tipforeveryone Posted January 3, 2018 Share Posted January 3, 2018 I publish my game as Standalone version with "Only include used files" checked When I double click mygame.exe, a window appears and suddenly disappear without any error warning, I guess my game are lacking of some files but I don't know which one Then I publish with "Only include used files" unchecked and my game run properly but with a huge size package I suppose it is fine with included used files but it is not. btw, is there any way to point out which file my game lacks. Thanks Quote Link to comment Share on other sites More sharing options...
gamecreator Posted January 3, 2018 Share Posted January 3, 2018 I would enable the console to see the error messages. 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted January 4, 2018 Share Posted January 4, 2018 You can create a bat file to launch your game and read the printed output, like this: mygame.exe pause You have the coolest user name on Leadwerks.com BTW. Every time I see it I think "Yay, everyone gets tips!" 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...
tipforeveryone Posted January 4, 2018 Author Share Posted January 4, 2018 haha this username sounds funny, thank you this is what I get when using bat file to run my game, but stillget nothing useful ---- Quote Link to comment Share on other sites More sharing options...
Josh Posted January 4, 2018 Share Posted January 4, 2018 That does not make any sense. The program should print out a few lines of text at least. 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...
tipforeveryone Posted January 4, 2018 Author Share Posted January 4, 2018 27 minutes ago, Josh said: That does not make any sense. The program should print out a few lines of text at least. Maybe I put a wrong content for the .bat file, here is my published project. can you help me to point out which lacked files, I don't want to pack every unused files for the game to run. I have plenty of them in my project folder and they are about 4 GB https://www.dropbox.com/s/xj1knh7z5x8b2sd/CSCDVMP.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
Josh Posted January 4, 2018 Share Posted January 4, 2018 Okay, is this a C++ program or Lua? 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...
tipforeveryone Posted January 4, 2018 Author Share Posted January 4, 2018 Just now, Josh said: Okay, is this a C++ program or Lua? I use LUA, no C++ Quote Link to comment Share on other sites More sharing options...
Josh Posted January 4, 2018 Share Posted January 4, 2018 I don't understand what is going on here...it won't even print out a single line... 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...
Josh Posted January 4, 2018 Share Posted January 4, 2018 I am running it in the debugger now and may have found something... 1 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...
Jazz Posted January 4, 2018 Share Posted January 4, 2018 cscdvmp.exe > output.txt Lua Error: [string "/Scripts/Custom Scripts/Menu/MenuFunctions.lua"]:69: attempt to index a nil value Quote --- Scott Using Windows 7 Ultimate 64 bit/Core I7-2700K @ 4312mhz/24G RAM/Nvidia GTX 1060 Link to comment Share on other sites More sharing options...
tipforeveryone Posted January 4, 2018 Author Share Posted January 4, 2018 Just now, Jazz said: cscdvmp.exe > output.txt Lua Error: [string "/Scripts/Custom Scripts/Menu/MenuFunctions.lua"]:69: attempt to index a nil value Woww. show me how can I get this ? Quote Link to comment Share on other sites More sharing options...
Jazz Posted January 4, 2018 Share Posted January 4, 2018 Just now, tipforeveryone said: Woww. show me how can I get this ? Put that command in your .bat file. It will output it in output.txt 1 1 Quote --- Scott Using Windows 7 Ultimate 64 bit/Core I7-2700K @ 4312mhz/24G RAM/Nvidia GTX 1060 Link to comment Share on other sites More sharing options...
tipforeveryone Posted January 4, 2018 Author Share Posted January 4, 2018 @Jazz Thank you for show me this @Josh I found out a problem, there are some missing folders in published game, see image below. There is something to be worked on "Only include used file" option when publishing game Leadwerks only include files which are used in existed map, not in code example, "Menu" folder contain all textures which I use Texture:Load() for and they are not included in. Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted January 4, 2018 Share Posted January 4, 2018 I thank that is the way Leadwerks works. Or at least in the sense that Leadwerks doesn't scan your code to see what kind of files you load. For compiled C++ that would also be pretty difficult to do. It only exports files that are loaded/referenced in the editor Quote Link to comment Share on other sites More sharing options...
tipforeveryone Posted January 4, 2018 Author Share Posted January 4, 2018 So that "Only include USED files" option is kind of questionable and somehow... useless because there are not many entities / models / materials / textures are used in the Editor Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted January 4, 2018 Share Posted January 4, 2018 I remember a blog post when this option was introduced. I asked the question what would happen with entities loaded by code. The answer was something like "These are not included". But that blog was more than 1 or 2 years ago so things might have changed. Quote Link to comment Share on other sites More sharing options...
Thirsty Panther Posted January 4, 2018 Share Posted January 4, 2018 1 hour ago, AggrorJorn said: I remember a blog post when this option was introduced. I asked the question what would happen with entities loaded by code. The answer was something like "These are not included". But that blog was more than 1 or 2 years ago so things might have changed. This one? 1 Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted January 4, 2018 Share Posted January 4, 2018 1 hour ago, Thirsty Panther said: This one? Nice one Thirsty Panther. That is the one I meant. Quote Link to comment Share on other sites More sharing options...
Josh Posted January 4, 2018 Share Posted January 4, 2018 The editor DOES scan your Lua and CPP code files to look for any files that might be needed. However, if your name is created programmatically, like "MyFile" + ".tex" then there is no way to include it. 1 1 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...
tipforeveryone Posted January 4, 2018 Author Share Posted January 4, 2018 46 minutes ago, Josh said: The editor DOES scan your Lua and CPP code files to look for any files that might be needed. However, if your name is created programmatically, like "MyFile" + ".tex" then there is no way to include it. Thanks for pointing this out. I have a plenty of code like this. "something" .. self.variable .. ".tex" this is not a bug finally. you should put this as a Note (with red color) in the Publish window. I think Quote Link to comment Share on other sites More sharing options...
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