Re: Standalone build in MC
Right, the standalone builder requires that the engine file is named MetaCard. The problem is probably with the plist file inside the bundle. Open that in a text editor and replace all instances of MetaCardCarbonMach-0 with plain MetaCard. Then rename the engine inside Contents/Mac OS to MetaCard. That should fix both launching and standalone building. That reminds me... far as I could tell the Rev standalone builder would use my own customized pList file during builds. That would be NICE! As it stands, after building on Mac OSX, I have to go into the Contents folder and replace the Metacard icons with my own, rename all Metacard named things with a custom name, replace the pList and pkgInfo file, and add files that I wish to include. Can the Rev builder handle all of this? Even where to put custom stacks in the Contents folder? Shari -- Gypsy King Software Mac and Windows shareware games http://www.gypsyware.com ___ metacard mailing list metacard@lists.runrev.com http://lists.runrev.com/mailman/listinfo/metacard
Successful Macintel standalone build in MC
Right, the standalone builder requires that the engine file is named MetaCard. The problem is probably with the plist file inside the bundle. Open that in a text editor and replace all instances of MetaCardCarbonMach-0 with plain MetaCard. Then rename the engine inside Contents/Mac OS to MetaCard. That should fix both launching and standalone building. I think it's soup! I have created a Macintel build of the complicated happy stack using Metacard 2.7. It launches. It appears to be working. You were right about the pList file. I had looked at it, but the CarbonMach-0 part hadn't jumped out at me. I did however, change everything in the final build to Gold instead of Metacard. I know I have been doing that as long as I've been using Metacard. I no longer remember why. It could be that somewhere a window came up with Metacard that should have said Blackjack Gold. Or perhaps I had the notion that if I created many different apps, each should have its own identity so that they would not cause confusion or overwrite each other in some way. But, the real goodie is, I think it's soup! I did not alter the built in ask/answer/message box stacks in any way. All of the stacks that were originally built in, stayed that way, including Execution Error and libUrl. Wanted to at least try to do it the easy way before dissecting the whole project :-DLet's call it... testing backwards compatibility :-D libUrl still works. Ask still works. Answer still works. Cannot test Execution Error specifically. That will only come into it if a bug got past me :-) There were only three things I found offhand that needed to be dealt with. Changing the About screen to say Made with Revolution instead of Metacard. Pointing the Preferences menu item that seemed to appear out of nowhere to the proper place. And finding out why the Uninstaller doesn't delete the desktop alias as it did before. Don't know if this is Macintel related or if it is related to the new engine and my existing code. But the main thing is, it's soup! Thank YOU yet again, Jacque. You need a whole wall for Dreamboat awards :-) Shari -- Gypsy King Software Mac and Windows shareware games http://www.gypsyware.com ___ metacard mailing list metacard@lists.runrev.com http://lists.runrev.com/mailman/listinfo/metacard
Re: Standalone build in MC
Shari wrote: That reminds me... far as I could tell the Rev standalone builder would use my own customized pList file during builds. That would be NICE! As it stands, after building on Mac OSX, I have to go into the Contents folder and replace the Metacard icons with my own, rename all Metacard named things with a custom name, replace the pList and pkgInfo file, and add files that I wish to include. Can the Rev builder handle all of this? Even where to put custom stacks in the Contents folder? Yes. In theory anyway. There are options for all of those things in Rev's standalone builder. In practice, the SB does not always add your icons and plist even if you tell it to. (On Windows builds it does add the icons correctly; the omission is only on OS X.) That isn't a big deal for me, I generally just replace them later with my own. But sometimes it does work. I haven't figured out what the trigger is. What does always work for me is entering the info into the fields in the SB General pane. The plist it creates from the field information is always correct and always included. I generally do it that way. You only have to enter the data once; after that it will remember. To include external files -- either stacks or other kinds of files, such as text files -- add them in the Copy Files pane. They will be included as part of the standalone folder in a Windows build, and inside the app bundle on an OS X build. -- Jacqueline Landman Gay | [EMAIL PROTECTED] HyperActive Software | http://www.hyperactivesw.com ___ metacard mailing list metacard@lists.runrev.com http://lists.runrev.com/mailman/listinfo/metacard
Re: Successful Macintel standalone build in MC
Shari wrote: But the main thing is, it's soup! Thank YOU yet again, Jacque. You need a whole wall for Dreamboat awards :-) Heather and I have decided to share the Great Wall of China. That should be sufficient. ;) -- Jacqueline Landman Gay | [EMAIL PROTECTED] HyperActive Software | http://www.hyperactivesw.com ___ metacard mailing list metacard@lists.runrev.com http://lists.runrev.com/mailman/listinfo/metacard
Standalone build in MC
Attempts to create a standalone failed. I'm not sure if I failed in creating the Runtime in MC. Or if I failed in the Contents folder of the actual standalone that was built. I am assuming that this has something to do with the naming of things. Remember that I had to name the Revolution engine to the OLD Metacard name of MetaCardCarbonMach-0 for everything to be happy. I am assuming that the issue with the Runtime engine is related to this in some way. At the moment, Runtime engine is set up as follows: the application is called MetaCardCarbon.app, in the Resources folder it is MetaCardCarbonMach-0.rsc, and in the MacOS folder it is MetaCardCarbonMach-0. The Standalone Builder says: Can't Open Engine. When I simply name the actual engine Metacard, and change none of the other stuff, it builds. But... it will not open. It says the application may be damaged or incomplete. I tried renaming the other stuff to match the CarbonMach-0, but that failed as well. -- Mac and Windows shareware games http://www.gypsyware.com ___ metacard mailing list metacard@lists.runrev.com http://lists.runrev.com/mailman/listinfo/metacard
Re: Standalone build in MC
Shari wrote: At the moment, Runtime engine is set up as follows: the application is called MetaCardCarbon.app, in the Resources folder it is MetaCardCarbonMach-0.rsc, and in the MacOS folder it is MetaCardCarbonMach-0. The Standalone Builder says: Can't Open Engine. Right, the standalone builder requires that the engine file is named MetaCard. The problem is probably with the plist file inside the bundle. Open that in a text editor and replace all instances of MetaCardCarbonMach-0 with plain MetaCard. Then rename the engine inside Contents/Mac OS to MetaCard. That should fix both launching and standalone building. When I simply name the actual engine Metacard, and change none of the other stuff, it builds. But... it will not open. It says the application may be damaged or incomplete. I tried renaming the other stuff to match the CarbonMach-0, but that failed as well. Backwards. :) -- Jacqueline Landman Gay | [EMAIL PROTECTED] HyperActive Software | http://www.hyperactivesw.com ___ metacard mailing list metacard@lists.runrev.com http://lists.runrev.com/mailman/listinfo/metacard