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:
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...
About the author
Employee Michael Perry
ZombieShortbus
If you debug starting there, you should easily run into the reason why the level isn't being loaded.