02-25-2011 05:38 PM
haha theres always that one in the group ![]()
i doubt he'll get a playbook though, the rules specifically stated those kind of apps are not "eligible" for the playbook regardless of acceptance. i just hope he wasnt banking on this one app.
personally though, id be charging $0.99 for the app !
02-25-2011 05:43 PM
I bet he's happy he had only 50 'noises' and not over 201.
yeah, he should charge for his app, all those beans he had to eat would not have come cheap.
02-26-2011 09:02 AM
Funny app, but I agree not free PB worthy. But not for us to decide anyway.
02-26-2011 11:19 AM
I gave in... not fighting it any more... just signed it the way they have in their docs, even though all you're doing is signing with a fake generated cert. Guess my $550 THAWTE certificate was for nothing...
03-31-2011 11:17 AM
Hi everyone!
We're having the exact same issue as Mark did, only our app has 2019 assets (being a large game). Doing a quick and rough trimming of the manifest file, as well as removing the majority of the asset folders, made it able for the signing process to move further, only now we're getting a "barsigner error: server error: Code signing request failed because this file has been previously signed." error.
We have left a comment in the original issue page started by Mark, but how can we make sure the proper person from RIM sees it before today's deadline?
Any ideas are welcome!
Thanks!
Dimitrios
03-31-2011 11:19 AM
If you signed and app, you need to increment the version to sign it again.
03-31-2011 11:31 AM
Thank you for the reply, John.
In case my original post wasn't clear, we're having trouble signing our app with the 2019 assets in it. Removing the majority of the assets was just an experiment to see if their number was indeed what the problem was. So, Mark's original issue remains with us.
03-31-2011 11:38 AM
Does it sign with no assets? Can you figure out how many files will break the signing?
If you're rushed for time, upload to vendor portal with it not signed and then figure out a better solution for signing. One work around would be to download the assets the first time the application is run from a website.