Game Development Community

TelnetDebugger fails w/ release builds

by Alan McCosh · in Torque Game Engine · 11/14/2005 (9:30 am) · 11 replies

So I've been working with Torsion, getting comfortable with TorqueScript debugging.

Problem: i have a laptop; the integrated series of mobile radeon chip my system uses requires drivers to be written by Dell. Therefore, I don't get all the nice updates when ATI rolls out a new driver releases.

Therefore, my system runs a little slow. Especially when running debug builds, starter.fps gets 10-20 fps. Release builds, however, get 60-70 fps.

Oh yeah, the point of all this:
Why wouldn't I be able to use the TelnetDebugger w/ a release build?

Perhaps this is a problem w/ torsion, perhaps with TelnetDebugger2.0. I check my builds w/ echo($dbgVersion); and it nicely returns a '2'. But my breakpoints fail to break, and Torsion acts much the way it does when you try to debug using the old telnetdebugger code.

Again, the debug build works beautifully, and I am able to get things done with it in conjunction w/ creator, but I would really love to be able to debug TorqueScript using a release build.

TIA

#1
11/14/2005 (10:12 am)
I'm pretty sure the debugger has to be used with a debug build.
#2
11/14/2005 (10:21 am)
Http://www.omegadrivers.net/

Drivers that work for mobile ati or nvidia cards. I use them for my averatec and you can update your drivers as often as you want when you use them.
#3
11/14/2005 (10:38 am)
@David: Thanks, I'll try these out later this afternoon.

@Scott: In my research, I found a number of links to Tribes2 scripting. Now, I'm pretty sure the scripters working on mods don't have debug builds of the game, yet they used a telnet debugger similar/identical to the GG one. TelnetDebugger2.0 should be an upgrade to the system, not a cripple :)

hope I haven't misunderstood.
#4
11/14/2005 (11:07 am)
I've tried these omega drivers, no change in fps with debug or release builds.
#5
11/14/2005 (11:35 am)
I can't really remember if I ever ran the old debugger with a release build or not. I was using Tribal back then. I do think that one worked with release builds, not sure though. I'm using Codeweaver now and I remember seeing in the video tutorial for setting up the debugger that the build needed to be a debug build. I did try it with a release build but the debugger wouldn't run.
#6
11/14/2005 (11:41 am)
@GG Staff: Can you telnetDebug a release build using TGE?

If not, I would say there is no mod potential for any TGE game ever made, that can't be right.

[okay maybe not quite true, but it would be nice to offer modders a debugging capability]
#7
11/14/2005 (12:51 pm)
Check out the resource page.

Specifically, this section:

Quote:
- Optionally enable the extra breaklines for release builds (at the possible expense of some performance) by removing the #ifdef at the top of compiler.cc (astNodes.cc in TGE 1.4).

Hope that helps.
#8
11/14/2005 (1:10 pm)
Exactly what I was hoping for, and wouldn't you know it, it's actually part of the install procedure.

I've never been very good at following instructions.

Thanks, Brian.
#9
11/14/2005 (1:16 pm)
Heh, I completely overlooked it as well.
#10
11/14/2005 (2:25 pm)
Also don't forget to delete your existing DSOs. I did not change Con::DSOVersion and your DSOs won't be recompiled with the extra line breaks if you do not delete them. In a future version, where i do plan to change the DSO format, i'll be incrementing that number.
#11
11/14/2005 (4:00 pm)
Incidentally - I did change it so 1.4 proper will automagically break things and force recompiles.