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
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
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
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
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
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