I’ve always been able to muddle my way through exporting to Xcode enough to sideload from a Mac to an iPad but I’ve started getting errors that /Libs/libtools.a.gz and /Libs/libcodea.z.gz are not in gzip format. Also, Xcode cannot parse the debug map for /Debug-iphoneos/[AppName].app/[AppName] when trying to generate [AppName].app.sSMY and doesn’t find -lcodea in the same directory. I’ve tried attaching a screenshot but it doesn’t show in Preview so I’m not sure it’s there. I’m using Xcoce 8.1 and exporting through DropBox.
@DaveW I don’t know what that error means exactly, but exporting still works for me, and instead of Dropbox, I use google drive, that might work better
@DaveW Surprisingly, today I exported my project to xCode and I was getting a similar error and it was a problem with the Codea Runtime Library. I don’t know exactly how to fix it right now though, I’ll tell you when I get it to work
@DaveW it isn’t a problem with the code. Something may have changed in either XCode, or how the file is exported. I had a project from last week, same game that I was making, just not as much code. I opened that one and it worked perfectly. Then, I exported this more updated version of my game, and it doesn’t work. I’m pretty sure that means it’s a problem with the codea export process.
@CamelCoder My thinking is that neither Codea or Xcode has been updated recently. That’s why I was testing the unzipper. The only thing that has changed on the Mac in the past 30 days was iMovie. I believe there was a recent IOS update on my iPad but I can’t remember where that was in relation to this problem starting.
@DaveW That’s the same error I got, I didn’t use an unzipper though, instead I just double tapped on the libtools.a.gz and it gave me another file like libtools.a.crgz. The error went away, but then a new error, linker error failed with exit code 1 started popping up and i couldn’t fix it
Here’s a temporary fix if you have a recent project file that worked. Copy over libcodea.a and libtools.a from the previous project, to the same directory where the .gz versions are found. Your project should compile without an issue.
@Mark I actually did that already, and then it still gave me an error, I might’ve done something wrong tho, I’ll try it again, but that’s probably your best bet right now. Thanks.
@Mark Alas, I don’t have working versions of those files but school will be out until after New Years Day and I’ll hope for a fix by then. I updated Xcode today to no avail.
I was also having the same issue. When I used a lib folder from last year, it builds fine. I have included a link to my lib folder from last year, just in case there is anyone else that does not have one:
So …
Now that the build error is fixed, I also have the problem that the “assets” are not showing up once you build in Xcode. Take a brand new project in Codea, add some images from the built-in images, export, see the images in the assets folder but they do not show up in the simulator.
Anyone else have this issue or even better a solution?
Thanks
I’m now getting a message that Xcode is blocking a clear text HTML request for security reasons. My app is just coming up with a blank screen when there are no errors in my code
@bocaaust that’s Apple’s new transport security. If you google that error you’ll find the fix. You need to add a key to the apps info.plist allowing requests to any web site. At some point in the new year though, Apple is apparently going to start requiring that all apps use only HTTPS (rather than just HTTP).