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Builder to Player problems


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#1
sillyrobot

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G'day Folks,
I'm having a tough time providing working versions of mods using the Builder to Player.  I know I don't know enough about the package builder and how to verify what has been included.  I think the installation problems are being caused by my directory choice for GDA files, but it could be something else.    It doesn't help that I don't know how the validate the *.erf output files inside the dazip or the purppose of the manfest files. Image IPB
Information is a bit sparse on the topic so I'm turning to the community.
 
I'll detail my process so people can pick it apart.  Please let me know if I doing unnecessary work, skipping vital steps, or have the files in the wrong area.  I am away from my development machine right now, so I may have a detail wrong on the directory structure -- they get pretty deep.

Starting in the toolset:
1) Check-in all files.
2) Right-Click on project folder and choose "Export without dependencies"
3) Right-click on project folder and choose "Create Manifest"
4) Right-click on project folder and choose "Create Module list"
5) Delete 100+ files created in \\\\Bioware\\\\Dragon Age\\\\packages\\\\core\\\\override\\\\toolset
6) Copy all necessary GDA files to \\\\Bioware\\\\Dragon Age\\\\AddINs\\\\\\\\module\\\\override.  This directory has a sub-directory "toolset" which is the directory Builder to Player uses as default.
7) Select Builder to Player
8) Click Cancel at User_Manifest.xml file prompt
9) Verify entries in tree include GDA files, add-in toolset files (.nss, .ncs, etc.), and manifest.xml and click OK
10) Save dazip in \\\\Bioware\\\\Dragon Age\\\\AddINs\\\\\\\\module\\\\override\\\\toolset
11) Save "User_Manifest.xml" in same directory as dazip.
12) Copy .dazip and user_manifest.xml to a subdirectory to combine with other project files (readme.txt, xls sources for GDA files, etc.) and create a zip package for distribution.


The install packages seem to be working fine on my machine though I suspect that's because previous installs may have had the files hit the right area through interim development / luck / mucking around.

Anyone have any insight?

Modifié par sillyrobot, 30 novembre 2009 - 04:33 .


#2
sillyrobot

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I swear there was white space when I entered the message, honest!

#3
sillyrobot

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Shameless help-seeking bump

#4
FalloutBoy

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That's a lot of steps. Do we really have to do all that to publish our modules? I'm going to miss the days of just zipping up the .mod file and uploading it.


#5
ladydesire

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The Manifest file is needed so that players can activate or deactivate your mod, in case there is a conflict with another one.