Using debug mode.

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relanat
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It might be considered a silly question but how do you use the debug screen?

I get the debug screen up but it is blank. I assumed before I tried it that it showed error codes as they happened or displayed the code as it was running in the game. Or showed the debug log file.

I've since seen that there is a help function but aren't sure how to use it. Also what else can it do to make life easier in this sometimes highly frustrating world of modding?
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 The debug console is somewhat misleadingly named, since it doesn’t actually show errors in the game. Its main use is to directly input tLisp commands into the game — (objDestroy gPlayerShip) is not recommended, regardless of what anyone else here might suggest. Its other major use is for… well… debugging. This is usually done in the code of whatever mod you’re working on to verify that a particular snippet of code is being called — (printTo 'console "Yep, this works.") — or to double-check the value of certain variables you may have set — (printTo 'console varName) — to find out if what you’re getting is what you’re expecting to be getting. The debugging aspect can also be done by printing it to Debug.log — substitute 'log for 'console — but tends to be a bit more cumbersome when you’re trying to check something on the fly.
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pixelfck
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and... because the debug console is somewhat horrible to work with, I wrote another debug console: https://forums.kronosaur.com/viewtopic.php?f=54&t=6945
[note to self: upload updated version]

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digdug
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The debug console doesn't show anything because George clears out his debug lines before every release.
The debug console is otherwise extremely useful to debug largish mods.

I also use a custom mod that has only a <Globals> section in it, where I write all the snippets I want to run.
then I just call them inside the console.
The drawback is that you have to relaunch the game every time you change your snippet.
relanat
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Ah, excellent. Thanks AP. I can see how to use that and it will be very helpful.

Will get your debug console ASAP too, pixlefck.

Digdug, could you expand on your post because to a new modder like me.. err, I don't know what that means :oops: . "Calling globals inside the console"?
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catfighter
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I believe a global is accessible from anywhere in the program, not just the file in which it was declared. By sticking a whole bunch of stuff in one file, he can access all of it from the console without having to load new files (and consequently have to start a new game). I do the same when I'm testing/tweaking minor things in a mod.
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relanat
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Thanks, catfighter. Another piece of the code puzzle just dropped into place for me. Debugging weekend coming up :D .
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Have fun! :)
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pixelfck wrote:and... because the debug console is somewhat horrible to work with, I wrote another debug console: https://forums.kronosaur.com/viewtopic.php?f=54&t=6945
[note to self: upload updated version]
Thanks for the link! I can't read that forum thread because my access level isn't high enough. Do you have a direct link to the file?
relanat
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Here the first post of pixelfck's debug console topic, gunship ( or try http: not https:, might work)

From: https://forums.kronosaur.com/viewtopic.php?f=54&t=6945

MOD DESCRIPTION:
A beta release!
A console build into a dockscreen, to serve as a replacement for the build in debug console Transcendence.
The console is accessed via a ROM which automatically spawns into your ship's cargo hold.

PLEASE NOTE: This mod is only available for games started in /debug mode.

Latest version: http://xelerus.de/index.php?s=mod&id=1474
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catfighter
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The Xelerus link works, but the topic is still above our clearance level (both as "http" and "https").
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pixelfck
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I posted an updated (v1.0) version on xelerus.
Cheers,
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