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Re: Dungeon Editor locked up

Posted: Mon Jan 19, 2015 12:39 am
by MrChoke
minmay wrote:
MrChoke wrote:I have not had this particular problem but I have had MANY weird ones that kill your dungeon until you hunt it down. The game has very poor support for debugging.
If you run the game from the command prompt, you'll see it prints all kinds of useful debugging information, including any Lua error encountered.

Halluinoid, if you send me your dungeon.lua, I can take a look at it.
Maybe I am doing it wrong but I don't get any useful info from running from the command prompt. For one it didn't show anything in the console window. I did redirect standard out and standard error to files and standard out only gives this line:

jit disabled

Even if the game prints messages to console or fails with LUA errors (I made a few to test that, God knows its easy enough"). Nothing prints. I redirected like this:
grimrock2.exe 1>"C:\Projects\GrimRock\out1.txt" 2>"C:\Projects\GrimRock\out2.txt"

Not sure how many different ways people can run the game. I have the Steam version and Windows 8.

Re: Dungeon Editor locked up

Posted: Mon Jan 19, 2015 1:17 am
by minmay
Weird, for me all Lua print statements and stack traces get printed to stdout. I see "jit disabled" followed by "17 mods found" (or however many you have) on startup. As well as "initializing mod", "gameLoaded took 10.66", "shutting down mod", etc. as appropriate. This is with the standalone version though, can't be bothered to set up the Steam version to test.

Re: Dungeon Editor locked up

Posted: Mon Jan 19, 2015 1:38 am
by JohnWordsworth
Maybe related to debug mode being enabled? Either way, I have the steam version and will check after work tomorrow!

Re: Dungeon Editor locked up

Posted: Mon Jan 19, 2015 2:20 am
by minmay
Ah, that's indeed the problem. Set "debugInfo = true" in your grimrock.cfg.

Re: Dungeon Editor locked up

Posted: Mon Jan 19, 2015 2:45 am
by MrChoke
minmay wrote:Ah, that's indeed the problem. Set "debugInfo = true" in your grimrock.cfg.
Turning debug = true did give me two things, the party map coordinates and frames per second in the lower left. Very helpful especially the map coordinates but I still get no other messages.

Re: Dungeon Editor locked up

Posted: Mon Jan 19, 2015 7:21 am
by Eleven Warrior
Good show old chap well done :) Glad to see your back on track mate.