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Offline elasto  
#1 Posted : Tuesday, April 10, 2012 10:14:59 AM(UTC)
elasto

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First is the error when building for iOS:

Code:
Program: Delta.Tools.Launcher v0.9.5.0
Modules: Graphic=OpenTK, Input=Windows, Audio=OpenTK, Video=, Physics=
Start Time: 2012-04-10 15:52:30
Platform: Windows, 4 CPU Cores, 32 bit, Windows 7 v7601 Service Pack 1, Resolution: 1024, 768
User: Phil (PHIL-LAPTOP)

00.014 BuildWarning: Please select the .csproj path for the project 'FindIt'. The path was not stored on the server for you yet and also was not found automatically locally.
14.357 Starting build of project 'FindIt' for device 'iOS Universal' (Entry Point: FindIt.Program.Main).
14.390 Received client data: 12 files to compile, 41 build files cached.
14.390 Build Settings: Engine Version=0.9.5, Debug Mode=False, Obfuscation=Normal, Build Setup=False, CompilerDefines=IPHONE, IPAD, IOS
14.391 Got Signing Information=True, Certificate Valid=True, Framework Keys: MonoTouch
14.391 Content Settings: GraphicsModule=OpenGLES20,OpenGLES11, AudioModule=MonoTouch, Target Content Quality=Weak, Target Resolution=(1024, 768)
14.409 Sending 12 updated client compiler files to the build service: FindIt\FindIt.csproj, FindIt\Animation.cs, FindIt\Enums.cs, FindIt\Face.cs, Fi..
15.399 Received and updated 12 compiler files (51.42 KB)
16.515 Processed and converted 1 user projects with 12 code files and 1196 lines.
16.553 Processed and converted 27 engine projects with 406 code files and 151191 lines.
16.554 Starting compilation: Total files: 418, total lines: 152387, total code changes applied: 630
16.554 Compiling project: Delta.Utilities
17.959 BuildError: Aborted build, failed to execute build service: Index was outside the bounds of the array.


Then I immediately tried to do a Windows build to check that still worked and I got an error further down the build process:

Code:
02:58.215 Starting build of project 'FindIt' for device 'Windows' (Entry Point: FindIt.Program.Main).
02:58.254 Build Settings: Engine Version=0.9.5, Debug Mode=False, Obfuscation=Normal, Build Setup=True, CompilerDefines=WINDOWS
02:58.254 Got Signing Information=False, Certificate Valid=False, Framework Keys: 
02:58.255 Content Settings: GraphicsModule=OpenTK, AudioModule=OpenTK, Target Content Quality=Normal, Target Resolution=(1024, 768)
02:59.915 Processed and converted 25 engine projects with 372 code files and 148448 lines.
02:59.916 Starting compilation: Total files: 384, total lines: 149644, total code changes applied: 566
03:00.322 Compiling project: Delta.Utilities.Graphics
03:00.611 Compiling project: Delta.Utilities.Compression
03:00.948 Compiling project: Delta.Utilities.Xml
03:01.232 Compiling project: Delta.Utilities.Cryptography
03:01.495 Compiling project: Delta.Utilities.Networking
03:01.797 Compiling project: Delta.Engine
03:02.175 Compiling project: Delta.Platforms.Windows
03:02.604 Compiling project: Delta.ContentSystem
03:03.253 Compiling project: Delta.ContentSystem.Rendering
03:03.605 Compiling project: Delta.InputSystem
03:03.946 Compiling project: Delta.InputSystem.Windows
03:04.312 Compiling project: Delta.ContentSystem.Multimedia
03:04.595 Compiling project: Delta.Multimedia
03:04.897 Compiling project: Delta.Multimedia.BaseOpenAL
03:05.242 Compiling project: Delta.Multimedia.OpenTK
03:05.557 Compiling project: Delta.Graphics
03:05.871 Compiling project: Delta.Graphics.Basics
03:06.176 Compiling project: Delta.Graphics.BaseOpenGL
03:06.548 Compiling project: Delta.Graphics.OpenTK
03:06.988 Compiling project: Delta.Engine.Game
03:07.274 Compiling project: Delta.Rendering
03:07.609 Compiling project: Delta.Rendering.Cameras
03:07.924 Compiling project: Delta.Rendering.Basics
03:08.287 Compiling project: Delta.Utilities.Collections
03:08.645 Compiling project: FindIt
03:08.987 Grabbing content for project 'FindIt' and device 'Windows' ...
03:15.511 The build service needs to update 192 content files (and delete 0 content entries). Please wait until the content is processed and downloaded ..
03:15.539 Generated platform content tree
03:15.540 Generated platform content: Settings (1.24 KB)
03:15.541 Generated platform content: InputSettings (6.94 KB)
03:15.541 Generated platform content: EngineTypeList (9.45 KB)
03:15.541 Generated platform content: Localization (658 Bytes)
03:15.542 Generated platform content: LineShader2D (348 Bytes)
03:15.542 Generated platform content: TexturedShader2D (438 Bytes)
03:15.543 Generated platform content: LineShader3D (348 Bytes)
03:15.543 Generated platform content: TexturedColoredShader2D (588 Bytes)
03:15.543 Generated platform content: TexturedColoredShader3D (588 Bytes)
03:15.543 Generated platform content: TexturedShader3D (438 Bytes)
03:15.544 Generated platform content: DefaultFont_12_48 (26.60 KB)
03:15.544 Generated platform content: DefaultFont_12_48 (8.80 KB)
03:15.545 Generated platform content: DirectionalTextured (805 Bytes)
03:15.546 Generated platform content: SkinnedTextured (701 Bytes)
03:15.547 Generated platform content: DirectionalTexturedSkinned (1.18 KB)
03:15.548 Generated platform content: BlackBird (128.00 KB)
03:15.549 Generated platform content: FlyingBird (128.00 KB)
03:15.550 Generated platform content: Bun (128.00 KB)
03:15.550 Generated platform content: ToffeeApple (128.00 KB)
03:15.550 Generated platform content: Chair (128.00 KB)
03:15.551 Generated platform content: Toybox (432.00 KB)
03:15.551 Generated platform content: Face7 (640.00 KB)
03:15.558 Generated platform content: Chocolate_1 (896.00 KB)
03:15.559 Generated platform content: Cow (182.27 KB)
03:15.560 Generated platform content: Moo (182.27 KB)
03:15.560 Generated platform content: Mama (96.00 KB)
03:15.561 Generated platform content: BabyLaugh (433.15 KB)
03:15.562 Generated platform content: Eating (241.90 KB)
03:15.562 Generated platform content: Drinking (247.52 KB)
03:15.590 Generated platform content: HotDog_1 (16.00 KB)
03:15.592 Generated platform content: DefaultSound (20.75 KB)
03:15.592 Generated platform content: DeltaEngineLogo (5.50 KB)
03:15.593 Obfuscating and merging all assemblies into 'FindIt.exe'
03:29.525 Building Windows Installer for 'FindIt'
03:29.577 BuildError: Failed to create Windows Installer: [...] olderDialog
 - nsDialogs::SetRTL
 - nsDialogs::SetUserData
 - nsDialogs::Show
 - nsExec::Exec
 - nsExec::ExecToLog
 - nsExec::ExecToStack
!define: "MUI_INSERT_NSISCONF"=""
Can't open script "\FindIt\iOS"
03:29.596 BuildError: Aborted build, failed to execute build service: No packaged output files were added. Unable to continue!
I believe all my settings are correct (eg p12 file, mobileprovision file etc) but I suspect the error is prior to using all that anyhow

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Offline elasto  
#2 Posted : Tuesday, April 10, 2012 10:39:11 AM(UTC)
elasto

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Thanks for the quick fix to the first error. Got a new error now (if you didn't spot it already!)

Should I have something installed locally for this?

Code:
21.339 BuildError: Aborted build, failed to execute build service: The assembly reference 'monotouch' needed for project 'Delta.Platforms.MonoTouch' couldn't be found (neither locally, in the framework path or in the GAC). Ask in the Forum or via ÷ñÒ1763406277êÖ0õæ÷Delta@DeltaEngine.net÷ñÒ1763406277êÖ1õæ÷ on how to support external assemblies. Unable to continue!
Offline Benjamin  
#3 Posted : Tuesday, April 10, 2012 5:20:46 PM(UTC)
Benjamin

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I had a similar error yesterday for the Mono.Android reference, but I ignored it because the build still worked. Seems like ignoring it did not help the Launcher, which will abort after this error .. I will fix it shortly.
Offline Benjamin  
#4 Posted : Saturday, April 14, 2012 11:17:29 AM(UTC)
Benjamin

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This problem is now fixed. Android building is also working nicely now, but there are tons of warnings for iOS and it still aborts (later in the compiler) when reaching the platform and graphic modules because of compiler errors with OpenGLES11. If you remove this from your iOS device settings (just use OpenGLES20), you should get father. Or just wait until all compiler issues are fixed, I will also try to reduce all the warnings. Still a few more days of testing required, but feel free to post your compiler or build errors to get things resolved faster ..
Offline elasto  
#5 Posted : Saturday, April 14, 2012 3:40:01 PM(UTC)
elasto

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Thanks for the update.

I removed OpenGLES11 as per your suggestion and it got almost all the way through to the end before hanging:

Code:
08:43.248 Sending 2 updated client compiler files to the build service: FindIt\FindIt.csproj, FindIt\Game.cs
08:43.680 Received and updated 2 compiler files (10.25 KB)
09:12.037 BuildWarning: /Users/ben/Public/Delta.BuildPlugins.Tests/Build/FindIt/elasto/FindIt/TargetTile.cs(10,22): warning CS0414: The private field `FindIt.TargetTile.game' is assigned but its value is never used
09:12.039 Grabbing content for project 'FindIt' and device 'iOS Universal' ...
10:50.080 The build service needs to update 192 content files (and delete 0 content entries). Please wait until the content is processed and downloaded ..
10:50.106 Generated platform content tree
10:50.106 Generated platform content: Settings (1.25 KB)
<snip>
10:51.035 Generated platform content: DeltaEngineLogo (10.75 KB)
10:51.035 Starting 'iOS Universal' Packager to create package. Please stand by, this can take several minutes currently ...
It ran for about 30 minutes before I stopped it but perhaps you can find a server-side error in a log somewhere...

There were a lot of compilation warnings but most didn't go into the text log.
[Edit: Ignore that. It only compiled the changed classes, all the warnings were in an earlier log]

Edited by user Saturday, April 14, 2012 3:45:28 PM(UTC)  | Reason: Not specified

Offline Benjamin  
#6 Posted : Saturday, April 14, 2012 5:41:16 PM(UTC)
Benjamin

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Thanks for testing.

Sadly there was a communications error between the windows and mac build services and I could not figure it out from the log yet. I will investigate later, but it is probably related to the same problem the content service was experiencing with the Launcher (lots of little files are send around).

Update: It seems the packaging step has failed (something is not configured correctly), but I cannot reproduce the error and there is no other error output. I will have to improve the compiling and packaging a lot like for Android to make testing really easy (which will take till mid next week at least).

Edited by user Saturday, April 14, 2012 5:51:22 PM(UTC)  | Reason: Not specified

Offline Benjamin  
#7 Posted : Saturday, April 14, 2012 5:44:14 PM(UTC)
Benjamin

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I also saw the following 2 messages, did you also get them on your end? Normally this should not happen because I have fixed the DeltaEngineLogo already and your SpeechBubble should end up in its own atlas anyway (maybe some older atlas was used and skipped it).

00.004 Unable to set pvr4 format for image 'SpeechBubble' because width=48 and height=48 are not equal or not multiples of 8, having to use the rgba4444 format instead!
01:03.588 Unable to set pvr4 format for image 'DeltaEngineLogo' because width=128 and height=43 are not equal or not multiples of 8, having to use the rgba4444 format instead!

PS: Pvr generation is really slow and not cached, so no wonder it took so long to build. I will probably have to optimize this soon
Offline elasto  
#8 Posted : Saturday, April 14, 2012 5:50:49 PM(UTC)
elasto

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Originally Posted by: Benjamin Nitschke (DeltaEngine) Go to Quoted Post
I also saw the following 2 messages, did you also get them on your end? Normally this should not happen because I have fixed the DeltaEngineLogo already and your SpeechBubble should end up in its own atlas anyway (maybe some older atlas was used and skipped it).

00.004 Unable to set pvr4 format for image 'SpeechBubble' because width=48 and height=48 are not equal or not multiples of 8, having to use the rgba4444 format instead!
01:03.588 Unable to set pvr4 format for image 'DeltaEngineLogo' because width=128 and height=43 are not equal or not multiples of 8, having to use the rgba4444 format instead!
Don't recall seeing those messages and I can't find them in a log file.

Let me know when you'd like me to try test again; network/timing issues can be the worst kind of problems to pin down :/
Offline Benjamin  
#9 Posted : Saturday, April 14, 2012 5:52:06 PM(UTC)
Benjamin

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Yeah, I will drop you an email when it makes sense to test again. Currently I have a book chapter to write :D
Offline elasto  
#10 Posted : Saturday, April 14, 2012 5:57:39 PM(UTC)
elasto

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Originally Posted by: Benjamin Nitschke (DeltaEngine) Go to Quoted Post
Yeah, I will drop you an email when it makes sense to test again. Currently I have a book chapter to write :D
np. I'm at a hotel for a day or two more anyhow and not doing much in the way of testing/coding atm.
Offline elasto  
#11 Posted : Tuesday, April 24, 2012 4:44:58 AM(UTC)
elasto

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You're probably aware but here's what happens if I build FindIt using v0.9.5.13:

With iOS it gets almost all the way to the end then reports:
Code:
Info: Starting 'iOS Universal' Packager to create package. Please stand by, for big projects this can take several minutes ... (FindIt)
Error: Failed to build the package cause the sdk path '/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS5.0.sdk/ doesn't exist! (FindIt)


With Windows it built fine but when I ran it some of the images were drawn wrong. An example is the Panda image. It is packed into AtlasTexture0 but in the ContentMetaData for my built app (ie in C:\Program Files\FindIt\Content\ContentMetaData.XML) it lists it like this:

Code:
<ContentMetaData Name="Panda" Type="Image" LastTimeUpdated="2012-04-10 06:17:16" PlatformFileId="7314" FileSize="16384" LocalFilePath="Panda.dxt5" PixelSize="128, 128" UV="0.5,0.125,0.125,0.125"></ContentMetaData>
ie it references the single file (Panda.dxt5) but uses UV coords for the image in the atlas. Hence it only displays a 64th of the image expanded. It's presumably the LocalFilePath that's wrong.

Edited by user Tuesday, April 24, 2012 4:46:16 AM(UTC)  | Reason: Not specified

Offline Benjamin  
#12 Posted : Tuesday, April 24, 2012 5:34:53 AM(UTC)
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Hi PG,

thanks for testing.

Originally Posted by: PG Go to Quoted Post

With iOS it gets almost all the way to the end then reports:
Code:
Info: Starting 'iOS Universal' Packager to create package. Please stand by, for big projects this can take several minutes ... (FindIt)
Error: Failed to build the package cause the sdk path '/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS5.0.sdk/ doesn't exist! (FindIt)



Sorry about that, I have only tested iOS 5.1, which is the only SDK currently installed on the build server. I will try to update the launcher to switch to 5.1 for older projects if 5.0 or others are not available.

Originally Posted by: PG Go to Quoted Post

With Windows it built fine but when I ran it some of the images were drawn wrong. An example is the Panda image. It is packed into AtlasTexture0 but in the ContentMetaData for my built app (ie in C:\Program Files\FindIt\Content\ContentMetaData.XML) it lists it like this:

Code:
<ContentMetaData Name="Panda" Type="Image" LastTimeUpdated="2012-04-10 06:17:16" PlatformFileId="7314" FileSize="16384" LocalFilePath="Panda.dxt5" PixelSize="128, 128" UV="0.5,0.125,0.125,0.125"></ContentMetaData>
ie it references the single file (Panda.dxt5) but uses UV coords for the image in the atlas. Hence it only displays a 64th of the image expanded. It's presumably the LocalFilePath that's wrong.


Sounds like a nasty bug. I will check it out, hopefully it is easy to reproduce.
Offline elasto  
#13 Posted : Tuesday, April 24, 2012 5:51:40 AM(UTC)
elasto

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Originally Posted by: Benjamin Nitschke (DeltaEngine) Go to Quoted Post
Sorry about that, I have only tested iOS 5.1, which is the only SDK currently installed on the build server. I will try to update the launcher to switch to 5.1 for older projects if 5.0 or others are not available.
I have no need to build for 5.0. Where is the setting to ask it to build for 5.1? I can't seem to see it in the ContentManager/Launcher.
Offline Benjamin  
#14 Posted : Tuesday, April 24, 2012 6:46:17 AM(UTC)
Benjamin

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It is currently setup here (so the correct device needs to be selected): http://deltaengine.net/Wiki.DeviceList.ashx

I already changed the default for 'iOS Universal' to 5.1 (wiki page is not updated yet).

Maybe I should add a framework key so users can customize this easier in the future ..
Offline elasto  
#15 Posted : Tuesday, April 24, 2012 7:00:37 AM(UTC)
elasto

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Originally Posted by: Benjamin Nitschke (DeltaEngine) Go to Quoted Post
It is currently setup here (so the correct device needs to be selected): http://deltaengine.net/Wiki.DeviceList.ashx

I already changed the default for 'iOS Universal' to 5.1 (wiki page is not updated yet).

Maybe I should add a framework key so users can customize this easier in the future ..
Are you suggesting that in the Content Manager I needed to select a Target Device inside iOS Universal? They are all greyed out for me. The top level iOS Universal is the only box I can tick.

I'm guessing the default you changed hasn't propagated yet as it still tries to use 5.0 when I try to build again.
Offline Benjamin  
#16 Posted : Tuesday, April 24, 2012 8:19:03 AM(UTC)
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I am testing iOS all day today. The iOS Universal device settings have been updated to 5.1 now. It would be confusing if I add more of the other iOS settings, which mostly won't work currently and are used for testing in different teams.

Your last attempt to build looks pretty good, everything is setup and no errors happened in compilation or packaging. Maybe you are lucky and you can test your game now ^^
Offline elasto  
#17 Posted : Tuesday, April 24, 2012 8:23:08 AM(UTC)
elasto

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Code:
Error: Failed to build the package cause the sdk path '/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS5.1.sdk/ doesn't exist! (FindIt)
lol :)

Edited by user Tuesday, April 24, 2012 8:23:53 AM(UTC)  | Reason: Not specified

Offline Benjamin  
#18 Posted : Tuesday, April 24, 2012 8:28:22 AM(UTC)
Benjamin

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Hmpf, I must have deleted something, strange that it works locally .. maybe the relative paths are messed up ..

As I said I will test this all day today Smile
Offline Benjamin  
#19 Posted : Tuesday, April 24, 2012 8:48:54 AM(UTC)
Benjamin

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Now it works. Stupid sdk path changed in Xcode for Lion and I deleted the old files from Snow leopard yesterday to avoid confusion, which were used in the old iOS build server ..

I also implemented some fallback logic so when the SDK version is not found it will use the latest available version.

Edited by user Tuesday, April 24, 2012 8:49:30 AM(UTC)  | Reason: Not specified

Offline elasto  
#20 Posted : Tuesday, April 24, 2012 9:16:08 AM(UTC)
elasto

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Ok, so it got to:

Code:
Info: Starting 'iOS Universal' Packager to create package. Please stand by, for big projects this can take several minutes ... (FindIt)

I let it run for 20 mins before stopping it. I got no 'connection lost' type message when I clicked to abort the build.

Offline Benjamin  
#21 Posted : Tuesday, April 24, 2012 9:23:39 AM(UTC)
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Sorry about that, there is still an internal error I have not fixed yet. It seems when extracting your provisioning file an ArgumentOutOfRangeException happens, which I have to investigate.

I also have to figure out how to send such crashes back to the build server. It seems only the client thread crashed, so the iOS server is still up and usable (a new feature I implemented yesterday to allow simultaneous builds).
Offline Benjamin  
#22 Posted : Tuesday, April 24, 2012 9:25:15 AM(UTC)
Benjamin

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Originally Posted by: PG Go to Quoted Post
Ok, so it got to:

Code:
Info: Starting 'iOS Universal' Packager to create package. Please stand by, for big projects this can take several minutes ... (FindIt)

I let it run for 20 mins before stopping it. I got no 'connection lost' type message when I clicked to abort the build.



This is strange, there should be other messages in the log (about each build step, so you know how far it got), maybe I forgot to include them in the waiting thread and they only appear after the packager is done ..
Offline Benjamin  
#23 Posted : Tuesday, April 24, 2012 12:59:01 PM(UTC)
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Updated the service once again, now logging is extremely verbose and I rewrote some parts of signing. Somehow your certificate and provisioning files got mixed up.

Signing information is still not correct extracted, but the SigningUsername is used as a fallback and that one is correctly set for you, maybe this helps ^^

Will help now another team with some Android problems and check the rest of iOS later ..
Offline elasto  
#24 Posted : Tuesday, April 24, 2012 1:30:06 PM(UTC)
elasto

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Nearly there..!

Code:
02:31.803 Starting 'iOS Universal' Packager to create package. Please stand by, for big projects this can take several minutes ...
02:32.824 	Packaging 'FindIt'
02:33.569 Packager: Copying assemblies ...
02:33.569 Packager: Creating app ...
03:56.317 Packager: Checking certificate ...
03:57.046 Packager: Adding Info file, icons and custom files ...
03:57.047 Packager: Signing package ...
03:57.047 BuildError: Failed to sign the package because the developer identity 'iPhone Developer: Philip G<snip> (M<snip>X)' is not installed on the system!
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