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Please port DoomScript debugger from SE2 into Dhewm3 #347
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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. |
DoomScript in BFG is identical to dhewm3/vanilla. They just added more events and merged d3xp into doom. |
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. :) 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: |
@HarrievG Nice one! Btw, is it 32bit only or also 64bit ? |
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. ;) ) |
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 :) |
Oeeeh that is good to know. 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 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. |
Unfortunately I am not a programmer :( |
Ah, that's to bad! |
@HarrievG How is it going? :) |
@HarrievG @DanielGibson Just wondering about ETA for this new DoomScript debugger merge. It's been a few month already:( |
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 :) |
this has been merged a while ago |
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 :(
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