Running error
by Richard_H · in Torque Game Engine · 03/06/2006 (5:50 pm) · 10 replies
When I compile torque everything goes fine, but it adds a folder into my build location .../example/ .
When I try moving it to the example folder it just doesn't do anything, same with terminal. What should I do, I'm new at this and haven't found it on the forums (which I'm new to as well).
When I try moving it to the example folder it just doesn't do anything, same with terminal. What should I do, I'm new at this and haven't found it on the forums (which I'm new to as well).
About the author
#2
You should end up with an executable that says something like "Torque Demo OSX".
filedirectory screen shot might help as your post isn't very clear as to the exact problem.
03/08/2006 (7:14 pm)
What is the folder name and what are the contents?You should end up with an executable that says something like "Torque Demo OSX".
filedirectory screen shot might help as your post isn't very clear as to the exact problem.
#3
What folder does it put ../example/ in?
What does 'same with terminal' mean?
Little more info needed, and you'll probably get a good answer either from the community or the staff.
/Paul
03/09/2006 (12:27 pm)
What version of MacOSX are you on, what version of Xcode are you using, what version of Torque are you using?What folder does it put ../example/ in?
What does 'same with terminal' mean?
Little more info needed, and you'll probably get a good answer either from the community or the staff.
/Paul
#4
Torque 1.4 - downloaded from My Account page
XCode 2.1
build location is /Users/alex/Code/Torque/TorqueSDKcopy/example/
I end up with Torque Demo OSX in /Users/alex/Code/Torque/TorqueSDKcopy/example/Default/
when I put it in /Users/alex/Code/Torque/TorqueSDKcopy/example/ it starts up, but it doesn't even show a window.
03/09/2006 (12:43 pm)
OSX 10.4.5Torque 1.4 - downloaded from My Account page
XCode 2.1
build location is /Users/alex/Code/Torque/TorqueSDKcopy/example/
I end up with Torque Demo OSX in /Users/alex/Code/Torque/TorqueSDKcopy/example/Default/
when I put it in /Users/alex/Code/Torque/TorqueSDKcopy/example/ it starts up, but it doesn't even show a window.
#5
2.1.1) For Xcode2.1+
----------------------------------------
There are 2 script files embedded in the build targets, that will run
each time the targets are built. One of them attempts to repair broken
symbolic links in the bundled OpenAL and xiph.org frameworks. The other
performs some critical setup on the torque/pb/build folder.
If this 2nd script: "Fix Build Products Path" fails for any reason,
Xcode will probably fail to run or debug the application, giving the
error: "No launchable executable at path".
The "Fix Build Products Path" script creates a symbolic links ( aliases )
to the "../../example" directory. If you are using a different directory
name than "example", you can edit the script replace "example" with your
directory like this:
- launch the Xcode project.
- locate the Targets group in the list on the left hand side.
- click the triangle next to Targets, so that it opens the Targets group.
- for each target in the group,
- click the triangle next to the target, so that it opens the target.
- locate the build phase "Fix Build Products Path"
- double click "Fix Build Products Path"
- in the new window that opens, replace every occurrence of "example"
with the name of your game directory.
03/09/2006 (4:17 pm)
Have you checked this from the Getting Started.txt file :2.1.1) For Xcode2.1+
----------------------------------------
There are 2 script files embedded in the build targets, that will run
each time the targets are built. One of them attempts to repair broken
symbolic links in the bundled OpenAL and xiph.org frameworks. The other
performs some critical setup on the torque/pb/build folder.
If this 2nd script: "Fix Build Products Path" fails for any reason,
Xcode will probably fail to run or debug the application, giving the
error: "No launchable executable at path".
The "Fix Build Products Path" script creates a symbolic links ( aliases )
to the "../../example" directory. If you are using a different directory
name than "example", you can edit the script replace "example" with your
directory like this:
- launch the Xcode project.
- locate the Targets group in the list on the left hand side.
- click the triangle next to Targets, so that it opens the Targets group.
- for each target in the group,
- click the triangle next to the target, so that it opens the target.
- locate the build phase "Fix Build Products Path"
- double click "Fix Build Products Path"
- in the new window that opens, replace every occurrence of "example"
with the name of your game directory.
#6
03/10/2006 (5:29 am)
Is this fixed in XCode 2.2? Either ways, thanks. I followed different stuff to set up the build location and tought that I could ignore that script.
#7
03/10/2006 (6:46 am)
I tried it and still, it opens, but nothing happens, not even a window. I'm about to try XCode 2.2, I hope it works.
#8
03/10/2006 (6:51 am)
In XCode 2.2 the debuggger ran automaticly and told me that it recieved a EXE_BAD_ACCESS signal, or something like that. Still no window, the program starts up then nothing.
#9
Where did the debugger stop with the EXE_BAD_ACCESS ? What file/line / call stack?
03/13/2006 (7:34 pm)
Try getting a new, clean copy of 1.4.0u from your MyAccout page, and see if that'll fly.Where did the debugger stop with the EXE_BAD_ACCESS ? What file/line / call stack?
#10
03/16/2006 (3:29 am)
That did it, thanks. Must have been a problem with my copy of it.
Torque Owner Richard_H