No Dso Found
by Gregory Ray · in iTorque 2D · 09/07/2008 (7:04 pm) · 6 replies
Hi,
I can successfully compile an app onto the iPhone device but its not compiling/transfering dso files. The app loads and just shows a ton of DSO not found error. Do I need to compile these elsewhere?
Thanks,
Greg
I can successfully compile an app onto the iPhone device but its not compiling/transfering dso files. The app loads and just shows a ton of DSO not found error. Do I need to compile these elsewhere?
Thanks,
Greg
#2
09/13/2008 (11:11 am)
I did this and now I can see in my iphone simulator application folder the dso's are there but it still says it can't find them. Is it possible it is looking in a different place then where the error pops up saying no dso found?
#3
exec: Found an old DSO (/Users/gregoryray/Library/Application Support/iPhone Simulator/User/Applications/65CA6DE7-7197-493E-9D35-5A91BB8B7385/TGBGame_Debug.app/game/main.cs.dso, ver -557122684 < 41), ignoring.
How do I get it to not ignore these DSOs? Sorry for my newbness.
09/13/2008 (11:58 am)
In my console log it shows this now:exec: Found an old DSO (/Users/gregoryray/Library/Application Support/iPhone Simulator/User/Applications/65CA6DE7-7197-493E-9D35-5A91BB8B7385/TGBGame_Debug.app/game/main.cs.dso, ver -557122684 < 41), ignoring.
How do I get it to not ignore these DSOs? Sorry for my newbness.
#4
Add the project with the dsos from running it in TGB.
Then comment out the follow code console/consoleFunctions.cc so it will not ignore the old DSOs (around line 1199)
if(version != Con::DSOVersion)
{
Con::warnf("exec: Found an old DSO (%s, ver %d < %d), ignoring.", nameBuffer, version, Con::DSOVersion);
ResourceManager->closeStream(compiledStream);
compiledStream = NULL;
}
09/14/2008 (7:31 pm)
I found a temporary work around for this.Add the project with the dsos from running it in TGB.
Then comment out the follow code console/consoleFunctions.cc so it will not ignore the old DSOs (around line 1199)
if(version != Con::DSOVersion)
{
Con::warnf("exec: Found an old DSO (%s, ver %d < %d), ignoring.", nameBuffer, version, Con::DSOVersion);
ResourceManager->closeStream(compiledStream);
compiledStream = NULL;
}
#5
09/15/2008 (5:27 pm)
Hmm, I did not have this problem. Pretty much moved my game and common folders from iTGB into a regular Mac TGB tree, launched it, then moved the game and common folders back into the iTGB tree with the .dsos. From there I did not have any problems running the game in the simulator or on the phone.
#6
09/17/2008 (7:30 pm)
The problem I was experiencing was due to the fact that the compiled TGBgame I was using was from an old version of the compiler. Compiled the new TGBGame and dropped my game and common folders into it, ran it to generate the dso's and pasted those folders into the Xcode_iPhone torque resources folder and the game loaded just fine.
Torque 3D Owner Kalle Wik
Default Studio Name
Far as we can tell, yes you do have to compile the dsos elsewhere. We have done so and got the demos and our own games running on both the simulator and the iPhone itself.
The simple way: drag the game and common folder into any Mac TGB project and launch it, then drop back into the XCode build tree.
Another good way: on the Mac just take the entire Contents folder out of a TGB app and put it next to the 'game' and 'common' folders of the game. Inside this launch the TGBGame app and it'll compile those dsos.