Game Development Community

Fresh release build causes problems

by Justin Mosiman · in iTorque 2D · 05/22/2009 (10:25 pm) · 12 replies

For everything below, I am using a newly extracted copy of iTGB1.2, which has the iPhoneTest as the game under resources. I have changed the codesigner from Michael Perry to myself. After each build, I clean all targets.

I am unable to get a working release configuration of the iTGB target. I can build the debug configuration with about 200 warnings and it runs my game. However, for the release configuration, I am receiving 1122 warnings and 9030 errors. The errors start with being unable to find the files stdarg.h, float.h, or xmmintrin.h. How has nobody else come across this?

When I build any of the other three targets of the release configuration, I receive over 5000 warnings. When I install it on my device it crashes at EXC_BAD_ACCESS of line 246 in stringStack.h. My DSOs have been compiled.

This leaves me not being able to even compile the iTGB target and crashing for iTGB_Optimize, iTGB_Script, and iTGB_Script_Optimize for the release configuration. From all of the posts on this forum, it looks like people have gotten this to work. What have I not done?


This is the major problem that I'm having. The project builder is also iffy for me, sometimes it works, sometimes it doesn't (I've never gotten it to work with my project). But I'll make a separate post if I can get consistent results that cause a problem.


All in all, I really think there is a lot of potential with iTGB, and besides getting used to xCode/iTGB stuff, I'm really liking it. Like I said earlier, I have the debug configuration working, and when deployed to my iPhone with no optimizations it runs at about 25FPS, which I was really impressed with. I think that I'll be all set once I get over this hump.

Any feedback would be greatly appreciated,
Justin

#1
05/23/2009 (12:38 am)
Obvious question here but, have you installed the 2.2.1 iPhone SDK or the 3.0 iPhone SDK along with the updated version of XCode that comes with them?
#2
05/23/2009 (9:57 am)
I am running xCode 3.1.2, installed with the 2.2.1 iPhone SDK.
#3
05/23/2009 (10:34 am)
See this thread:
http://www.garagegames.com/community/forums/viewthread/91595

basically DSOs need to be built with the same preprocessor flags on the mac, as they do on the iphone. In 1.2, these are turned off by default when you build the mac project.

however it does seem the puap_script_change optimization is broken in 1.2, so you will probably only want to use the optimize target.
#4
05/23/2009 (11:10 am)
I just compiled the DSOs using PUAP_OPTIMIZE from the Mac project, and tried to build my iPhone project using these settings but still no luck.

I don't think that it gets to the part where the script could fail yet. I start getting errors when it precompiles iTGB_prefix.pch (6 errors).
#5
05/23/2009 (3:23 pm)
Can you do a cut and paste of the errors?

We'll try to sort you out but, you need to give as much info as possible.
#6
05/23/2009 (7:11 pm)
I followed the suggestions Ronny outlined towards getting a successful build, but still face the thousands of errors/warnings. I couldn't figure out how to do a good copy and paste of the errors in xCode, so I just took three screenshots of the outline view of the build log. These screenshots were the first errors that appeared, if you want to see more I'll gladly get them to you (I stopped the build before it could get all the way).

First screenshot (the stdarg.h error is the first error that I receive)
Second screenshot
Third screenshot
[Edit: images removed from webserver]

Thanks for the help, I really do appreciate it.
#7
05/23/2009 (8:51 pm)
Hi Justin,

I've been getting the same errors, but now I can get it to work on the iPhone.

I see that you are building iTGB, I got the same errors when I did that.

I have been able to successfully run my game using the iTGB_Optimize, only.

So in your drop down box, try compiling to Device or simulator 2.2.1, release, iTGB_Optimize and see what happens.

Additionally, my dev id/certification thing didn't work until the next morning after I built it. I also restarted Xcode a couple times before it worked.

#8
05/24/2009 (1:21 am)
Hi Justin

You are building for 2.0, which is where a lot of the errors are coming from. Build for a minimum of 2.2 or above.

2.0 is a legacy build environment for iPhone and is only included in XCode by default. Ideally it should still work but, there are a lot of things in the iPhone SDK that are version specific.


#9
05/24/2009 (8:19 am)
Thanks Johnny, building against iTGB_Optimized and 2.2 worked. But should that be the only target that actually works? Peter, do you have the regular iTGB target working? I just want to know if I am on the same page with everybody else, or if my environment is still not setup correctly.
#10
05/24/2009 (9:37 am)
Justin

Trust me you are on the same page with everyone else. I couldn't get iTGB to work at all as it simply reports script errors and other nonsense. No idea why yet!

iTGB_Optimized is what I build against too. Hopefully a 1.3 version will be arriving soon, with all of these issues fixed.
#11
05/24/2009 (10:02 am)
That's good to hear (well, good to hear that I'm in the same situation as everybody else, not that most of the release builds don't work).

Thanks for all of the help.
#12
05/30/2009 (1:23 pm)
Logged for v.1.2.1