Jump to content

Home

Problem with Debugging


mad mapper

Recommended Posts

Well, i wanted to start writing some code and checked the debugger. But it is not working.

 

I have the following Problem:

 

Visual .Net is able to debug the cgame code, but the game code doesn't work.

 

These are the properties of the projects:

 

cgame:

 

C:\Programme\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\jamp.exe

 

+set fs_cdpath "C:\Programme\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData" +set fs_dirbeforepak 1 +set sv_pure 0 +set r_fullscreen 0 +set viewlog 1

 

C:\projects\standardcode\Debug

 

 

game:

 

C:\Programme\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\jamp.exe

 

+set fs_cdpath "C:\Programme\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData" +set fs_dirbeforepak 1 +set sv_pure 0 +set r_fullscreen 0 +set viewlog 1

 

C:\projects\standardcode\Debug

Link to comment
Share on other sites

------ Erstellen gestartet: Projekt: ui, Konfiguration: Debug Win32 ------

 

Kompilieren...

ui_syscalls.c

ui_shared.c

ui_saber.c

ui_main.c

ui_gameinfo.c

ui_force.c

ui_atoms.c

q_shared.c

q_math.c

bg_weapons.c

bg_vehicleLoad.c

bg_saga.c

bg_misc.c

Ressourcen werden kompiliert...

Verknüpfen...

LINK : LNK6004: ../Debug/uix86.dll wurde nicht gefunden oder nicht durch den letzten inkrementellen Bindevorgang erstellt; Bindung erfolgt vollstaendig

Bibliothek .\../Debug/uix86.lib und Objekt .\../Debug/uix86.exp wird erstellt

 

Das Build-Protokoll wurde unter "file://c:\projects\standardcode\Debug\ui\BuildLog.htm" gespeichert.

ui - 0 Fehler, 0 Warnung(en)

 

 

------ Erstellen gestartet: Projekt: botlib, Konfiguration: Debug Win32 ------

 

Kompilieren...

l_struct.cpp

l_script.cpp

l_precomp.cpp

l_memory.cpp

l_log.cpp

l_libvar.cpp

l_crc.cpp

be_interface.cpp

be_ea.cpp

be_ai_weight.cpp

be_ai_weap.cpp

be_ai_move.cpp

be_ai_goal.cpp

be_ai_gen.cpp

be_ai_chat.cpp

be_ai_char.cpp

be_aas_sample.cpp

be_aas_routealt.cpp

be_aas_route.cpp

be_aas_reach.cpp

be_aas_optimize.cpp

be_aas_move.cpp

be_aas_main.cpp

be_aas_file.cpp

be_aas_entity.cpp

be_aas_debug.cpp

be_aas_cluster.cpp

be_aas_bspq3.cpp

Bibliothek wird erstellt...

 

Das Build-Protokoll wurde unter "file://c:\projects\standardcode\Debug\botlib\BuildLog.htm" gespeichert.

botlib - 0 Fehler, 0 Warnung(en)

 

 

------ Erstellen gestartet: Projekt: JK2game, Konfiguration: Debug Win32 ------

 

Kompilieren...

w_saber.c

w_force.c

tri_coll_test.c

q_shared.c

q_math.c

g_weapon.c

g_vehicles.c

g_vehicleTurret.c

g_utils.c

g_turret_G2.c

g_turret.c

g_trigger.c

g_timer.c

g_team.c

g_target.c

g_syscalls.c

g_svcmds.c

g_strap.c

g_spawn.c

g_session.c

g_saga.c

g_object.c

g_navnew.c

g_nav.c

g_mover.c

g_missile.c

g_misc.c

g_mem.c

g_main.c

g_log.c

g_items.c

g_exphysics.c

g_combat.c

g_cmds.c

g_client.c

g_bot.c

g_arenas.c

g_active.c

g_ICARUScb.c

bg_weapons.c

bg_vehicleLoad.c

bg_slidemove.c

bg_saga.c

bg_saberLoad.c

bg_saber.c

bg_pmove.c

bg_panimate.c

bg_misc.c

bg_g2_utils.c

ai_wpnav.c

ai_util.c

ai_main.c

WalkerNPC.c

SpeederNPC.c

NPC_utils.c

NPC_stats.c

NPC_spawn.c

NPC_sounds.c

NPC_senses.c

NPC_reactions.c

NPC_move.c

NPC_misc.c

NPC_goal.c

NPC_combat.c

NPC_behavior.c

NPC_AI_Wampa.c

NPC_AI_Utils.c

NPC_AI_Stormtrooper.c

NPC_AI_Sniper.c

NPC_AI_Sentry.c

NPC_AI_Seeker.c

NPC_AI_Remote.c

NPC_AI_Rancor.c

NPC_AI_MineMonster.c

NPC_AI_Mark2.c

NPC_AI_Mark1.c

NPC_AI_Jedi.c

NPC_AI_Interrogator.c

NPC_AI_ImperialProbe.c

NPC_AI_Howler.c

NPC_AI_Grenadier.c

NPC_AI_GalakMech.c

NPC_AI_Droid.c

NPC_AI_Default.c

NPC_AI_Atst.c

NPC.c

FighterNPC.c

AnimalNPC.c

Ressourcen werden kompiliert...

Verknüpfen...

LINK : LNK6004: ..\Debug\jampgamex86.dll wurde nicht gefunden oder nicht durch den letzten inkrementellen Bindevorgang erstellt; Bindung erfolgt vollstaendig

Bibliothek .\../Debug/jampgamex86.lib und Objekt .\../Debug/jampgamex86.exp wird erstellt

 

Das Build-Protokoll wurde unter "file://c:\projects\standardcode\Debug\JK2game\BuildLog.htm" gespeichert.

JK2game - 0 Fehler, 0 Warnung(en)

 

 

------ Erstellen gestartet: Projekt: JK2cgame, Konfiguration: Debug Win32 ------

 

Kompilieren...

ui_shared.c

q_shared.c

q_math.c

fx_rocketlauncher.c

fx_heavyrepeater.c

fx_force.c

fx_flechette.c

fx_disruptor.c

fx_demp2.c

fx_bryarpistol.c

fx_bowcaster.c

fx_blaster.c

cg_weapons.c

cg_weaponinit.c

cg_view.c

cg_turret.c

cg_syscalls.c

cg_strap.c

cg_snapshot.c

cg_servercmds.c

cg_scoreboard.c

cg_saga.c

cg_predict.c

cg_playerstate.c

cg_players.c

cg_newDraw.c

cg_marks.c

cg_main.c

cg_localents.c

cg_light.c

cg_info.c

cg_event.c

cg_ents.c

cg_effects.c

cg_drawtools.c

cg_draw.c

cg_consolecmds.c

bg_weapons.c

bg_vehicleLoad.c

bg_slidemove.c

bg_saga.c

bg_saberLoad.c

bg_saber.c

bg_pmove.c

bg_panimate.c

bg_misc.c

bg_g2_utils.c

WalkerNPC.c

SpeederNPC.c

FighterNPC.c

AnimalNPC.c

Ressourcen werden kompiliert...

Verknüpfen...

LINK : LNK6004: ..\Debug\cgamex86.dll wurde nicht gefunden oder nicht durch den letzten inkrementellen Bindevorgang erstellt; Bindung erfolgt vollstaendig

Bibliothek .\../Debug/cgamex86.lib und Objekt .\../Debug/cgamex86.exp wird erstellt

 

Das Build-Protokoll wurde unter "file://c:\projects\standardcode\Debug\JK2cgame\BuildLog.htm" gespeichert.

JK2cgame - 0 Fehler, 0 Warnung(en)

 

 

---------------------- Fertig ----------------------

 

Erstellen: 4 erfolgreich, 0 fehlgeschlagen, 0 übersprungen

 

I think the compiler had problems with this:

 

LINK : LNK6004: ..\Debug\cgamex86.dll was not found or created by the last binding process; Binding complete

Library .\../Debug/cgamex86.lib and Object .\../Debug/cgamex86.exp get created

 

Edit:

JA creates a base-Folder in my Debug-Folder and copies the original dlls into it. How to make JA use my dlls in the Debug folder???

Link to comment
Share on other sites

Oh, ok. So, two things...

 

1. Is the working directory set to the debug folder?

2. Are you sure you have this debugger info set up for the particular compile config (final/debug/etc) that you are used? Remember that only debugger config used is the one for the current compile config and active project.

Link to comment
Share on other sites

Originally posted by razorace

1. Is the working directory set to the debug folder?

 

Well, again: my first post:

 

c:\projects\standardcode\degug

 

Originally posted by razorace

2. Are you sure you have this debugger info set up for the particular compile config (final/debug/etc) that you are used? Remember that only debugger config used is the one for the current compile config and active project.

 

I didnt understand that, sorry :(

 

All 4 Projects are set to debug

Link to comment
Share on other sites

Crap, ok, I looked into a bit more and the problem is that the game looks for stuff in a /base subfolder of whatever your work directory is.

 

So, for things to work, you'd have to have your output file be (an option under linker) to .\../Debug/base/whateverthedllnameis.dll.

 

Secondly, you have to make sure that the +set fs_cdpath "C:\Programme\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData" is set to your actual JKA gamedata folder.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...