I have a dumb question. I was following the derflounder method last night, and my preflight/postinstall scripts look different than the screen shot when I added mine, and I don't think they ran either. His showed up as like the terminal window type icon, mine showed up as a text file. I did the chmod a+x and everything, and even tried removing the .sh from them, the still showed as text files. What's the proper method to create those files?
so, I followed @rtrouton's 5.0.1 page http://derflounder.wordpress.com/2013/10/24/building-a-grand-unified-xcode-5-0-1-installer-for-maver... for installing 5.0.2, however I can't tell if the command line tools got installed.
I saw on http://railsapps.github.io/xcode-command-line-tools.html that if I do an xcode-select -p I should find something about the CL being installed, but I don't. I didn't see in the install.log anything that said it was or was not installed..
i dont think the derflounder guide (At least the 5.0 guide) is very useful for us in the Casper world. the scripts he made just install XCode and then install the command line tools package. obviously those are easily accomplished just by packaging the base XCode app with Composer and then using Remote/Imaging to deploy the package/dmg along with the command line tools package (separate deployment events).
i was hoping to find a way that users could compile code (aka "use Xcode") without it caring about Apple IDs or account information. the experience i had in the past was after I deployed XCode to the computers, users could run it with no problems, but then it would prompt for an Apple ID at compile/runtime.
I'll see how it goes with XCode 6 now, as I haven't tried it yet
I've found that deploying Xcode 6.x is easier than 5.x, now that 6.x requires 10.9.4 and later. Apple includes the command line tools inside Xcode if you're running Mavericks:
My current method is to download an Xcode installer package from the MAS using this technique:
Once the Xcode installer package has been downloaded, it can be deployed as-is without needing to repackage it. The end result should be that Xcode 6.x installs on Mavericks without requiring an Apple ID. If you want to script accepting the EULA or including other tools, you'll likely need to script those. Tim Sutton has some good resources available to help with that: