Best T2d Ide?
by Shane Essary · in Torque Game Builder · 05/25/2005 (9:10 pm) · 27 replies
Are there any development IDE's out there targetted towards T2D yet? Preferrably cross-platform. Eclipse plugins? emacs? etc etc.. thanks!
#2
05/25/2005 (10:23 pm)
I really enjoy JEdit, UltraEdit is cool too. As well as the TRibal IDE.
#3
A thread on this with a list of editors with links...
www.garagegames.com/mg/forums/result.thread.php?qt=28198
05/26/2005 (3:38 pm)
This question has been getting asked alot lately.A thread on this with a list of editors with links...
www.garagegames.com/mg/forums/result.thread.php?qt=28198
#4
I decided to go with jEdit and was unable to easiliy get TIDE going with the latest version of jEdit. However, I quickly got it up and running with the all-in-one jEdit/TIDE package available as a link on this page:
http://torqueide.sourceforge.net
(in the middle of the page it says 'Download recent Windows version.......')
Once properly configured it works great and it's FREE!
06/01/2005 (8:28 pm)
In regards to the thread chris referenced......I decided to go with jEdit and was unable to easiliy get TIDE going with the latest version of jEdit. However, I quickly got it up and running with the all-in-one jEdit/TIDE package available as a link on this page:
http://torqueide.sourceforge.net
(in the middle of the page it says 'Download recent Windows version.......')
Once properly configured it works great and it's FREE!
#5
06/01/2005 (11:51 pm)
Yeah, I love jEdit, I am using it currently too.
#6
- Melv.
06/02/2005 (12:12 am)
I do everything with JEdit. It's worth trying out and is so versatile. I'd recommend JEdit 4.2 with the new "Project Viewer" and "Buffer Tabs" plugins and definately Stefans TIDE although until it's updated, I'd recommend possibly integrating TIDE and the XML syntax files manually which is real easy to do.- Melv.
#7
06/02/2005 (12:26 am)
I take it one can get those plugins from the above link ?
#8
Yes, from the link above's install i have jEdit 4.2 (albiet an earlier version than current), the buffertabs plugin, and the project viewer (and TIDE of course).
The only configuration I had to do was go into project viewers options and add the torquescript extensions to the 'show filters'. Without doing this i couldn't see the .cs files.
Melv (or anyone who knows since melv is obviously a busy guy):
Does jEdit allow any 'MS Intellisense' type code completion? I know i can type 'alt + c' and it will offer up suggestions. But i am spoiled and would like the ability to type, say, my scenegraph objectname + '.' and then see the available methods pop up.
Thanks Guys!
06/02/2005 (5:38 am)
Erick:Yes, from the link above's install i have jEdit 4.2 (albiet an earlier version than current), the buffertabs plugin, and the project viewer (and TIDE of course).
The only configuration I had to do was go into project viewers options and add the torquescript extensions to the 'show filters'. Without doing this i couldn't see the .cs files.
Melv (or anyone who knows since melv is obviously a busy guy):
Does jEdit allow any 'MS Intellisense' type code completion? I know i can type 'alt + c' and it will offer up suggestions. But i am spoiled and would like the ability to type, say, my scenegraph objectname + '.' and then see the available methods pop up.
Thanks Guys!
#9
(shamelessly tacking on to Tyler's question...)
Is there a way to debug T2D w/ TIDE?
06/04/2005 (9:24 am)
Sup all, (shamelessly tacking on to Tyler's question...)
Is there a way to debug T2D w/ TIDE?
#10
IIRC (and i'm not at my dev box, but i'm pretty sure i remember this), when you begin a project using TIDE, it will prompt you for the port/password you wish to use for debugging. Enter whatever you want in there, but just make sure to note these values. TIDE will also try to patch your 'main.cs' file to automatically set up debug listening, but this would never work on my setup (YMMV). Instead, i enabled the debugging manually: you click the 'run/play' button in JEdit, and when the T2D launches, you need to quickly go into console and enter the command--
dbgsetparameters(PORT,PASS);
So, if the port i specified in TIDE was 28000 and my password was 'mypass', i would enter this in the console.
dbgsetparameters(28000,"mypass");
At this point, you should see a message in the T2D console that a connection has been made to the debug port (via TIDE). You're now all set to go by manipulating breakpoints, etc via jEdit/TIDE!
If you have any probs getting this to work, let me know and I'll test further when i'm back at my dev box.
06/14/2005 (9:52 am)
>>>>>>Is there a way to debug T2D w/ TIDE?IIRC (and i'm not at my dev box, but i'm pretty sure i remember this), when you begin a project using TIDE, it will prompt you for the port/password you wish to use for debugging. Enter whatever you want in there, but just make sure to note these values. TIDE will also try to patch your 'main.cs' file to automatically set up debug listening, but this would never work on my setup (YMMV). Instead, i enabled the debugging manually: you click the 'run/play' button in JEdit, and when the T2D launches, you need to quickly go into console and enter the command--
dbgsetparameters(PORT,PASS);
So, if the port i specified in TIDE was 28000 and my password was 'mypass', i would enter this in the console.
dbgsetparameters(28000,"mypass");
At this point, you should see a message in the T2D console that a connection has been made to the debug port (via TIDE). You're now all set to go by manipulating breakpoints, etc via jEdit/TIDE!
If you have any probs getting this to work, let me know and I'll test further when i'm back at my dev box.
#11
Thank you very much, Tyler :)
To everyone else: For some reason I had a problem w/ breakpoints at first. I had to start a second copy of my game (seperate from jEdit/TIDE) and *then* start debugging (ignoring the error from T2D). After this finishing this debugging session, I stopped all instances of my game and I could then debug by starting the debugger w/o a second copy running. Hmmm...maybe my own mistake or something. Oh yeah and I also put the call to "dbgsetparameters" in the 1st line of initialiseClient().
Again *very* cool!
06/15/2005 (1:23 pm)
Outstanding!! This is great news :) I was able to set breakpoints, eval variables, etc...Thank you very much, Tyler :)
To everyone else: For some reason I had a problem w/ breakpoints at first. I had to start a second copy of my game (seperate from jEdit/TIDE) and *then* start debugging (ignoring the error from T2D). After this finishing this debugging session, I stopped all instances of my game and I could then debug by starting the debugger w/o a second copy running. Hmmm...maybe my own mistake or something. Oh yeah and I also put the call to "dbgsetparameters" in the 1st line of initialiseClient().
Again *very* cool!
#12
This question is for Ty: Once you have typed dbgsetparameters(28000,"mypass") do you have to keep re-typing for each debug session? Can you incorporate the statement into main.cs?
Thanks
Andy
08/25/2005 (7:44 am)
Hi - thanks for this thread - I've just found all the problems mentioned above with jEdit and TIDE - I'll check out the combined download.This question is for Ty: Once you have typed dbgsetparameters(28000,"mypass") do you have to keep re-typing for each debug session? Can you incorporate the statement into main.cs?
Thanks
Andy
#14
I've been using jEdit since I started with T2D, and never realized TIDE existed! Works great, and will surely accelerate my development. I'm sure T2D.NET is nice, but I don't do Windows.
Any other Torque IDE we should be aware of?
J-F
08/26/2005 (4:28 am)
Cool!I've been using jEdit since I started with T2D, and never realized TIDE existed! Works great, and will surely accelerate my development. I'm sure T2D.NET is nice, but I don't do Windows.
Any other Torque IDE we should be aware of?
J-F
#15
08/26/2005 (4:44 am)
The fabulous TorqueDev is a full-featured, plug-in enabled, *free* TorqueScript IDE written by our very own Sam Bacsa. You can find it at http://www.torquedev.com/. It has without a doubt become my editor of choice.
#16
08/26/2005 (4:09 pm)
TorqueDev looks great. I'll have to give it a try.
#17
Back to square 1.
Does anybody know of a Torque2D IDE for the MAC!!!?
Download jEdit. Downloaded TIDE. Followed instructions. Instructions wrong or at least out of date. Finally figured where to put the T2D file extensions in the projectviewer. You would imagine this would take 5 minutes. Wrong: ONE HOUR!
Phew - ok let's edit some code! Assign TIDE/New Project. Message comes up "Do you want to patch?" Sure. "ERROR CANNOT PATCH". Try launch: nothing!
Ok try again. "Do you want to patch?" No. Seems happy enough. Make edit - try launching: Bean Error:
java.lang.NoSuchMethodError: projectviewer.ProjectManager.addProject(Lprojectviewer/vpt/VPTProject;)V
at com.garagegames.torque.tide.Tide.createProject(Unknown Source)
at com.garagegames.torque.tide.Tide.newProject(Unknown Source)
at com.garagegames.torque.tide.Tide.newProject(Unknown Source)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
Try launching: Unable to launch game: /Developer/torquee2D/example/T2D-OSX.app followed by This error received connecting to Torque Debugger.
So... this means no IDE. I presume jEdit will still edit and I can launch T2D-OSX manually. How do I debug?
08/26/2005 (4:19 pm)
Ok.Back to square 1.
Does anybody know of a Torque2D IDE for the MAC!!!?
Download jEdit. Downloaded TIDE. Followed instructions. Instructions wrong or at least out of date. Finally figured where to put the T2D file extensions in the projectviewer. You would imagine this would take 5 minutes. Wrong: ONE HOUR!
Phew - ok let's edit some code! Assign TIDE/New Project. Message comes up "Do you want to patch?" Sure. "ERROR CANNOT PATCH". Try launch: nothing!
Ok try again. "Do you want to patch?" No. Seems happy enough. Make edit - try launching: Bean Error:
java.lang.NoSuchMethodError: projectviewer.ProjectManager.addProject(Lprojectviewer/vpt/VPTProject;)V
at com.garagegames.torque.tide.Tide.createProject(Unknown Source)
at com.garagegames.torque.tide.Tide.newProject(Unknown Source)
at com.garagegames.torque.tide.Tide.newProject(Unknown Source)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
Try launching: Unable to launch game: /Developer/torquee2D/example/T2D-OSX.app followed by This error received connecting to Torque Debugger.
So... this means no IDE. I presume jEdit will still edit and I can launch T2D-OSX manually. How do I debug?
#18
08/26/2005 (4:24 pm)
@Andrew - We will have Torsion on OSX and Linux as well as the current Windows release, but i cannot set a firm date other than before the end of the year.
#19
This debugger plus using echo() and warn() liberally in your code should get you started until you find an IDE solution for Mac. (like wait until Torsion is ported to OS X!)
JEDit + TIDE is a pain to setup but once you've got it (sorry never tried on Mac) it's one of the few debuggers that works well overall.
08/27/2005 (4:56 am)
@Andrew- there is a built-in GUI debugger in torque. This is your base line - fallback always available on all platforms~ to bring up console
exec("common/debugger/debugger.cs");
~ to close consoleThis debugger plus using echo() and warn() liberally in your code should get you started until you find an IDE solution for Mac. (like wait until Torsion is ported to OS X!)
JEDit + TIDE is a pain to setup but once you've got it (sorry never tried on Mac) it's one of the few debuggers that works well overall.
#20
On Windows I just double-click T2D_DEBUG.exe and it will launch another instance of it's already running. In the 1st instance you do in the console
dbgSetParameters(10023, "password");
In the second instance you do in the console
exec("common/debugger/debugger.cs");
then connect to the 1st instance localhost, port 10023, password = password
HTH
08/27/2005 (5:01 am)
@Andrew- couple more notes about the native debugger: You have to either use 2 computers 1 to run the game and 1 to debug, or you have to run the DEBUG build of T2D so that it allows you to run 2 instances at the same time. This might be trickier on Mac but I'm sure it's possibleOn Windows I just double-click T2D_DEBUG.exe and it will launch another instance of it's already running. In the 1st instance you do in the console
dbgSetParameters(10023, "password");
In the second instance you do in the console
exec("common/debugger/debugger.cs");
then connect to the 1st instance localhost, port 10023, password = password
HTH
Torque Owner Chris