Reply to Re: New D-Mod: The Last Quest Part 1: The Oraculum
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I only ever use Freedink (nothing else works on GNU/Linux). One useful feature of it is its console output: in case of errors that may or may not visibly break things, it will complain there. For example, "say_stop requires 2 arguments" or something like that, when I forget to specify the speaker. Fixing those errors probably makes the D-Mod better.
There is one that doesn't break anything (I think): With the boomerang, when it hits a background sprite, &missile_target is 0, and you do something to it (sp_brain or similar). That gives an error message. But as I wrote, it probably doesn't break anything, because it makes the collision do nothing, which is correct. I would still test for it so the error is gone.
I'm not sure if it's easy to get access to this output in Windows; I'm guessing the same way as in GNU/Linux: start it from the commandline. You do this with:
c:\path\to\freedink.exe -g c:\path\to\dmod -w
If you run it from the dmod directory, the path to the dmod is "." (which is the current directory).
The -w makes it windowed; omit it if you want full screen. You can also add -d to start in debug mode; you can also enable and disable that with alt-d. In debug mode there is a lot more output, so that may be useful when debugging.
Also, the when a script does debug("message"), that message is printed to the console as well, so you can use it instead of say() to check the value of variables, or whether a certain piece of code is executed. For example, it could be used to find out how the candles can be decremented below zero.
There is one that doesn't break anything (I think): With the boomerang, when it hits a background sprite, &missile_target is 0, and you do something to it (sp_brain or similar). That gives an error message. But as I wrote, it probably doesn't break anything, because it makes the collision do nothing, which is correct. I would still test for it so the error is gone.
I'm not sure if it's easy to get access to this output in Windows; I'm guessing the same way as in GNU/Linux: start it from the commandline. You do this with:
c:\path\to\freedink.exe -g c:\path\to\dmod -w
If you run it from the dmod directory, the path to the dmod is "." (which is the current directory).
The -w makes it windowed; omit it if you want full screen. You can also add -d to start in debug mode; you can also enable and disable that with alt-d. In debug mode there is a lot more output, so that may be useful when debugging.
Also, the when a script does debug("message"), that message is printed to the console as well, so you can use it instead of say() to check the value of variables, or whether a certain piece of code is executed. For example, it could be used to find out how the candles can be decremented below zero.