Cannot compile iTGB_Script_Optimize target
by Onyx · in iTorque 2D · 09/05/2009 (3:51 pm) · 11 replies
Hi,
1) I've tried many things, but so far, I'm unable to build the iTGB_Script_Optimize target (the other targets compile correctly)... I always get the following error at the end of the build:
Command /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.0 failed with exit code 1
Base SDK = iPhone Device 2.21
Compiler Version = GCC 4.0
Deployment Target = iPhone OS 2.21
Edit: Base SDK 3.0 + Deployment target 2.21 compiles correctly. Still unable to compile for 3.0 target.
This is the message I get if I try to run the game from xCode:
The Info.plist for application at /Users/UserName/Projects/MyProjectName/Engine/compilers/Xcode_iPhone/build/Release-iphoneos/itgb.app specifies a CFBundleExecutable of (null), which does not exist
Seems like a problem with the path where the .app is generated. But I've checked this path, and the .app is there...
2) Another unrelated question: do I need to recompile Torque Game Builder with PUAP_OPTIMIZE and PUAP_SCRIPT_CHANGE or only recompile TGBGame with these preprocessor macros?
Thanks,
1) I've tried many things, but so far, I'm unable to build the iTGB_Script_Optimize target (the other targets compile correctly)... I always get the following error at the end of the build:
Command /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.0 failed with exit code 1
Base SDK = iPhone Device 2.21
Compiler Version = GCC 4.0
Deployment Target = iPhone OS 2.21
Edit: Base SDK 3.0 + Deployment target 2.21 compiles correctly. Still unable to compile for 3.0 target.
This is the message I get if I try to run the game from xCode:
The Info.plist for application at /Users/UserName/Projects/MyProjectName/Engine/compilers/Xcode_iPhone/build/Release-iphoneos/itgb.app specifies a CFBundleExecutable of (null), which does not exist
Seems like a problem with the path where the .app is generated. But I've checked this path, and the .app is there...
2) Another unrelated question: do I need to recompile Torque Game Builder with PUAP_OPTIMIZE and PUAP_SCRIPT_CHANGE or only recompile TGBGame with these preprocessor macros?
Thanks,
#2
Do you have any idea about the first point as well?
09/06/2009 (2:28 am)
Thanks for the answer Marc. Do you have any idea about the first point as well?
#3
But I would recommend to visit the closed apple developer boards and search there or even here. I'm sure that I've seen that error mentioned several times already.
09/06/2009 (10:17 pm)
No, actually not.But I would recommend to visit the closed apple developer boards and search there or even here. I'm sure that I've seen that error mentioned several times already.
#4
Well, this is where I'm confused a bit. If I recompile the Editor (TGB) with these flags, it hangs both on the PC and the Mac version when going in the UI editor and closing it.
If I don't use these flags for the Editor and I use them only on TGBGame and the .app configs for the iPhone: It runs from the editor, both on PC and on Mac (had to delete the DSO files of course).
No problem so far with this configuration, but I'm still doubting, because you are saying what others have said previously, that the editor needs those flags as well and I feel that I'm not benefiting from the optimization...
09/11/2009 (2:44 pm)
"If you use the editor play functionality, then you mustrecompile the editor too but don't forget to delete all editor dsos or it will just crash on startup"Well, this is where I'm confused a bit. If I recompile the Editor (TGB) with these flags, it hangs both on the PC and the Mac version when going in the UI editor and closing it.
If I don't use these flags for the Editor and I use them only on TGBGame and the .app configs for the iPhone: It runs from the editor, both on PC and on Mac (had to delete the DSO files of course).
No problem so far with this configuration, but I'm still doubting, because you are saying what others have said previously, that the editor needs those flags as well and I feel that I'm not benefiting from the optimization...
#5
If your recompile the editor and don't delete the .dso's and .edso's then it crashes on startup. If you delete all of the dso's and the edso's it never starts up, at least it doesn't on my MAC.
All you really need to do is compile TGBGame on the MAC/Windows with the same flags as you compile for the iphone (minus __IPHONE specific ones).
09/11/2009 (3:39 pm)
Don't recompile the editor, lots of issues with that. Recompile TGBGame for the mac instead.If your recompile the editor and don't delete the .dso's and .edso's then it crashes on startup. If you delete all of the dso's and the edso's it never starts up, at least it doesn't on my MAC.
All you really need to do is compile TGBGame on the MAC/Windows with the same flags as you compile for the iphone (minus __IPHONE specific ones).
#6
I find it very uncool that these instructions are not in the official documentation and that these bugs are not getting fixed.
09/11/2009 (4:55 pm)
thanks bret!I find it very uncool that these instructions are not in the official documentation and that these bugs are not getting fixed.
#7
09/11/2009 (5:35 pm)
You should be compiling with SDK 3.0 and GCC 4.2 nowadays. The Release iPhone targets also have a setting wrong in Linking (static instead of dynamic), but otherwise work fine.
#8
09/11/2009 (6:19 pm)
do not compile with GCC 4.2 unless you want to only support iphone OS 3.0 and above.
#9
09/11/2009 (6:40 pm)
What? Does GCC 4.2 do something bad for 2.x? I haven't seen anything about that on the official forums.
#10
09/11/2009 (8:02 pm)
Yes it makes your game require a newer standard library which means your game doesn't run on a OS 2.x device.
#11
(Apple don't seem to care about 2.x anymore: devforums.apple.com/thread/26030?tstart=45)
09/11/2009 (8:14 pm)
Oh, well. I'll just target 3.1 then :)(Apple don't seem to care about 2.x anymore: devforums.apple.com/thread/26030?tstart=45)
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
If you use the editor play functionality, then you mustrecompile the editor too but don't forget to delete all editor dsos or it will just crash on startup