Initial project generated in Windows is not suitable for Mac environment. Upload compiled library from Binaries directory, and make sure it works on mac.
Working in Mac you require build first in order to be able to open the uproject in editor, in other case error "The game module 'xxx' could not be found." is showed.
When you create a project on mac, it generates the project files with essential information to build the game module (something equivalent to sln in vs).
Once module source is compiled, you can open the project successfully.
One requirement is \Source folder (don't touch the name!) MUST be located at \Project level because internal script are expecting so.
Source code at this stage should not be in other repository even less other repository system with integration with project structure because synchronisation between project definition and underlaying code will be break on each change.
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I see, and yes, we will look on improving the workflow here.
Of course it doesnt work directly for mac, as the code is edited in windows. You would need to create the project youself with OpenTournament as name, and then paste the svn contents there, compile, and you can use it.
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Create the project yourself in a mandatory way is not good approximation, you will throw away all mac developers because the development cycle will be unnecessarily painful.
The development should be straightforward with independence of the platform as primary directive for an open source project and decision should be made taking this approach first.
Other case is have not choice at some point because build workflow is not really mature, which is the case in some aspects.
In any case, at this moment with this structure change, for mac development is a great improvement and it is not needed recreate the project and move manually contents from one side to another.
Last edit: sp3ctrum 2014-04-04
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Create the project yourself in a mandatory way is not good approximation, you will throw away all mac developers because the development cycle will be unnecessarily painful.
I never suggest a complete different folder structure. I was just thinking many many steps ahead. In my tickets [#6] i suggest a folder structure with the so called folder "Game". This folder would contain all the project files of UnrealEngine4 in the same structure. Every coder and every designer on every platform can work with it. You can also use subfolder when you checkout the specific folder.
This way, all the necessaray files fo this complete project will be stored in the repository of SourceForge (git for code, SVN for assets).
We do have a Web developer who can work on a Web site. He can store the files inside a different folder. This folder does not have to be in the "Assets" repo nor in the "Source" folder. From my suggested folder it could be stored in "Web".
The same goes for any other member of this project wo wants to contribute neither to assets nor to the Source. And where are development files are stored. PSD, MAX, MA, ...
Nothing has started yet. Such structure needs to be done from the very first moment. Otherwise, if every project member has to use different folder if something will get changed internally in the repo structure, it will upset quite a lot.
Having a more optimized, future safe structure of the repo works best for all team members.
My comment was for Victor about Mac development workflow and source integration.
I see your point, but i don't believe it's at this stage something with priority and there is a risk inherent always you "play" with structure.
A good principle to follow is KISS (http://en.wikipedia.org/wiki/KISS_principle) and work with mandatory resources for each iteration and don't add complexity.
For example, when we define a task where a launcher must be builded, at this moment you perform your analysis and take decisions and finally proceed implementing them.
Victor: Following this principle, we could remove all assets, textures included, because it not make sense have 400mb of texture that could not be used.
Only when designers submit final resources for a specific task, asset involved shall be integrated in the solution.
Solution should be cleanest as possible.
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You have rights to commit files. To support mac, you only have to compile the code in Xcode and upload the library in Binaries folder. Rest of things are cross platform.
I dont have mac, so i cant do that myself, ill add you as "owner" of this issue, so you add your mac only files so the project works for both. DONT upload either the Intermediate or Saved folders, those are created automatically in the engine and its not needed to sync those.
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--- old+++ new@@ -1 +1 @@-Initial project generated in Windows is not suitable for Mac environment.+Initial project generated in Windows is not suitable for Mac environment. Upload compiled library from Binaries directory, and make sure it works on mac.
assigned_to: fcogama
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Any more data on what happens?
Working in Mac you require build first in order to be able to open the uproject in editor, in other case error "The game module 'xxx' could not be found." is showed.
When you create a project on mac, it generates the project files with essential information to build the game module (something equivalent to sln in vs).
Once module source is compiled, you can open the project successfully.
The solution is:
Generate .xcodeproj using Editor Services (right mouse btn -> services -> generate xcodefiles)
One requirement is \Source folder (don't touch the name!) MUST be located at \Project level because internal script are expecting so.
Source code at this stage should not be in other repository even less other repository system with integration with project structure because synchronisation between project definition and underlaying code will be break on each change.
Some related details:
https://answers.unrealengine.com/questions/17678/cannot-open-shootergame-on-mac.html
Recommended Structure
Project name: Open Tournament
\OpenTournament (doesn't make much sense called 'assets' since its the project per se not just assets)
------\Source (important for mac at least keep the level structure are folder name)
Last edit: sp3ctrum 2014-04-04
I see, and yes, we will look on improving the workflow here.
Of course it doesnt work directly for mac, as the code is edited in windows. You would need to create the project youself with OpenTournament as name, and then paste the svn contents there, compile, and you can use it.
The project files should work out of the box.
I also suggest a different folder structure (see [#6]).
Related
Tasks:
#6Create the project yourself in a mandatory way is not good approximation, you will throw away all mac developers because the development cycle will be unnecessarily painful.
The development should be straightforward with independence of the platform as primary directive for an open source project and decision should be made taking this approach first.
Other case is have not choice at some point because build workflow is not really mature, which is the case in some aspects.
In any case, at this moment with this structure change, for mac development is a great improvement and it is not needed recreate the project and move manually contents from one side to another.
Last edit: sp3ctrum 2014-04-04
I never suggest a complete different folder structure. I was just thinking many many steps ahead. In my tickets [#6] i suggest a folder structure with the so called folder "Game". This folder would contain all the project files of UnrealEngine4 in the same structure. Every coder and every designer on every platform can work with it. You can also use subfolder when you checkout the specific folder.
This way, all the necessaray files fo this complete project will be stored in the repository of SourceForge (git for code, SVN for assets).
We do have a Web developer who can work on a Web site. He can store the files inside a different folder. This folder does not have to be in the "Assets" repo nor in the "Source" folder. From my suggested folder it could be stored in "Web".
The same goes for any other member of this project wo wants to contribute neither to assets nor to the Source. And where are development files are stored. PSD, MAX, MA, ...
Nothing has started yet. Such structure needs to be done from the very first moment. Otherwise, if every project member has to use different folder if something will get changed internally in the repo structure, it will upset quite a lot.
Having a more optimized, future safe structure of the repo works best for all team members.
Related
Tasks:
#6Last edit: RattleSN4K3 2014-04-04
My comment was for Victor about Mac development workflow and source integration.
I see your point, but i don't believe it's at this stage something with priority and there is a risk inherent always you "play" with structure.
A good principle to follow is KISS (http://en.wikipedia.org/wiki/KISS_principle) and work with mandatory resources for each iteration and don't add complexity.
For example, when we define a task where a launcher must be builded, at this moment you perform your analysis and take decisions and finally proceed implementing them.
Victor: Following this principle, we could remove all assets, textures included, because it not make sense have 400mb of texture that could not be used.
Only when designers submit final resources for a specific task, asset involved shall be integrated in the solution.
Solution should be cleanest as possible.
You have rights to commit files. To support mac, you only have to compile the code in Xcode and upload the library in Binaries folder. Rest of things are cross platform.
I dont have mac, so i cant do that myself, ill add you as "owner" of this issue, so you add your mac only files so the project works for both. DONT upload either the Intermediate or Saved folders, those are created automatically in the engine and its not needed to sync those.
Modified the Assets repository so its called as OpenTournament, you were right on that one
Last edit: victor blanco 2014-04-04
Diff: