Gamer4Life Posted February 14, 2016 Share Posted February 14, 2016 I am currently crashing anytime I open my published games .exe file when I click on a Amnesia note. I have sandbox lua unselected like it was recommended and everything is attached properly. The notes work fine before i publish the game but after the game is published, opening the notes causes the game to crash. It flashes to fast for me to read what error is being produced. Has anyone heard this from anyone else or have any idea why this is crashing? Quote Link to comment Share on other sites More sharing options...
Brutile Posted February 14, 2016 Share Posted February 14, 2016 Run the game in debug mode and let us know what line of code it's crashing on. Quote Link to comment Share on other sites More sharing options...
Gamer4Life Posted February 14, 2016 Author Share Posted February 14, 2016 The game does not crash in debug mode. Everything runs fine when run the game in leadwerks but after i publish the game as standalone the game crashes when I open the notes. Quote Link to comment Share on other sites More sharing options...
Einlander Posted February 14, 2016 Share Posted February 14, 2016 Find the exe folder. In an empty area of the window hold shift and right click. Click start command prompt her. Type your games exe name. Also make sure your app/main.lua file is actually loading the right map. By default it's start.map Quote Link to comment Share on other sites More sharing options...
nick.ace Posted February 14, 2016 Share Posted February 14, 2016 I think Brutile means set a breakpoint, but it's weird that it wouldn't crash in debug mode. I'm kind of confused. Is it crashing on startup or when you are in game reading a note? Those are two totally different things. Quote Link to comment Share on other sites More sharing options...
Gamer4Life Posted February 14, 2016 Author Share Posted February 14, 2016 Okay cool that worked great. The Error that is being registered is 302 attempt to call local 'luaFile' (a nil value) when it is opening scripts/items/note.lua. I'm not sure why it is getting that error when it works fine in the none published version. it crashes as soon as i click E on the note to open it Quote Link to comment Share on other sites More sharing options...
nick.ace Posted February 14, 2016 Share Posted February 14, 2016 When you published, did you choose the option to automatically pack files (do you see a .zip file containing your items)? This may not work with your script if this is the case because your file is being dynamically loaded. Quote Link to comment Share on other sites More sharing options...
Gamer4Life Posted February 14, 2016 Author Share Posted February 14, 2016 Correct, all the files seem to be loaded and in their proper location as in the game prepublished. I also did not see an option to manually move the files on publishing i only saw and option to move all files and to move only the files used. Quote Link to comment Share on other sites More sharing options...
nick.ace Posted February 14, 2016 Share Posted February 14, 2016 Yeah deselect the option to only use the used files. That should solve this. Quote Link to comment Share on other sites More sharing options...
Gamer4Life Posted February 14, 2016 Author Share Posted February 14, 2016 Already attempted it multiple times, it did not fix it sadly. I am not sure what else i could do lol. Something in between the game running in the engine and being published is messing up. Quote Link to comment Share on other sites More sharing options...
lxFirebal69xl Posted February 20, 2016 Share Posted February 20, 2016 I'm currently having the same problem, I can run the game fine in the editor. But if I publish it stand alone or game launcher it won't launch, the only fix I found (for me at least) was to copy over the "Materials" folder to the published game directory. Quote Link to comment Share on other sites More sharing options...
Josh Posted February 21, 2016 Share Posted February 21, 2016 One hack is to add a commented-out line in any script that has the file name in it: --"myfile.mat" 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...
Slastraf Posted February 21, 2016 Share Posted February 21, 2016 I had that issue ,too. Cannot confirm ay fix but just dont using it Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted February 21, 2016 Share Posted February 21, 2016 It the same thing people are running in to using flowgui. I tried several things to get around this. One solution is to add the text files after publishing. This prevents crashing but requires manual steps. It also is not possible when you want to upload to the game launcher. http://www.leadwerks.com/werkspace/topic/11262-flowgui-for-leadwerks/page__st__140#entry97792 Quote Link to comment Share on other sites More sharing options...
lxFirebal69xl Posted February 21, 2016 Share Posted February 21, 2016 So what is the best solution to this? Quote Link to comment Share on other sites More sharing options...
beo6 Posted February 21, 2016 Share Posted February 21, 2016 (edited) mhh. thats odd. I am 99% sure i fixed that once. Seems that an old version is up on the steam workshop again. :/ sorry for the late response. Was and still am ill laying in the bed. :/ For the time being here is the current script. (the text.lua files need to look a bit different in this so the fix works. But there is an example text.lua file included) https://cloud.software-sl.de/index.php/s/sHbt6kKfMT926zi Will see to upload that version again to the steam workshop. //Edit: doesnt let me upload to steam workshop again. :/ i start to hate steam... Edited February 21, 2016 by beo6 Quote Link to comment Share on other sites More sharing options...
lxFirebal69xl Posted February 21, 2016 Share Posted February 21, 2016 mhh. thats odd. I am 99% sure i fixed that once. Seems that an old version is up on the steam workshop again. :/ sorry for the late response. Was and still am ill laying in the bed. :/ For the time being here is the current script. (the text.lua files need to look a bit different in this so the fix works. But there is an example text.lua file included) https://cloud.software-sl.de/index.php/s/sHbt6kKfMT926zi Will see to upload that version again to the steam workshop. //Edit: doesnt let me upload to steam workshop again. :/ i start to hate steam... One hack is to add a commented-out line in any script that has the file name in it: --"myfile.mat" Does this work with tex files? Like: --"mytex.tex" Quote Link to comment Share on other sites More sharing options...
beo6 Posted February 21, 2016 Share Posted February 21, 2016 it should work with any file as long as the .tex extension is included in the publishing dialogue. Quote Link to comment Share on other sites More sharing options...
lxFirebal69xl Posted February 21, 2016 Share Posted February 21, 2016 it should work with any file as long as the .tex extension is included in the publishing dialogue. Alright noted! Quote Link to comment Share on other sites More sharing options...
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