Game Development Community

Debug...of scripts

by Dan - · in Torque Game Engine · 12/30/2003 (4:24 am) · 2 replies

I use Tribal IDE and it seems to work ok, but I was wondering if there are better ways of doing things.

1 - Engine Switch to show compile errors when the script gets compiled.

Is there a switch you can set to have a popup occur on failure or a message window display the current compiling? There have been more than a few times where my script failed to compile and I didn't release/check it. Would be nice if the engine said "Script common.cs failed to compile at line 32. See Console.log for details"

2 - advanced %obj.dump
I have found %obj.dump to be extremly useful when looking at objects, But it only goes 1 level and it doesn't show the values. It also only displays in the Console.log file. Is there a way to get something like a "tree view" of an object. You can drill down the object tree seeing values on potentially going to another object (if the %obj has a function to retrieve another object) If not that, is there a way to get the output from the %obj.dump and script a function to get the values?

Thanks,

#1
12/30/2003 (5:01 am)
1) would be nice and shouldnt be that hard to add... gotta investigate though...
2) afaik there's only "tree(); which lists all the objects and its values... but it doesnt go as far as you want probably... but then again, you've got the source ;)
#2
12/30/2003 (6:26 am)
Yep,

I do have the source and I have created similar tools for my day job. Just didn't want to spend time implementing something when the answer was "torquedemo -DebugToolsDanWants" existed.

:)

Looks like TIDE (http://torqueide.sourceforge.net/) has some extra debug stuff. I will have to look at that.