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TGE 1.4 and XCode 2.2.1 BLOG

by Bruno Grieco · in Torque Game Engine · 01/17/2006 (2:59 pm) · 4 replies

Guys,

This is a small BLOG with some problems and sollutions I'm finding while recompiling TGE 1.4 in Xcode 2.2.1

#1
01/17/2006 (3:10 pm)
Problems with JAM

After sucessfully compiling TGE for the first time, I got a strange error while trying to compile a new class today.
Before even starting to compile, Xcode aborting with alleged problems with JAM.

I've never heard about Jam before, so I checked and help said that was an "old way" of dealing with project dependancies. Help pointed to "upgrade" the target to a new "native" format.
#2
01/17/2006 (3:12 pm)
After upgrading Map2DifPlus, the project wouldn't compile also. I tracked the bug to the fix.frameworks.command script file.

I changed line 63 from
cd $basedir
to
cd "$basedir"

In order to handle directory names containing spaces

Map2Dif compiled with 21 duplicate names warnings
#3
01/17/2006 (3:13 pm)
Strangely, this also fixed the jam problems I was having before !!!

But the problem I posted in other thread about stronghold still persists !!
#4
01/27/2006 (3:15 pm)
The way jam based targets are built was changed in 2.2.1, so there are now some new quirks to the process.
The first quirk I've noticed is that when there's an error, you'll see 2 errors, the first saying that "...jam failed with exit code 1", and the second, further down, being the actual compilation / linking error.

However, if the additional scripts that were added to fix various paths fail, they may not be able to tell they've failed & may not return an error... So when the jam target tries to use those paths, it fails.

There is a bug in the project file released with TGE1.4, where the scripts don't deal well with paths containing spaces.
The quotes around "$basedir" are the correct fix, and I believe this has been updated on the CVS version of the Xcode project file.

Share and Enjoy,
/Paul