Game Development Community

Torque Game Builder and Mac OSX Mavericks

by Orion the Hunter · in Torque Game Builder · 10/22/2013 (5:21 pm) · 6 replies

So,

I'm downloading Mavericks, which Apple released today for free. I was wondering, though, will it cause any problem with T2D? I wouldn't think so, because of the Cocoa update (which means I'll have to bite the bullet and submit to the TGB 1.8 problems I've been having) that fixed the problems. That is, unless Apple made some majors framework changes which seems unlikely.

At any rate, I'll be finding out soon enough. I'll let you blokes know about my findings. If you have anything to say about it, feel free to tell the community here!

#1
10/22/2013 (7:13 pm)
It was released today - not sure how anyone could know before using it....

Good luck! Hope it goes smoothly. I wasn't really paying attention to the Mac thing, but I'm sure someone would have been raising a stink if there were any major breaking changes.
#2
10/22/2013 (7:44 pm)
Uh, oh. It happened.

I've tested two different executables (one of them being fresh) and I got this in the console. I hope it's native to only me!

Quote:
>>> Advanced script error report. Line 13.
>>> Some error context, with ## on sides of error halt:
// must exist.

//---------------------------------------------------------------------------------------------

if(!isObject(GuiDefaultProfile)) new GuiControlProfile (GuiDefaultProfile)

if(!isObject(GuiDefaultProfile)) new GuiControlProfile (GuiDefaultProfile)

##{##

tab = false;

canKeyFocus = false;

hasBitmapArray = false;

mouseOverSelected = false;



// fill color

opaque = false;

fillColor = "255 255 255";

fillColorHL = "244 244 244";

fillColorNA = "244 244 244";



// border color
>>> Error report complete.

(Now, skipping a bunch of things that compiled fine...)

Quote:
Torque Game Builder (v1.8) initialized...
Set::getObject index out of range.
Exporting Particle Editor preferences.
Exporting Scene Editor preferences.
expandScriptFilename - Ignoring invalid path expando "game"
Exporting Image Editor preferences.
Exporting Gui preferences.
Exporting TGB preferences.
Shutting down the OpenGL display device...

looks like a problem with the Profiles thingy. I'll see what I can do. Anyone else with this problem?
#3
10/22/2013 (7:55 pm)
Fortunately, it turned out to be a minor problem. Whew!

If you are getting the error above, go to (TGB Directory)/tgb/common/gui/profiles.cs and change

if(!isObject(GuiDefaultProfile)) new GuiControlProfile (GuiDefaultProfile)
if(!isObject(GuiDefaultProfile)) new GuiControlProfile (GuiDefaultProfile)

to

if(!isObject(GuiDefaultProfile)) new GuiControlProfile (GuiDefaultProfile)

Also, Michael Perry, how is your TGB performing? Because mine seems to freeze up whenever a file save/load dialog opens in the editor (i.e., loading a new scene, saving a tilemap). How could I solve this? Any ideas?
#4
10/23/2013 (6:14 am)
New developments!


It looks like TGB doesn't like Mavericks. It builds fine, but it's dicey when it opens. It freezes at times, and others won't even work. So it's a bit of a step back in terms of performance! I'll see what might be causing this problem, but I fear it may be core-related.
#5
10/23/2013 (7:19 am)
No problems here. This is with a pretty old modified TGB codebase so your experience may vary.
#6
10/23/2013 (8:55 am)
Torque has a mind of its own. :P Great job, GG, you've made a self aware program!

But seriously, it stopped doing the freeze-up problem after I removed some asserts from the source and recompiled. Totally weird.