- FSO Revision: bd0a144/20170214
- 1 Overview
- 2 Available Options
- 2.1 +AB TRAIL
- 2.2 +AI
- 2.3 +Alan
- 2.4 +allender
- 2.5 +Andsager
- 2.6 +BEAM
- 2.7 +BMP DEBUG
- 2.8 +BmpFastLoad
- 2.9 +BmpInfo
- 2.10 +BmpMan
- 2.11 +CD
- 2.12 +CFileDebug
- 2.13 +collision
- 2.14 +Error
- 2.15 +EVENTMUSIC
- 2.16 +Fred routing
- 2.17 +General
- 2.18 +Jim
- 2.19 +Joystick
- 2.20 +lethality
- 2.21 +lightning
- 2.22 +Maps
- 2.23 +messaging
- 2.24 +Mike
- 2.25 +missionlog
- 2.26 +MK
- 2.27 +Model
- 2.28 +ModelAnim
- 2.29 +MOVIE
- 2.30 +MVE
- 2.31 +Network
- 2.32 +OGGISH
- 2.33 +OpenAL
- 2.34 +OpenGL
- 2.35 +Paging
- 2.36 +parse
- 2.37 +Particles
- 2.38 +Physics
- 2.39 +Registry
- 2.40 +Sandeep
- 2.41 +SEXP
- 2.42 +SHADER-DEBUG
- 2.43 +Sound
- 2.44 +Speech
- 2.45 +UI
- 2.46 +Warning
- 2.47 +wash
- 2.48 +Weapons
- 3 Sample Complete debug_filter.cfg
The following list is the possible options for putting into a debug_filter.cfg which should be located in your FreeSpace2 Data directory (Freespace2/data for 3.7.4 or earlier on Windows, %APPDATA%\HardLightProductions\FreeSpaceOpen\data for everywhere else).
A '+' means that the item listed will have output generated to the fs2_open.log or Fred2_open.log. A '-' means to disregard those items and not print output from them.
Strings are not case-sensitive as they are checked with stricmp().
Debugs the creation of afterburner points on a given ship name.
Outputs a lot of information related to the AI code.
Lots of information across various files including pre-mission screens, AI, and audio code.
Debugs for campaign advancement issues, arrival anchors, and some object cleanup code.
Currently unused in the code base.
Identifies bad shot_index values for type D beams, beams powering down for FOV reasons, and recycled beams.
Outputs data related to BMPMAN loads and locks, and memory usage.
Outputs when it found a bitmap.
Outputs when BMPMAN is loading all used bitmaps and when it completes.
The rest of the BMPMAN specific debugging information.
Debugs the CD volume to the log.
Outputs the full path where a requested file was found in cfile.cpp.
Identifies when the game has run out of object pairs, potentially leading to failed collisions. See objcollide.cpp.
Error-level issues printed to the log by default. Can be disabled using debug_filter.cfg.
Debugs music switching events in eventmusic.cpp.
Debugs various dialog flows in FRED2.
General-level issues printed to the log by default. Can be disabled using debug_filter.cfg.
Debugs the frame a weapon is set to detonate in collideshipweapon.cpp.
Debugging related to joysticks.
Debugs the player's lethality and the number of turrets targeting a player.
Debugs when bolts are released and when out of lightning nodes.
Identifies when an animation could not be found for a given dbg_name in modelinterp.cpp.
Debugs things related to the player messages in missionmessage.cpp.
Debugs laser and missile counts in a frame.
Debug various things in missionlog.cpp.
Currently unused in the code base.
Reports issues with models found in the modelread.cpp code.
Debugs info about model animations and when they are played.
Writes log entries when memory allocation for movies fails for various reasons. Seems to be removed after 3.7.4, probably during the FFMpeg conversion.
Debugs a couple of things in the decoder16.cpp file.
Lots of debugging related to the networking code.
Identifies an ogg error occurred in audiostr.cpp. Seems to be removed after 3.7.4, probably during the FFMpeg conversion.
Currently debugs detected capture and playback devices.
Logs some OpenGL errors found in gropengl.cpp.
Debugs when and for what ships during a mission assets are paged in.
This one can get noisy, outputs lots of debugging info related to parsing files and weapons.
Outputs the Num_particles high water mark in particle.cpp.
Numerous log entries related to the physics and collision detection code.
Debugs things read from the registry (should be gone after 3.7.4).
Debugs when a joystick effect is played in shiphit.cpp.
Some error-logging throughout the sexp.cpp codebase.
Additional warning logging for the shader compilation.
Additional sound related warning logging throughout the codebase.
Some statements to help identify issues with loading text to speech.
A warning about bad bitmap mask switching and info about the current UI state.
Warning-level issues printed to the log by default. Can be disabled using debug_filter.cfg.
Engine wash output.
Debugs when a weapon is not being loaded in weapons.cpp.
Sample Complete debug_filter.cfg
I cannot recommend using this as-is as it will lead to a very noisy log, that will often be too large to distribute easily during troubleshooting. Disabling parsing errors alone helps immensely with that however.
+AB TRAIL +AI +Alan +Allender +Beam +BMP DEBUG +BmpFastLoad +BmpInfo +BmpMan +CD +CFileDebug +Collision +Error +EVENTMUSIC +Fred routing +General +Jim +JOYSTICK +Lethality +Lightning +Maps +Messaging +Mike +MissionLog +Model +ModelAnim +MOVIE +MVE +Network +OGGISH +OpenAL +OpenGL +Paging +Parse +Particles +Physics +Registry +Sandeep +SEXP +SHADER-DEBUG +Sound +Speech +UI +Warning +Wash +Weapons