[Rel] ConScribe

Post » Wed Mar 09, 2011 10:22 am

I had not realised you've had so many versions of this already, Wow. Anyway thanks for updating :D
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FABIAN RUIZ
 
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Post » Wed Mar 09, 2011 1:04 pm

Thanks for the update. But I must admit that 5.0 works so great for me, and does everything I need for debugging my mods, so I haven't got around to update it. This mod is absolutely essential though :foodndrink:
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Verity Hurding
 
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Post » Wed Mar 09, 2011 3:06 am

Shame on me for not using this sooner. Excellent utility :)
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Gemma Woods Illustration
 
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Post » Wed Mar 09, 2011 2:51 am

This is a great tool, and I'm adding support for the Scribe function in the next version of RefScope, as an alternative to Pluggy for logging info windows. The console logs have been very helpful in debugging my scripts already.

I have a suggestion though. Currently it looks like there's no way to Scribe a message that contains a pipe character, since the pipe is used to delimit the log name. That can cause a problem if I do something simple like

Scribe "%z", sMessage, 0

since the sMessage string might contain a pipe character for reasons unrelated to ConScribe. You may want to use the last occurrence of the pipe character in the string, instead of the first, as the delimiter for the log name. That way, pipe characters in the message text will work correctly as long as the log name is specified at the end of the string. (On the other hand, it means that you can't specify a log name that contains a pipe character, but RegisterLog doesn't allow that anyway.)

For added convenience, if the string ends with a pipe character (i.e. it specifies a log name of ""), that could mean to use the default log. So

Scribe "%z|", sMessage, 0

would write sMessage to the default log, even if it contains pipe characters.

Edit: BTW, it'd be useful to be able to configure, in ConScribe.ini, the location of the "ConScribe Logs" folder. (I'd like to put it in My Documents instead of my Oblivion installation folder.)
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jadie kell
 
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Post » Wed Mar 09, 2011 9:45 am

Glad to hear someone's going to use the log functions :D I'll add your requests to the scroll.
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Nicole Kraus
 
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Post » Wed Mar 09, 2011 12:50 pm

Glad to hear someone's going to use the log functions :D

Already using, actually -- I finished implementing the feature weeks ago, and now I'm just waiting for the new OBSE to come out of beta before I release a mod that depends on it. The change I made today was updating from ConScribe 5.0 to 7.0. It works great, and my ConScribe logging backend is much smaller and simpler than the Pluggy one. It'll be the default if the player has both plugins installed.

I'm using log registration in a more limited way than you seem to have intended, though: I RegisterLog, Scribe, and immediately UnregisterLog all within the same script, each time I need to write a log entry. My reason for doing it this way is that I want to use per-mod logging (not per-script), but I don't want to rely on state being held in the player's savegame when I don't need to, and I was concerned that there might be a potential for bugs or leaks or something if the player were to uninstall ConScribe while the mod still thinks it has a log registered with it. I didn't encounter any actual specific problems, but this approach seems a little safer and has no drawbacks that I can see.

I'll add your requests to the scroll.

Thanks. You should also take a look at the suggestion I posted in the OBSE thread a little while ago about handling pipe characters with escaping. If that gets implemented in OBSE, and if ConScribe can utilize it, the solution I suggested here would be unnecessary.
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cosmo valerga
 
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Post » Wed Mar 09, 2011 9:30 am

I'm using log registration in a more limited way than you seem to have intended, though: I RegisterLog, Scribe, and immediately UnregisterLog all within the same script, each time I need to write a log entry. My reason for doing it this way is that I want to use per-mod logging (not per-script), but I don't want to rely on state being held in the player's savegame when I don't need to, and I was concerned that there might be a potential for bugs or leaks or something if the player were to uninstall ConScribe while the mod still thinks it has a log registered with it. I didn't encounter any actual specific problems, but this approach seems a little safer and has no drawbacks that I can see.
That shouldn't be a problem. If the user were to uninstall ConScribe, any call to its functions will act like a return statement. Besides, any save data in the cosave that corresponds to ConScribe will be purged on loading. A check for the plugin on every game load should prevent such a situation from arising. You can then register any logs you may want if it evaluates to true.

Thanks. You should also take a look at the suggestion I posted in the OBSE thread a little while ago about handling pipe characters with escaping. If that gets implemented in OBSE, and if ConScribe can utilize it, the solution I suggested here would be unnecessary.
I did. Let's see what scruggsy has to say. In any case, I've already implemented your requests - I'll get an update out later today/tonight.
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Samantha Wood
 
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Post » Wed Mar 09, 2011 5:29 am

http://www.tesnexus.com/downloads/file.php?id=26510
Version 7.0a is out !

I haven't updated the readMe yet, as this is only a minor revision. Changes :
  • Scribe allows the pipe character in its string argument as long as one is appended as the log name delimiter.
  • The INI file can now be moved to the ConScribe logs folder if desired.

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Multi Multi
 
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Post » Tue Mar 08, 2011 10:11 pm

Scribe allows the pipe character in its string argument as long as one is appended to the end as the log name delimiter.

That works nicely, thanks.

The INI file can now be moved to the ConScribe logs folder if desired.

I think I've miscommunicated, unfortunately. What I'm suggesting is being able to put a line such as

LogDir=C:\Documents and Settings\Wyzard\My Games\Oblivion\ConScribe Logs

in the INI file, to change where ConScribe creates the log files.
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Russell Davies
 
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Post » Wed Mar 09, 2011 9:59 am

I think I've miscommunicated, unfortunately. What I'm suggesting is being able to put a line such as

LogDir=C:\Documents and Settings\Wyzard\My Games\Oblivion\ConScribe Logs

in the INI file, to change where ConScribe creates the log files.
Ah - I obviously was very drunk last night. Will do that.
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GPMG
 
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Post » Wed Mar 09, 2011 4:58 am

Since I was planning to refactor (rewrite, more like) most of ConScribe's code, I figured I'd post an update on the thread. So, spit out any requests you may have.
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Victoria Vasileva
 
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Post » Wed Mar 09, 2011 5:31 am

So, spit out any requests you may have.

Re-requesting an INI option to configure where the logs are stored, as I'd described a few posts above. (I'd like to put them under My Documents since that's easier to navigate to than the game's install folder.)
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Breautiful
 
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Post » Wed Mar 09, 2011 9:01 am

Re-requesting an INI option to configure where the logs are stored, as I'd described a few posts above. (I'd like to put them under My Documents since that's easier to navigate to than the game's install folder.)
It's on the top of my list.
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HARDHEAD
 
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Post » Wed Mar 09, 2011 4:33 am

http://www.tesnexus.com/downloads/file.php?id=26510
Version 8.0 is out !


Changes:

8.0 –
  • Rewrote plugin internals
  • Removed the alternate INI path added in 7.0.0.5
  • Fixed up INI format (forthelasttimedammit)
  • Removed the 24 hour clock INI setting in lieu of a format string
  • Made the log directory changable through an INI setting
  • Added interop support for the OBSE plugin Construction Set Extender
  • Standardized serialization record format to allow expansion and backward compatibility in later builds;
    Records saved by previous builds are automatically converted
  • Released source code
  • Log headers are no longer appended on unregistered logs during load callbacks


If your mod uses ConScribe, let me know - I'll put it up on the first post.
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FoReVeR_Me_N
 
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Post » Wed Mar 09, 2011 6:10 am

So, Enhanced Economy appends all debug text with EE, which is helpful, but what would it have to do to have it's own log file?
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CHARLODDE
 
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Post » Wed Mar 09, 2011 2:56 am

So, Enhanced Economy appends all debug text with EE, which is helpful, but what would it have to do to have it's own log file?
Register a log with ConScribe and use scribe to dump output to it. One method would be to use user functions to dump debug messages, for centralized handling - http://cs.elderscrolls.com/constwiki/index.php/Debug_Messaging.
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Terry
 
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Post » Wed Mar 09, 2011 8:55 am

http://www.tesnexus.com/downloads/file.php?id=26510
Version 8.0 is out !

Wait, you actually found something to improve? :D
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Michelle Serenity Boss
 
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Post » Wed Mar 09, 2011 1:10 pm

Wait, you actually found something to improve? :D
Enough to make a release. Technically, all I did was rewrite it and make it seem less of a mess than what it was earlier.
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Josh Sabatini
 
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Post » Wed Mar 09, 2011 1:05 pm

http://www.tesnexus.com/downloads/file.php?id=26510
Version 8.0a is out !


Bugfix update. Changes:

8.0a –
  • Fixed a bug in serialization code
  • Added missing console printing code to Scribe’s handler

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Nomee
 
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Post » Tue Mar 08, 2011 9:45 pm

Thank you ShadeMe, this is a VERY handy and much needed tool, I just discovered it yesterday and now it's allready being updated... :celebration:
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Natasha Biss
 
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Post » Tue Mar 08, 2011 9:52 pm

I have version 8.0a (download from TESNexus). When the plugin is enabled (via OBMM install) and I start a new game .... CTD before the cutscene starts. Uninstall and everything works again. Redownlaod - install - CTD.

The static logfile is empty.

Just noticed a pluggy logfile: Pluggy - possible CTD on loading save.log

Spoiler

If you had a CTD while starting a New game, please send: this log file and which OBSE revision you're using to
haama341@hotmail.com

New game
New
Reset data


So maybe some pluggy vs conscribe resource issue?

If it helps any Windows 7 64 bit dual core (with ual stuff turned off)
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Jenna Fields
 
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Post » Wed Mar 09, 2011 2:31 am

What does the error report say ?
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Charlotte Lloyd-Jones
 
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Post » Wed Mar 09, 2011 9:05 am

What does the error report say ?

The full contents of the error report are in the spoiler block in my earlier post. But ....

If you had a CTD while starting a New game, please send: this log file and which OBSE revision you're using to
haama341@hotmail.com

New game
New
Reset data


I think the next line should be Loading Data. Pluggy appears to create this file regardless of whether or not there was a crash. I have not sent the log to the email address as it appears to be ConScribe related, so I brought it here first.
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BethanyRhain
 
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Post » Wed Mar 09, 2011 6:37 am

The full contents of the error report are in the spoiler block in my earlier post. But ....

I think the next line should be Loading Data. Pluggy appears to create this file regardless of whether or not there was a crash. I have not sent the log to the email address as it appears to be ConScribe related, so I brought it here first.
Um, by the error report, I mean the additional info windows collects when Oblivion crashes. You can get it by clicking on View Problem Details button in the bottom of the error dialog. Pluggy's log is irrelevant at the moment.

Also, try starting a new game with just ConScribe - Remove Pluggy.
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Victoria Bartel
 
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Post » Wed Mar 09, 2011 9:13 am

Um, by the error report, I mean the additional info windows collects when Oblivion crashes. You can get it by clicking on View Problem Details button in the bottom of the error dialog. Pluggy's log is irrelevant at the moment.

Also, try starting a new game with just ConScribe - Remove Pluggy.


Ulp .... er .....

Faulting application name: Oblivion.exe, version: 1.2.0.416, time stamp: 0x462392c7
Faulting module name: EnhancedMusicControl.dll, version: 0.0.0.0, time stamp: 0x4935607e
Exception code: 0xc0000005
Fault offset: 0x00004e35
Faulting process id: 0x1a8
Faulting application start time: 0x01cb0372bf144428
Faulting application path: C:\Program Files (x86)\Bethesda Softworks\Oblivion\Oblivion.exe
Faulting module path: C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\EnhancedMusicControl.dll
Report Id: 0d184e62-6f66-11df-8545-00269e3edfa9

And it looks like it's not an interaction with pluggy. (BTW with the way the system locks up I have to retrieve this type of thing from the event viewer after the fact). I think the enhanced music control is something that Frostcrag Reborn wanted. I'll check on it's source and report back. I'll also take it out of the mix and test ConScribe again.

EDIT: without the EnhancedMusicControl in the mix there is no CTD on start. With it (and ConScribe).... KABOOOM!
The EMC plugin is an optional suggestion for Frostcrag Reborn (and available separately at the usual places). It does not appear to me that the author is active anymore.
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Pants
 
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