karmacomposer Posted July 31, 2014 Share Posted July 31, 2014 Every time I try to run a simple level with a terrain, a model and a lua player script attached to it, I get this: Failed to create debug process "C:/Users/MFelker/Documents/Leadwerks/Projects/Billy1/Billy1.exe". It will not write the .exe no matter what I do. I changed the folder permissions to admin and I am running as admin. What should I do to make this work? I also got this for the included demo level. What now? Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
tjheldna Posted July 31, 2014 Share Posted July 31, 2014 Hmm sounds like you need to compile the project in Visual C++ 2013. If you have this installed, the .sln it's in your projects Projects\Windows\ folder. Once you build it under debug and release you should be able to run from the editor. Is this the non steam version? Quote Link to comment Share on other sites More sharing options...
karmacomposer Posted July 31, 2014 Author Share Posted July 31, 2014 Yes. 3.0 with IOS and Android, Lua and C++, but I am no C++ coder. Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Ma-Shell Posted July 31, 2014 Share Posted July 31, 2014 If you created your project as a C++-project, you need to do as tjheldna said (compile it from VS). If it is a LUA-project, it should work out of the box. Quote Link to comment Share on other sites More sharing options...
karmacomposer Posted July 31, 2014 Author Share Posted July 31, 2014 I created it as a Lua project, so something is obviously wrong. Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
shadmar Posted July 31, 2014 Share Posted July 31, 2014 Debug process uses a network port to send debugging information, maybe your windows firewall or somethng blocks it? Is F6 Release mode running ok? Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
tjheldna Posted July 31, 2014 Share Posted July 31, 2014 Yes 3.0 3.0 didn't come with the binaries from what I remember they need to be created by compiling. I'm still under the impression that this is the issue as in 3.0 you need to compile the project regardless if it's Lua or C++. The compiler you need then is VS 2010 instead. There is no coding involved, you just need to load up the project in the compiler by opening your projects [projectname].sln file and hit build under debug and release then you will be able to run it in the editor. shadmars suggestion could be it to. These are the first places I would look, hope you get there. Quote Link to comment Share on other sites More sharing options...
Josh Posted July 31, 2014 Share Posted July 31, 2014 That's correct. Prior to 3.1, there was no Indie Edition, and all users were expected to compile the Lua interpreter in Visual Studio. Fortunately this does not require any coding, you just have to open up the project in Visual Studio 2010 and press F7, and it will work. Be sure to compile a debug and release version. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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