Hide files in app bundle on MacOSX?
by Jason McIntosh · in Torque Game Builder · 04/21/2005 (9:40 am) · 5 replies
Is there a way to put all the files into an app bundle so users can just drag-and-drop install? Or would that require C++ changes to make possible?
I've been digging through docs and trying to figure out where to put things in Xcode, but no luck so far.
I've been digging through docs and trying to figure out where to put things in Xcode, but no luck so far.
About the author
#2
The best solution for Mac would be putting everything into the .app bundle, but I still can't figure out how to do that. :(
04/21/2005 (11:40 am)
I also tried putting the common/ files into a zip file, which works on PC, but doesn't work on Mac apparently. I may have done something wrong, but I didn't do anything differently for the PC and zip files work there.The best solution for Mac would be putting everything into the .app bundle, but I still can't figure out how to do that. :(
#3
I guess some C++ additions are required, similar to getting the OpenAL framework to operate correctly. This would make a fantastic addition to the engine, though, as it's such a fundamental aspect of getting a game out to the public.
04/21/2005 (12:06 pm)
I finally managed to get my data files into the app bundle (it's not that hard unless you're like me and you have no Xcode experience), but the engine doesn't look there so it bombs out and doesn't run. Poo.I guess some C++ additions are required, similar to getting the OpenAL framework to operate correctly. This would make a fantastic addition to the engine, though, as it's such a fundamental aspect of getting a game out to the public.
#4
And I agree, this would be a really cool feature to have for us Mac OS X people.
04/22/2005 (12:36 pm)
This has been done before, but I don't remember where I saw the thread. Basically, as I recall, there were a bunch of filepaths that had to be changed, but I think it also went deeper than that and I don't remember if it was done on the Torquescript level or the C++ level. But it has been done before :)And I agree, this would be a really cool feature to have for us Mac OS X people.
#5
I think T2D could be taught to do this. There's been some tutes about linking the OAL I think, getting main.cs to run inside the engine, etc. Just might take some glue. If I do get the C++ side of it organized, I'll try to lay it out so that it's easy to update.
04/26/2005 (5:53 am)
I think some C++ additions would be required. AFAIK, the bundle as it is right now is a self-executing app within it's dir structure which must mean that the engine is looking outside the bundle's layout for the dso's and some libs. Then yeah, we've got the OAL oddness, etc.I think T2D could be taught to do this. There's been some tutes about linking the OAL I think, getting main.cs to run inside the engine, etc. Just might take some glue. If I do get the C++ side of it organized, I'll try to lay it out so that it's easy to update.
Torque Owner Mike Saunders