Game Development Community

Building with the new version 1.3 for iPhone

by Dave Rushton · in iTorque 2D · 01/06/2010 (9:03 pm) · 11 replies

I am getting the following error when trying to build with new 1.3 version for iPhone. I have all of the same settings I used with the Beta version but I am receiving the following error message:
Command /Developer/usr/bin/gcc-4.0 failed with exit code 1. Any suggestions?
It appears to be missing 2 files- guiDirectoryFileListCtrl.cc and guiDirectoryTreeCtrl.cc

#1
01/07/2010 (1:09 pm)
You must remove these files...

#2
01/07/2010 (6:58 pm)
Be sure to be building the GAME itself, and not the editor. Just delete the references.. They are not meant to be there.
#3
01/29/2010 (1:07 pm)
@Sven,

I´m getting the same error:
Command /Developer/usr/bin/gcc-4.0 failed with exit code 1. And your answer to Edorado is not clear to me.

What should I do to be able to compile successfully? Should I delete something? Add anything is missing?

Thanks

Isaac
#4
01/29/2010 (4:53 pm)
The problem with this is there is not enough specific information. Deleting the references is an easy task if you know where to find them. The problem is that some people (including me) don't know where to look.
#5
01/31/2010 (6:52 pm)
Theres plenty specifics. Including the files that are in the way it seems. If you are reading the documentation on how to use the development tools (namely xcode) you will EASILY see where these BRIGHT RED files are in the file list. If you right click, and choose delete - it wont be in the way. This should also be fixed in the new builds, right?
#6
02/01/2010 (5:35 am)
I have downloaded the new version 4 times since I saw the promise that it would be fixed but it has been broken each time. Why not just fix it if you say you are going to? I already figured out how to fix this as there was no help coming from Torque. I am way more familiar with using MS Visual Studio and the SDKs from Nintendo, MS, and Sony so using Torque and the Mac have been a real challenge. Again, if you say you are going to fix it, do what you say....There is another bug in Torque that appears it is going to make me move to another engine or write my own. I have documented it in other posts. Very, very frustrating,....
#7
02/01/2010 (8:43 am)
Dave, while we can provide as much help as possible to the people who buy this product, a certain amount of familiarity with the tools needed to develop games for the iPhone (namely Xcode, MacOS, and the iPhoneOS) are a necessary evil that developers still need to learn on their own.

This is a Torque support forum, and while people here will try to answer non-Torque related questions as much as possible, they cannot always teach you how to develop in an environment that you may be unfamiliar with.
#8
02/01/2010 (3:43 pm)
I wasn't really going to say anything else here until I saw the latest post. This entire thread is because you guys didn't bother building your own product before putting it out there. Everyone else realized there was a problem as soon as they built it. If it were a problem that was buried somewhere deep in the code like my other current thread, I could totally understand. If it were a compatability problem such as with this much RAM of this brand, and this video card I have this bug, again it would be understandable. When it is a case of put this on your machine and open it and it doesn't open, how is it my fault? You would might be fired from any reputable software development company for that. You would definitely be fired for turning around and saying your customers are too stupid or inexperienced to figure how to fix the bug you should have fixed in the first place. The second part of this would be promising to put out a new build with this fixed and not doing it.
#9
02/01/2010 (4:00 pm)
LUMA just recently took over the T2Di development.

You can not really blame them for years of TGB work and the initial iTGB work.

They did a great job so far, but refining and reworking stuff thats that deeply hardcoded as anything in TGB (as TGE which forms the base is in no way modular) is no easy nor short time thing.

I'm sure that bugs that are reported are fixed, as they already fixed quite a few long term issues (since iTGB 1.0) in the very short time they had their hands on it (all up to the 1.3 beta was GG, the real 1.3 release was the first driven through LUMA).


Nobody implied you are stupid nor do I think anyone wanted to as the LUMA guys are very helpful and professional.

It was just pointed out that these things are normally easy to find for someone with XCode background due to the intuitive coloring applied to "missing files" (whatever is missing, be it header, source or framework, will be colored in red)
But its naturally much harder if you have no experience with TGB source ontop of not having XCode experience yet. Otherwise you would likely have intuitively looked in the GUI folder within the XCode project and have seen the red coloring.

The build error you quote for example is a common thing caused by XCode and you will see it and similar things pretty regularily when doing iPhone development.

By the way: Apple offers quite good tutorials to get the base hang on XCode and iPhone development on that end, that should really help you to get it going.
I'm with you on XCode being a joke compared to Visual Studio, but if you want to do iphone development your option is to learn XCode or drop the idea of iphone development. There is no way around it, independent of how much one might dislike it.
#10
02/01/2010 (4:30 pm)
I think the improvements in version 1.3 were amazing and it was a giant step forward. It was very impressive that they could add that many features and have as few problems as they did. I really think that Torque is moving in the right direction.

It would be really nice if Torsion came in a Mac version. I think the debugging/editing issues on the Mac are the ones tha put it at a disadvantage. Apple also makes things like the provisioning much more difficult than it has to be.

I would have fixed the simple bug that stops you from building and put out a new version(as promised)-very simple stuff. As an alternative in the mean time, I would have said something more like "you can delete the references to these two files in this file, which is located here. You had to already know where it was. It would have taken an extra sixty seconds and answered mine and everyone else's question who are too shy to say they are having the problem. If it takes someone a couple of hours to figure out a problem and 50 people have the problem, that's a lot of time wasted. One person working for an extra minute or two to save all of those hours just seems to make a lot of sense to me. The problem you have is that there are those people who will stop using your product and tell everyone how bad it is, but never say anything to you about it.

I really appreciate you taking the time to respond to me and being so professional in your response!
#11
02/01/2010 (5:13 pm)
Did you check out T2Di 1.3.1 released recently?
It likely should include that fix among all other fixes mentioned in the bug listing.


I agree on a Mac Torsion version would be great.
I followed the recommendations of some here and plugged it into WineBottler (I've Parallels and VMWare Fusions too but they are an overkill for just Torsion :)).

The issue you had with the two files (or more appropriate 4 files), was detected early on and reported as bug (actually by me), with the delete solution mentioned there.
I agree it can be a l wasted time if you are all new to XCode and T2D. But I think with the newly created bug listing, the immediate posting of bug fixes through LUMA and the users and the included links to thread & fixes in the buglisting definitely help a lot.
It might take a bit time to get used to it, but I've to say that I prefer such immediate actions over waiting for the "quarterly updates" you commonly have on low price engines that just don't have the monster teams of other engines to do stuff "in realtime".