Game Development Community

Question on compiling for OS X

by Chad \"DigitalEagle\" Kullhem · in Torque Game Engine · 11/21/2004 (2:28 pm) · 28 replies

I am trying to compile Torque to work on the OS X.

I followed the instructions and using Xcode to compile.

It worked, creating the file. But when I go to execute the file, nothing happens. I end up having to force quite the application. Then if I view the package contents and execute the inner Unix application, it will load. But even with that, no missions show up in the mission list. And when you click on options or press F10. The application completely crashes, resulting in Force Quite again.

I've recompiled 3 times now. Im not really sure what I am doing, being has how I usually compile on a windows system...

If anyone has any idea as to what is up and how to fix it, I'd be very happy.

Could this be a driver problem?

Yes, I compiled to the ../example directory.
Page «Previous 1 2
#1
11/22/2004 (9:31 am)
There shouldn't be any issues like this. What versions of OS X and XCode are your using? Are you compiling the source-code base from the SDK Installer on the site, or from CVS (and what release if so)?
#2
11/22/2004 (9:35 am)
OS X 10.3 not sure about Xcode, it was the one that came...installed on it. I'm compliling from the CVS, the latest stable release.

It's an eMac, if that makes the diffrence.
#3
11/22/2004 (4:28 pm)
Have you checked the console.log output file ?
Are you generating your executable in the correct place ?

sounds to me that you should move your executable to a place that contains a main.cs file and game folders.
#4
11/22/2004 (4:33 pm)
Believe me, I've done ALL that. I know what the engine needs. I've alread built it fine on Windows. Executable is in correct place with everything. It loads when I open the package and launch the inner Unix file. Just freezes when I click on options or anything but quit. Executable can't just be simply launched for some reason.

If I were missing the main.cs, It wouldn't get me anywhere at all.
#5
11/23/2004 (12:21 am)
Chad,

When you say "open the package and launch the inner Unix file"... do you mean that you open the "Torque Demo OSX" .app? You should just double-click it and run, don't run the executable itself.

I may have misunderstood what you were saying though.
#6
11/23/2004 (3:01 am)
So what does the console.log reports ?
#7
11/23/2004 (11:35 am)
@Josh I do open the Torque Demo OSX.app. When I do double-click it, it will not run, it will act like its loading, then nothing. And when I goto the force quit list, it's not responding. It loads fine only if I open the app and run the executable itself. But even when i do that, it freezes when I click any options other then quit itself. It will load splash and main menue GUI and thats it.

@Bruno. I will Post the console.log soon. Although, my problem with the app itself if before the log can even be written.
#8
11/23/2004 (11:49 am)
//-------------------------- 11/23/2004 -- 14:19:53 -----
System & Processor Information:
MacOS version: 10.3.3
CarbonLib version: 1.6.0
Physical RAM: 512MB
Logical RAM: 2047MB
Unknown/PowerPC G4u ++, 1000 Mhz
FPU detected
AltiVec detected

Math Init:
Installing Standard C extensions
Installing FPU extensions

Input Init:
Basic mouse capture failed to enable!

Video Init:
Accelerated OpenGL display device detected.

--------- Loading MODS ---------
Loading compiled script gamedata/main.cs.
Loading compiled script common/main.cs.
Missing file: common/defaults.cs!
Loading compiled script gamedata/client/defaults.cs.
Loading compiled script gamedata/server/defaults.cs.
Loading compiled script gamedata/client/prefs.cs.
Loading compiled script gamedata/server/prefs.cs.

--------- Parsing Arguments ---------

--------- Initializing MOD: Common ---------
Loading compiled script common/client/canvas.cs.
Loading compiled script common/client/audio.cs.

--------- Initializing MOD: FPS Starter Kit ---------
Loading compiled script gamedata/client/init.cs.
Loading compiled script gamedata/server/init.cs.
Loading compiled script gamedata/data/init.cs.
Loading compiled script gamedata/data/terrains/grassland/propertyMap.cs.
Missing file: gamedata/data/terrains/scorched/propertyMap.cs!

--------- Initializing MOD: FPS Starter Kit: Server ---------
Loading compiled script common/server/audio.cs.
Loading compiled script common/server/server.cs.
Loading compiled script common/server/message.cs.
Loading compiled script common/server/commands.cs.
Loading compiled script common/server/missionInfo.cs.
Loading compiled script common/server/missionLoad.cs.
Loading compiled script common/server/missionDownload.cs.
Loading compiled script common/server/clientConnection.cs.
Loading compiled script common/server/kickban.cs.
Loading compiled script common/server/game.cs.
Loading compiled script gamedata/server/scripts/commands.cs.
Loading compiled script gamedata/server/scripts/centerPrint.cs.
Loading compiled script gamedata/server/scripts/game.cs.

--------- Initializing MOD: FPS Starter Kit: Client ---------
Loading compiled script gamedata/client/ui/customProfiles.cs.
Loading compiled script common/client/message.cs.
Loading compiled script common/client/mission.cs.
Loading compiled script common/client/missionDownload.cs.
Loading compiled script common/client/actionMap.cs.
Loading compiled script common/editor/editor.cs.
Loading compiled script common/editor/particleEditor.cs.
Loading compiled script common/client/scriptDoc.cs.
Activating the OpenGL display device...
Activating the OpenGL display device...
#9
11/23/2004 (11:50 am)
Cleaning up the display device...
>> Attempting to change display settings to fullscreen 1024x768x32...
Could not find valid pixel format
Failed to set up AGLFullscreen support.
Creating new Fullscreen window...
Successfully set up AGL support with DSp Fullscreen [1024 x 768 x 32 : 89Hz]
OpenGL driver information:
Vendor: ATI Technologies Inc.
Renderer: ATI Radeon 9200 OpenGL Engine
Version: 1.3 ATI-1.3.10
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 6)
EXT_compiled_vertex_array
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 16.000000)
WGL_EXT_swap_control
ATI_FSAA
OpenGL Init: Disabled Extensions
EXT_paletted_texture
NV_vertex_array_range
3DFX_texture_compression_FXT1

Loading compiled script common/ui/defaultProfiles.cs.
Loading compiled script common/ui/GuiEditorGui.gui.
Loading compiled script common/ui/ConsoleDlg.gui.
Loading compiled script common/ui/InspectDlg.gui.
Loading compiled script common/ui/InspectAddFieldDlg.gui.
Loading compiled script common/ui/LoadFileDlg.gui.
Loading compiled script common/ui/SaveFileDlg.gui.
Loading compiled script common/ui/MessageBoxOkDlg.gui.
Loading compiled script common/ui/MessageBoxYesNoDlg.gui.
Loading compiled script common/ui/MessageBoxOKCancelDlg.gui.
Loading compiled script common/ui/MessagePopupDlg.gui.
Loading compiled script common/ui/HelpDlg.gui.
Loading compiled script common/ui/RecordingsDlg.gui.
Loading compiled script common/ui/NetGraphGui.gui.
common/ui/NetGraphGui.gui (0): Unable to instantiate non-conobject class GuiGraphCtrl.
Loading compiled script common/client/metrics.cs.
Loading compiled script common/ui/FrameOverlayGui.gui.
Loading compiled script common/client/messageBox.cs.
Loading compiled script common/client/screenshot.cs.
Loading compiled script common/client/cursor.cs.
Loading compiled script common/client/help.cs.
Loading compiled script common/client/recordings.cs.

OpenAL Driver Init:
OpenAL
Vendor: Any
Version: OpenAL 1.2.1
Renderer: Software
Extensions:

Loading compiled script gamedata/client/scripts/audioProfiles.cs.
Loading compiled script gamedata/client/ui/defaultGameProfiles.cs.
Loading compiled script gamedata/client/ui/PlayGui.gui.
Loading compiled script gamedata/client/ui/ChatHud.gui.
Loading compiled script gamedata/client/ui/playerList.gui.
Loading compiled script gamedata/client/ui/mainMenuGui.gui.
Missing file: gamedata/client/ui/QuitGui.gui!
Loading compiled script gamedata/client/ui/aboutDlg.gui.
Loading compiled script gamedata/client/ui/startMissionGui.gui.
Loading compiled script gamedata/client/ui/joinServerGui.gui.
Loading compiled script gamedata/client/ui/loadingGui.gui.
Loading compiled script gamedata/client/ui/endGameGui.gui.
Loading compiled script gamedata/client/ui/optionsDlg.gui.
Loading compiled script gamedata/client/ui/remapDlg.gui.
Loading compiled script gamedata/client/ui/StartupGui.gui.
Loading compiled script gamedata/client/scripts/client.cs.
Loading compiled script gamedata/client/scripts/game.cs.
Loading compiled script gamedata/client/scripts/missionDownload.cs.
Loading compiled script gamedata/client/scripts/serverConnection.cs.
Loading compiled script gamedata/client/scripts/playerList.cs.
Loading compiled script gamedata/client/scripts/loadingGui.cs.
Loading compiled script gamedata/client/scripts/optionsDlg.cs.
Loading compiled script gamedata/client/scripts/chatHud.cs.
Loading compiled script gamedata/client/scripts/messageHud.cs.
Loading compiled script gamedata/client/scripts/playGui.cs.
Loading compiled script gamedata/client/scripts/centerPrint.cs.
Loading compiled script gamedata/client/scripts/default.bind.cs.
Loading compiled script gamedata/client/config.cs.
Unable to locate audio profile 'AudioStartup'
#10
11/23/2004 (11:51 am)
Engine initialized...
Basic mouse capture enabled.
*** Load Main Menu
Could not locate texture: gamedata/client/ui/playgame_i
Could not locate texture: gamedata/client/ui/playgame_i


And thats it... sorry its so GIANT... had to make multi-posts there.
#11
11/23/2004 (12:24 pm)
Gamedata/client/ui/playgame_i ?
#12
11/23/2004 (5:16 pm)
It's a pointless missing graphic from my bitman button in my menu. It does not need it. I have playgame_h.png and playgame_n.png for mouse over effects of the button. It's missing in my windows build, and my windows build works great.
#13
11/23/2004 (10:45 pm)
Have you made any C++ or script changes? I ask only because you mention that you've modified the project with new art. If you've made code changes, I'd suggest testing with a new build.

But the fact that you have to open the .app package at all is strange. You shouldn't need to. So, something weird is going on here. Do you have a file named "maccmdline.txt" in your ../example directory?

What sub-version of OS 10.3 are you using? Have you done a Software Update recently? Shouldn't matter that much, but this appears to be a strange case. Also, you might want to log-in @ developer.apple.com or connect.apple.com and download the latest update to XCode. Version 1.5 is available.

Basically, I'm not sure what's happening here. You are getting some strange behavior that other people don't get. So, the best I can suggest is that you update your OS / system software, as well as XCode, then maybe do a complete re-download of the SDK and re-compile.
#14
11/23/2004 (10:59 pm)
Well, no I havn't made any script or code changes, just modified the fps starter game a little. But it acts the same way with every loaded mod.

I havn't noticed a "maccmdline.txt" I won't be able to check till monday.

Subversion "MacOS version: 10.3.3"
Xcode, I am not sure, but I will also know monday.
Shouldn't this be buildable on ProjectBuilder, an older then Xcode Mac compiler? I would think Xcode would be just fine...

As far as updates, the computer has no current internet connection. So I doubt anything has been updated since it's been set up.

From what I understand, im working with an out of the box eMac.


I have searched that app inside and out, it's got me very confused. I can't find a single reason why it won't run.

I guess I'll remove all SDK, re-install it, update anything I can and re-compile. Then update you on the progress of my situation.

If anybody comes up with any other/new solutions or ideas, feel free to let me know. I working with a deadline, so anything would be helpful.
#15
11/24/2004 (2:51 am)
If you modified the game, have you tested it before the modifications ?

Can you compile/run an out of the box Torque ?
#16
11/24/2004 (9:01 am)
Yes I have, and I can. It makes no diffrence how the App runs at all. But I'm going to re-install the entire SDK and see if that makes any difference.

If that doesn't help, I'm going to be completely lost.
#17
12/02/2004 (11:34 am)
Ok, I connected the Mac to the internet to upgrade everything. Come to find out, I can't upgrade above 10.3.3 because of the firewire support problems in the newer versions. So it will have to stay at 10.3.3 until 10.4 possibly. As far as Xcode 1.5 , does it really cost $20 to get the upgrade?

I have the option of working on a 10.2, if that might... help in any way.

I have information to post based on my compiling warnings. I'm not sure how to fix them or if they might be causing my problems. I'll post them soon.

Thanks in advanced for any help! And thanks a lot for the help so far. =)
#18
12/02/2004 (11:51 am)
The warnings from building the project.

pb:0: warning multiple definitions of symbol _gzwrite
pb:0: warning multiple definitions of symbol _gztell
pb:0: warning multiple definitions of symbol _gzsetparams
pb:0: warning multiple definitions of symbol _gzseek
pb:0: warning multiple definitions of symbol _gzrewind
pb:0: warning multiple definitions of symbol _gzread
pb:0: warning multiple definitions of symbol _gzputs
pb:0: warning multiple definitions of symbol _gzputc
pb:0: warning multiple definitions of symbol _gzprintf
pb:0: warning multiple definitions of symbol _gzopen
pb:0: warning multiple definitions of symbol _gzgets
pb:0: warning multiple definitions of symbol _gzgetc
pb:0: warning multiple definitions of symbol _gzflush
pb:0: warning multiple definitions of symbol _gzerror
pb:0: warning multiple definitions of symbol _gzdopen
pb:0: warning multiple definitions of symbol _gzclose
pb:0: warning multiple definitions of symbol _gzeof
pb:0: warning multiple definitions of symbol _adler32
pb:0: warning multiple definitions of symbol _crc32
pb:0: warning multiple definitions of symbol _inflateReset
pb:0: warning multiple definitions of symbol _inflateInit2_
pb:0: warning multiple definitions of symbol _inflateSetDictionary
pb:0: warning multiple definitions of symbol _inflate
pb:0: warning multiple definitions of symbol _inflateSyncPoint
pb:0: warning multiple definitions of symbol _inflateSync
pb:0: warning multiple definitions of symbol _inflateEnd
pb:0: warning multiple definitions of symbol _zlibVersion
pb:0: warning multiple definitions of symbol _zError
pb:0: warning multiple definitions of symbol _deflateInit_
pb:0: warning multiple definitions of symbol _deflateParams
pb:0: warning multiple definitions of symbol _deflateEnd
pb:0: warning multiple definitions of symbol _deflateInit2_
pb:0: warning multiple definitions of symbol _deflateSetDictionary
pb:0: warning multiple definitions of symbol _deflateReset
pb:0: warning multiple definitions of symbol _deflateCopy
pb:0: warning multiple definitions of symbol _deflate
pb:0: warning multiple definitions of symbol _get_crc_table
pb:0: warning multiple definitions of symbol _inflateInit_

There's that. Thanks again.
#19
12/06/2004 (3:26 pm)
The XCode 1.5 upgrade is free, you can download it from Apple's developer website if you are running Panther (10.3.x).

It looks like might be including the zip lib twice or something though. Are you working from a totally fresh download of the SDK now?
#20
12/06/2004 (4:05 pm)
I am now, things are working better as far as the app goes. But it is still freezing on me when I go into options.
Page «Previous 1 2