project-navigation
Personal tools

Author Topic: @powerusers of C::B  (Read 2024 times)

Offline Duke

  • Administrator
  • PHALANX veteran
  • *****
  • Posts: 1037
    • View Profile
@powerusers of C::B
« on: October 17, 2009, 01:05:14 am »
Is there a way to select the representation of values in the watch window of C::B debug ?
I'm especially interested in
- showing int as hex and
- showing the pos3_t vars as an array of 3 ints

Is there a way to make CB automagically start with my favourite (only) workspace ?

Offline Ralgert

  • Rookie
  • ***
  • Posts: 14
    • View Profile
Re: @powerusers of C::B
« Reply #1 on: October 17, 2009, 01:23:15 pm »
How do you start CB? If you click a icon / link, make another link to your favorite workspace file and start with this. In standard, if a file ends with *.workspace, CB starts automatically with this workspace, if you click this file.


Offline Duke

  • Administrator
  • PHALANX veteran
  • *****
  • Posts: 1037
    • View Profile
Re: @powerusers of C::B
« Reply #2 on: October 17, 2009, 04:43:07 pm »
Thx, Ralgert :)
A simple solution and exactly what I needed.

Another question: for debugging ufo2map, I still haven't found a way to specify the params in Project->Set program's arguments so it finds the map in the trunk. I always have to copy the .map to be debugged to my user's dir (right next to the ufoconsole.log).

Offline Mattn

  • CaveExpress
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4830
  • www.caveproductions.org
    • View Profile
    • CaveExpress
Re: @powerusers of C::B
« Reply #3 on: October 17, 2009, 05:37:19 pm »
you can set a working dir in the project->properties for ufo2map (and for each build target)

Offline Mattn

  • CaveExpress
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4830
  • www.caveproductions.org
    • View Profile
    • CaveExpress
Re: @powerusers of C::B
« Reply #4 on: October 17, 2009, 05:39:53 pm »
this is now checked into trunk for ufo2map - retry and please let me know whether it works for you

Offline Mattn

  • CaveExpress
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4830
  • www.caveproductions.org
    • View Profile
    • CaveExpress
Re: @powerusers of C::B
« Reply #5 on: October 17, 2009, 05:43:07 pm »
btw. you should maybe think about using eclipse, too - the built-in debugging functions beat the ones in c::b a lot

Offline Duke

  • Administrator
  • PHALANX veteran
  • *****
  • Posts: 1037
    • View Profile
Re: @powerusers of C::B
« Reply #6 on: October 18, 2009, 12:06:28 am »
this is now checked into trunk for ufo2map - retry and please let me know whether it works for you
Great. That did it. It behaves as anyone would expect and I can enter the params the way I would on the cmd line :)

On a sidenote: why do I always have to pass "maps/mine.map" ? I'd understand either
"base/maps/mine.map" or
"mine.map" and "alienb/a-hangar.map"
If the program knows about /base, it should also know about /base/maps !?!
What's the reason for this unusual behaviour ?

As for eclipse: You should have told me that one year ago ;)
But if eclipse is much better, why is C::B still the official IDE ? Where is C::B superior to eclipse ?

Offline Mattn

  • CaveExpress
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4830
  • www.caveproductions.org
    • View Profile
    • CaveExpress
Re: @powerusers of C::B
« Reply #7 on: October 18, 2009, 09:28:43 am »
the reason is that the code is the same in the tools and the game - it's only using the virtual filesystem. and this is in ufo relative to base/ (or any mod directory)

it would imo be a hack to add support for base/maps/mine back into ufo2map - and i definitely don't want to see this in the shared files.c code because it is used by the client and the server, too ;)

on linux you can e.g. install the game in /usr/local/games/ufoai and have your map sources either here below /usr/local/games/ufoai/base/maps or e.g. in ~/.ufoai/VERSION/base/maps. if you now call ufo2map maps/bla it would search both searchpaths and do the right things (tm)