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DS2Mod Console/HUDs/Probes

Hello all, many a year ago I was heavily involved in DS modding, and recently had the urge to start playing around with it again, only this time I decided to see what new stuff was possible with DS2.

Anyways, with that background out of the way, I've run into a couple issues that maybe people here can help me with.

In Flick, there is a Report command that is supposed to send a string to the Console. However, it doesn't seem to work. Since it is supposed to go to the console I assume it is a command meant for debugging, is the functionality not present in DS2Mod?

Similarly, DSMod has various HUDs and Probes that could be accessed with certain keystrokes. The same key combos do not bring up anything in DS2Mod. Likewise various console commands that produce output in DSMod produce nothing in DS2Mod.

Is this stuff just not activated in DS2Mod and was in DSMod, or is there some additional step I need to go through to get it working like a command line option?

Sharkull's picture

Firstly, :welcome: to SiegeTheDay.

I haven't seen any functioning "report" activity in the console either... it may just write to the log file (untested / unverified). There may be a way of activating these reports in the console, but I never found it.

Also IIRC, you can get a list of console commands by entering "help"... and there are some command line switches to check out too (I'm not sure if this is a complete list):
http://herenaforge.org/tiki-index.php?page=Command-Line%20Switches

volkan's picture

Yes welcome, Fizil. Hope to see new stuff from you as well. We need all the modders & mappers we can get.

Thanks, I'll check if it even writes to log. I checked that command line switch list, and unfortunately none of them seem to affect the debugging functionality in DS2Mod that I am talking about Sad

To give you an example:

Open the console in DSMod, and type: bool aiqueryboxes

Look at the information you are inundated with.

Now open DS2Mod, open console, type the same command. Nothing. And the command is there, it will bring it up for autocompletion and everything.

I mainly bring this up is because I was trying to debug a Flick that wasn't working properly, and Siege U said I could bring up a Flick Debug HUD with Alt-F3, and mentioned using bool aijobs to display AI information. But neither of these things actually work. So I'm just wondering if all that great debug functionality is disabled in DS2Mod. It is disappointing if it is, can't count the times they helped me while doing some serious messing around with AI skrits.

edit: I think part of the problem is DS2Mod is supposed to be used for running the Mods not just developing them, unlike DSMod, so maybe alot of that extra stuff that would actually slow down a running game got turned off. Not sure.

Sharkull's picture

Fizil wrote:
edit: I think part of the problem is DS2Mod is supposed to be used for running the Mods not just developing them, unlike DSMod, so maybe alot of that extra stuff that would actually slow down a running game got turned off. Not sure.

That's why I linked in the c-l switch list... perhaps some of the verbose responses need something turned on (just a guess). :?

Edit:
Script debugging was added to DS2Mod in the second version of the DS2TK (v1.1)... it was apparently missing from the first one.
http://garage.gaspowered.com/?q=node/2306

Yeah, unfortunately none of the switches turn on the stuff I want. Oh well, I can make do, although not having console reporting for script debugging could be quite a hassle.

Fizil wrote:
...

I mainly bring this up is because I was trying to debug a Flick that wasn't working properly...

Check once the log folder of DS2Mod, the error/warning files often contain additional information what's wrong with a flick.

I'm not sure where the other option go to (maybe logs as previously mentioned) but Report.Screen certainly works, and can be used for in-game messages.

Report.Screen could work for debugging purposes then I guess.

The Flick Report command calls Report.genericf in its skrit to perform the actual output. Perhaps for development purposes I could mod it to call Report.Screen instead.

Oh, and thanks KillerGremal I'll remember that in the future. I had already fixed the problem though (I was going through the Flick tutorial, and couldn't get an Actor to respond to MoveTo. Eventually realized that the waypoint object I was using was blocking, fixed it to us lightweight_pos instead and works like a charm now.

I'm not sure you'd get a message from a failure to reach a target because of the way Job_move works, which is an iterative attempt to get closer, ending with an "i'm near enough" decision to stop the loop. It has to be that way so that multiple actors can be given the same destination, and the first one there blocks it.