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Scaleform 4.4 Mobile SDK - Android Deployer - Fix Validation

Scaleform 4.4 Mobile SDK - Android Deployer - Fix Validation

adjm
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Message 1 of 28

Scaleform 4.4 Mobile SDK - Android Deployer - Fix Validation

adjm
Alumni
Alumni

Hi All,

 

After conversing with several of you via PMs I think I've gotten the Android Deployer stabalized to the point where I wanted to open it up to broader testing.  The root cause of the issues was a bad merge from a newer codebase that we did because we wanted to get you all the latest and greatest features from the commercial SDK.

 

Anybody who is currently evaluating or has already purchased the Scaleform Mobile SDK for Android is welcome to participate in this thread.  However, I reserve the right to delete posts if directions are not followed or things get carried away.

 

Instructions (also included in the file below as Update_Readme.txt)

 

Please download the following file:

 

https://autodesk.box.com/s/8ptnpzlnrzhew3saf4uky8wigybwv42z

 

Please follow these steps to ensure you have a clean working environment:

  1. Download and extract a clean copy of the Scaleform 4.4 Mobile SDK into a new directory:
    http://gameware.autodesk.com/downloads/scaleform/sf_4.4_mobile_android.zip

  2. Copy the following file from this archive into the clean copy of the Scaleform SDK, overwriting the existing file:
    Copy <Extracted Archive>\Bin\Deployer.exe -----> <Scaleform SDK>\Bin

  3. Delete the following folder from your copy of the SDK:
    <Scaleform SDK>\Integrations\Android\FxShippingPlayer

  4. Copy the following directory from this archive into your copy of the SDK:
    Copy <Extracted Archive>\Integrations\Android\FxShippingPlayer -----> <Scaleform SDK>\Integrations\Android

    NOTE: the "Shipping" in FxShippingPlayer refers to the fact that these are the files used to build a shippable player via the Deployer that looks for content inside the APK package via the Android AssetManager (e.g. assets://).  It does NOT refer to just the Shipping configuration of same.  This is as opposed to FxPlayerMobile which is our normal example player built via Make which looks for content in /sdcard/.

  5. Don't forget to place a copy of the Scaleform License Key in the root directory of the SDK

  6. Please test thoroughly with any and all example content you have.

NOTE: If ANY errors occur, please copy the ENTIRE output from the Deployer log with the steps below, and paste it into a separate text file:

    a. Click in the Log area at the bottom of the Deployer window
    b. Hit Control-A (the control key plus the A key at the same time) on the keyboard
    b. Hit Control-C on the keyboard
    c. Hit the Windows key on your keyboard
    d. Type "notepad.exe"
    e. Hit Control-V on the keyboard
    g. Save the file somewhere you can find it like your Desktop with a name you will remember
    h. Menu->File->Save
    i. Attach the file to the appropriate thread in the forums (pasting it directly into the thread will get your post deleted)

REMEMBER: I can't fix issues that I can't see.

Once all known Android issues are resolved I will move onto iOS.

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Message 21 of 28

adjm
Alumni
Alumni

Great, thanks for letting me know and sorry again for the trouble.  If everything goes as planned we hope to have fully patched and updated packages available at weeks end.

 

-Jeremy

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Message 22 of 28

adjm
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I just posted an updated Patch that includes new versions of both the Windows and MacOS tools (including proper support for the License Key in the Bin folder) as well as the latest updates for the Application Layer (FxPlayerMobile/FxShippingPlayer) which now has SharedObject code enabled for both AS2 and AS3 as separate handlers.  I've got to put some finishing touches on some documentation updates and then we will be on track to post full packages early next week.  I'm trying to dot all the "i"s and cross all the "t"s so this will be the best package it can be.  Thanks again for everybody's patience.

 

-Jeremy

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Message 23 of 28

Anonymous
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Hi Jeremy

 

Just wanted to check, is the version that uploaded at the minute the final version, or are you still working on it?

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Message 24 of 28

adjm
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Alumni

Hi fiveforty,

 

The posted patch for the current packages is pretty much final and hasn't changed since my last post.  Very soon though, I'm hoping to post along-side the patch full packages incorporating all the fixes we've come across and further updates to the codebase so that you guys can test them out first and verify I didn't miss anything before I make them official.  I apologize for the delay with this and I know I promised them sooner, but I got pulled off onto a different project for a while and have only been able to focus my attention back here this week.

 

Thanks,

 

-Jeremy

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Message 25 of 28

Anonymous
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Hi Jeremy

 

Just trying the current version and I'm getting the following error while trying to build with the deployer

 

Stupidly I deleted the pervious version that worked... now I'm stuck with not being to produce anything

 

Any ideas??

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Message 26 of 28

Anonymous
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I've found a backup of the version I had working previously, however thats producing the same error?? Is it possible an OS update is the blame??
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Message 27 of 28

AD_NEdwards
Alumni
Alumni

Hi there,

 

We are pulling in the updates Jeremy mentioned for an updated release next month of the mobile sdk. It should be tested against the latest Android 4 and 5 OSes.

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Message 28 of 28

Anonymous
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Hi, any news as to when the update with be released?
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