Game Development Community

Level and datablocks suddenly aren't compiling

by Joe Williams · in iTorque 2D · 05/30/2012 (9:44 pm) · 1 replies

I just had a weird thing happen and trying to fix it is driving me nuts. I implemented the fix for iPad 3 retina display stuff from John Vanderbeck's resource. After that, everything was fine. Then I made a few changes to some of my actor scripts. After that point, previewing the game caused a black screen to appear. Turns out, the Level.t2d and Level_datablocks.cs aren't compiling any more. By that, I mean they aren't generating .dso files. Everything else is producing a .dso.

So, does anyone know where the code is that is responsible for turning the level and level datablocks files into .dsos? If I can find it, hopefully I can fix the problem without having to completely rebuild my project.

By the way, I'm not getting any errors in the console.log file. Not that I can tell, anyway. Here is the log info, in case someone thinks they can find the problem for me in there:

//-------------------------- 5/30/2012 -- 22:32:28 -----
System & Processor Information:
   MacOS version: 10.7.3
   CarbonLib version: 1.6.0
   Physical RAM: 2047MB
   Logical RAM: 2047MB
Unknown Getstalt value for processor type: 0x5490b78c
platform layer should be changed to use sysctl() instead of Gestalt() .
   Unknown Processor, assuming x86 Compatible, 2147 Mhz
   FPU detected
 
Math Init:
   Installing Standard C extensions
 
Input Init:

Video Init:
using display 0x42732c0
   Accelerated OpenGL display device detected.

Initializing chunk mappings...
   o 'TEXT' maps to TextChunk
   o 'SCHK' maps to UnknownChunk
   o 'SCHK' maps to SimChunk
Binding server port to default IP

iTorque 2D (v1.7.5) initializing...
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/system/properties.cs. Took 0 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/system/xml.cs. Took 1 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/system/system.cs. Took 0 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/game.cs. Took 0 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/gameBG.cs. Took 0 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/globals.cs. Took 0 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/blendDetect.cs. Took 0 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/foodBall.cs. Took 0 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/fish.cs. Took 1 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/divider.cs. Took 0 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/flipper.cs. Took 0 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/pivot.cs. Took 0 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/scoreDigit.cs. Took 0 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/nonDivider.cs. Took 0 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/pauseButton.cs. Took 0 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/buttons.cs. Took 0 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/ballDropper.cs. Took 0 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/system/defaultPrefs.cs. Took 0 ms
Compiling /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/system/prefs.cs...
creating path /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/system/prefs.cs.dso
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/system/prefs.cs. Took 0 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/system/openal.cs. Took 0 ms
Compiling /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/system/canvas.cs...
creating path /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/system/canvas.cs.dso
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/system/canvas.cs. Took 0 ms
Activating the OpenGL display device...
 OpenGLDevice activating...
OpenGL driver information:
  Vendor: Intel Inc.
  Renderer: Intel HD Graphics 3000 OpenGL Engine
  Version: 2.1 APPLE-7.18.11
OpenGL Init: Enabled Extensions
  ARB_multitexture (Max Texture Units: 8)
  EXT_blend_color
  EXT_blend_minmax
  EXT_texture_env_combine
  EXT_packed_pixels
  EXT_fog_coord
  ARB_texture_compression
  EXT_texture_compression_s3tc
  (ARB|EXT)_texture_env_add
  EXT_texture_filter_anisotropic (Max anisotropy: 16.000000)
  Vertical Sync
  ATI_FSAA
OpenGL Init: Disabled Extensions
  EXT_paletted_texture
  EXT_compiled_vertex_array
  NV_vertex_array_range
  3DFX_texture_compression_FXT1

 set screen mode 320 x 320 x 32, windowed, force it, dont repaint
Cleaning up the display device...
Killing the texture manager...
Clearing the current AGL context...
Clearing the current drawable...
Deleting the rendering context...
>> Attempting to change display settings to windowed 320x320x32...
using display 0x42732c0
Set up AGL windowed support
Cleared gl buffers
>>Number of FSAA samples is now [1].
Resurrecting the texture manager...
Max Texture Size reported as: 8192
+++iOSResolutionFromSetting:0 320 480
 set screen mode 320 x 480 x 32, windowed, dont force it, repaint
Cleaning up the display device...
Killing the texture manager...
Clearing the current AGL context...
Clearing the current drawable...
Deleting the rendering context...
Destroying the window...
>> Attempting to change display settings to windowed 320x480x32...
using display 0x42732c0
Set up AGL windowed support
Cleared gl buffers
>>Number of FSAA samples is now [1].
Resurrecting the texture manager...
OpenAL Driver Init
OpenAL Driver Init Success

Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/system/projectManagement.cs. Took 1 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/system/levelManagement.cs. Took 1 ms
Compiling /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/behaviors/touchDrag.cs...
creating path /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/behaviors/touchDrag.cs.dso
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/scripts/behaviors/touchDrag.cs. Took 1 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/gui/profiles.cs. Took 9 ms
Loaded compiled script /Applications/iTorque2D_1_5/MyProjects/FinickyFish/projectFiles/gui/mainScreen.gui. Took 6 ms
 % - MainScreen set to Portrait! 320x480
creating path scripts/system/prefs.cs
creating path scripts/system/prefs.cs
creating path scripts/system/prefs.cs
creating path scripts/system/prefs.cs
creating path scripts/system/prefs.cs
Shutting down the OpenGL display device...
Cleaning up the display device...
Killing the texture manager...
Clearing the current AGL context...
Clearing the current drawable...
Deleting the rendering context...
Destroying the window...

#1
06/01/2012 (12:19 pm)
Level and level data block files are executed when the file is loaded by the scene window. In a standard project, you can trace that code starting at:

sceneWindow2D.loadLevel(%level);

If you debug starting there, you should easily run into the reason why the level isn't being loaded.