tgb 1.7.6 xcode complied problems.
by Christopher Evans · in Torque Game Builder · 12/17/2011 (9:18 am) · 7 replies
Just installed 1.7.6, when I tried to compile it with xcode it spit out a bunch of errors like "ignoring file /Library/Frameworks//OpenAL.framework/OpenAL, file was built for unsupported file format which is not the architecture being linked (i386)".
I seen the problem for iOS before so, my solution is to add to "Framework Search Paths" for all my targets "$SDKROOT/System/Library/Frameworks/" , and it builds.
I seen the problem for iOS before so, my solution is to add to "Framework Search Paths" for all my targets "$SDKROOT/System/Library/Frameworks/" , and it builds.
#2
Are you running this from xcode?
Does you console.log have anything in it?
Those are the first questions that come to mind, any more information about what you are trying to do would be helpful.
12/17/2011 (9:41 am)
Did you build a custom .app?Are you running this from xcode?
Does you console.log have anything in it?
Those are the first questions that come to mind, any more information about what you are trying to do would be helpful.
#3
12/17/2011 (9:41 am)
@Christopher - What are your systems specs?
#4
Model Name: MacBook Pro
Model Identifier: MacBookPro6,2
Processor Name: Intel Core i7
Processor Speed: 2.66 GHz
Number of Processors: 1
Total Number of Cores: 2
L2 Cache (per Core): 256 KB
L3 Cache: 4 MB
Memory: 4 GB
Processor Interconnect Speed: 4.8 GT/s
Boot ROM Version: MBP61.0057.B0C
SMC Version (system): 1.58f16
Serial Number (system): W80303FBAGW
Hardware UUID: 8D471F0D-38E4-594B-A6B6-E22A9B12EF43
Sudden Motion Sensor:
State: Enabled
Developer Information:
Version: 4.2 (4D199)
Location: /Developer
Applications:
Xcode: 4.2 (828)
Instruments: 4.2 (4233)
Dashcode: 3.0.2 (336)
SDKs:
Mac OS X:
10.6: (10K549)
10.7: (11C63)
iPhone OS:
5.0: (9A334)
iPhone Simulator:
4.3: (8H7)
5.0: (9A334)
System Software Overview:
System Version: Mac OS X 10.7.2 (11C74)
Kernel Version: Darwin 11.2.0
Boot Volume: Macintosh HD
Boot Mode: Normal
Computer Name: Morphosis Games MacBook Pro
Secure Virtual Memory: Enabled
64-bit Kernel and Extensions: Yes
Time since boot: 2:55
Let me know if their is anything else you need / want.
12/17/2011 (9:47 am)
Hardware Overview:Model Name: MacBook Pro
Model Identifier: MacBookPro6,2
Processor Name: Intel Core i7
Processor Speed: 2.66 GHz
Number of Processors: 1
Total Number of Cores: 2
L2 Cache (per Core): 256 KB
L3 Cache: 4 MB
Memory: 4 GB
Processor Interconnect Speed: 4.8 GT/s
Boot ROM Version: MBP61.0057.B0C
SMC Version (system): 1.58f16
Serial Number (system): W80303FBAGW
Hardware UUID: 8D471F0D-38E4-594B-A6B6-E22A9B12EF43
Sudden Motion Sensor:
State: Enabled
Developer Information:
Version: 4.2 (4D199)
Location: /Developer
Applications:
Xcode: 4.2 (828)
Instruments: 4.2 (4233)
Dashcode: 3.0.2 (336)
SDKs:
Mac OS X:
10.6: (10K549)
10.7: (11C63)
iPhone OS:
5.0: (9A334)
iPhone Simulator:
4.3: (8H7)
5.0: (9A334)
System Software Overview:
System Version: Mac OS X 10.7.2 (11C74)
Kernel Version: Darwin 11.2.0
Boot Volume: Macintosh HD
Boot Mode: Normal
Computer Name: Morphosis Games MacBook Pro
Secure Virtual Memory: Enabled
64-bit Kernel and Extensions: Yes
Time since boot: 2:55
Let me know if their is anything else you need / want.
#5
12/19/2011 (9:15 am)
@Christopher - I was unable to reproduce your error on Snow Leopard. I'm attempting Lion now. If I still cannot reproduce, I will update all of my software and dev tools to latest to see what happens.
#6
The OpenAL framework problem was one of the first issues I tackled for v1.7.6. I first discovered the problem with our iT2D Xcode projects when people reported static noise when trying to play audio on OS X. As it turned out, we should not have been using our own OpenAL headers or library. I removed that dependency and simply pointed to the system OpenAL framework. This resolved the static audio problem and allowed full compilation.
I successfully ported the fix in the Torque 2D v1.7.6 project. Your report of:
Makes no sense to me. The engine should be using the system framework, so I'm at a loss as to why you are getting that error. Have you customized your environment or installed multiple versions of Xcode?
12/19/2011 (10:26 am)
@Christopher - Well, I was unable to reproduce the compilation error on any of my dev platforms. QA also attempted and was unable to reproduce.The OpenAL framework problem was one of the first issues I tackled for v1.7.6. I first discovered the problem with our iT2D Xcode projects when people reported static noise when trying to play audio on OS X. As it turned out, we should not have been using our own OpenAL headers or library. I removed that dependency and simply pointed to the system OpenAL framework. This resolved the static audio problem and allowed full compilation.
I successfully ported the fix in the Torque 2D v1.7.6 project. Your report of:
Quote:"ignoring file /Library/Frameworks//OpenAL.framework/OpenAL
Makes no sense to me. The engine should be using the system framework, so I'm at a loss as to why you are getting that error. Have you customized your environment or installed multiple versions of Xcode?
#7
When I was using snow leopard, I did have multiple developer folders i.e. (Developer 3.2, 4.0, and so on). When I updated to lion I removed those. I do remember having issues installing xcode after upgrading to loin, there may be a connection.
Other then that I don't think I have modified my environment, I will do some digging and see if I can find anything.
12/22/2011 (5:52 am)
Sorry about not responding to you sooner.When I was using snow leopard, I did have multiple developer folders i.e. (Developer 3.2, 4.0, and so on). When I updated to lion I removed those. I do remember having issues installing xcode after upgrading to loin, there may be a connection.
Other then that I don't think I have modified my environment, I will do some digging and see if I can find anything.
Torque Owner Andrea Farid Marsili
Footprint Games
I cannot play my game because after compiled I get this: