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blargiefarg
Joined: Mon Apr 05, 2010 8:04 am Posts: 149 Location: Under your bed
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tCrmitC: A command line CC Lua Debugger
I'm thinking of writing a small command line based Lua debugger. Kind of like the one that comes with the download on the Lua site, but with all of Cortex Command's stuff built in. Edit (3/8/10) I've gotten the basic interface down, I just need to actually work in the custom Lua that is in CC. The screen that is shown upon execution. If you pressed 1... If you pressed 2...
Last edited by blargiefarg on Tue Mar 08, 2011 3:59 pm, edited 2 times in total.
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Sun Mar 06, 2011 1:19 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: If I made this, how many people would use it?
I would like that very much. It's always rather irritating to be checking for console errors repeatedly, and I would love a way to smooth out the process.
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Sun Mar 06, 2011 1:21 pm |
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blargiefarg
Joined: Mon Apr 05, 2010 8:04 am Posts: 149 Location: Under your bed
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Re: If I made this, how many people would use it?
Great! I'll also release the source code, in case I miss something.
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Sun Mar 06, 2011 1:23 pm |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: If I made this, how many people would use it?
i would use this if it worked for the Scripting Code i uses, But other than that Great idea.
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Sun Mar 06, 2011 3:35 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: If I made this, how many people would use it?
I'd use it, it sounds very useful. Fixing errors faster is better.
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Sun Mar 06, 2011 10:43 pm |
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blargiefarg
Joined: Mon Apr 05, 2010 8:04 am Posts: 149 Location: Under your bed
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Re: If I made this, how many people would use it?
Thanks for all of the support, guys. I've made some progress, but there's still loads to go. I'm definitely realizing how annoying it must have been for Data to set up all of this Lua-C++ integration. Respect for Data +1. I'm also very glad that this isn't really something that you'd need a GUI for, since I can't make GUIs for ♥♥♥♥.
Edit: Ok, there's not much left to be done at this point, If anyone knows something about adding custom functions and such to C/C++ Programs, Would they point me in the right direction? I initially thought it would only be a matter of running a Lua script in the background the entire time that the program is open, and pulling the custom functions from there, but tis not so, sadly almost everything about Lua is in C, which I don't understand as well as C++.
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Tue Mar 08, 2011 1:05 pm |
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Patriot24
Joined: Sun Jul 04, 2010 6:14 pm Posts: 37
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Re: tCrmitC: A command line CC Lua Debugger
what? http://csl.sublevel3.org/lua/integrating lua with any c-based language is a trivial matter and doesn't take much effort in the slightest, the difficult part is accurately exposing the engine to the scripting(something data only slightly did in the current build) C is very similar to C++, post anything in C you don't understand and I'll show you the C++ representation of it?
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Fri Mar 11, 2011 10:15 pm |
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blargiefarg
Joined: Mon Apr 05, 2010 8:04 am Posts: 149 Location: Under your bed
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Re: tCrmitC: A command line CC Lua Debugger
That post is quite outdated, I've been without internet for some time, I've fixed all of the problems I was having earlier.
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Mon Mar 14, 2011 6:06 pm |
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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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Re: tCrmitC: A command line CC Lua Debugger
I could use this since I am dabbling in Lua, it would make it easier to tell if stuff would actually work.
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Tue Mar 29, 2011 10:41 pm |
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blargiefarg
Joined: Mon Apr 05, 2010 8:04 am Posts: 149 Location: Under your bed
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Re: tCrmitC: A command line CC Lua Debugger
It should be useful, however, don't take it as the final say, since I've made scripts that have had absolutely zero errors, and yet yielded no results within the actual engine.
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Mon Apr 04, 2011 5:55 pm |
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