Xcode 2.3 is out
by Bruno Grieco · in Torque Game Engine · 05/23/2006 (5:30 pm) · 16 replies
I'm dowloading it but I'll wait for some green light from you guys if it's OK to use.
About the author
#2
I'm not a very confident programmer and I just worked up the guts to buy torque. Straight out of the box (so to speak) I got this exact same error with xcode 2.3. I couldn't find anything to help me out and I was starting to think I'd wasted my money! Good to hear that someone else has the same issue.
Any solutions other than downgrading xcode?
05/31/2006 (2:03 pm)
Thank god!I'm not a very confident programmer and I just worked up the guts to buy torque. Straight out of the box (so to speak) I got this exact same error with xcode 2.3. I couldn't find anything to help me out and I was starting to think I'd wasted my money! Good to hear that someone else has the same issue.
Any solutions other than downgrading xcode?
#3
Any other takers on how to get round this (barring getting xCode 2.2 somehow)?
05/31/2006 (2:10 pm)
Ok - Not just me then :DAny other takers on how to get round this (barring getting xCode 2.2 somehow)?
#4
I didn't had any problem with compilation, it slower than before (20 minutes on my dual G4) but I hadn't any special issue.
Sorry if I can't help more.
05/31/2006 (2:17 pm)
I'm currently making tests with TGE 1.4.0u and XCode 2.3...I didn't had any problem with compilation, it slower than before (20 minutes on my dual G4) but I hadn't any special issue.
Sorry if I can't help more.
#5
05/31/2006 (2:31 pm)
I'm wondering if it's something to do with being an Intel Mini and some settings I've got on xcode... Although the 2 compile errors have me foxed :S
#6
05/31/2006 (2:46 pm)
Ok, this is gonna sound bad, but: Did you read the getting started.txt / readme.txt file ?
#7
After d/l the SDK and going through the supplied readme.htm - I linked out to http://www.garagegames.com/docs/tge/general/apbs03.php and followed the instructions there... Unfortunately the getting started.txt in the pb directory has a more up-to-date set of instructions which meant that me setting the '../example' folder as a target without it having created the 'build' folder fluffed it up.
Excuse the nub please :)
Nutshell: XCode 2.3 will build OK - just don't set any additional preferences and let it do it's own thing.
Lesson learned: Read *all* files ending in .TXT to be sure ;)
05/31/2006 (4:24 pm)
Okies... Found my problem (and currently re-compiling the demo to see if it resolves my other issue.)After d/l the SDK and going through the supplied readme.htm - I linked out to http://www.garagegames.com/docs/tge/general/apbs03.php and followed the instructions there... Unfortunately the getting started.txt in the pb directory has a more up-to-date set of instructions which meant that me setting the '../example' folder as a target without it having created the 'build' folder fluffed it up.
Excuse the nub please :)
Nutshell: XCode 2.3 will build OK - just don't set any additional preferences and let it do it's own thing.
Lesson learned: Read *all* files ending in .TXT to be sure ;)
#8
I could swear I read everything. Oh well. Noobs will be noobs :)
Seems to be working fine now. Thanks.
05/31/2006 (5:22 pm)
Ha ha.I could swear I read everything. Oh well. Noobs will be noobs :)
Seems to be working fine now. Thanks.
#9
I'm using Xcode 2.2 but I was having the same error, then I went into Xcode->preferences->build and changed the buttons back to
Place Build Products In Project directory and,
Place Intermediate Build files in With build products.
So like I said it compiles (although with one warning:
/usr/bin/ld: warning -prebind ignored because MACOSX_DEPLOYMENT_TARGET environment variable greater or equal to 10.4
but that doesn't sound too bad right?)
But world builder is still crashing, did I miss something?
06/28/2006 (5:31 am)
Ok, can someone talk me through this cos I'm having the same problem where it compiles but world builder keeps crashing.I'm using Xcode 2.2 but I was having the same error, then I went into Xcode->preferences->build and changed the buttons back to
Place Build Products In Project directory and,
Place Intermediate Build files in With build products.
So like I said it compiles (although with one warning:
/usr/bin/ld: warning -prebind ignored because MACOSX_DEPLOYMENT_TARGET environment variable greater or equal to 10.4
but that doesn't sound too bad right?)
But world builder is still crashing, did I miss something?
#10
Thanks for any help.
08/04/2006 (3:15 pm)
Anyone have an answer for Kate Lanyon's issue? I am getting the same warning message. I also notice that some files in the listing are in red, which I'm guessing means that those files don't exist in the specified location. An example is 320x240.ogg, which is supposed to be located in /Applications/Torque/Torque SDK/example/demo/data/video. Any ideas why I don't have these files?Thanks for any help.
#11
I get the same warning when I compile my project, and I don't have any problems with crashing. I think it just has to do with a define somewhere, but it shouldn't affect anything as far as I can tell.
The files listed in red are, in fact, files that are either missing or have been moved. The stock version of TGE comes that way, with some files either moved or missing, but it doesn't really matter. As far as I can tell, none of those files are important for compiling the application.
Not sure why Kate's world builder (do you mean World Editor?) is crashing. Does it happen immediately upon hitting F11? What does the console.log say?
08/04/2006 (3:33 pm)
I wouldn't worry about those.I get the same warning when I compile my project, and I don't have any problems with crashing. I think it just has to do with a define somewhere, but it shouldn't affect anything as far as I can tell.
The files listed in red are, in fact, files that are either missing or have been moved. The stock version of TGE comes that way, with some files either moved or missing, but it doesn't really matter. As far as I can tell, none of those files are important for compiling the application.
Not sure why Kate's world builder (do you mean World Editor?) is crashing. Does it happen immediately upon hitting F11? What does the console.log say?
#12
08/04/2006 (4:26 pm)
Ok thanks. My compile works ok, so now can you tell me where is the compiled game? Sorry if this is a dumb question, I'm really new with this and can't seem to find any tutorials. I have my preferences set as Place Build Products in: Project directory. I'm interested in learning how I can send a game to friends without having to send a ton of files. Hopefully I can just send one file that has everything built into it? Let me know. Thanks again for the help.
#13
The default location for builds is the /example directory. So in your Torque folder there should be an example folder, and within that you should see a list of files and folders.
In previous versions of Xcode, the compiled app would be in this directory. However, newer versions of Xcode put the compiled app in its own folder within that /example directory. This folder is named after the "Active Build Configuration" specified in Xcode, which is usually just called "Default". So once you compile the app you should probably see a folder within the example folder called "Default", and within that should be the compiled app.
If you want to send the compiled game to your friends, you'll need to send them the compiled app plus all of the script files and other content that make up the game. That stuff is typically separate from the app, although I believe on the Mac you can put all of it within the compiled application package. I haven't tried that, though.
08/04/2006 (5:08 pm)
It sounds like a silly question, but it's really one that puzzles a lot of people, so don't worry.The default location for builds is the /example directory. So in your Torque folder there should be an example folder, and within that you should see a list of files and folders.
In previous versions of Xcode, the compiled app would be in this directory. However, newer versions of Xcode put the compiled app in its own folder within that /example directory. This folder is named after the "Active Build Configuration" specified in Xcode, which is usually just called "Default". So once you compile the app you should probably see a folder within the example folder called "Default", and within that should be the compiled app.
If you want to send the compiled game to your friends, you'll need to send them the compiled app plus all of the script files and other content that make up the game. That stuff is typically separate from the app, although I believe on the Mac you can put all of it within the compiled application package. I haven't tried that, though.
#14
08/05/2006 (9:50 am)
I'm a total noob with mac. I downloaded xcode 2.3 and read the docs, downloaded openAl sdk, then opened xcode and then opened the xcode file, compiled. No errors and just one warning.
#15
So for anyone who compiles several times and its still not working could try that. But it could just be some odd thing that you just have to keep compiling until it works. Also this was on an intel mac.
08/06/2006 (4:26 pm)
It was the world editor that wasn't working, I compared the compile settings in xcode for the debug and real version and lowered the optimisation level and that fixed it. (Then I changed it back to the original optimisation level and it worked again so figure that one out!)So for anyone who compiles several times and its still not working could try that. But it could just be some odd thing that you just have to keep compiling until it works. Also this was on an intel mac.
#16
So for anyone who compiles several times and its still not working could try that. But it could just be some odd thing that you just have to keep compiling until it works. Also this was on an intel mac.
08/06/2006 (4:35 pm)
It was the world editor that wasn't working, I compared the compile settings in xcode for the debug and real version and lowered the optimisation level and that fixed it. (Then I changed it back to the original optimisation level and it worked again so figure that one out!)So for anyone who compiles several times and its still not working could try that. But it could just be some odd thing that you just have to keep compiling until it works. Also this was on an intel mac.
Torque Owner Dave Moore
Errors are as follows:
/bin/sh -c \"/Applications/Torque\ SDK/pb/../example/torque_xcode_2_2_UB.build/Default/Torque-MacCarb-Debug.build/Script-D287079C09B6660000731C6B.sh\"
mv: rename ./build/Default to ./build/Default-old-05.30.2006-19.37.46: No such file or directory
ln: ./build/Default: No such file or directory
cp: directory ./build/Default does not exist
mv: rename ./build/Default to ./build/Default-old-05.30.2006-19.37.46: No such file or directory
ln: ./build/Default: No such file or directory
Build failed (2 errors)
...Is it just me being a nub at this or do I need to wait for an xCode 2.3 project build?