Tribal IDE
by Jim Evans · in Torque Game Engine · 09/02/2002 (10:09 am) · 16 replies
hi... can someone send me tribal ide... that one site requires a password and the other one is got some overflow thing on and doesnt work..
my email adress(and msn passport)is jam@flgaming.net
icq#167566395
thank you in advance
my email adress(and msn passport)is jam@flgaming.net
icq#167566395
thank you in advance
About the author
#2
I am having issues with Tribal IDE (maybe its a lack of know how). I am trying to debug some scripts, I set the breakpoints etc.. kick off the debugging sessions (it does connect to the game etc.)The function is called, but the breakpoint is never caught. Should this work similart to MSVC? if a brek point is hit, the app stops and you jump to the debugger window at the line of the bp so you can step in/out/over etc..
-Ron
09/04/2002 (6:05 am)
Sorry to hijack this thread..I am having issues with Tribal IDE (maybe its a lack of know how). I am trying to debug some scripts, I set the breakpoints etc.. kick off the debugging sessions (it does connect to the game etc.)The function is called, but the breakpoint is never caught. Should this work similart to MSVC? if a brek point is hit, the app stops and you jump to the debugger window at the line of the bp so you can step in/out/over etc..
-Ron
#3
09/04/2002 (7:33 am)
I thought you could do some of those things just like in MSVC but to be honest I just use Tribal IDE as my text editor for making changes to the files. I haven't really used it for debugging purposes other then using the line numbers to find things. Hopefully someone knows more about using it for debugging :(
#4
If a file has an error half way through, then the first half can be debugged, but all statements from the error onwards in the file can't be debugged.
You have to make sure that the scripts are compiled to match the script source code as well. You can add dozens of lines to a script file, but if the script doesn't get re-exec'd, then the debugger will operate according to the old code, but *display* the new code, and you will go nuts trying to figure out what's going on...
09/04/2002 (7:58 am)
Ron, a script statement has to compile without errors in order to debug it. After you connect, all compiled scripts have a green dot next to them in the file list.If a file has an error half way through, then the first half can be debugged, but all statements from the error onwards in the file can't be debugged.
You have to make sure that the scripts are compiled to match the script source code as well. You can add dozens of lines to a script file, but if the script doesn't get re-exec'd, then the debugger will operate according to the old code, but *display* the new code, and you will go nuts trying to figure out what's going on...
#5
I am 199% positive the file is being exec'ed it is the game.cs file in the server/scripts directory. I made a couple additions to the createPlayer function, whichs is being called. The additions I made were a coupld of error(); additions to report certain information (used error for the colering ;) ).
I placed a break point on the error(); line in the function and TIDE never breaks, yet the error();s is called for I see it in the console.log, I have also added several other breaks within the function and others that are being called and yet TIDE never breaks.
odd, very very odd.
You mention a green button, where is this in the GUI of TIDE?
Regards,
Ron
09/04/2002 (9:20 am)
Ken,I am 199% positive the file is being exec'ed it is the game.cs file in the server/scripts directory. I made a couple additions to the createPlayer function, whichs is being called. The additions I made were a coupld of error(); additions to report certain information (used error for the colering ;) ).
I placed a break point on the error(); line in the function and TIDE never breaks, yet the error();s is called for I see it in the console.log, I have also added several other breaks within the function and others that are being called and yet TIDE never breaks.
odd, very very odd.
You mention a green button, where is this in the GUI of TIDE?
Regards,
Ron
#6
09/04/2002 (7:44 pm)
My apologies. Add a black coffee or two to the "green button" statement and you'll see it resolves (correctly) to "blue dot".
#7
Watch values are cool too. Merely cut and paste any script code that evaluates a result into the watch area and each time the script runs at that script area you will see the result. I use it alot to show me results of expressions. I get lazy trying to type it all the time. :)
09/06/2002 (5:36 am)
I use Tribals' IDE all the time and it always seems to function ok for me. One thing I do whenever I make changes to .gui files is to exit the mission back to mission select screen. Re-compile the script and insure no error messages, "Stop Debugging"(square) button and "Run" button (F9) to re-load all changes. If all is well then one should see the green dot beside each script line that is to be executed.Watch values are cool too. Merely cut and paste any script code that evaluates a result into the watch area and each time the script runs at that script area you will see the result. I use it alot to show me results of expressions. I get lazy trying to type it all the time. :)
#8
I do not see any green dots at all *sigh*
something must be wrong here..
another thing I just noticed, when I create a new project and tell it where the base dir is etc.. it only populates the list to the left with .cs files. I have no .gui files in the list at all
09/06/2002 (6:20 am)
OddI do not see any green dots at all *sigh*
something must be wrong here..
another thing I just noticed, when I create a new project and tell it where the base dir is etc.. it only populates the list to the left with .cs files. I have no .gui files in the list at all
#9
09/06/2002 (11:05 am)
Oops. I mean blue dots. :)
#10
I get no GUI files either, it's very frustrating. They are associated with TribalIDE though but are not added to the tree for some reason.
It would be so cool if they were.
- Melv.
09/06/2002 (11:13 am)
Ron,I get no GUI files either, it's very frustrating. They are associated with TribalIDE though but are not added to the tree for some reason.
It would be so cool if they were.
- Melv.
#11
09/07/2002 (11:22 pm)
You can manually add your gui files by browsing to them from the add files menu item.
#12
also i was wondering what everyone uses for their sdk compiling.
09/08/2002 (3:39 pm)
Hi i just recently bought the sdk and cant seem to get a correct link for the tribal ide as well, can someone send me a copy of it, i would be much obliged. thanks in advance and its great to be a part of this supportive community. me email is: Donkeypuncher@columbus.rr.comalso i was wondering what everyone uses for their sdk compiling.
#13
If 3.6 will do i can up that tomorrow.
09/08/2002 (5:37 pm)
I have beta 3.6 of the ide but if i remember correctly it was up to 3.7 last time i checked, if someone can send me 3.7 I will quite happily mirror it on my website as i have unlimited bandwidth alledgedly. If 3.6 will do i can up that tomorrow.
#15
I'll keep that up there for as long as i own this domain another 2 years minimum so if an GG staff want to update any links they may have as a mirror then thats fine by me.
Ste
09/09/2002 (4:02 am)
Thanks for the file i've just uploaded it to www.unholy-trinity.co.uk/modules.php?name=Downloads&d_op=viewdownload&cid=3 if that direct link doesn't work just navigate from the main page and it should be fine.I'll keep that up there for as long as i own this domain another 2 years minimum so if an GG staff want to update any links they may have as a mirror then thats fine by me.
Ste
#16
I'm new to torque and i was trying to get that file but had no luck at tribal depot.
09/12/2002 (3:34 pm)
Thanks Steve for tribal ide.I'm new to torque and i was trying to get that file but had no luck at tribal depot.
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