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RoyMD
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Hi,

i have created a Project from the Marble Game Template for a Test in MS Visual C++ 2013, here my steps:

 

main.cpp

	 if (ext=="zip" || ext=="pak")
	 {
		 Leadwerks::Package::Load(file,"strongpassword");
	 }

 

Ok after the changes in main.cpp i have compiled the solution and the Game runs in the Projectfolder, now i have create a folder "MarbleGame" with the MarbleGame.exe, lua51.dll and the steam_api.dll from the Projectfolder, the Assets are in seperated protected ZIP Archives like this:

Fonts.zip

Maps.zip

Materials.zip

Models.zip

Scripts.zip

Shaders.zip

Sound.zip

 

In the Archives are not the Basefolders (eg in Maps.zip is only the File "start.map" without any folders).

 

And now the MarbleGame.exe doesnt run and output the Message:

e:\MarbleGame>MarbleGame.exe

Initializing Lua...

Warning: Lua sandboxing disabled.

Executing file "E:/MarbleGame/Scripts/Error.lua"

Error: Failed to read file "E:/MarbleGame/Scripts/Error.lua".

Executing file "E:/MarbleGame/Scripts/Main.lua"

Error: Failed to read file "E:/MarbleGame/Scripts/Main.lua".

Error: Failed to execute script "Scripts/Main.lua".

 

e:\MarbleGame>

 

Whats wrong, please?

You may say I'm a dreamer. But I'm not the only one. I hope some day you'll join us. And the world will be as one. (John Lennon, Imagine)

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Hi Josh,

 

I will write my own startsequence with a Video at the Gamestart, Loadingscreens on Mapchanges and other things in C++ (for my Games, this is a Test).

 

Best regards,

Roy.

You may say I'm a dreamer. But I'm not the only one. I hope some day you'll join us. And the world will be as one. (John Lennon, Imagine)

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It will still work.

 

I can confirm this. I also use C++ and load assets like model = Model::Load("./Models/model.mdl"). After publishing your game, all of your assets are in a zip and password protected.

Using Leadwerks Professional Edition (Beta), mainly using C++.

Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz

Previously known as Evayr.

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