Game Development Community

All builds broken with 1.75?

by Steve D · in Torque Game Builder · 05/03/2010 (9:41 pm) · 43 replies

Hi everyone, this is obviously me or else I'm sure I would have seen a bunch of posts on this, but when I build a project it doesn't work, I get the error 'InitilizeProject' function could not be found. It's doing this on my project so I loaded up solitare, created a build and I get the same error so I know it's not my project. Here is the console log, I'm a little stumped, can anyone please help me?

exec: Found an old DSO (C:/Users/steve/Documents/Solitaire/common/main.cs.dso, ver -557122684 < 41), ignoring.
Missing file: C:/Users/steve/Documents/Solitaire/common/main.cs!
exec: Found an old DSO (C:/Users/steve/Documents/Solitaire/game/main.cs.dso, ver -557122684 < 41), ignoring.
Missing file: C:/Users/steve/Documents/Solitaire/game/main.cs!

Torque Game Builder (v1.7.5) initialized...
main.cs (53): Unable to find function _initializeProject
main.cs (0): Unable to find function initializeProject
#21
05/06/2010 (10:15 am)
@eb
Considering I'm the QA Lead, yep we're alerted. :)

Something to keep in mind, as Matt pointed out in his blog, the QA Lab was not operating at 100% during this round as we were still getting things spun up here. I fully expected the odd bug or two to slip through, unfortunately the few that did ended up being pretty big ones. I can assure you that the certification process of final builds will be stricter in in the future.
#22
05/24/2010 (9:08 pm)
I'm also having this problem. Just curious to know when we can expect a fix?

Thanks,
ppl
#23
05/28/2010 (11:05 am)
bump
#24
06/05/2010 (9:43 pm)
I am also experiencing this same problem. I am only using the demo version of Torque Builder so originally I thought it was just because of that, but this post makes me believe otherwise. I'm running Windows 7 64 bit.

Build does seem to work if i choose to include the source.

Thanks.
#25
07/15/2010 (8:13 am)
When we can expect a fix or a new TGB release?

Thanks.
#26
08/06/2010 (12:19 am)
This is a real pain for me, because I want to show people what I've been up to, but I can't. I've reinstalled TGB and deleted the app data several times, messed with install directories, messed with build directories, everything I can think of, and it just does not work. When's that fix coming?
#27
08/16/2010 (4:07 pm)
Has this issue been fixed? Is there a patch and/or source code to fix this problem?
#28
08/29/2010 (10:20 pm)
If this topic isn't worthy of perpetual bump, I don't know what is. A game engine that, as a general case, is incapable of supporting any standalone functionality whatsoever is completely useless. It's been 3 weeks since I last checked in, and I still can't distribute anything. Help?
#29
09/15/2010 (3:48 am)
I have the Mac version and it would be awesome to get this resolved.
#30
10/12/2010 (12:43 pm)
I had this issue too with latest TGB 1.7.5.

After very intensive debug I have found next:

There is a bug recursive directory reading function.
In winFileio.cc at line 585 UNICODE block should be as this:

#ifdef UNICODE
	  TempAlloc< char > fileNameBuf(dStrlen(findData.cFileName)+3);
	  convertUTF16toUTF8( findData.cFileName,fileNameBuf,fileNameBuf.size);
	  char* fnbuf = fileNameBuf;
#else
#31
02/08/2011 (11:40 am)
This is a pain for me too, my project doesn't run with out the script source included in the build.

Has it been resolved?
Btw cant locate winFileio.cc
#32
03/30/2011 (6:33 am)
Bumping the thread. This really needs to be fixed -- it annoys the whole team.

Can we have a source code patch at least?
#33
10/04/2011 (8:14 am)
@All - I cannot reproduce this issue. I need more details or a different reproduction test. Maybe I fixed it with another change I made (such as not being able to play a game without the DSO files being present).

If anyone can come up with a more consistent way to get this to happen, I will continue development. Otherwise it will be closed.
#34
10/04/2011 (11:07 am)
Just to update everyone real quick, Mich was testing against the current repo, not the released build. Sounds like Mich may have fixed it before he got to it with another bug fix.
#35
10/04/2011 (11:56 am)
@Mich, you tested with my steps in post #16? Still happens to me if I follow that.
#36
10/05/2011 (1:22 am)
Sounds like
Quote:nothing has been done, source of this bug remains unknown, but it doesn't happens for some reason so we'll call it fixed
to me.
#37
11/12/2011 (6:17 am)
I have this problem too, but I changed the code as Micheal Mineev suggested in #30, recompiled, now it works like a charm.

Thanks Micheal.
#38
12/16/2011 (10:12 am)
In the end, project distribution was failing for three separate reasons. Two were due to DSO files not being loaded in certain critical project management scripts. The 3rd reason was only happening in the Binary version, which was much more difficult to track down. The DSO version in the trial was different than that of the executable. The editor would compile the scripts using one DSO version, then the game would try to load another version. Thus, failure.

All three issues are resolved in T2D 1.7.6, which will be dropping in your downloads shortly.
#39
05/09/2012 (8:41 am)
Michael,

I only began development in Torque with 1.7.6 and I'm still using the Trial but it appears that this issue is still prevalent. I've uploaded a sample project (of a very bad game, heh) if you'd like to test it out and see for yourself what's going wrong: dl.dropbox.com/u/2249618/MISSING_DSO_TEST_PROJ.zip

And just to clarify, regardless of how or where the project is built the resulting compiled version will be missing a good number of .dso files. Most commonly the ones that are missing are:
/common/main.cs
/common/preferences/defaultPrefs.cs
/common/gui/[about half of the files in here]

Building with Include Script Source doesn't seem to fix this at all and it's not a Win vs Mac problem as I'm having the issue on both OSX and Windows 7. I also don't have any spaces in my path names as some people pointed out in other posts.

If you could please let me know if you're able to replicate this and hopefully it helps you to track down the cause.
#40
05/09/2012 (10:24 am)
@Chris, are you sure that your build is succeeding? That's pretty typical if there are errors in your scripts. Check your console.log file.