Game Development Community

recompiling a dso?

by rennie moffat · in iTorque 2D · 07/27/2010 (5:34 pm) · 6 replies

How do I recompile a .dso? I thought it was done automatically so I deleted one file I thought might be faulty however it has not been recreated.

About the author

My thanks to Garage Games and the Garage Games Community combined with owned determination I got one game up, Temple Racer and I am looking to build more interesting, fun games for the mass market of the iOS app store.


#1
07/27/2010 (5:38 pm)
it is recreated automatically as soon as its script is executed.
#2
07/27/2010 (5:39 pm)
Hmm, well my folder no longer holds one. It is weird tho as it is a behavior and the behavior is still applicable in the editor.



#3
07/27/2010 (5:56 pm)
if there is no cs any longer you can't regenerate the dso anymore, you killed your script.

that it still shows up in the editor though is strange unless you were in the wrong folder to start with .)
#4
07/27/2010 (6:24 pm)
Yeah this is annoying me.

See I had a few btns, on a "chooseLevel.t2d" each selection would take you to the appropriate level. They used to work just fine but now crash. I get the error message "EXC_BAD_ACCESS". I have been following along with the thread that you answered to.
http://www.torquepowered.com/community/forums/viewthread/98529

It seems many recommended a bad dso that simply needed to be recompiled.




#5
07/27/2010 (7:02 pm)
Its one of the potential roots but since 1.2.1 or 1.3, the desktop version compiles with script optimized too. in addition the device and simulator should actually rebuild a dso if incorrect, so if you get such an error now you will have to work with the xcode debugger to find the root and solve it I fear
#6
07/27/2010 (7:07 pm)
I have no idea how to do that. It is a very simple behavior. Currently of all my scene changing btns, all behaviors, 6/12 cause Bad Access. I do not understand this since all are identical in behavior, the only difference is the levels they call.