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Author Topic: Suggestion: Debug  (Read 4024 times)

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deadworm222

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Suggestion: Debug
« on: July 02, 2004, 08:10:56 AM »

Would it be possible for the next relerase to also have an in-game variable called debug, which would automatically change every time debug mode is set on/off? This would make testing easier - for example when you would otherwise face a long scripted sequence in the game, it would be possible to turn it off easily. In a smaller game changing all that by hand while testing would be simple, but not in a longer game.
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McCoy

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Re: Suggestion: Debug
« Reply #1 on: July 02, 2004, 11:33:45 AM »

What do you mean, an in-game short-cut key combination so you can deactivate/activate debug mode in run-time? Or what? Because for easily activate or deactivate it before loading the game you have the setting at Project Manager...
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Mnemonic

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Re: Suggestion: Debug
« Reply #2 on: July 02, 2004, 11:51:19 AM »

What do you mean, an in-game short-cut key combination so you can deactivate/activate debug mode in run-time? Or what? Because for easily activate or deactivate it before loading the game you have the setting at Project Manager...

Yes, exactly. And the setting can be queried at runtime using the Game.DebugMode attribute.
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deadworm222

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Re: Suggestion: Debug
« Reply #3 on: July 03, 2004, 08:10:19 AM »

McCoy: No.

Mnemonic: Hey, I had no idea that the variable already existed! *hangs himself*

But let me explain, just in case. When testing, I just want to walk around in the environment. However, I have created some room-specific scripted sequences (the introduction, for example) that are called the first time you enter the room, but I would like to skip them. Using Game.DebugMode isl of course exactly what I'm looking for.
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