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/debug commands


Samuel Dravis

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They should be togglable with a server variable, at least the /debugdropsaber one. That is very exploitable (ie, drop the saber then pull it back when the opponent is in the middle). The other ones I heard about are:

 

/debugthrow - Very hard to do in battle, but it picks someone up and tosses them!

/debugknockmedown - Trips you up.

/debugdropsaber - You drop your lightsaber.

/debugdismemberment 1-7 - Depending on the number, kills yourself and blows off a certain limb.

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I think it's a good thing your noting this really.

 

...it looks like a lot of mod makers are forgetting to switch to their 'Final' projects when building their dll's.

 

...I think Raven should have included a big visible in-game sign that a debug build is being run.

You couldn't forget your working with a debug build then...

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..heh, well it's 'obviously' not obvious enough, cos it looks like it's happenned for at least 2 mods.

 

 

An example from my work - when we give out Beta's of our software, we have Beta plastered in big old letters all over the background - so no-one can miss it.

 

 

If JKA Debug had a big old 'Debug' sign overlayed on the main gameplay, I doubt anybody would have missed it.

 

You can argue that mod makers should be a bit more observant, but I would argue the base code could have made it a bit more obvious too.

 

...take your pick I guess...

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:) I don't think your quite getting what I mean.

Of course I don't mean permament, massive text right in the middle of the screen which means you can't see what's going on!! lol

 

...tell ya what, I'll submit a 'solution' for this to the OJP later which will clearly warn people that they are running a Debug build, and therefore we should never have an OJP (normal or derived) mod released in Debug mode.

 

If something this simple makes sure this won't happen, why NOT do it?!

 

It'll probably be a 1-liner - so if you don't like it, I can easiely take it out again...

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