In response to questions sent via PM:
then compile.
2) I see your point. My thoughts about the reason behind this decision:
I think we need more thought and discussion on this.
3) Currently not, but it can be added I guess. Can you explain a use case when you need several values at once?
4) Sfall doesn't write anything to debug.log directly, it uses it's own sfall-log.txt for sfall-related messages.
1) Currently you need to uncomment this line in Logging.hSduibek said:1.) How do I build the "debugging" version instead of / in addition to the normal version, of ddraw.dll?
2.) More importantly, why isn't the debugging stuff just integrated so all builds of ddraw.dll always have the ability to do debug stuff? That makes more sense to me. I don't see the point of having two versions of ddraw.dll for every single release. The options "DebugMode=0" to disable debugging in the .ini file should be enough, yes?
3.) Is it possible for the "IgnoreCRC" line to have multiple values? Long story short, this would help me a lot if it were possible. (e.g. "ExtraCRC=0xf43d208c,0xf0fd4d53")
4.) Init=1 doesn't seem to add anything to the debug.log for me, is it broken?
Thank you
Code:
//#define TRACE
2) I see your point. My thoughts about the reason behind this decision:
- Performance. There are some places in sfall code which may be executed very often (like calling global scripts from the main game loop) and some debugging actions (like logging) may eat some portion of processor time, resulting in FPS drop on slow machines. That's in theory.
- Crash safety. Debugging section contains option to enable unsafe scripting - which is basically raw engine hacks built into normal game scripts. Imagine you downloaded some bad-ass mod compilation pack, and one of the mods contain some left-over testing code (or worse - intentional hacks) which changes game engine code and mod installer may simple enable the setting in ddraw.ini because "it says so in mod readme". Sfall authors cannot be held responsible for any crashes in this case, but it will be very hard to trace such bugs. In case a modder needs some advance scripting he must either build his own ddraw.dll, ask others to add some features to sfall or study existing functions more carefully, they often contain required functionality that people try to repeat in other ways.
I think we need more thought and discussion on this.
3) Currently not, but it can be added I guess. Can you explain a use case when you need several values at once?
4) Sfall doesn't write anything to debug.log directly, it uses it's own sfall-log.txt for sfall-related messages.