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Build environment and deployment on the Mac


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#101 Sonarpulse

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Posted 16 March 2012 - 02:06 PM

Great Work! this should bring in tons of new users
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#102 wraitii

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Posted 17 March 2012 - 05:14 PM

This is minor, but you should change the icon. if it's put on the desktop, you have to aim for the icon, because if you click on the void, it won't select it, which is a pain.
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Lancelot de Ferrière le Vayer [ aka Wraitii ]
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#103 historic_bruno

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Posted 17 March 2012 - 08:41 PM

What do you mean by "void", the transparent part?
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#104 wraitii

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Posted 17 March 2012 - 09:48 PM

Yes. It wouldn't be a problem if the circle was full, but as it stands now, the transparent parts in the middle are unclickable.
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Lancelot de Ferrière le Vayer [ aka Wraitii ]
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#105 memmaker650

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Posted 17 March 2012 - 10:19 PM

Yes. It wouldn't be a problem if the circle was full, but as it stands now, the transparent parts in the middle are unclickable.


That's a stupid thing. The icon is beautiful like its today with transparency.
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#106 wraitii

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Posted 17 March 2012 - 10:35 PM

I'm fairly sure even a 1% opacity layer would make it clickable while still having the transparent effect.
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Lancelot de Ferrière le Vayer [ aka Wraitii ]
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Also the world's only three-dimensional poodle.

#107 historic_bruno

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Posted 17 March 2012 - 10:42 PM

That explains why I had problems clicking on it, I thought it was my mouse :D I didn't make the icns file, so I'll try to get the guy who did to adjust the alpha.
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#108 MishFTW

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Posted 18 March 2012 - 01:00 AM

Sorry guys... I was never aware of the problem. I've sent you the updated icon Ben. The rest of you, just replace the current one with this. Once again, sorry/
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Mish [Adarash Mishra]
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#109 historic_bruno

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Posted 18 March 2012 - 01:29 AM

Sorry guys... I was never aware of the problem. I've sent you the updated icon Ben. The rest of you, just replace the current one with this. Once again, sorry/

Thanks, it seems to work perfectly :)
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Ben Brian [ aka historic_bruno ]

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#110 wraitii

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Posted 18 March 2012 - 10:14 AM

Indeed, it works perfectly, thanks Geek377.
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Lancelot de Ferrière le Vayer [ aka Wraitii ]
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Also the world's only three-dimensional poodle.

#111 historic_bruno

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Posted 22 March 2012 - 12:35 AM

Committed path and bundle improvements (same ones used in the Alpha 9 bundle). Next I'll make a patch for the build system changes.
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#112 Echelon9

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Posted 22 March 2012 - 05:30 AM

Thanks historic_bruno!
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#113 Sonarpulse

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Posted 24 March 2012 - 05:26 PM

IMO, the 1% opacity trick should only be used within in the "0" of the icon. it actually makes some sense for the surrounding area to not be clickable.
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#114 MishFTW

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Posted 28 March 2012 - 02:39 AM

IMO, the 1% opacity trick should only be used within in the "0" of the icon. it actually makes some sense for the surrounding area to not be clickable.

I checked with system apps and reread the Apple Human Interface Guidelines on icons and this issue wasn't mentioned. However, system apps (iTunes, iSync) and even third party apps aren't clickable by transparent places. I've updated the icon file, thanks for letting me know.
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Mish [Adarash Mishra]
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#115 Sonarpulse

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Posted 29 March 2012 - 01:08 AM

Well, I don't have a mac to view it, but great! glad to help in any way.
*looks for .icns viewer*
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#116 wraitii

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Posted 29 March 2012 - 05:53 AM

This is actually a special case: only in the desktop or in windows set to act "like a desktop" (not sure how to phrase that, ie not lists) does it matter. In the dock, the whole "block" is clickable anyway. When viewed in columns, it's all clickable too.
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Lancelot de Ferrière le Vayer [ aka Wraitii ]
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Also the world's only three-dimensional poodle.

#117 MishFTW

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Posted 29 March 2012 - 04:34 PM

Personally, I don't think it matters, I just keep it on the dock (alphabetized, so 0 AD is second :))
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#118 mk12

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Posted 07 April 2012 - 12:54 AM

Yes, there should definately be a 1% alpha inside the zero, and not outside. Details matter to Mac usersówe wouldn't want to throw off the consistency of anyone's user experience :).

Wraitii, that's called "icon view", and it's the default. You are right in that it makes no difference in the Dock, Launchpad, or any Finder view besides Icon, though.

Edited by mk12, 07 April 2012 - 12:54 AM.

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#119 historic_bruno

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Posted 25 May 2012 - 02:09 AM

For those it may concern, I started using GitHub and made a fork/branch for the OS X build changes I've been working on. As far as I know, it should work for anyone as-is including Windows and Linux, though testing is welcome :) MacPorts is not needed or used anymore, instead the procedure for a basic build is something like this:
  • You need Apple's command line tools or similar, not necessarily Xcode, see http://trac.wildfire...nstructions#OSX
  • You need to install CMake as part of the libraries script is to build NVTT with CMake
  • Run libraries/osx/build-osx-libs.sh once, that will download and build the dependencies the game needs for OS X, in the default configuration (no SDK)
  • Run build/workspaces/update-workspaces.sh to generate the Premake workspaces
  • I would recommend a command-line/GCC build, the Xcode workspace is slightly broken on 4.0+ but you might get it to work
  • When successfully built, you'll have a development version of the game as a loose binary (no bundle)

To build a bundle, the process is actually simple though it takes much longer and you need Xcode:
  • Open build/workspaces/build-osx-bundle.sh in a text editor and change variables as needed (e.g. SYSROOT must point to your Xcode SDKs directory)
  • It defaults to 10.6+ 64-bit build with Xcode 4.2+; it uses SVN too, so for Git it's likely necessary to comment out the svn commands from build-osx-bundle.sh
  • It builds the libraries and game against the chosen SDK, creates the data archive, creates the bundle structure and copies the game files into the bundle
  • At the end you should have a working 0ad.app bundle
  • The DMG packaging is currently done separately and by hand

Building a bundle takes 45 minutes to an hour on a Core i7 2600K test system. A standard binary is around 5 minutes, though the initial library build adds around 20-30 minutes for me, of course a developer would only do that once when they first checked out the source code.
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Ben Brian [ aka historic_bruno ]

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#120 stwf

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Posted 25 May 2012 - 02:51 AM

The best tool ever for automating DMG packaging is choctop

http://drnic.github.com/choctop/

although you need to set up a small ruby environment its easy and so worth it.
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