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Building Torque with Project Builder 2.1

by Matt Brooks · in Torque Game Engine · 01/07/2003 (9:25 pm) · 75 replies

Just curious if anyone is using the latest Project Builder (2.1) that was released Dec 2002? I am having trouble getting Torque to build and would like to know if anyone else is having problems?

Thanks.
Matt

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#1
01/07/2003 (9:41 pm)
Same Here - PB is unable to properly build the target with a handful of errors... I've been playing around trying to see what changed, but no luck so far...
#2
01/07/2003 (9:47 pm)
I haven't updated to 10.2.3 or to the Dec tools (think that means I'm still on the July tools or something...).

Don't want to risk upgrading right in the middle of some stuff, but if people want to post what's going on, I might be able to help debug the issue now, and fix it in CVS later in the month.

d
#3
01/08/2003 (3:55 pm)
Here's my build errors:

../engine/platformMacCarb/macCarbWindow.cc:1386: 'DSpProcessEvent' undeclared (first use this function)

../engine/platformMacCarb/macCarbOGLVideo.cc:1058: 'AGL_TARGET_OS_MAC_OSX' undeclared (first use this function)


I hope someone can offer some suggestions. =)

Thanks.
Matt
#4
01/08/2003 (8:22 pm)
What codebase did you grab down, btw? If it wasn't HEAD, that'd cause issues I'm sure.

The reason I mentioned that is because both of those sound like header issues, though if the happen in one file, I'm shocked they don't happen in all the mac files... ;)

I'll try to do an upgrade in the next few days.

d
#5
01/08/2003 (11:14 pm)
I just installed the tools, and saw it get through compiling every file with no noticeable errors anywhere. However, it 'failed build', and when I went to start the build up again, it basically almost started from scratch.

This is NOT what the previous toolset did, and I really can't sit around for 20 mins to rebuild this thing every time there's a change, so I likely won't be using/supporting the new 2.1 tools until someone can help me resolve that issue.

BTW, CW8 builds the project in under 5 mins, including libraries, if I remember correctly. PB is really, REALLY, slow. It might have actually gotten slower in this new release.

But again, I saw no compile issues, all the Mac files compiled as expected.

Now, HOWEVER, you need to be grabbing the HEAD from CVS, not that silly 1.1.2 release point. It's been soooooo long since that (what, a year?) that it's completely out of date for the Mac, especially the newer Mac tools.

It's also possible I have some minor things locally that are 'helping' issues you might be seeing. I'll check. But I have so much offline code at the moment, it's hard for me to tell.

I might try importing the CW project and see what the result is, and whether it works any better. I mean, basic makefile dependencies must be totally hosed for the result I am getting.

d
#6
01/08/2003 (11:59 pm)
One more quick update.

I just checked in a bunch of stuff into HEAD. Shouldn't really affect things here, just wanted to warn people.

Also, after careful review, the PB2.1 build IS failing, but it's failing at some wacky level -- files are failing to compile, with a non-descript error message that makes no sense, but in the 'graphical build list' those same files AREN'T flagged as having failed to compile.

So, we might need a brand-new, start-from-scratch, 2.1 project file. That's something I just CAN'T make time for right now. Upgrading from the old project just plain didn't work.

But, I did go back and test a raw MachO-X build within CW, to prove that raw X code should be building properly. And, I double-checked the results in PB2.1 on the mac platform code files, and all of them DID successfully compile last I checked.

Wish PB had a way to compile a single file, like EVERY OTHER IDE SYSTEM does. Oh well.

-d
#7
01/09/2003 (3:41 am)
Hello,

I get the appended error message when trying to compile torque under Mac OS X 10.2.3 with the December Development Tools.

Any hint how to solve this problem would be highly appreciated.

Thanks in advance,

yours kodi



In file included from /System/Library/Frameworks/CoreServices.framework/Frameworks/OSServices.framework/Headers/OSServices.h:45,
from /System/Library/Frameworks/CoreServices.framework/Headers/CoreServices.h:25,
from /System/Library/Frameworks/ApplicationServices.framework/Versions/Current/Frameworks/QD.framework/Headers/QD.h:20,
from ../engine/PlatformMacCarb/platformMacCarb.h:20,
from ../engine/platformMacCarb/macCarbCPUInfo.cc:8:
/System/Library/Frameworks/CoreServices.framework/Frameworks/OSServices.framework/Headers/OpenTransport.h:4245: function 'void* operator new(long unsigned int)' is initialized like a variable
...failed CompileCplusplus /Users/kodi/Projects/torque/pb/build/torque_pb10_1.build/Torque-MacCarb-Debug.build/Objects-normal/ppc/macCarbCPUInfo.o ...
#8
01/09/2003 (6:02 am)
It builds perfectly now. I just had to get the latest HEAD version. I suggest anyone having trouble with the December Dev Tools update (PB 2.1) to go ahead and pull down the latest HEAD release. Thanks for the suggestions David! =)

Matt
#9
01/09/2003 (7:59 am)
Yes, it builds for me now as well :-)

But the executable crashes with an EXC_BAD_ACCESS exception in StringTable::hashString :-(
#10
01/09/2003 (9:23 pm)
To review for people:

- grab the HEAD release of code. it'll build. especially if you see the operator new override issues... ;)

- if using pb2.1, might want to try the torque_10_2 project (something like that) instead of the 10_1 project. the new 2_1 project will be up at some point if I can resolve my compile errors.

- i've failed building on 10.2.2 with 2.1, but was fine with the July tools (I think that's what I had) previously.

- i haven't installed 10.2.3, and won't until I need to, or the Apple guys post some messages responding to some of the performance issues being reported.

d
#11
01/10/2003 (10:13 pm)
Found the magic incantation, but I won't have a new PB21 project checked in for a bit yet, so just in case...

Add new compiler flag to the target: -force_cpusubtype_ALL

Not sure exactly what that's doing, but it was what the compiler was bitching about, and I just finished a full build successfully.

d
#12
01/18/2003 (6:53 pm)
I just downloaded Torque and I tried to compile in PB but I got this error:

Building target "Torque-MacCarb-Debug" with build style "Development" (optimization:level '0', debug-symbols:on) (1 error)
Missing file or directory: /Users/woof/Desktop/cvsroot/torque/pb/build/Torque Demo Debug OSX.app

What's going on? I'm using the December release of PB on Mac OS X 10.2.3 and I used the 10_2 version of the project file. Thank you.
#13
01/18/2003 (8:02 pm)
I've gotten this same message but building it again seems to fix it. Does it happen every single time?
#14
01/18/2003 (10:06 pm)
you need to uncheck, in the list of files, "Torque Demo Debug OSX.app" . I dont have my dev box in front of me, but I beleive it's inside the 'Products' folder.

I'm not clear on why its checked, it always produces that fool error after every clean build if it is checked. I've not seen any ill effects from unchecking it.
#15
01/19/2003 (12:03 am)
Hey all, I am torque newbie here...

I just got the latest head files and the new PB 2 project, I got it to compile ok but the demo app that is produced wont run.. it says can't open main.cs..and fails to initialize the game.. can anyone tell me where ive gone wrong here??

Jeff
#16
01/19/2003 (2:43 am)
Hello Jeff,

I had the same problem as you. My solution - which isn't the best but at least worked for me - is to move the executable inside the .app folder to the example directory and run it directly from the shell.

When I checked the code which caused the error message, I recognized that there is no special handling for the Mac OS X application wrapper. I guess that the current working directory (cwd) is set to the Contents/MacOS folder inside the application bundle where the executable resides. Then, the correct solution would be: checking for Mac OS X in the main.cc code and changing the cwd to move two levels up (../..) before trying to load any files.

Hope that helps,

yours kodi
#17
01/19/2003 (5:39 am)
I looked a little bit closer into the file handling and I have been wrong, there is some application bundle handling in macCarbWindow.cc. But nevertheless, the cwd isn't set correctly, it's set to the root directory '/' when started by a double click on the application icon. As it is stated in the code itself, the whole thing 'is a pain in the ass' and 'needs some real work'. I won't touch it, since the Carbon stuff really sucks. I think rewriting the file-handling for Mac OS X would be much easier than maintaining the current version depending on Apple's Carbon-Hack.
#18
01/19/2003 (7:37 am)
Thank you Paul. That did the trick! Just unchecking Torque Demo Debug OSX seems to have worked. It hasn't finished compiling yet, though, so we'll see what else crops up. Boy this project is HUGE!
#19
01/19/2003 (7:51 am)
A few things -

- Project Builder is brain-dead when it comes to moving the built executable somewhere else. It doesn't let you easily specify that.

- If running or debugging from project builder, you want to be running the target inside Example, or it can't find any content.

- I believe the readme clearly states (or should):
a. that you need to do a SECOND build command, as that will get the executable copied to the Example directory.
b. that you need to manually update the working directory listed inside PB for the executable to point to the one in the Example directory (the second part of the failing). I set up an 'extra' debug target as that seemed the only way to be able to really specify things.

- The HEAD code completely works for the MachO bundled application. It finds the root .app directory, and assumes that is within the main content folder.

- The current Carbon code isn't too bad. I have new code I've been working on offline that support unicode filenames, more 'proper' bundle handling, and more... but don't know when or if it'll be as stable as the current code.

- If you manually move the .app, move the WHOLE thing, not just the core executable. While you can launch from the commandline (should you ever need to), it's wholly unnecessary.

- Feel free to post here (well, start a new message) if you run into issues not listed here. ;)

d
#20
01/19/2003 (8:30 am)
What is the HEAD code that I keep hearing about?
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