Toolset for mac?
#1
Posté 15 décembre 2009 - 04:34
#2
Posté 15 décembre 2009 - 07:49
#3
Posté 15 décembre 2009 - 08:00
#4
Posté 15 décembre 2009 - 09:23
#5
Posté 15 décembre 2009 - 09:57
#6
Posté 15 décembre 2009 - 04:22
I doubt any changes would even be necessary. The data should be the same between both versions. It's really only the engine and UI that need to be redone between OSes, and in this case, it's a Cider port, so it's actually just the Windows version running.Adinos wrote...
What BioWare could do, (with relatively little effort) is to make any necessary changes to the PC toolset to ensure that content made with the PC toolset will work on the Macs.
Modifié par sarahbau, 15 décembre 2009 - 04:23 .
#7
Posté 15 décembre 2009 - 04:58
#8
Posté 15 décembre 2009 - 05:02
Doubt which part - that the toolset won't work, or the mods won't work? The exported mods don't use SQL do they? Otherwise using them would require installing it, rather than just installing it in order to use the toolset.Georg Zoeller wrote...
I doubt it, Microsoft SQL server not being available for MAC would be just one reason.
#9
Posté 15 décembre 2009 - 07:18
#10
Posté 15 décembre 2009 - 07:28
It will. If you're having problems installing it, some more details (and a new thread on that topic) would help.wargarbl wrote...
Does anyone know why MS SQL wont instal successfully onto a Mac running windows in bootcamp?
#11
Posté 15 décembre 2009 - 09:29
#12
Posté 26 décembre 2009 - 02:16
sarahbau wrote...
Doubt which part - that the toolset won't work, or the mods won't work? The exported mods don't use SQL do they? Otherwise using them would require installing it, rather than just installing it in order to use the toolset.
Mods do work. At least those that you can copy into your /Documents/Bioware/packages/core/override/ folder. Probably also some other ones, but I haven't encountered any of those yet that I want to get working.
#13
Posté 01 janvier 2010 - 07:52
James L Buchanan wrote...
sarahbau wrote...
Doubt which part - that the toolset won't work, or the mods won't work? The exported mods don't use SQL do they? Otherwise using them would require installing it, rather than just installing it in order to use the toolset.
Mods do work. At least those that you can copy into your /Documents/Bioware/packages/core/override/ folder. Probably also some other ones, but I haven't encountered any of those yet that I want to get working.
OK, I just want to make sure I'm on the same page here.. *You're saying mods that PC users create will work on the mac version of DAO?* My other question is how can mac users download the extra DLC for DAO? I keep seeing though that "Return to Ostagar" won't be mac friendly, hopefully that changes. Last question.. Why can't bioware port the toolset for mac users?
This is one of the main reasons why I hate mac (I have a love hate relationship hehe).
#14
Posté 01 janvier 2010 - 08:06
r19ecua wrote...
Last question.. Why can't bioware port the toolset for mac users?
One reason is because the toolset for PC requires the use of Microsoft's SQL Server Express Edition, which is not available for the Mac, which Georg already posted. Another reason is that Bioware apparently didn't do the Mac port, Transgaming did, and they didn't think to port the toolset and change it to use MySQL.
#15
Posté 02 janvier 2010 - 01:20
ladydesire wrote...
r19ecua wrote...
Last question.. Why can't bioware port the toolset for mac users?
One reason is because the toolset for PC requires the use of Microsoft's SQL Server Express Edition, which is not available for the Mac, which Georg already posted. Another reason is that Bioware apparently didn't do the Mac port, Transgaming did, and they didn't think to port the toolset and change it to use MySQL.
Ok, but will mods work for the mac? I just want to make sure I read what the guy who posted before me is right. Mods created by PC users that work on the mac hasn't been explicitly stated so I just want to be sure that I understand what's being implied here. Thanks for the info
I have the game for the xbox and it's a blast! But it lacks mods indeed
Modifié par r19ecua, 02 janvier 2010 - 01:26 .
#16
Posté 14 janvier 2010 - 02:55
The mods I have installed, textures, faces, etc., work just fine.
#17
Posté 14 janvier 2010 - 06:03
#18
Posté 14 janvier 2010 - 06:08
wargarbl wrote...
Does anyone know why MS SQL wont instal successfully onto a Mac running windows in bootcamp?
I have had this same problem. You probably need to hide your Mac drive so that the windows doesn't try to search it while it is installing the SQLServer. I had the same problem when installing SP3, it tried to look for something from the Mac drive, and wouldn't install properly. And if you have an extra hard drive plugged to your Mac, might unplug it too, because I think it might be causing problems as well. I haven't yet verified these fixes, but I'm going to try them out later today myself.
Edit: Didn't see your second post, but anyway, I do have SP3 on my computer and the SQLServer still isn't installing properly, so I still think it might have the same problem than the SP3.
Modifié par Ubasti, 14 janvier 2010 - 06:09 .
#19
Posté 14 janvier 2010 - 07:18
It's just not what they're about. When was the last time you saw an Apple commercial that focused on gaming aspects of a Mac?
Playing computer games is a waste of time. People who play computer games are losers. Apple does not like losers to use their products. If someone saw a loser using a Mac, then they might get the idea that Macs are for losers. When you are not doing productive activities on your Mac, you're supposed to be outside planting trees or building houses with Habitat for Humanity.
What computers are about.
Modifié par EJ42, 14 janvier 2010 - 07:21 .
#20
Posté 14 janvier 2010 - 08:00
#21
Posté 14 janvier 2010 - 08:19
I was replying to the OP. I wasn't trying to solve the OP's problem. I just know too many Mac owners who are constantly frustrated about gaming issues. They simply do not accept that their computers are designed to be good at very specific tasks. Serious gaming does not seem to be a major concern of Apple.dualie11 wrote...
Well that wasn't at all helpful EJ42. You're preaching to the choir here. Does anybody have any useful advice, such as a file road map for mods?
It does not, IMO, seem to make sense to game developers to expend resources to focus on developing native game clients for Linux or MacOS. I'd love to have a Linux version of DA:O and its toolset, but I realize it isn't going to happen.
#22
Posté 14 janvier 2010 - 09:45
dazip files are just zip files so you can open them and look at the contents. The folders in the zip file are arranged the way they will be laid out in the [my docs]\\Bioware\\DragonAge folder. Most mods have, in that dazip file, an erf file in the folder "packages\\core\\data". This erf file goes in [my docs]\\Bioware\\DragonAge\\packages\\core\\data folder. There will also be a number of files and folders in the "Addins\\[mod name]" folder. These go in [my docs]\\Bioware\\DragonAge\\Addins\\[mod name] folder.
Finally, in [my docs]\\Bioware\\DragonAge\\ you'll find a file called "Addins.xml". Open this in a text editor and scroll to the bottom. Just before the closing xml tag ( the line before "</AddInsList>"), you need to add an entry for the mod. The information you need for this is in the Manifest.xml file that was inside the dazip.
You want something like this, which the installer created for the module "Monster Mash", but it's really almost a copy-paste from the info in Manifest.xml:
<AddInItem UID="MonsterMash" Name="Monster Mash" ExtendedModuleUID="" Priority="100" Enabled="1" State="2" Format="1">
<Title DefaultText="Monster Mash">
<en-us><![CDATA[Monster Mash]]></en-us>
<fr-fr><![CDATA[Monster Mash]]></fr-fr>
<it-it><![CDATA[Monster Mash]]></it-it>
<de-de><![CDATA[Monster Mash]]></de-de>
<es-es><![CDATA[Monster Mash]]></es-es>
<pl-pl><![CDATA[Monster Mash]]></pl-pl>
<ru-ru><![CDATA[Monster Mash]]></ru-ru>
<pseudo><![CDATA[Monster Mash]]></pseudo>
<cs-cz><![CDATA[Monster Mash]]></cs-cz>
<hu-hu><![CDATA[Monster Mash]]></hu-hu>
</Title>
<Description DefaultText="Monster Mash">
<en-us><![CDATA[Monster Mash]]></en-us>
<fr-fr><![CDATA[Monster Mash]]></fr-fr>
<it-it><![CDATA[Monster Mash]]></it-it>
<de-de><![CDATA[Monster Mash]]></de-de>
<es-es><![CDATA[Monster Mash]]></es-es>
<pl-pl><![CDATA[Monster Mash]]></pl-pl>
<ru-ru><![CDATA[Monster Mash]]></ru-ru>
<pseudo><![CDATA[Monster Mash]]></pseudo>
<cs-cz><![CDATA[Monster Mash]]></cs-cz>
<hu-hu><![CDATA[Monster Mash]]></hu-hu>
</Description>
<Image />
<Rating DefaultText="">
<en-us><![CDATA[]]></en-us>
<fr-fr><![CDATA[]]></fr-fr>
<it-it><![CDATA[]]></it-it>
<de-de><![CDATA[]]></de-de>
<es-es><![CDATA[]]></es-es>
<pl-pl><![CDATA[]]></pl-pl>
<ru-ru><![CDATA[]]></ru-ru>
<pseudo><![CDATA[]]></pseudo>
<cs-cz><![CDATA[]]></cs-cz>
<hu-hu><![CDATA[]]></hu-hu>
</Rating>
<RatingDescription DefaultText="">
<en-us><![CDATA[]]></en-us>
<fr-fr><![CDATA[]]></fr-fr>
<it-it><![CDATA[]]></it-it>
<de-de><![CDATA[]]></de-de>
<es-es><![CDATA[]]></es-es>
<pl-pl><![CDATA[]]></pl-pl>
<ru-ru><![CDATA[]]></ru-ru>
<pseudo><![CDATA[]]></pseudo>
<cs-cz><![CDATA[]]></cs-cz>
<hu-hu><![CDATA[]]></hu-hu>
</RatingDescription>
<URL DefaultText="">
<en-us><![CDATA[]]></en-us>
<fr-fr><![CDATA[]]></fr-fr>
<it-it><![CDATA[]]></it-it>
<de-de><![CDATA[]]></de-de>
<es-es><![CDATA[]]></es-es>
<pl-pl><![CDATA[]]></pl-pl>
<ru-ru><![CDATA[]]></ru-ru>
<pseudo><![CDATA[]]></pseudo>
<cs-cz><![CDATA[]]></cs-cz>
<hu-hu><![CDATA[]]></hu-hu>
</URL>
<ReleaseDate>6/1/2010</ReleaseDate>
<Version />
<GameVersion />
<Type>2</Type>
<Publisher DefaultText="">
<en-us><![CDATA[]]></en-us>
<fr-fr><![CDATA[]]></fr-fr>
<it-it><![CDATA[]]></it-it>
<de-de><![CDATA[]]></de-de>
<es-es><![CDATA[]]></es-es>
<pl-pl><![CDATA[]]></pl-pl>
<ru-ru><![CDATA[]]></ru-ru>
<pseudo><![CDATA[]]></pseudo>
<cs-cz><![CDATA[]]></cs-cz>
<hu-hu><![CDATA[]]></hu-hu>
</Publisher>
<PrereqList />
</AddInItem>
Replace the bits where it says "Monster Mash" with the module's name. Replace the bits where it says "MonsterMash" with the UID. This line is the most important to get right (I'm not sure how much of the other stuff is even required):
<AddInItem UID="MonsterMash" Name="Monster Mash" ExtendedModuleUID="" Priority="100" Enabled="1" State="2" Format="1">
This is needed for the game to figure out what to do with the module. Obviously use the line from the Manifest.xml for the module not my example!
Hope that is of some help.
#23
Posté 14 janvier 2010 - 09:54
#24
Posté 14 janvier 2010 - 09:57
fluffyamoeba wrote...
Hopefully this will be of some help for people who want to *play* mods. It's how they are typically arranged on the PC. I'm sorry, I don't know what the equivalent on the mac to the [my docs]\\\\\\\\Bioware\\\\\\\\DragonAge folder is called (it's the one with the saves and config files in):
dazip files are just zip files so you can open them and look at the contents. The folders in the zip file are arranged the way they will be laid out in the [my docs]\\\\\\\\Bioware\\\\\\\\DragonAge folder. Most mods have, in that dazip file, an erf file in the folder "packages\\\\\\\\core\\\\\\\\data". This erf file goes in [my docs]\\\\\\\\Bioware\\\\\\\\DragonAge\\\\\\\\packages\\\\\\\\core\\\\\\\\data folder. There will also be a number of files and folders in the "Addins\\\\\\\\[mod name]" folder. These go in [my docs]\\\\\\\\Bioware\\\\\\\\DragonAge\\\\\\\\Addins\\\\\\\\[mod name] folder.
Finally, in [my docs]\\\\\\\\Bioware\\\\\\\\DragonAge\\\\\\\\ you'll find a file called "Addins.xml". Open this in a text editor and scroll to the bottom. Just before the closing xml tag ( the line before ""), you need to add an entry for the mod. The information you need for this is in the Manifest.xml file that was inside the dazip.
You want something like this, which the installer created for the module "Monster Mash", but it's really almost a copy-paste from the info in Manifest.xml:
[code=auto:0]
Ah this is excellent. Thank you very, very much. This is extremely helpful, and I'm certain I can figure it out now.
/cheer
Modifié par dualie11, 14 janvier 2010 - 09:58 .
#25
Posté 14 janvier 2010 - 10:08





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