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Can't run TGBGame in OSX Lion

by Mark Batten · in Technical Issues · 08/02/2011 (5:59 pm) · 8 replies

Brand new user, just installed TGB 1.7.5-Pro. Opened the project in Xcode, tried to build the TGBGame target against the default 10.7 SDK. Compile failed in a number of places, mostly because of reliance on deprecated uses of GDHandles and calls to glLockArraysEXT. I cleaned up those issues and built successfully, but can't run at all.

The executable will start but immediately crashes at an unknown location ("????"). Hard to debug because the executable will not stop on any breakpoint. Running repeatedly with printfs to show me where the program is getting to, it's apparently loading main.cs successfully, but can't make the call to Con::evaluate at the end of the runEntryScript routine. It arrives at that line successfully, but then disappears into ???? territory.

I have not changed any build settings or anything else in the Xcode projects; this is right out of the box except for the above-mentioned changes that were necessary to get a compile.

Sort of expected to be able to run this out of the box ... I'd be tremendously grateful for any suggestions.

Thanks.

Mark Batten
Red Marble Games
http://www.redmarblegames.com

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#1
08/02/2011 (8:56 pm)
We are currently working on Lion compatibility for iTorque 2D, which should be easy to transition over to Torque 2D. Since Lion was just recently released, we do not have something to hand off just yet.
#2
08/03/2011 (6:48 am)
@Mich -- Any idea when this fix will be released? I am getting ready to release the Mac version of my new game (HoverBoarderZ), and am wondering if I should wait to integrate this fix first.
#3
08/03/2011 (7:05 am)
@Alain - iTorque 2D will come out first. If we can create a diff or patch from this code that works with T2D, we will see about getting that out. I don't have a specific ETA at the moment.
#4
11/22/2011 (6:55 am)
Any new about this issue????
#5
11/22/2011 (7:24 am)
We are code complete. All that is left is wrapping up doc work (should be done this week) and starting a QA cycle.
#6
11/22/2011 (8:50 am)
Really!? Please post a changelog soon!
#7
12/14/2011 (7:00 pm)
We are also desperate for this fix. We have a deployment in late January that is Mac critical and failure to be able to build a Mac project will cost us a large sum of money.

I am very new to the Mac, but am sure that if I can get a working build I can move over my game logic files without too much problem.

As a side note. If someone has expertise with Linux porting of TGB 1.7.x please contact me as we will pay for a port there as well.

We have a porting contact currently, but he seems overly busy so we may need to take this upon ourselves, hence my work and subsequent failure on the Mac today. I can be contacted at ahume (aht) spazgame (dot) com
#8
12/16/2011 (11:05 am)
@Andrew
I would recommend starting with the 1.1.1 Linux release available in your downloads. It is very old and does not include any builder information, I believe. Merge it with 1.1.3 in your Windows/Mac downloads. From there, you should be able to merge in your SPAZ codebase changes. I know that they were extensive. Just avoid any editor pieces since those were the problematic porting points for T2D.