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Torque 1.52 & XCode 3.1 (beta) Problem Compiling

by Bauer Ren · in Torque Game Engine · 03/13/2008 (1:40 pm) · 9 replies

1. Download Torque 1.52 down.
2. Installed XCode 3.1(beta)
3. Installed 10.39 and compiled

4. got the following Error 2 Errors
/Developer/SDKs/MacOSX10.3.9.sdk/usr/include/stdarg.h:5:2: error: #error "This header only supports __MWERKS__."
/Developer/SDKs/MacOSX10.3.9.sdk/usr/include/stdarg.h:5:2: error: #error "This header only supports __MWERKS__."

Is there someone with the same problem ?
(There is an older Post but i think there is no solution for this problem)

Thanks for any Reply

#1
03/13/2008 (3:07 pm)
XCode 3.1 beta? Where?

*grabby motions*

Does it lock up and crash less than the current one?

Gary (-;
#2
03/13/2008 (4:09 pm)
XCode 3.1 is part of the iPhone SDK.
#3
03/15/2008 (10:38 pm)
I don't think 3.1 supports targeting 10.3.9.
#4
03/17/2008 (6:30 am)
There is a additional installation for 10.3.9 (i did this)
#5
04/11/2008 (7:33 pm)
The problem is that 10.3.9 doesn't support Universal Binary compilations, so either you remove 386 from the valid architectures in the target settings (if you are fine with having just a PPC executable that runs under Rosetta in Intel machines) or you compile against the 10.4 SDK.

I compiled my own project (Torque 1.5.2 with very few modifications) with 10.4 SDK and it only gave me a couple warnings about nasm not being available for PPC architecture. The Universal Binary ran fine in both my QuadCore and my PPC PowerBook.

Finally, if you select 10.5 SDK you have to add #include to the file macCarbFileio.cc (they moved the utime function). Then make sure both GCC_VERSION_i386 and GCC_VERSION_ppc are set to 4.0 in the project's build settings or you will get some hundred parsing errors.

I am pretty sure that there is a way of making the PPC part of the Universal Binary link against 10.3.9 and the Intel against 10.4... I just don't have time to look into it right now :)
#6
04/14/2008 (12:00 pm)
As Miguel says, it is possible to make the PPC link against 10.3.9 and the Intel against 10.4. To do that, set up the following in your project info build properties:

Architectures: ppc i386
GCC_VERSION_i386: 4.0
GCC_VERSION_pcc: 3.3
MACOSX_DEPLOYMENT_TARGET_i386: 10.4
MACOSX_DEPLOYMENT_TARGET_ppc: 10.3
SDKROOT_i382: /Developer/SDKs/MacOSX10.4u.sdk
SDKROOT_ppc: /Developer/SDKs/MacOSX10.3.9.sdk

It's possible that you don't need the GCC_VERSION bit, so if it complains about that, try it without it. (My stuff is actually set up to support 10.2, and I know that GCC 3.3 is needed for that)
#7
04/14/2008 (12:19 pm)
Is there a particular advantage to doing that?
#8
04/14/2008 (1:04 pm)
Yes. It will then build a Universal Binary that will use native PowerPC code on a PowerPC based Mac, and native x86 code on an Intel based Mac. And as long as you are including PowerPC based Macs, why not include ones that aren't necessarily running the latest version of OS X, but that is otherwise a perfectly fine workable version that the game can run on?
#9
04/14/2008 (1:12 pm)
Right, I get the Universal Binary thing, I just wasn't sure how much advantage there is to linking the PPC part against 10.3.9 as opposed to 10.4.