Mac Leopard's Xcode 3 project settings.....?
by DALO · in Torque Game Engine · 06/24/2008 (10:01 pm) · 3 replies
Hello,
I've somehow managed to mess up my project settings and can't seem to get torque to compile successfully anymore, very frustrating, I keep getting a 'utimes' error. I'm hoping that someone else using a mac will be able to help me out. I'm using mac leopard 10.5.3 with xcode 3. I have installed the 10.3.9 sdk along with 10.4u and 10.5. I'm gonna lay out the project settings and hopefully who ever can pinpoint out the possible flaws will help all those down road. I'll post what I think may be......important?
In project settings:
=============================
General Tab:
----------------------------------------------
Project Format: Xcode 3.0-compatible
Cross-Develop Using Target SDK: Mac OS X 10.3.9
Build Tab:
----------------------------------------------
Build Locations:
-------------------
Base SDK Path: /Developer/SDKs/MacOSX10.3.9.sdk
User-Defined:
----------------
GCC_VERSION_i386: 4.0
GCC_VERSION_ppc: 3.3
MACOSX_DEPLOYMENT_TARGET_i386: 10.5
MACOSX_DEPLOYMENT_TARGET_ppc: 10.3.9
SDKROOT_i386: /Developter/SDKs/MacOSX10.5.sdk
SDKROOT_ppc: /Developter/SDKs/MacOSX10.3.9.sdk
Should Active Build Configuration be Default or sharking. I do want to use sharking for performance but that'll be later. So yeah, if someone could maybe compare settings and see if maybe I have some off that'd be great.
Thx.
I've somehow managed to mess up my project settings and can't seem to get torque to compile successfully anymore, very frustrating, I keep getting a 'utimes' error. I'm hoping that someone else using a mac will be able to help me out. I'm using mac leopard 10.5.3 with xcode 3. I have installed the 10.3.9 sdk along with 10.4u and 10.5. I'm gonna lay out the project settings and hopefully who ever can pinpoint out the possible flaws will help all those down road. I'll post what I think may be......important?
In project settings:
=============================
General Tab:
----------------------------------------------
Project Format: Xcode 3.0-compatible
Cross-Develop Using Target SDK: Mac OS X 10.3.9
Build Tab:
----------------------------------------------
Build Locations:
-------------------
Base SDK Path: /Developer/SDKs/MacOSX10.3.9.sdk
User-Defined:
----------------
GCC_VERSION_i386: 4.0
GCC_VERSION_ppc: 3.3
MACOSX_DEPLOYMENT_TARGET_i386: 10.5
MACOSX_DEPLOYMENT_TARGET_ppc: 10.3.9
SDKROOT_i386: /Developter/SDKs/MacOSX10.5.sdk
SDKROOT_ppc: /Developter/SDKs/MacOSX10.3.9.sdk
Should Active Build Configuration be Default or sharking. I do want to use sharking for performance but that'll be later. So yeah, if someone could maybe compare settings and see if maybe I have some off that'd be great.
Thx.
#2
To get things to work, had to go clean install. Installed Xcode 3.1, being sure to check the optional 10.3.9 install option, then installed TGB 1.7.4 and also TGB 1.7.2. Launched the Xcode project file and did not mess with ANY settings for compilation. Thereafter...
TGB 1.7.2 gives an error about a missing file, clEditor or something like that. Deleting the missing folder fixed this problem, then everything compiled.
TGB 1.7.4 gave a few warnings about deprecated this-n-that but succeeded.
08/02/2008 (4:32 pm)
We followed these instructions and managed to mostly mess up TGB's compilation, after fixes and hair pulling we only got to the point of compiling the Intel versions (Universal attempts resulted in a bunch of errors). We are using 10.5.4 to compile, btw.To get things to work, had to go clean install. Installed Xcode 3.1, being sure to check the optional 10.3.9 install option, then installed TGB 1.7.4 and also TGB 1.7.2. Launched the Xcode project file and did not mess with ANY settings for compilation. Thereafter...
TGB 1.7.2 gives an error about a missing file, clEditor or something like that. Deleting the missing folder fixed this problem, then everything compiled.
TGB 1.7.4 gave a few warnings about deprecated this-n-that but succeeded.
#3
08/02/2008 (8:17 pm)
Yeah, those settings were for TGE, I haven't tried TGB. I'm glad to see that working ;-) You may want to check to see if your game does actually work on machines that are not intel and lower than 10.5.
Torque 3D Owner DALO
In project settings:
=============================
General Tab:
----------------------------------------------
Project Format: Xcode 3.0-compatible
Cross-Develop Using Target SDK: Mac OS X 10.5
Build Tab:
----------------------------------------------
Build Locations:
-------------------
Base SDK Path: /Developer/SDKs/MacOSX10.5.sdk
User-Defined:
----------------
GCC_VERSION_i386: 4.0
GCC_VERSION_ppc: 3.3
MACOSX_DEPLOYMENT_TARGET_i386: 10.5
MACOSX_DEPLOYMENT_TARGET_ppc: 10.2
SDKROOT_i386: /Developter/SDKs/MacOSX10.5.sdk
SDKROOT_ppc: /Developter/SDKs/MacOSX10.3.9.sdk
When you compile you will get a utime error, at the top of that document, the macCarbFileio.cc file add:
#include
And that should do it :-)