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Packaged Mac App


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#1 MishFTW

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Posted 21 March 2012 - 11:14 PM

I made this topic because I hope it will provide an easy way to download a compiled application for the Mac. Many guests probably search for a Mac app (I know I did) so I hope that helps the issue without having to dig through other threads. For much more technical talk, see the this topic.

Alpha 10 Release (r11863) thanks to historic_bruno
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#2 historic_bruno

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Posted 24 April 2012 - 04:42 AM

By request:
r11660 development version
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#3 Echelon9

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Posted 25 April 2012 - 01:52 AM

1335242551[/url]' post='238673']
By request:
r11660 development version


Was this built using the new build architecture that you're working on?
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#4 MishFTW

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Posted 25 April 2012 - 01:55 AM

Dude... when I saw it I was like... WHOA! Specular maps add a nice shine. And the research stuff is nice. I do have one question. Can keep the app update by replacing the mods/public folder with newer versions? Or will that break the app?
Edit: An error at start up about wrong chipset (supposed to be Intel HD 3000) but I dont see any consequences or such during gameplay.
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#5 General Octavian

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Posted 25 April 2012 - 03:24 AM

Very nice! Keep it up :) I get error messages when my units start to fight and i also get an error message that says my graphics card isn't right or something lol But it works fine!
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#6 Ykkrosh

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Posted 25 April 2012 - 04:28 PM

Can keep the app update by replacing the mods/public folder with newer versions?

No - you'll almost always need a new version of the compiled executable, not just the new data files and scripts.

An error at start up about wrong chipset (supposed to be Intel HD 3000)

This got fixed.
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#7 MishFTW

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Posted 26 April 2012 - 12:36 AM

Thanks. Hope the new build system will allow me to compile myself. Then I'll owe Ben 3 times :D
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#8 General Octavian

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Posted 27 April 2012 - 10:53 PM

Can we have an updated svn dl with the new sound system please :D?
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#9 historic_bruno

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Posted 27 April 2012 - 11:28 PM

That's not in SVN yet, it's still a work in progress ;)
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#10 General Octavian

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Posted 04 May 2012 - 10:02 PM

Can we have a recent svn build?
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#11 historic_bruno

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Posted 04 May 2012 - 10:55 PM

Not from me, I'm a bit busy doing other things :P We're only like a week or two from the release hopefully.
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#12 MishFTW

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Posted 11 May 2012 - 01:13 AM

Actually I'm using the official r11724 build for Leopard (32 bit). Works great on Snow Leopard 64 bit. But on the other hand, releases are coming and better build system for Mac. :D
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#13 MishFTW

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Posted 14 August 2012 - 02:42 PM

Forgot to post this: r11863 (Alpha 10).
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#14 Kimball

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Posted 14 August 2012 - 11:19 PM

I wonder how much effort it would take to go the Overgrowth route and have an auto-updater (if you haven't pre-ordered the game yet, it's valuable just to see all of the things they're doing right).
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#15 MishFTW

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Posted 14 August 2012 - 11:38 PM

Ben was working on a new build system for the Mac to make it a bit painless.
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#16 historic_bruno

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Posted 15 August 2012 - 01:13 AM

I wonder how much effort it would take to go the Overgrowth route and have an auto-updater (if you haven't pre-ordered the game yet, it's valuable just to see all of the things they're doing right).

I would definitely like an auto-updater for 0 A.D. (y) No idea how it would work for Macs though, you can't really change an app bundle, or shouldn't anyway especially if we start signing the bundle. Maybe mod data would go in Library/Application Settings, the first time you run the app it could download the latest data, future updates would be incremental. If the engine changes, it would need to download a new app bundle. This would require a significant change in how we distribute the game.

Of course if we do auto-updating, the bigger problem is getting it to work with multiplayer.
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#17 Kimball

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Posted 15 August 2012 - 02:11 AM

I'm not sure that you can't change an app bundle. They act just like folders (i.e. /Users/../Applications/0AD.app/Contents/Resources). I think this is how Wolfire does it.
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#18 dvangennip

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Posted 15 August 2012 - 10:06 AM

I'm not sure that you can't change an app bundle. They act just like folders (i.e. /Users/../Applications/0AD.app/Contents/Resources). I think this is how Wolfire does it.

Google does it as well with their Chrome app. But the problem is code signing. From OS X Mountain Lion on, applications that are not from the App Store or signed cannot be installed on a Mac, unless the user has changed her default security settings. I guess changing an App Bundle would break this signing, which is probably based on a signature of the contents. If this is true, there could be a way around by having the 0 A.D. app being very simple, namely just an updater that puts everything, including the actual runtime application in /User/name/Library/Application Support/0ad/ and run it from there. The first time it gets started it will simply download everything, and as soon as that is done it acts as a shortcut to the real application.
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#19 stwf

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Posted 21 August 2012 - 02:49 AM

You should look into sparkle...

http://sparkle.andymatuschak.org/

Its a framework that makes auto updates very easy (but it is Mac only). A brief perusal of their website shows that they do have a way to support code signing...
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#20 historic_bruno

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Posted 22 August 2012 - 08:08 PM

The updating should be integrated into the game itself. We might get some ideas from them specifically about how to handle app bundles and signing on OS X, but we need a cross platform solution.
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Ben Brian [ aka historic_bruno ]

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