Product Chat / [SOLVED] Error on building standalone

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PCS
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Posted: 24th Nov 2019 15:49
Hi all i encounter this error when i tried to make a stand alone of one off my maps.


Does anyone know what this might be.?

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synchromesh
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Posted: 24th Nov 2019 16:41 Edited at: 24th Nov 2019 16:46
Guessing here but try re saving the map removing the space from the name " sewer hunter "
Just for testing try something like " sewer1 " no spaces.
It may not make any difference but at least it will be an independent save rather than the same one your using over again.
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Pirate Myke
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Posted: 24th Nov 2019 16:49
There may be a log file written in gg root folder.
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AmenMoses
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Posted: 24th Nov 2019 19:11
I've seen this reported before and we couldn't track it down that time either.

The error means that something purporting to be a valid Lua file isn't really valid so when the pre-compiler tries to do it's stuff it fails.

Check the logfile from the standalone creation and see what it tells you.
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PCS
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Posted: 24th Nov 2019 20:46 Edited at: 24th Nov 2019 22:47
i will look at all my lua scripts , and re save it as one file name without any spaces

edited: i don't find the log file.
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3com
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Posted: 25th Nov 2019 02:59
Quote: "edited: i don't find the log file."

I think you need: producelogfiles = 1
in the setup.ini file.
I recommend making this change with GG closed.
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PCS
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Posted: 25th Nov 2019 20:10
Ok, so i have notice the flowing.
I have not made any standalone games for a long time,
if i open any one off my maps that has been made and safe before this latest performance build, and save it now , and try to make a stand alone game i get the error message.
if i make from scratch any map with this latest performance build and save it, and makes a stand alone game , then there is no error at all.

Also i have edit the setup.ini file like 3com suggested. like producelogfiles = 1, but i still don't see the log file.

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AmenMoses
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Posted: 25th Nov 2019 22:08
Did it actually create a standalone folder and start populating it? If so in there you should find a 'contents' file, the last thing in there might gibe some hint.
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PCS
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Posted: 26th Nov 2019 04:10
there is a contents file , i don't see anything in there that says why it made the error.
When it makes the error , it still makes the standalone, But if you try to make a stand alone of two maps then it also makes the error and you can play the first one but when it load the second one it then says GG editor stopped working.

like i say with a newly made map there is no error, but any maps that were made before the latest performance build, the it makes the error.
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Posted: 26th Nov 2019 09:03 Edited at: 26th Nov 2019 19:55
Hope someone else also have the same problem other wise i think this will be it. for me, i can not rebuild all my WIP projects from scratch now with the performance build up date. i do not have the energy left.

Thanks so far for anyone who has tried to help.
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Posted: 27th Nov 2019 04:46
I'm wondering if it's a major engine bug? Or... it's a pretty simple .fpe change
or something. How many other people have made significant, multiple maps,
from past and then went to save Standalone?

Has anyone else tested the Standalone recently on older maps? I have
older levels I might want to try for the newest GG version--- ?

BTW PCS, have you tried to go back to earlier GG versions? It might be a hassle,
but I hope you can get it back and stay with us!
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Bored of the Rings
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Posted: 27th Nov 2019 05:44
If you send me the contents file and the fpm .dat file, I'll have a look.
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Posted: 27th Nov 2019 14:39 Edited at: 27th Nov 2019 14:51
Hi, Ive been reviewing your post and building various pre dated .fpms to standalone and not getting the error as reported.
However, are you updating a pre dated version of Game Guru? or a new folder install and copying your .fpm maps over?
Until further time to reproduce this error more, Im sure one of the talented guys above this post will work it out.
Here is a couple of random suggestions (make backups if required), test play the map fully and check for any missing media errors. Delete dbo associated with your media found in the .fpm map with error, that are not dbo model dependent, test play desired .fpm map, create a new dbo set and let me know if it builds. Also check any custom or modified scripts referencing said media or media you have removed since edit changes.
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Bored of the Rings
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Posted: 27th Nov 2019 14:54
also ,if you are happy to send me the fpm, might be able to help more. I will also look into the source code to investigate the LUA error.
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PCS
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Posted: 27th Nov 2019 19:28
Quote: "BTW PCS, have you tried to go back to earlier GG versions? It might be a hassle,
but I hope you can get it back and stay with us!"

how do i do this, i think i want to go back one earlier vervions of GG then make a stand alone and if it works then i know there must be a problem with the new up date., or am i wrong?
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PCS
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Posted: 27th Nov 2019 20:31 Edited at: 27th Nov 2019 20:32
Ok i have found out that if i open an old map, and i rename and save it with the new current build, then i can make a stand alone map,
But if i want to make a stand alone which include two old maps that i have just renamed and saved, then i can make a stand alone with out any problems, but when i play the stand alone and it must load the second level then i get this message.


ok then i have test and made two new empty maps with the current build, and made a stand alone with no errors, but when i play the standalone , when it loads on the loading screen it gives this message before it loads the first level


So i think i must uninstall Gameguru and make a clean installation and then test again.
hope it will then work.
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synchromesh
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Posted: 27th Nov 2019 20:36
Quote: "Ok i have found out that if i open an old map, and i rename and save it with the new current build, then i can make a stand alone map,"

I thought that didn't work when I suggested it in the first post.
Did you do anything different this time ?
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synchromesh
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Posted: 27th Nov 2019 20:40
Hmm … the quatlib.lua is being called by whatever script needs it to the standalone ?
That's twice I have seen this today. Manually copying it will solve the issue for now.
Are you using custom scripts or are they all stock ?
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PCS
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Posted: 27th Nov 2019 21:16
the the quatlib.lua that is called happend when i saved two plain maps each with a start and a barrel and a win zone , i did it just to test if i can make a stand alone of two empty maps, level one and level two,
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Posted: 27th Nov 2019 21:18
Quote: "I thought that didn't work when I suggested it in the first post.
Did you do anything different this time ?"

@synchromesh,... not realy sure, but i have verified GG more than once to make sure all files are ok.
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synchromesh
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Posted: 27th Nov 2019 21:19 Edited at: 27th Nov 2019 21:27
Would the barrels be Breakable ones by any chance ?
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synchromesh
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Posted: 27th Nov 2019 21:26
Try ordinary barrels ( not breakable )
I have a feeling they may require the quatlib.lua but I can see its not called for in the script.
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PCS
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Posted: 27th Nov 2019 21:32
yes sorry i used one breakable barrel, will test again.
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Posted: 27th Nov 2019 21:40
ok. i have tested again, two new maps each with just a normal barrel and a win zone. , i can make a stand alone game and play it without any errors.

but still even if i rename my old maps and try to make a stand alone with two of them then when GG loads the second map it still gives an error.


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Posted: 27th Nov 2019 21:58
Quote: "I have a feeling they may require the quatlib.lua but I can see its not called for in the script."

Yes it does, since I've attached "graphix\graphix_explosion.lua" script with a bit of changes to fit my needs, to the barrels; just make sure your standalone create those folders, even the qualib/utillib.lua files.
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synchromesh
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Posted: 27th Nov 2019 22:45
Reported the missing " quatlib.lua " call on GitHub
We can at least get that one sorted ..
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AmenMoses
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Posted: 27th Nov 2019 23:08
Probably missing an Include( ) call in a script.

The Include() simply tells GG to copy libraries that are needed to the standalone, even I forget it occasionally.

If any script needs quatlib or utillib etc, make usre it's _init function contains Include( "quatlib.lua" ) or Include( "utillib.lua" ) etc.
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synchromesh
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Posted: 27th Nov 2019 23:34 Edited at: 27th Nov 2019 23:36
Quote: "Probably missing an Include( ) call in a script."

The script contains …
local U = require "scriptbank\\utillib"
local P = require "scriptbank\\physlib"

I assume this should be there as well …..
local Q = require "scriptbank\\quatlib"

Or am I totally off track
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AmenMoses
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Posted: 28th Nov 2019 20:02
If that were missing it wouldn't work in test game either!

Assuming it actually uses quaternian functions that is.
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synchromesh
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Posted: 28th Nov 2019 21:25 Edited at: 28th Nov 2019 21:46
Quote: "If that were missing it wouldn't work in test game either!"

It seems the new " graphix_explosion.lua " that needs it … The command missing from the script is actually ….

Include( "quatlib.lua" ) … and not ... local Q = require "scriptbank\\quatlib"

DOH .. Sorry got that bit wrong in my above post
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AmenMoses
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Posted: 28th Nov 2019 22:38 Edited at: 28th Nov 2019 22:39
Yes, the way GG works when determining what to include in the copy over to standalone is to copy any scripts attached to an entity and any scripts mentioned in an Include( script ) call, what it should do is also include any scripts mentioned in a 'require' call.

What this means is that if you have a script that requires something else you also need to have Includes for the something AND Includes for anything the something requires.
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synchromesh
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Posted: 28th Nov 2019 23:56
Quote: "What this means is that if you have a script that requires something else you also need to have Includes for the something AND Includes for anything the something requires."


Could that be done for any asset out of interest ?
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ironstrike
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Posted: 29th Nov 2019 00:04
I'm getting the same crash issue with 2 levels as PCS. Im not doing anything with scripts. Just modded some existing ones. Things like animations or sounds.

If I make a standalone of JUST level 2 it works. Level 1 works, but after like 3 seconds in level 2 I get the same error. Also if I make level 1 the second level and a simple map the first level it crashes the same way.
I also made copies of the maps with different names and deleted most all of the entities and it still crashes on level 2. I thought maybe it was one entity and I could narrow it down that way.

I was also getting the quatlib error in test maps when I was trying to figure out this issue, but I just copied and pasted the quatlib file into the game folder and it worked. That is making a simple map with just a player start and 2 objects or something.


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3com
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Posted: 29th Nov 2019 05:22
I only make the necessary changes to the original script, to get the explosion of barreles, when I sent the assets to Lee.
I did not think about the addictions I needed to include in standalone libraries. Perhaps these libs should be included in standalone builds, as default.
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synchromesh
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Posted: 29th Nov 2019 11:44 Edited at: 29th Nov 2019 11:45
Quote: " Perhaps these libs should be included in standalone builds, as default. "

Absolutely agree .. its not the first time I have come across this with third party scripts where the scripter has not realised they are not default and missed the include command.
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AmenMoses
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Posted: 29th Nov 2019 18:13
I hate the fact that a huge number of scripts are copied over by default even if you aren't using any of them!

All it really needs is for GG to trigger the copying from the Require command rather than have to add a separate Include command to the scripts. (the Include function is a GG function whereas the Require command is part of Lua)
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synchromesh
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Posted: 29th Nov 2019 18:51 Edited at: 29th Nov 2019 19:08
Quote: "I hate the fact that a huge number of scripts are copied over by default even if you aren't using any of them!"

Agreed but im only referring to ..
utillib
quatlib
physlib

On a blank standalone only 4 are copied as what I think of as actual default script files. ( not including the AI )
I just think the 3 above qualify in that category but that's just me of course

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AmenMoses
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Posted: 29th Nov 2019 19:46
But they are only the scripts in scriptbank, there are bunch more in other places I believe.
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Posted: 29th Nov 2019 22:44
I found the problem with the crashes PCS, I think my issue is the same as yours. Dont use night as the sky on the second level, use dark instead. When I switched it stopped crashing.

Its not a missing script either, I copied over all of them to the standalone folder, it didnt affect anything.
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Posted: 30th Nov 2019 13:58 Edited at: 30th Nov 2019 14:03
ironstrike, my sky is all the same on the levels that i am trying to make in to standalone games.

i have a lot of old maps and i can not join any two of them in to a stand alone game.
As i was saying, when i renamed them they work alone as a stand alone, but as soon as i try and join any two maps in to a stand alone game then it crash.
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synchromesh
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Posted: 30th Nov 2019 15:24
@PCS
You say they are old maps … How old are we taking here … DX9 ?
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Posted: 30th Nov 2019 22:08 Edited at: 30th Nov 2019 22:08
i still have Dx9 maps, but the ones i have tested is from the monster update and the November update.
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UNIRD12B
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Posted: 1st Dec 2019 16:21 Edited at: 1st Dec 2019 16:23
Could It be
that you havent reset the name of the next map to load in the Winzone marker
at the end of the level and so it's crashing because the name is now incorrect ?

Unird12b
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Posted: 1st Dec 2019 20:53
@UNIRD12B
Quote: "Could It be
that you havent reset the name of the next map to load in the Winzone marker
at the end of the level and so it's crashing because the name is now incorrect ?"

no i made sure i rename them an used the new name in the win zone maker
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Posted: 7th Dec 2019 11:03
ok i have kept on doing test to see if i can see what cause the error.
Again if i take a newly made map that i have originally created on the 28/6/2019 and save it and make a stand alone then it works correctly.
Then i make an new map that is empty, created today and save it.
Next i add the name of the new blank map in the win zone properties of the first map ( 28/6/2019 ) and make a stand alone , but then i still get this error message

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3com
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Posted: 7th Dec 2019 13:04


It looks like loadfile being internal function, and for any reason don't working properly, so (p) as string.dump parameter, being empty.
We can considere infile as nil since the code run till the f:write(string.dump(p)) code line, where it gets (p) as empty param, therefore being unable to generate the dump file.

Quote: "Then i make an new map that is empty, created today and save it."

Have you tried/re-save each level, before save as standalone, and after the changes/addictions, made?

Maybe has nothing to do, but sometimes GG need re-run the levels, after changes made.

If does not, so It sound to me like a bug, imho.

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Posted: 7th Dec 2019 14:29
3com, yes i have re save the maps to a new file and that makes that i can save one map at a time as a stand alone with out a problem , but as soon as i want to add one more map then it give me the error.
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Posted: 7th Dec 2019 20:46
errrrr.... I hope this is vetted out carefully by TGC directors.
((Stand-alones in general)) And if nothing else, at least a detailed synopsis on
techniques of how to handle - hopefully trouble free Stand- alones is provided
with a tutorial and/ or fix.
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OldFlak
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Posted: 8th Dec 2019 07:39
That is pretty weird - I recently made a standalone of Naelurec, using three maps, two of which were originally started using DX9 GG.

All compiles and runs....

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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Preben
19
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Joined: 30th Jun 2004
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Posted: 8th Dec 2019 10:03
@PCS ggprecompile will only run on .lua files , and will fail if one of your .lua files is not really a lua file , like if you copy a .dds file into your scriptbank and call it say "winzone.lua" , then you get this error.

So my guess is that you have a data file in your scriptbank folder called .lua (somewhere).

You should be able to see what .lua script is causing this problem , as it will be ZERO bytes in your generated standalone folder , so check the scriptbank there and let me know if you have a zero byte file.

Also you can change the "ggprecompile.lua" file to:



This will then just keep the original file , and not generate the error. (but you will still have your bad lua script in the standalone).

I think i will change this in the next update so it dont make this error but keep the file in the original state ( then it will work just like in "test game" ).

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best regards Preben Eriksen,

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