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Title  Module Debugger version 0.11
Author  Lilac Soul
Submitted / Updated  11-18-2003 / 06-29-2005
Category  Application
Format  Various
Description
The Module Debugger is a 100% plug-in based application. The program itself, i.e. the executable (.exe), does little more than find the plug-ins you have installed, and list them for you

This release comes with a single plug-in: The Script ResRef checker.

The Script ResRef checker is a utility which scans all scripts within a module of yours for invalid ResRefs - it checks in lines with CreateItemOnObject and CreateObject.

It reads the .key files from the Neverwinter Nights installation directory - this should make it both forwards and backwards compatible with any expansion and patch that BioWare releases.

In order to run this program, you'll need to have some files in your system directory: rtl70.bpl, vcl70.bpl, and vclx70.bpl. You can download them here:

http://nwvault.ign.com/Files/other/data/1069175356067.shtml

See my comments below for info on what's changed since 0.10 - NOTE: THE FILES REQUIRED FOR THIS TO WORK HAVE BEEN UPDATED SINCE VERSION 0.10.

Both the Module Debugger and the ResRef Checker have been updated!


Files

NameTypeSizeDownloads
moddebug011.zipmoddebug011.zip
Submitted: 11-18-2003 / Last Updated: 12-02-2003
zip230.2Kb1534
--
SCORE OUT OF 10
10
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Comments (21):

Posted by scepter2012 at 2007-06-15 20:10:43    Voted 10.00 on 06/15/07
As always, great work

Posted by Smolin at 2006-02-03 19:19:30    Voted 10.00 on 02/03/06
This is an amazing utility. Just did a major import of a dev's areas, and was worried about not getting some required items on the palette. Ran this utility, and Lo & Behold! I was missing half-a-dozen items. This saves us a whole cycle of bug reporting. Great stuff!

It'd be great if the program was smart enough to recognize "variable" resrefs, when they are clearly defined in the script. But even as is, it's a great tool. Many thanks!
_________________________
Live fast, die young, and leave a lootable corpse.

Posted by Grinx at 2005-07-28 08:45:22    Voted 10.00 on 07/28/05
I can't write scripts so this is a big relief and it means i can write script with ease

Posted by Old_Scores_Transfered at 2004-02-20 10:32:09    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 2 that made this score of 10.00 then rounded to 10.

Posted by Jassper ( ..xxx.xxx ) at 2003-12-09 13:04:00    
Thanks Lilac, just saw your reply so Will do asap. :)

Posted by Lilac Soul ( ..xxx.xxx ) at 2003-12-05 12:00:00    
In reply to:
---
You wouldn't by any chance be working on any type of "printing" feature for nwn would you? I might have to get me a C++ compiler and start one my self ;) But time I don't got.
---

He, I've noticed you suggest this someplace before (probably the developers forum). I have, in fact, been thinking about something like that. Please email me any suggestions you have as to what should be printed and how (i.e. layout and such). No guarantees, of course, but suggestions are highly welcome, always...

Posted by Jassper ( ..xxx.xxx ) at 2003-12-05 10:19:00    
[QUOTE]
Name: Silas Hand

As always fast and perfect...now this is support!!!!!
Thx Lilac and keep up your brilliant job !
[/QUOTE]

Notice what kind of support you can get from a "voluntary" person as opposed to those being "paid". :lol:

Keep up the good work Lilac.
You wouldn't by any chance be working on any type of "printing" feature for nwn would you? I might have to get me a C++ compiler and start one my self ;) But time I don't got.



Posted by Silas Hand ( ..xxx.xxx ) at 2003-12-03 00:23:00    
Noticed and done!
Thx a lot and keep up your brilliant job!
Eager to see the updated Script Generator with the Hordes features :D (You will update it, won´t you?)
Your tool has finally teached me that scripting thingy (at least it brought me close to it *grins*), so thx for that.

Posted by Lilac Soul ( ..xxx.xxx ) at 2003-12-02 13:42:00    
Thanks, Silas - man, you were quick to get that updated version!

Anyway, I forgot to put the GNU General Public License document in the download. If you download it just before and were wondering where the license.txt file was, you can download it again now and it will be there. The file is directly placed in the .zip file, not in the installer, so you won't have to re-install to read the document. Otherwise, it should also be available on their website.

Posted by Silas Hand ( ..xxx.xxx ) at 2003-12-02 13:29:00    
As always fast and perfect...now this is support!!!!!
Thx Lilac and keep up your brilliant job !

Posted by Lilac Soul ( ..xxx.xxx ) at 2003-12-02 13:03:00    
WHAT'S NEW IN THIS RELEASE:

The problem reported by Silas Hand has been fixed. You are no longer restricted to directories on your C: drive, but can choose from any location on your computer and network.

Linenumbers are added - now, whenever the ResRef Checker reports a line from a script, it tells you what line-number it is in the script as well.

The update functionality has been changed to make sure it will keep working!

And I have CHANGED THE FILES REQUIRED TO RUN THIS PROGRAM!!! I had to do it because I updated my version of Delphi. Full info above on where to find those files!

Posted by Silas Hand ( ..xxx.xxx ) at 2003-12-02 06:59:00    
Hello Lilac!

As always abrilliant tool, just like the Script Editor (the best Tool released ever on Vault in my oppinion) :D.
Now I just have a problem, so maybe you could help me out.
I follow the read me in detail, open up the Module in the Tileset, etc, and then I try to run the tool, but it just does not function. I can not change the folder to my NWN folder.It just adresses my C harddrive, I can not change to E, where NWN is installed. :(

Any idea what I am doing wrong on this?
Thx for your help in advance and keep up the good job!!!

Posted by Lilac Soul ( ..xxx.xxx ) at 2003-11-26 22:18:00    
Yes, I would have the same problem. I could hold it up against a list of all CreateObject lines in the module, but it would still be too vague - I'd have no real way of telling if those calls would come before the GetObjectByTag, and no way of knowing if it might have been destroyed / killed in the meantime.

Posted by Jassper ( ..xxx.xxx ) at 2003-11-26 17:15:00    
[QUOTE]
Jason Robinson

It might also be useful to check all tags to make sure there is a valid object matching them somewhere in the mod.
[/QUOTE]

The Toolset does this already. But the problem is, If the tag referance isn't on the map (i.e. not in the module) it will return as a "Unused" resource. I would assume that Lilac Soul would have the same problem, unless he/she scaned every script in the mode and looked for a referance to that tag to be spawned in at some point.

Posted by Jason Robinson ( ..xxx.xxx ) at 2003-11-22 19:29:00    
Nice work, Lilac Soul.

How about showing a list of all the custom variable names, the object they're assigned to, and the scripts in which they appear? This would be a good way to check for misspellings (I haven't yet switched to using string constants to avoid this problem) and inconsistancies (such as assigning a variable to a PC in one instance and the module in another). One could also prune unused/obsolete variables using this list.

It might also be useful to check all tags to make sure there is a valid object matching them somewhere in the mod.

Posted by Jassper ( ..xxx.xxx ) at 2003-11-20 13:23:00    
To Makabey:

The reason it does that is because if a script isn't attached to anything, like an Include, then the engine thinks it is not used. The build would have to open every script and look for that include name inside, if it can even know that it is an include file.

It also does this to creatures not on the map, but will be spawned later. again, the build would have to open every script and look for that creatures resref to know that it will be used.


Posted by Jassper ( ..xxx.xxx ) at 2003-11-20 13:17:00    
I like what you said here,

Quote:
-------- ----------- ---------- ------------ ----------
As for future plug-ins: I'm open for ideas! The sky's the limit, I guess, though I can't of course do everything... Stuff that could be useful is stuff like an area transition tag checker (or is that handled by the "check for missing resources" option under build module), perhaps stuff that prints out logfiles about a bunch of stuff in the module, and?

As I said, suggestions are very welcome!

Cheers!
----- ----------- ---------------- ----------

YES! Please someone make a program that will compile an print Names, TAGs, ResRefs of the custom palett. Script names (an maybe even the script itself), Area Names, TAGs, and ResRefs, Possibly even the Map! All scaled the same so they could be "cut and tapped together.

Area transitions tag, to and from.

I cannot believe I am the only one that has been screaming for some type of print feature since the game came out. It really bugs me when I have to close a script just to go back to the creature and open it's properties because I can't remember the ResRef I gave it. But it would be gold if I could Make a list of custom creatures then print that list out for future referance.

Thanks,
Jassper

Posted by Makabey ( ..xxx.xxx ) at 2003-11-20 06:22:00    
What always gets to me is the "oh this script isn't used!" behavior of the compiler when you check for unused stuff. Sure I know my own -include- file but then again, since I pack them in an erf, maybe I do have one I don't use from time to time but gets in every module. You can always check by opening a script and do a module (text/script) wide search, but doing that for 10+ -include- files starts to be tedious.

So, that's one other useful plug-in IMHO. That be, list any script w/o a Starting conditional or void main and not called by any other script, plus weed out any Bio files changed (NW_* / Xx_* of course)

As for erroneous tags in Trans, from what I remember, you have to do it manually, compiler doesn't seems to catch that. Maybe all Bio-builders do the "draw the two corresponding triggers rhumba and then click 'add transition'" dance, so they don't actually manually put in the tags (mind you ppl, that jumps to triggers don't actually exists, the button creates Waypoints, so actual choices are :don't jump, to waypoint or to door). I'd be worth it since my own toolset dies on me if I don't enter the tags manually.

Then, since I never wrote b4: your Scripter is a fine product, gets my Guildmaster off my back for simple scripts he needs but I have no time to write. ;) Please do continue make it greater when you feel like it.

Posted by Knat ( ..xxx.xxx ) at 2003-11-20 06:16:00    
nice work...

you could expand the checker a bit.. e.g.:

checks for ExecuteScript (to see if the script is valid)

another idea:

its sometimes cumbersome to follow #include file hierachies. esp. if an include uses includes itself..

maybe your tool could analyze this and display a dependence tree (this alone would be interesting while working with various bioware scripts... they use complex include hierachies)

hope you get what i mean... just some quick ideas...

Knat





Posted by Lilac Soul ( ..xxx.xxx ) at 2003-11-20 04:39:00    
As for future plug-ins: I'm open for ideas! The sky's the limit, I guess, though I can't of course do everything... Stuff that could be useful is stuff like an area transition tag checker (or is that handled by the "check for missing resources" option under build module), perhaps stuff that prints out logfiles about a bunch of stuff in the module, and?

As I said, suggestions are very welcome!

Cheers!

Posted by Adrian ( ..xxx.xxx ) at 2003-11-20 03:42:00    
Hmm, tantalising. What do you have in store for us in the future for this tool then Lilac?

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