mad mapper Posted January 10, 2005 Posted January 10, 2005 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
mad mapper Posted January 11, 2005 Author Posted January 11, 2005 The break-Points have got a '?'-Sign
mad mapper Posted January 11, 2005 Author Posted January 11, 2005 ------ 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???
stubert Posted January 11, 2005 Posted January 11, 2005 debugger application... but it never worked right for me.. i just set up a batch to copy the dlls into /gamedata/redslushie, make sure the dlls are compiled in debug mode and you'll be able to call the debugger if it has an exception or error
razorace Posted January 11, 2005 Posted January 11, 2005 You need to have "+set fs_cdpath "C:\yourJKAdirhere\GameData" +set fs_dirbeforepak 1" in the command arguement.
mad mapper Posted January 12, 2005 Author Posted January 12, 2005 Look at my first post: +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
razorace Posted January 12, 2005 Posted January 12, 2005 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.
mad mapper Posted January 12, 2005 Author Posted January 12, 2005 Quote Originally posted by razorace 1. Is the working directory set to the debug folder? Well, again: my first post: c:\projects\standardcode\degug Quote 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
razorace Posted January 12, 2005 Posted January 12, 2005 and you're sure that the config is right for your active project while in that compile configuration?
razorace Posted January 17, 2005 Posted January 17, 2005 Oh, I think I know the problem. You also have to change the Output Directory and Intermediate Directory settings to point whatever you want your output folder to be.
mad mapper Posted January 17, 2005 Author Posted January 17, 2005 My output directory is the following .\../Debug and the temporary output directory .\../Debug/JK2game
razorace Posted January 17, 2005 Posted January 17, 2005 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.
mad mapper Posted January 19, 2005 Author Posted January 19, 2005 Well, now i got another problem: The engine says this: Pixelformat failed!!! Couldn't load GL Subsystem!!!
razorace Posted January 19, 2005 Posted January 19, 2005 Mind taking a screenshot of the viewlog when this happens?
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