No debug info?

Post » Sat Oct 24, 2009 12:42 pm

I'm no longer getting any kind of debug info when I go to save/compile a script. It seems to save regardless of errors, but won't let me close the script editor window until everything's right, and it won't give me any kind of clue as to what's wrong like the FO3 GECK did. Anyone know if this due to an .ini setting or something? I guess I can use Cipcis' script validator for now, but that's not going to catch everything (like mistyped globals).
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leni
 
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Post » Sat Oct 24, 2009 7:10 pm

Dialoge spellchecker is gone too. :sadvaultboy:
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Angela
 
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Post » Sat Oct 24, 2009 4:30 pm

I noticed both these things today. Quite irksome.
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Genocidal Cry
 
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Post » Sat Oct 24, 2009 4:38 pm

It tries to spell check, I think it just doesn't have a dictionary. Have you tried adding the words it doesn't recognize (should be all of them) to see if it deems them correctly spelled the next time through?
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Nina Mccormick
 
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Post » Sat Oct 24, 2009 6:38 am

Oh yuck, I just verified this. I sure hope they pop an update for the GECK up sometime to where the compiler edit window works right.

haha. Script compiler with no feedback about compile errors. It's almost funny. But then, not funny.
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Brian LeHury
 
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Post » Sat Oct 24, 2009 3:04 pm

Oh yuck, I just verified this. I sure hope they pop an update for the GECK up sometime to where the compiler edit window works right.

haha. Script compiler with no feedback about compile errors. It's almost funny. But then, not funny.


This is possibly related to the GECK not having an installer?

I wonder if installing the FO3 geck and update, then overwriting files with the NV GECK, would help?

Anyone care to do a steam backup and give it a shot? I don't have enough free space at the moment to create such a backup.
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Brandon Bernardi
 
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Post » Sat Oct 24, 2009 12:15 pm

Oh yuck, I just verified this. I sure hope they pop an update for the GECK up sometime to where the compiler edit window works right.

haha. Script compiler with no feedback about compile errors. It's almost funny. But then, not funny.

Whoa, you installed it?!

Cool. :)

There has to be something to this that we are missing - it doesn't make sense that the compiler would issue no warnings!

Miax
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Naughty not Nice
 
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Post » Sat Oct 24, 2009 10:12 am

Ok the spellchecker issue can be solved pretty easy if you have Fallout 3. Simply copy the directory called 'lex' from your Fallout 3 source directory to the Fallout New Vegas source directory (not Data!!).

Voil'a spellchecker is back in business.
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emily grieve
 
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Post » Sat Oct 24, 2009 12:33 pm

This is possibly related to the GECK not having an installer?


I am pretty sure it is.

I wonder if installing the FO3 geck and update, then overwriting files with the NV GECK, would help?
Anyone care to do a steam backup and give it a shot? I don't have enough free space at the moment to create such a backup.


Won't help. The error messages are hardcoded in the geck.exe . I assume/hope that a essential ini setting isn't made if the NV GECK is started without installing. Simply copying the FO3 ini's does not cure the problem.

I am still researching ... Wish me luck.
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Shaylee Shaw
 
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Post » Sat Oct 24, 2009 2:36 pm

Whoa, you installed it?!

Cool. :)

There has to be something to this that we are missing - it doesn't make sense that the compiler would issue no warnings!

Miax


Its like I said in the Phalanx post on the other board - - I bought the game, and, I have it working in a way which I'm finding satisfactory - - but my setup makes patching to be an issue because this .exe ain't doin' no 'netting. BTW the NV Geck itself seems fine, when you run it neither Windump nor netstat sees a peep out of it.

The store didn't even have the game on the shelf. It was back in some... room.. in a box... that was under another box... all of the 14 copies they got in (that many!!!!!). geeezzz....

It would be cool if this script compiler prob could be fixed by copying a file.
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Arrogant SId
 
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Post » Sat Oct 24, 2009 8:00 pm

Ok this is driving me f&*@ing nuts. :brokencomputer:
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Bird
 
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Post » Sat Oct 24, 2009 7:24 am

Ok this is driving me


I for one wouldn't try to script with it like that, I'd just wait. That's too rough, even for me.

edit: haha they made a hardmode in the game AND a hardmode in the GECK! And, we can't turn the GECK one off!!
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Sian Ennis
 
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Post » Sat Oct 24, 2009 1:48 pm

Yeah, you're definitely right. My script checks out in Cipscis' script validator, but there are a bunch of globals so something could be misspelled (though I've been over it a half dozen times). I don't see it getting any better until they fix the GECK, this script's not even that long, well below the ~1000 line limit. I'll just have to play the game I guess...
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Eire Charlotta
 
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Post » Sat Oct 24, 2009 5:48 pm

hmmm ahhhh... FO3 geck does not have a line limit, but its got a total character count limit, btw
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Quick draw II
 
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Post » Sat Oct 24, 2009 6:24 am

edit: haha they made a hardmode in the game AND a hardmode in the GECK! And, we can't turn the GECK one off!!


lol.

Ya, well I'm up for hardcoe in the game, but not so much in the GECK. :sadvaultboy:
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Brentleah Jeffs
 
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Post » Sat Oct 24, 2009 8:15 am

hmmm ahhhh... FO3 geck does not have a line limit, but its got a total character count limit, btw



Good to know, but seems a little arbitrary since things like comments and variable names don't matter once the script is compiled. It usually seems to top out for me in the high 900s, but knowing its a character limit will make it easier to shave off a bit when necessary.
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Rinceoir
 
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Post » Sat Oct 24, 2009 10:20 am

The compiler error strings are all in there (there being the GECK executable). However, the errors messages themselves aren't show due to there being no calls to any output function at the subroutine. It should be easy to fix, provided I figure out how to use the obse/fose loader to patch the NV GECK. I'll look into it later tonight.

PS : The GECK/CS 's line limit still exists. Note that it's the compiled bytecode that the editor takes into account when applying limits.
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lilmissparty
 
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Post » Sat Oct 24, 2009 7:58 am

The compiler error strings are all in there (there being the GECK executable). However, the errors messages themselves aren't show due to there being no calls to any output function at the subroutine. It should be easy to fix, provided I figure out how to use the obse/fose loader to patch the NV GECK. I'll look into it later tonight.


* wants * * badly * plzplzplz. hex edit that thing!!!!!! :>

I've ended up scripting despite this geck problem - - - it's a beast having to locate errors with no clue from the compiler as to what's wrong. It wastes time and... its... RARG! ARG!

* hopes* *hopes* *hopes*

PS : The GECK/CS 's line limit still exists. Note that it's the compiled bytecode that the editor takes into account when applying limits.


I don't understand how that could be. Those times when I've hit the length limit in the GECK, it stops me right where I'm typing. It doesnt refuse me at compile time, it can stop me in the middle of a variable name, or, anywhere. hmm.
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neil slattery
 
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Post » Sat Oct 24, 2009 9:26 pm

So I debugged one of my scripts that wouldn't compile by deleting chunks until it compiled. It seems it's ok with variables named Sleep0, Sleep6, Sleep7, Sleep8, Sleep9, Sleep12, etc., but not Sleep1, Sleep2, Sleep3... wtf. Fixed that little bit, still won't compile. With it acting up over such arbitrary stuff there's no way I'm going to be able to get through debugging an entire script.
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Dalley hussain
 
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Post » Sat Oct 24, 2009 12:45 pm

So I debugged one of my scripts that wouldn't compile by deleting chunks until it compiled. It seems it's ok with variables named Sleep0, Sleep6, Sleep7, Sleep8, Sleep9, Sleep12, etc., but not Sleep1, Sleep2, Sleep3... wtf. Fixed that little bit, still won't compile. With it acting up over such arbitrary stuff there's no way I'm going to be able to get through debugging an entire script.


It's a pain

Tiny typoes...

or, variables which you need to specify the source of (like a quest or something) and you forget to, so it looks right as you read it ..

When I'm lost I delete chunks too. I usually find a typo aksdjfhaoidfuhalkdfjas
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Heather Dawson
 
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Post » Sat Oct 24, 2009 6:52 pm

In this case, I literally deleted everything except for this:

scn IMCNQuestScript

float Sleep
float Sleep0
float Sleep1

and it wouldn't compile until I got rid of the "float Sleep1". So I tried different number combos and found the restrictions listed above - numbers 1-5 wouldn't work, but other numbers (including 10, 11, 12) were OK. Maybe there's a global or something with the same name? Anyway, I renamed those variables, but still no compile, so something similar must be happening somewhere else - and this is after verifying everything with Cipscis' script validator the script doesn't reference any editor id's or external variables, just initializes a bunch of local quest variables, so his validator should have caught anything that was wrong.
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Javier Borjas
 
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Post » Sat Oct 24, 2009 6:27 pm

GECK can be funny about variable names. for example it doesnt want you to use one named "test".

You might just pick more uniqueish variable names and roll that way.
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Ryan Lutz
 
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Post » Sat Oct 24, 2009 3:07 pm

http://www.mdn.fm/files/217839_cobrz/ScriptError1.zip

Put in same folder as Geck.exe and run NVGeckLoader.exe. (run as admin if need)
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Emmie Cate
 
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Post » Sat Oct 24, 2009 8:53 pm

:celebration: :goodjob: :bowdown: You are a live safer. Tried it and it worked flawless. May I ask why 'dirty'?
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Alyce Argabright
 
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Post » Sat Oct 24, 2009 6:03 am

:celebration: :goodjob: :bowdown: You are a live safer. Tried it and it worked flawless. May I ask why 'dirty'?

1. Dos not work same way as fallout 3 Geck and only script errors are fixed.
2. No version checking.
3. This error has been blocked over looking for a way to fix(would get it did a recompile of FalloutNV.esm)
SCRIPTS: Script 'DialogueCompileAndRun', line 1:
Syntax error. Invalid reference 'VES03WastelandAdventurerRef' (only object references and reference variables are allowed in this context).
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Mark
 
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