Re: Standalone build in MC

2006-09-02 Thread Shari
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
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Successful Macintel standalone build in MC

2006-09-02 Thread Shari
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
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Mac and Windows shareware games
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Re: Standalone build in MC

2006-09-02 Thread J. Landman Gay

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
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Re: Successful Macintel standalone build in MC

2006-09-02 Thread J. Landman Gay

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. ;)



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Standalone build in MC

2006-08-31 Thread Shari
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.



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Re: Standalone build in MC

2006-08-31 Thread J. Landman Gay

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
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