[CSIDE] The ChoiceScript IDE

Sent you a DM to avoid spamming the thread, I can help more there if you want.

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Hey all. I think this may have been brought up a long time ago, but is there a way to collapse/hide code in CSIDE? It would be particularly handy for a lot of the areas where you branch the path, then bring it back in.

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Yes, any blocks of code that are inside of something like *choice or *if will have a little arrow next it on the left. You can click on that to collapse it

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Maybe I need to turn some other setting on, because I’m not seeing anything.

What’s version are you using? Windows/Mac/browser? What’s the version number? I don’t see any settings that would do that in particular

v 1.0.1 on Windows.

Oh that’s probably why! Open your settings and scroll all the way down. Your update settings are probably on none. Change that to either Stable or Development and you’ll get them. I’m on 1.4.4 on this computer

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It’s on Stable, but I keep getting some error message, which I think is it trying to update, which looks like it might be an ongoing problem from posts up above.

I suppose for now, I’ll have to muscle through the old-fashioned way. Still a damn-sight nicer than working in Notepad++.

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This is probably an @CJW question then. Hope you can get it resolved! Have you tried reinstalling it?

Thanks for the tag @WallyWorld.
@Raven_de_Hart if it’s the issue that’s abound in this thread, I’ve added you to a DM with a workaround.

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I believe I have been dealing with the same update issues.

DM’d.

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I need your help on this one.

How do I export my game files in the ChoiceScript IDE? I’ve tried clicking the Export button in the menu, but it doesn’t seem to work. Is there another way to download my files, or could you guide me through the proper steps to export my project successfully? I’ve learned some of the basics of ChoiceScript, but I’m struggling to understand how to export my files from the IDE. Despite my efforts, I can’t seem to figure it out. I know some will say ā€œHow did you end up in this situation? The reason is simple: I want to test my game on CoGdemo. To do that, I need to upload my files, but I’m stuck because I don’t know how to export my work from the ChoiceScript IDE to CoGdemo.ā€

any help is appreciated

Do you know where your project folder is? Just go there and snatch the txt files.

To build on LiliArch’s answer, CSIDE just writes text files it doesn’t have any special format you need to export. To find your project’s txt files just right-click the project header file on the file explorer to the left and select ā€œopen folder/in file explorerā€ or similar (I forget the exact wording!).

What’s the workaround to update?

I’ve DMed you the guide.

Hey CJW – for years I’ve only used the built-in QT and RT in CSIDE to bugtest. But when I was just testing some revised XoR1 files, I got a persistent QT error suggesting that one of my variables was ā€œNot a number: NaNā€.

After trying and failing to find the bug, I did the step-by-step recommended on the CoG site: downloaded Node.js, downloaded the latest CS from GitHub, and ran QT from the .bat file. There, it passed with no problems.

So I don’t have a problem any more… but it’s possible that something’s up with CSIDE and QT?

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Thanks for the detailed report @Havenstone.
Do you know what version of CSIDE you’re running? It’s on the settings panel under App Settings.

Additionally, if you are able to share the snippet/line of code it failed on (if it gave you that much info?) that would help as well.

Looks like I’m running CSIDE Version 1.0.1.

CSIDE QT assigned the error to a line *set freefollowers -ablers in bandits.txt, which holds the bulk of XoR Chapter 2. Substituting the numeric variable ablers with an actual number didn’t change the error location; substituting ā€œfreefollowersā€ with a numeric dummy variable kicked the problem down one line, to *set freefollowers -scouts.

That gave me palpitations, since the numeric temp variable freefollowers is at the heart of XoR’s winter survival game and is modified throughout bandits.txt by about thirty other variables, many of which are themselves modified by other variables. I was suddenly afraid that I’d made a mistake with one of those input variables but that QT was showing it not in its actual location, but spilling the error through to freefollowers. If so, finding and fixing that was going to be a proper headache.

I thought I’d start by comparing the revised bandits.txt file with the last version I’d sent to CoG, to at least narrow down the possible areas where I could have got it wrong. But when I Quicktested the game with that older bandits file, it threw the same error in the same place (even though it had passed QT on CSIDE before I sent it in). Meanwhile, I’d asked Jason what might trigger the ā€œNaNā€ content (rather than a specific non-numeric value) in the error message, and he asked me if I was using node to run QT.

I definitely wasn’t – in fact, didn’t know what he was talking about, progamming non-whiz that I am. :slight_smile: So I went back to the CoG site and followed the steps, as mentioned above… and was hugely relieved when it passed QT without a hiccup.

For whatever it might be worth, CSIDE QT wasn’t seizing up at the first appearance of the variable freefollowers, which (after the original *temp line where it’s created) shows up three times in bandits.txt before the error point. But in all those earlier lines, freefollowers is being modified by another numeric variable ha_foll, which I’m pretty sure hasn’t had any non-numeric input.

Happy to DM you a copy of the files if it would help.