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-   -   [TUT] Reducing annoyance when testing (https://forums.alliedmods.net/showthread.php?t=311702)

alerad 10-29-2018 22:29

[TUT] Reducing annoyance when testing
 
I've just had a good idea, probably someone came up with this already at some point but I thought it would be good to share this.

I'm using a good combo of plugins to make my plugin auto-compile and reload when I hit CTRL+S

Here's the combo in case anyone is interested:

https://forums.alliedmods.net/showthread.php?t=106320 -- Autoreload by Timiditas
http://atom.io -- Atom Text Editor
https://atom.io/packages/on-save -- on-save (plugin)

Once you download and install each of these, create a file named .on-save.json on your projects root directory and add the following config:

Code:

[
  {
    "files": "**/*.sp",
    "command": "C:\\location\\to\\spcomp C:\\location\\to\\plugin.sp -o\"C:\\location\\to\\server\\plugins\""
  }
]

The double bars are to escape inside of the json string.

Hope this helps someone!

Dragokas 10-30-2018 10:55

Re: [TUT] Reducing annoyance when testing
 
[batch] sm plugins ftp uploader

Mitchell 10-30-2018 11:04

Re: [TUT] Reducing annoyance when testing
 
I save too often to have compilable code when I actually save. I just use Notepad++'s Run program part to compile when I do a shortcut and drops the plugin into my srcds location.

Dragokas 10-30-2018 14:46

Re: [TUT] Reducing annoyance when testing
 
I prefer writing it the way it almost always compile without errors during modifications, rather than trying to find where is error. On earlier stage it's simplier to find misprint. Further, compiler sometimes show error that is not always point to actual error or the real error is somewhere in the middle of a large error log.

Besides, Ctrl + S => immediate upload give you opportunity to see in-game changes immediately, if plugin supports hard-loading.
Previously, I also was thinking it's superfluous. But after configuring everything, my debugging became several times faster.


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