Torque won't run outside of Xcode?
by Fenrir Wolf · in Torque Game Engine · 01/30/2005 (6:27 pm) · 7 replies
I've recently ported one of my games over to Mac OSX, and so far everything is working (except for sound, which I posted about in another thread). One problem I am having, however, is that Torque refuses to run if I d-click on the icon.
It "zooms out" in the usual Mac OSX style, and I see "Torque Demo OSX" on the menu bar -- but the application does nothing. Nothing is even written to the console.log. It just sits there and I have to force quit it to get it to stop.
But what's weird, is that it works fine if run from Xcode 1.5. I can also run the application fine if I invoke it from a bash prompt. (Torque Demo OSX\Contents\MacOS\Torque Demo OSX, with the appropriate space-escapes.)
Help!
It "zooms out" in the usual Mac OSX style, and I see "Torque Demo OSX" on the menu bar -- but the application does nothing. Nothing is even written to the console.log. It just sits there and I have to force quit it to get it to stop.
But what's weird, is that it works fine if run from Xcode 1.5. I can also run the application fine if I invoke it from a bash prompt. (Torque Demo OSX\Contents\MacOS\Torque Demo OSX, with the appropriate space-escapes.)
Help!
#2
Could this be a problem with the Xcode config? What's weird is that if I DL and build the latest HEAD, and run the app in example, it starts up just fine...
01/30/2005 (8:34 pm)
I'm new to Mac OSX (just got a Mac Mini!), so I am not at all sure what you mean by that or how to go about fixing it...Could this be a problem with the Xcode config? What's weird is that if I DL and build the latest HEAD, and run the app in example, it starts up just fine...
#3
01/30/2005 (9:02 pm)
I'll have to defer to somebody who knows macs better... I'd guess it's a config issue but it's not something I can hope to walk you through without coming over and fiddling with it for like a quarter of an hour. ;)
#4
Yet it still runs file if I invoke it from the shell...
01/30/2005 (10:29 pm)
The only reference I can find via Googling is that to make sure such Xcode-required settings such as ZeroLink are disabled. (Otherwise the application only works inside of Xcode.) But I have my style target set to Deployment and I've verified ZL is set to "no." I've also gone through the other release settings and I don't see anything that could cause the app to fail on its own.Yet it still runs file if I invoke it from the shell...
#5
Mystified as to why it'd work in XCode if this were the problem tho :)
01/30/2005 (10:46 pm)
Did you try deleting all your .DSOs? When I port from Windoze to OS X, if I don't delete all the DSOs it won't even launch. Mystified as to why it'd work in XCode if this were the problem tho :)
#6
The game works beautifully, if I start it from the shell. This is really annoying me. :(
01/30/2005 (10:49 pm)
Leo, already fought that beast and won. :) (About a day was lost when I kept clicking on the 'start game' button and the game would crash, deep inside the script interpreter. Finally realized that I hadn't deleted the .dsos from the Windows build and after that, it stopped crashing.)The game works beautifully, if I start it from the shell. This is really annoying me. :(
#7
Found it.
When I was merging in the latest HEAD, I missed one tiny change in main.cc -- the part where it adds the check to make sure if arguments > 1 REALLY contains an argument or an empty string. So, in short, Torque was trying to load up a script file when one wasn't actually being specified.
01/31/2005 (1:58 am)
AHA!Found it.
When I was merging in the latest HEAD, I missed one tiny change in main.cc -- the part where it adds the check to make sure if arguments > 1 REALLY contains an argument or an empty string. So, in short, Torque was trying to load up a script file when one wasn't actually being specified.
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