VScode extension adding support for IE and Fallout syntaxes.
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QuantumApprentice
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compile.exe for Fallout scripting

Post by QuantumApprentice » Sun Aug 21, 2022 1:16 am

Hey!
I tried testing stuff out on the vscode extension today, and the syntax highlighting looks great, but I'm unsure how to compile the scripts.
I looked at the extension settings and there's a setting called Fallout-ssl: Compile that says
"Path to Fallout SSL compile.exe plus compilation options"
with this as its entry:
"wine ~/bin/compile.exe -q -p -l -O2 -d -s -n"

Problem is, I'm not sure where to find compile.exe, or where to place it on windows.
Any hints here? thanks in advance! :)

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Magus
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Re: compile.exe for Fallout scripting

Post by Magus » Sun Aug 21, 2022 11:10 am

It's from sfall modderspack.
You can drop it anywhere and provide full path in settings.
Or just add it to system PATH, that'll work too.
Please do not PM or email me about my mods and projects. Use forums. Also, see our talk channels.

QuantumApprentice
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Re: compile.exe for Fallout scripting

Post by QuantumApprentice » Sat Aug 27, 2022 10:00 pm

Awesome! Thanks for helping me out with that, but I'm still having some trouble getting it to compile.
The frustrating thing is I'm only getting "Failed to compile ..."
I screenshot my settings as best I could, did I mis-configure them somehow?
BGforge settings.png

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Magus
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Re: compile.exe for Fallout scripting

Post by Magus » Sun Aug 28, 2022 3:34 am

Sometimes the error message can be expanded to see additional details.
I'd try to drop into a simple path first, like "D:\compile.exe", and see if that changes anything.
Please do not PM or email me about my mods and projects. Use forums. Also, see our talk channels.

QuantumApprentice
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Re: compile.exe for Fallout scripting

Post by QuantumApprentice » Sun Sep 18, 2022 11:17 am

Sorry for the lengthy response time, I've been working on my own fallout 2 modding tool :P

It turned out I was trying to use compile.exe by itself, when I should have left it in the folder it came with to include its dependencies (I was just extracting the exe by itself).

There are a couple of questions I have about the modderspack and the editor now:
How do you handle .msg files? 
Can they be integrated with their scripts similar to the sfall script editor?

I'm able to get scripts to compile just fine, but for some reason they don't register correctly when I add them to scripts.h and scripts.lst. 
Is there a step I'm missing?
Is it handled automatically somehow?
Similar question for LVAR local variables, can they be handled automatically?

The autocomplete doesn't seem to be working correctly, for some reason it will default to one letter more per letter that I type in.
So a variable named "LVAR_Restock_Time" it will only autocomplete to
LV...LVA...LVAR...LVAR_...LVAR_R...LVAR_Re...etc.
The correct autocomplete is listed at the bottom, how do I make it use that as the default?

A similar question for the "begin" command.
When I type "begin" the default autocomplete is just "begin", but the 2nd autocomplete option adds the "end" command and places the cursor between them appropriately.
How do I get it to do this by default?

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Magus
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Re: compile.exe for Fallout scripting

Post by Magus » Sun Sep 18, 2022 11:52 am

QuantumApprentice wrote:
Sun Sep 18, 2022 11:17 am
There are a couple of questions I have about the modderspack now:
Modderspack is from sfall team. MLS only uses some resources from it.

QuantumApprentice wrote:
Sun Sep 18, 2022 11:17 am
How do you handle .msg files?
Can they be integrated with their scripts similar to the sfall script editor?
MSG files have syntax highlighting, that's all.
They can be integrated with their scripts, but it is not trivial. If you want to work on that, you're welcome. I don't know how it's handled in SSE.

QuantumApprentice wrote:
Sun Sep 18, 2022 11:17 am
I'm able to get scripts to compile just fine, but for some reason they don't register correctly when I add them to scripts.h and scripts.lst. 
Is there a step I'm missing?
Is it handled automatically somehow?
Similar question for LVAR local variables, can they be handled automatically?
There is no handling of scripts.lst, and I don't even know what do you mean by handling LVARs automatically.
 
For specific issues, probably will need screenshots/gifs, maybe open issues on gihub. There's no configuration for autocomplete.
Please do not PM or email me about my mods and projects. Use forums. Also, see our talk channels.

QuantumApprentice
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Joined: Sun Aug 21, 2022 12:46 am

Re: compile.exe for Fallout scripting

Post by QuantumApprentice » Sun Sep 25, 2022 12:31 am

Magus wrote:
Sun Sep 18, 2022 11:52 am
 
QuantumApprentice wrote:
Sun Sep 18, 2022 11:17 am
How do you handle .msg files?
Can they be integrated with their scripts similar to the sfall script editor?
MSG files have syntax highlighting, that's all.
They can be integrated with their scripts, but it is not trivial. If you want to work on that, you're welcome. I don't know how it's handled in SSE.
That sounds like an interesting project to look into.  Would you have any resources I could read up on to see how to integrate stuff like this into vscode?
Magus wrote:
Sun Sep 18, 2022 11:52 am
 
QuantumApprentice wrote:
Sun Sep 18, 2022 11:17 am
I'm able to get scripts to compile just fine, but for some reason they don't register correctly when I add them to scripts.h and scripts.lst.
Is there a step I'm missing?
Is it handled automatically somehow?
Similar question for LVAR local variables, can they be handled automatically?
There is no handling of scripts.lst, and I don't even know what do you mean by handling LVARs automatically.

For specific issues, probably will need screenshots/gifs, maybe open issues on gihub. There's no configuration for autocomplete.
I just meant the sfall script editor has a function that opens up and parses the scripts.lst file into a gui interface.
This interface has a clickable area to assign the number of LVARs in the script.
My bigger problem right now is that when I go to add a script to scripts.lst and scripts.h, for some reason it doesn't always get set so I can add it to items/critters in the mapper.  For those times I have to open the sfall script editor and tell it to "Register" the scripts using the "List" button at the top.
Any clues what I'm missing here?

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Re: compile.exe for Fallout scripting

Post by Magus » Sun Sep 25, 2022 7:03 am

QuantumApprentice wrote:
Sun Sep 25, 2022 12:31 am
That sounds like an interesting project to look into.  Would you have any resources I could read up on to see how to integrate stuff like this into vscode?
https://code.visualstudio.com/api/langu ... sion-guide
 

QuantumApprentice wrote:
Sun Sep 25, 2022 12:31 am
My bigger problem right now is that when I go to add a script to scripts.lst and scripts.h, for some reason it doesn't always get set so I can add it to items/critters in the mapper.  For those times I have to open the sfall script editor and tell it to "Register" the scripts using the "List" button at the top.
Any clues what I'm missing here?
I don't know. Scripts.h is just a define file, it has no effect on the mapper. Also, naming should follow 8.3 format.
Just make a copy of both files and run a diff on files that you modified manually vs files that SSE makes.
Please do not PM or email me about my mods and projects. Use forums. Also, see our talk channels.

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