CVS to Subversion (SVN).
I've tested the new features on Win and Linux, I don't have a MAC and I'm not sure if everything works there, some folks seemed to have problems with the plugins there in the past (see the sf.net TIDE forums).
Anyways, if you are on Windows or Linux/Unix (or MAC, just try...) - give it a try and let me know what you think! Oh, and it would be cool if somebody could test the TIDEDebug component on Linux, haven't tried for ages and I don't have a DEBUG build for linux currently to test with... thanks!

Enjoy!

tork.beffy.de/uploads/tide/TIDEAutocomplete02.jpg

#1
11/29/2006 (9:03 am)
Any linux takers? :)
Does the TGE 1.4.2. installer contain the up-to-date linux code btw.? Since CVS seems to be dead, how do we get updates there? Any chance for SVN access anytime soon?
#2
02/04/2007 (6:23 am)
I have just updated the intellisense/autocomplete feature - you can download the updated TideBrowse.jar file at Sourceforge!
I've fixed some nasty behaviour, e.g. the autocompletion would pop up if you didn't even type anything yet, or after ")" or ";", where it just made no sense to do any completion at all.
Just replace the .jar in "JEDIT_HOME/jars/" - and you should also update the project_autocomplete.txt file via the Plugin Menu since local and global vars are stored there separately now, which also makes the autocompletions more useful! Enjoy! :)
#3
02/05/2007 (2:00 am)
Just a fyi... if you've downloaded yesterday, you may want to download again since I've updated the jar and added some more tiny improvements, e.g. local variables are only considered for the file you are currently editing, not all open buffers anymore (or the whole project)... so to make sure, just download again and also hit "(Re)Generate Project Autocompletions"! :) Have fun!
#4
02/05/2007 (1:52 pm)
Thanks Stephan
#5
12/29/2007 (2:44 pm)
Hi Stefan,
First off, thanks for the hard work on this plugin. Secondly, I got Tide setup today. I'm having trouble with debugging. It runs torquedemo.exe but it can't connect to it. Do you have any suggestions? I have tried:

1. installing sdk. copied tools.jar to jre/lib
2. changed: %cmd = "dbgSetParameters(" @ $GameDebugPort @ "," @ $GameDebugPassword @ ", false);";
3. installed jedit 4.2

Any suggestions would be really helpful. This is an awesome resource!
Thanks,
C
#6
12/29/2007 (2:57 pm)
Hi Chris,

is there any error in console.log?
Or a message in JEdit's "activity.log"?
Do you have a file called "TideProject.properties" in your project folder, containing the right connection settings?
Also, is the connection information in the patched main.cs file correct (not sure atm which info the debugger uses, either the properties file or the main.cs entries...)
#7
12/29/2007 (3:13 pm)
Wow, fast reply :)

> is there any error in console.log?

I deleted the console.log file and ran it. It got as far as:

//-------------------------- 12/29/2007 -- 16:07:08 -----
Processor Init:
AMD (unknown), ~2.60 Ghz
(timed at roughly 2.58 Ghz)
FPU detected
MMX detected
3DNow detected
SSE detected

Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing 3DNow extensions
Installing SSE extensions

Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.

Initializing chunk mappings...
o 'TEXT' maps to TextChunk
o 'SCHK' maps to UnknownChunk
o 'SCHK' maps to SimChunk
###############################################
--------- Loading MODS ---------
Loading compiled script tutorial.base/main.cs.
Loading compiled script common/main.cs.
Loading compiled script tutorial.base/client/defaults.cs.
Loading compiled script tutorial.base/server/defaults.cs.
Loading compiled script tutorial.base/prefs.cs.
Loading compiled script creator/main.cs.
Loading compiled script common/main.cs.

> Or a message in JEdit's "activity.log"?

[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: retrying connect...
[notice] Thread-3: TorqueDebug: Create Error: Connection refused: connect
[notice] Thread-3: Tide: TorqueDebug Create Error: Connection refused: connect

> Do you have a file called "TideProject.properties" in your project folder, containing the right connection settings?

#TideProject
#Sat Dec 29 14:36:18 MST 2007
gameExecutable=torqueDemo.exe
port=28040
password=password
host=127.0.0.1
launch=true

> Also, is the connection information in the patched main.cs file correct (not sure atm which info the debugger uses, either the properties file or the main.cs entries...)

Yeah same port/password.

Also, I have TGE 1.5.2 and no firewall setup.

Is there a way to see the command line that jEdit is executing?

Thanks,
Chris
#8
12/29/2007 (5:16 pm)
I dont use Tide, but shouldnt be torqueDemo_DEBUG.exe instead of torqueDemo.exe?
#9
12/30/2007 (1:18 am)
Good point there, Novack!
Could you try that, Chris?
#10
12/30/2007 (3:01 am)
I work only on linux , also what I write is relative to this environment , but could be helpfull

torqueDemo_DEBUG.exe is not mandatory to use script debugging with telnet.

torqueDemo_DEBUG.exe is mandatory if you want to debug the torque engine ( I mean c , c++ ) because in the debugguer (like DDD ) you can use and display the source code ( c, c++, asm ) in order to debug the
torque engine


Hereafter the parameters used on linux :

- these lines should be the first one in main.cs (in the root directory of torque ):

$GameDebugEnable = true;
$GameDebugPort = 28040;
$GameDebugPassword = "password";
dbgSetParameters($GameDebugPort ,$GameDebugPassword,$GameDebugEnable);

-In the root directory of the game yo should found a file "TideProject.properties" with the following content :
#TideProject
#Sun Dec 30 10:09:36 GMT 2007
gameExecutable=torqueDemo.bin
port=28040
password=password
host=127.0.0.1
launch=true

- click on start/continue ( tide toolbar)
- put a breakpoint in a function of a xxxx.cs file in jedit
- click on pause ( tide toolbar)
- click on start/continue ( tide toolbar)
- do what you have to do ...

For your information :

On linux the debugger does not work properly due to upper/lower case issues , for instance startMissionGui.gui is opened by tide as startmissiongui.gui => the torque debugger hang because the file is empty in jedit and does not exist in the linux file system( on windows it works )

I have written my own debugger :

eviwo.free.fr/torque/Debugger-documentation.html
#11
12/30/2007 (5:16 am)
Oh, thanks Philippe, I didnt remember that.