Re: Cinepaint.app Bundle

Robin Rowe <[email protected]> Mon, 10 Mar 2008 15:14:35 -0800
Newsgroups gmane.comp.video.cinepaint.devel
Message-ID <[email protected]>
Eric,

 > I used MacCinePaint-0.21-2.1.nativ.dmg.gz as a guide, though I
 > ended up pitching the Frameworks and stuck to the DYLIBS. That
 > way (I figured), the developers don't really have to worry about them.

Does that mean the plist files are unneeded?

Your README file could be much clearer. It doesn't explain the 
complicated directory layout, why it's duplicated, where the generated 
PkgInfo and plist files came from, why ._cinepaint, and so forth. It's 
not straightforward to build a dmg from your instructions.

Want to give it another try?

Thank you,

Robin
-- 
Robin Rowe
CinePaint Project Leader
Beverly Hills, California
www.CinePaint.org

> You will find Cinepaint.app (the actual application - intel only), the
> README that is included with cinepaint-project/cinepaint/macintosh which
> gives OSX build instructions, my own short README with a brief set of
> additions to create the app, and the CinepaintSkeleton.app which should be
> everything not created when you actually build the application (so you can
> roll your own).

1. Except for the following changes, use the build instructions given in 
README.Mac.OS.X (copied with the .app and the skeleton).

Okay, there is really only one optional change - instead of configuring 
the packages with a prefix like /sw, it is possible to build everything 
into the CinepaintSkeleton.app/Contents/Resources directory.


2. If you didn't do the "optional" change that I mention above, you will 
need to then copy the directories created when you built cinepaint into 
CinepaintSkeleton.app/Contents/Resources. Specifically:
bin, etc,include,info,lib,locale,man,share

2b. Rename CinepaintSkeleton to Cinepaint

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