Set up Q3A GPL so that it can be debugged in VS 2010 Express

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Ganemi
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Set up Q3A GPL so that it can be debugged in VS 2010 Express

Post by Ganemi »

Has anyone done this before? Googled debug Q3 in Visual Studio, and I only find threads about setting the compiler to Release so that it can compile in the first place.

I can compile the debug configuration fine, but I'm not sure where exactly to put the files so that when I run the exe I can attach properly. VS keeps trying to run Splines.lib, and I am not sure how to disable that portion of the solution so that it doesn't get debugged, and only parts like Quake3, Game, and Cgame get debugged. Would that even work? Does that even make sense?
D-Meat
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Re: Set up Q3A GPL so that it can be debugged in VS 2010 Express

Post by D-Meat »

Sorry, I use ioQuake3, I work with notepad++ and I use the minGW technique to get it compiled ... and I never tried the 'debug' build parameter ...
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cyberstorm
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Re: Set up Q3A GPL so that it can be debugged in VS 2010 Express

Post by cyberstorm »

Just guessing but I think you need to remove it from the quake 3 project references

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MKJ
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Re: Set up Q3A GPL so that it can be debugged in VS 2010 Express

Post by MKJ »

also make sure those splines are reticulated.
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Eraser
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Re: Set up Q3A GPL so that it can be debugged in VS 2010 Express

Post by Eraser »

People under 25 years old won't understand that joke.
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Eraser
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Re: Set up Q3A GPL so that it can be debugged in VS 2010 Express

Post by Eraser »

lol, and while I was typing that my 26 year old colleague was watching over my shoulder and asking why I was Googling SimCity's releasedate :smirk:
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MKJ
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Re: Set up Q3A GPL so that it can be debugged in VS 2010 Express

Post by MKJ »

that makes me feel both old and special.
Ganemi
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Re: Set up Q3A GPL so that it can be debugged in VS 2010 Express

Post by Ganemi »

I haven't looked at it in a while, since I've been busy.

Just now. I right clicked Set Startup Projects, and changed it to quake3 from splines, then unloaded splines and ui.

After that, i set the Output in the Linker option to c:\quake3\quake3.exe,

then changed the Config Props > debugging folder and file options to point there.
Also changed the pdb and map files to to drop there, too.
obj files end up there as well.

So there's a ton of stuff in the main q3a folder. I'm wondering if this is all correct, but the debugger wouldn't load up a compile Q3 without the exe and pdb there. Aren't objs used in debugging as well?

I know it probably sounds amateurish, but I just don't think I'm going to get through implementing what I'm trying to do without being able to debug. Basically, I'm trying to do something similar to what D-Meat was trying to with the 6dof movement. Been wanting to do something like that since I made a similar mod for QuakeWars.

So does that all sound correct? Any suggestions?
Ganemi
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Re: Set up Q3A GPL so that it can be debugged in VS 2010 Express

Post by Ganemi »

Strange thing going on.

So ignore that. I've discovered something more important. I restarted with a fresh install of the game and source, the compiled .exe upgrades my 1.32 to 1.32b, but afterwards it always crashes. What's going on?

http://i.imgur.com/gissifj.jpg

asked my friend google what "int VM_CallCompiled(vm_t *vm, int *args)" meant and I found the problem.

:> Just had to add sv_pure 0 and set all the /vm commands to 0 in the argument line.
VolumetricSteve
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Re: Set up Q3A GPL so that it can be debugged in VS 2010 Express

Post by VolumetricSteve »

Ganemi wrote: :> Just had to add sv_pure 0 and set all the /vm commands to 0 in the argument line.
Which argument line? If these are left undefined I thought they have default values they fall back to?
coltonquake3
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Re: Set up Q3A GPL so that it can be debugged in VS 2010 Express

Post by coltonquake3 »

1.32b works fine on my end with the VMs...
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