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Please port DoomScript debugger from SE2 into Dhewm3 #347

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motorsep opened this issue Feb 9, 2021 · 13 comments
Closed

Please port DoomScript debugger from SE2 into Dhewm3 #347

motorsep opened this issue Feb 9, 2021 · 13 comments

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@motorsep
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motorsep commented Feb 9, 2021

This is it: https://www.youtube.com/watch?v=xennqzVQuz8

Extremely useful tool for scripters. Not sure why it didn't make it when you ported all other tools from Storm Engine 2 :(

@DanielGibson
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@HarrievG when/if you're working on the script debugger again, https://github.com/motorsep/StormEngine2 might have some useful fixes.
I hope scripting is not too different between doom3 and d3bfg; otherwise I should still have the dhewm3-based SteelStorm2 code somewhere, but I'm not sure if it contained the script debugger or if that was added after porting it to d3bfg

@motorsep
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motorsep commented Feb 9, 2021

DoomScript in BFG is identical to dhewm3/vanilla. They just added more events and merged d3xp into doom.

@HarrievG
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HarrievG commented Feb 9, 2021

I am already done.

I am waiting for my pr with the 4k fixes to be pulled , and after I will push the debugger.

I see in the vid you shared , the threadlist is not working? It is in the Dhewm3 debugger. :)
I also have added an loaded script list , so that you can always open all scripts loaded by the engine.

The dhewm3 debugger also does not compile scripts and has no dependencies on the game lib.

But thx for sharing! I have some minor things to change during startup , so no game window is created. And some reference is appreciated!

Edit:
I am seeing at the code from se2 that it does not show scripts that are not processing or dying. It seems the original raven impl did also included those to debug. From which I already raised an eyebrow ;)

@motorsep
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motorsep commented Feb 9, 2021

@HarrievG Nice one! Btw, is it 32bit only or also 64bit ?

@HarrievG
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HarrievG commented Feb 9, 2021

32 bit. As long as the toolchain is not 64b, this also will not be.

But! The debugger is networked, so in theory, you should be able to use the 32b debugger to debug an 64b gameDll as long as both 64b and 32b dll's exist. (Haven't tried yet, but I will, i am quite confident it will work. This will make the Dhewm3's debugger unique in D3 land, I have not found an working implementation besides ravens quake 4 sdk. From which source is never released. ALL other idt4 ports, did not include an functional debugger, and the impls that have been fixed, only work monolithic.)

And actually, the network protocoll is easy, you could implement debuggers for this in python if you want (no. Just no. ;) )

@motorsep
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motorsep commented Feb 9, 2021

The reason I am asking is that RBDoom3BFG fork for example is 64bit only due to Vulkan renderer requirement (to my understanding) and thus the tools need to be 64bit too. It would be nice if at least one useful tool could be ported from dhewm3 into RBDoom3BFG if it was 32/64 bit :)

@HarrievG
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HarrievG commented Feb 9, 2021

Oeeeh that is good to know.
Yes, then probable I will undertake an 64b conversion for editors and debugger. But not really soon. Thx for pointing it out.

My goal is an workable blender author flow for models and animations, the debugger was actually me straying of my path to help out finding a bug for which the debugger was actually not needed :P
If you want to help out later, making tools 64b, that would be appreciated!!

And one a sidenote: the tools in 64b at least for Dhewm3, is a good idea, but since you will always be able to build your DLL for both flavours, doing an 64b might no be worth it, as long as 32b is still supported, and the main release target.

@motorsep
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motorsep commented Feb 9, 2021

If you want to help out later, making tools 64b, that would be appreciated!!

Unfortunately I am not a programmer :(

@HarrievG
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HarrievG commented Feb 9, 2021

Ah, that's to bad!
But stick around man.
I will provide everything you need to be able to create an whole game with Dhewm3 and Blender after the first next release of Dhewm3

@motorsep
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@HarrievG How is it going? :)

@motorsep
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motorsep commented May 7, 2021

@HarrievG @DanielGibson Just wondering about ETA for this new DoomScript debugger merge. It's been a few month already:(
I bet it would be quicker to just port DoomScript debugger from SE2.

@DanielGibson
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As you can see in #339 we made great progress with getting his 4K changes ready for merge - I guess he'll look into the script debugger when that's done.

There is no ETA as we're doing this in our freetime whenever we feel like it :)

@DanielGibson
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this has been merged a while ago

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