Compiling scripts and .dso files
by Bucko · in Torque Game Builder · 03/14/2005 (1:06 pm) · 5 replies
After having played around a bit with the tutorial stuff I've noticed something odd.
Now, when I make changes to the script "client.cs" the chages does not take effect when launching the app.
I guess the "client.cs.dso" is the compiled version of the script? I tried removing the file but then the app crashes.
I guess I must be doing something really stupid here but does anybody have a clue along the line of "Ah, you moron, you forgot to...to recompile the script"
The date and time changed for client.cs fits and the paht to it hs not changed.
Now, when I make changes to the script "client.cs" the chages does not take effect when launching the app.
I guess the "client.cs.dso" is the compiled version of the script? I tried removing the file but then the app crashes.
I guess I must be doing something really stupid here but does anybody have a clue along the line of "Ah, you moron, you forgot to...to recompile the script"
The date and time changed for client.cs fits and the paht to it hs not changed.
About the author
#2
03/14/2005 (1:42 pm)
If the new version of a .cs file is not being compiled and run, then there's probably an error in it somewhere. In that case, the old .dso file is used. Check the console.log to find out what's happened.
#3
03/14/2005 (2:35 pm)
Is there some way to have the engine pop up a dialog when your new script file doesn't get compiled? I hate having to try and check the console everytime I run the thing just to look for errors that it probably should've told me about.
#4
On that note, it's actually not that difficult of a change to the console code..you could do a poor man's version and just save any errors to a buffer and dump it to a gui on the playGui if it's not empty.
03/14/2005 (4:39 pm)
Some form of "error" alert that is at least somewhat obvious is in the works. I've seen screenshots of a modified console window that had an error reporting line at the bottom. I would imagine that it will be part of Ben's new console modifications, but I have no idea when that is scheduled for.On that note, it's actually not that difficult of a change to the console code..you could do a poor man's version and just save any errors to a buffer and dump it to a gui on the playGui if it's not empty.
#5
03/14/2005 (6:30 pm)
Hey, that's a good idea. I'll have to add it to my pile of things to eventually get around to. :) Probably help me out a bit anyway.
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