Mac building...no executables?
by Aaron K Murray · in Torque Game Builder · 02/03/2008 (1:09 pm) · 33 replies
Do I have to compile the game build on a Mac in order to get a functional Mac build?
My windows builds work great, but the Mac build doesn't have any executables, and has .cs files still in the folders.
My windows builds work great, but the Mac build doesn't have any executables, and has .cs files still in the folders.
#22
Signed!
OSX works so totally different than windows that you can only hurt your games name across the web instead of raising its popularity by doing this.
01/02/2010 (7:37 pm)
Quote:Seriously, sales pitch or not, it's pretty unrealistic to expect that one could release a Mac game without ever using a Mac.
Signed!
OSX works so totally different than windows that you can only hurt your games name across the web instead of raising its popularity by doing this.
#23
01/02/2010 (8:05 pm)
Find a co-conspirator who has a Mac, at least. There are lots of us here in the community :)
#24
I teach at a school where we have a doesn iMac's - wich is why I wanted to make a build to test in the first place.
My point however was - if the product can deliver what it says on the package, or not. But I gather from the responses here that it doesn't.
Unless ofcourse there is a fix for this that I havnt stumblede across - if so pleeease let me know. (Other then building nativly on Mac's or scrapping Mac support all together ;) )
01/03/2010 (6:44 am)
I do intend to test on Mac - and it's not a problem.I teach at a school where we have a doesn iMac's - wich is why I wanted to make a build to test in the first place.
My point however was - if the product can deliver what it says on the package, or not. But I gather from the responses here that it doesn't.
Unless ofcourse there is a fix for this that I havnt stumblede across - if so pleeease let me know. (Other then building nativly on Mac's or scrapping Mac support all together ;) )
#25
01/03/2010 (1:31 pm)
Building natively on the Mac is the single best way to both test and debug your applications and ensure that your bundles get created correctly.
#26
But seriously - you should really change the add on the frontpage.
It's bound to make people unhappy with the product, when 2/3's of the advertised features don't work.
Other then that - I'm really enjoying TGB and find both tut's and community very,very helpfull :D
01/03/2010 (1:46 pm)
Well it seams it's the only solution..hihiBut seriously - you should really change the add on the frontpage.
It's bound to make people unhappy with the product, when 2/3's of the advertised features don't work.
Other then that - I'm really enjoying TGB and find both tut's and community very,very helpfull :D
#27
01/03/2010 (8:41 pm)
Since when did you NOT need the system in question to port to it? No such engine exists. It ALWAYS needs testing. All that the product page is saying is that it *supports* a bunch of systems from the same project. That's not the same as saying your game will automagically work on every OS where the Torque source code has even smelled a compiler ;)
#28
01/04/2010 (1:14 pm)
Doesnt work here either, nor can we build Win builds on Mac
#29
Can I do a Mac build from a Windows machine? The reason I ask is because it doesn't work for me.
If the answer is yes, then we have some sort of problem (environment, tgb bug, etc.). We need to know if there is a work-a-round or if it is just flat broke (as in, you must use a Mac to do the builds).
If the answer is no, then that should be more obvious I think. Removing the option for doing Mac builds in the Windows version of TGB would be a great step in clearing up the confusion. And vice-versa.
Any comments about "you should test on every platform..." are good comments, but not relevent. We have Macs and PCs, but the dev environments are PC/Win, and I want to know if I can do Mac builds using the Windows PCs, and push them to a shared server that the Macs can get to for testing. This would save me time because we don't have development environments set up on the artists' Macs...and getting that set up and syncing the latest data from source control, etc. is a step I'd rather avoid if possible.
Hopefully that clears things up a bit.
So the question is: can we do Mac builds from a Windows PC or do we have to set up 2 dev environments?
01/04/2010 (3:44 pm)
I think we're getting caught up in semantics. The original question/concern is: Can I do a Mac build from a Windows machine? The reason I ask is because it doesn't work for me.
If the answer is yes, then we have some sort of problem (environment, tgb bug, etc.). We need to know if there is a work-a-round or if it is just flat broke (as in, you must use a Mac to do the builds).
If the answer is no, then that should be more obvious I think. Removing the option for doing Mac builds in the Windows version of TGB would be a great step in clearing up the confusion. And vice-versa.
Any comments about "you should test on every platform..." are good comments, but not relevent. We have Macs and PCs, but the dev environments are PC/Win, and I want to know if I can do Mac builds using the Windows PCs, and push them to a shared server that the Macs can get to for testing. This would save me time because we don't have development environments set up on the artists' Macs...and getting that set up and syncing the latest data from source control, etc. is a step I'd rather avoid if possible.
Hopefully that clears things up a bit.
So the question is: can we do Mac builds from a Windows PC or do we have to set up 2 dev environments?
#30
12/03/2011 (5:19 pm)
Was this never solved?
#31
12/05/2011 (11:12 am)
From reading this thread it looks like XP might be doing what it should and Win7 not so much. It might be a user permissions or UAC issue, perhaps it's shoving your stuff into your User/YourAcct/AppData/Roaming folder somewhere.
#32
It's basically the same as Windows build, just instead of exe and all dll's there's a folder named GameName.app with TGBGame file under it. It has no extension, but considering its name and size it most likely is Mac executable. Would be great to hear from Mac users if this is correct layout for Mac build or not.
12/05/2011 (11:12 pm)
I'm getting dso's alright (Win7), all other things also seem to be in place.It's basically the same as Windows build, just instead of exe and all dll's there's a folder named GameName.app with TGBGame file under it. It has no extension, but considering its name and size it most likely is Mac executable. Would be great to hear from Mac users if this is correct layout for Mac build or not.
#33
*Game.app/ (top level folder/bundle)
**Contents/
***Info.plist
***MacOS/
****Game (the actual binary)
***PkgInfo
***Resources/
There are two ways to have a working game from this. Either put the Game.app in the same folder as all the script directories and files, or put those inside Game.app/Contents/Resources/.
Permissions are also important, so certain things might be wonky when coming from a Windows filesystem. This is the reason disk images (DMG files) are the preferred distribution mechanism, since they use the very same file system as the destination systems. A second option is packages (.pkg files), which have scripts running post-install to correct permissions. They are not as popular, due to the ability to crap files all over the system, and normally requiring higher permissions than simply dragging a .app or other folder from a DMG.
12/06/2011 (9:16 am)
The game app has this structure:*Game.app/ (top level folder/bundle)
**Contents/
***Info.plist
***MacOS/
****Game (the actual binary)
***PkgInfo
***Resources/
There are two ways to have a working game from this. Either put the Game.app in the same folder as all the script directories and files, or put those inside Game.app/Contents/Resources/.
Permissions are also important, so certain things might be wonky when coming from a Windows filesystem. This is the reason disk images (DMG files) are the preferred distribution mechanism, since they use the very same file system as the destination systems. A second option is packages (.pkg files), which have scripts running post-install to correct permissions. They are not as popular, due to the ability to crap files all over the system, and normally requiring higher permissions than simply dragging a .app or other folder from a DMG.
Torque 3D Owner Sherman Pendley
As I said, you'll need one to test them anyway. Weren't you planning to do any QA testing at all? How did you intend to create a .dmg disk image - the standard method for distributing Mac software?
Seriously, sales pitch or not, it's pretty unrealistic to expect that one could release a Mac game without ever using a Mac.