Game Development Community

HEAD problem on OSX?

by Mathieu · in Torque Game Engine · 08/24/2004 (10:47 am) · 14 replies

I had downloaded the HEAD 2 times in two weeks and each time I had the same problem.
Compilation run fine but when I try to use the application (Debug or not) on the example directory nothing happen. The Torque Demo is launched but it's blocked before the Torque window appear. Nothing else to do but force-quit Torque Demo.
No console.log is created.

I'm running MacOS X 10.3.5 and Torque was comp

#1
08/24/2004 (9:03 pm)
Hmm.. I'll look into this tomorrow Mathieu. Tomorrow will be a big fat Mac update day. Though, it's going to suck if somehow Mac-related code got broken and I have to spend time fixing that.

If anybody else can confirm this in the mean time, please do so.
#2
08/25/2004 (9:13 am)
Greetings!

Using the TGE Head as of two hours ago, I too am seeing the same issue in a debug build. Nothing comes up. I'll poke around a little and see what's up.

- LightWave Dave

Edit: Just to add to this, a console.log file is not even being produced, so it must be hanging rather early on.

Edit 2: I wanted to step through the code in the debugger under Xcode 1.5 and surprise, surprise, the TGE window came up! I went back to launching from the Finder, and it was as before (had to force quit the app). I'm an OSX newbie (going on 4wks), so I don't know how the environment is different between the Finder and the Debugger. Josh?
#3
08/25/2004 (11:43 am)
That happens because the directory where the Torque executable is created is not the same where it expects to find the main.cs file.

Keep in mind that a carbon app is really a folder with a bit set saying it's a program. So while the real program resides in ./TorqueDemo.app/Contents/MacOs/, it can't be called from there.

HTH
#4
08/25/2004 (12:05 pm)
I just downloaded and compiled Torque for the first time, so I'm probably totally wrong... but here goes. I compiled did Build & Go and got the same hanging result, until I found the FAQ item about changing the build directory to ../example. After I made this change, Build & Go worked fine. (Using the Debug target.)

Of course, i might have screwed up and not gotten HEAD, but I think I did.
#5
08/25/2004 (12:24 pm)
Greetings!

Yes, it looks like if I choose the Build and Go option from Xcode, it runs for me as well. However, from the Finder it still is not running.

When I tried my test above, I followed the directions in the pb directory and changed the Place Build Products In option for my project to ../example. And sure enough, the application was built in the correct place.

Rob: If you try to start Torque from the Finder rather than from Xcode, does it work for you?

Bruno: I've read about OSX using bundles for applications. What is the solution in this case? To place the primary main.cs into the same directory as the true executable within the bundle? Is that what you've had to do?

Thanks.

- LightWave Dave
#6
08/25/2004 (12:52 pm)
Greetings!

Looking into it further using a generous amout of Platform::AlertOK calls, it appears that the primary main.cs is indeed being executed, so it seems that the directory pathways are correct. However, the console function createCanvas() is never being called so the window is not being initialized.

So, somewhere between those two is where the problem lies. Hopefully someone can take it from there. I'll not be able to look into it any further until tomorrow.

- LightWave Dave
#7
08/25/2004 (3:06 pm)
I have an appointment I need to leave for in a half hour, but I'll come back into the office this evening and try to get this squared away.

Any idea when this cropped up exactly? I haven't checked in Mac-specific changes for a few weeks, but I haven't tested a build recently either.

Anyway, haven't had time yet today to look at this at all, so no idea if it's something silly, or something serious. I'll be back in a few hours to figure it out.

Thanks to all for the help debugging. :)

I could use some more Mac testing / debugging help over the next couple days and the weekend. I have about 15 fixes to check in tonight, if I can get them all done. It would be awesome if a bunch of people could update their copy of HEAD on Friday or Saturday, and test the Mac builds along with me. :) The more testers, the better.
#8
08/26/2004 (4:16 am)
Got the exact same Problem with the HEAD release. Funny thing is that it runs from the XCODE environment (GO and DEBUGGER) but not from finder. I just sticked to the last Release and did not bother cause i thought i screwed up some sources.

Anyway, it seems to be a common problem. Would be great if you guys can fix it.

Sascha
#9
08/26/2004 (5:05 am)
Just checked in a fix. If you guys want to double-check it for me, that'd be cool.

Apologies for not putting a message in the CVS log. Doh. MacCVS and I don't get along with each other at all. I should just use the command tool.
#10
08/26/2004 (6:33 am)
Working here.

One thing of note though, a new version of the project file (pb\torque_pb_2_1.pbproj) was checked in with the main.cc fix, that has guiBorderButton.cc added but the "path" is a full path on your comp by the looks of it.
#11
08/26/2004 (7:07 am)
Greetings!

Josh, your change worked here as well. And I can also confirm that the path to guiBorderButton.cc is incorrect within the project file. Although now we know how Josh likes to organize his files! :o)

- LightWave Dave
#12
08/26/2004 (7:28 am)
@David,

I've read somewhere that someone ( that means I couldn't find the resource ) posted how to bundle the entire game inside the .app directory ( think Tanks, Orbz and other releases do that ).
#13
08/26/2004 (1:06 pm)
Guh. I hate how XCode does that with absolute paths by default. Thanks for the info guys.
#14
08/27/2004 (5:23 am)
Will test tonight, Thanks Josh.

Bruno, yepp, thats possible. You have to include all the game files (.cs images etc.) as resources. I can check my Cocoa apps. I let you know if i find an easy way to do it with TGE.

Sascha
'I like XCode'