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Problem with Debugging


mad mapper

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Posted

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

Posted

------ 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???

Posted

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

Posted

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

Posted

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.

Posted
  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

Posted

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.

Posted

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.

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