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Pong Tutorial Doesn't Export for Win or HTML5 #114

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cgarwood82 opened this issue Feb 18, 2014 · 8 comments
Closed

Pong Tutorial Doesn't Export for Win or HTML5 #114

cgarwood82 opened this issue Feb 18, 2014 · 8 comments

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@cgarwood82
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I would have tested for other platforms, but I can't get those to export at all at the moment. This is my first day really tinkering with the engine.

The tutorial and finished pong game run fine from within the engine, but exporting them to windows 32 or 64 bit exe fails. The window pops up, you see the godot logo for a second and then it fails. I get the same outcome on windows and wine. When executing it with wine from linux, here is the output:

EXEC PATHPEXEC PATHPERROR: set_custom_property_info: Condition ' !props.has(p_prop) ' is true.
At: core/globals.cpp:1320
ERROR: set_stylebox: Condition ' p_style.is_null() ' is true.
At: scene/resources/theme.cpp:267
editor: 0
ERROR: load: Condition ' local_path=="" ' is true. returned: RES()
At: core/io/resource_loader.cpp:156
ERROR: poll: Method/Function Failed, returning: error
At: core/io/resource_format_binary.cpp:636
ERROR: load: Condition ' err!=OK ' is true. returned: RES()
At: core/io/resource_loader.cpp:135
ERROR: load: Method/Function Failed, returning: RES()
At: core/io/resource_loader.cpp:203
ERROR: instance: Method/Function Failed, returning: __null
At: core/io/object_format_binary.cpp:1417
ERROR: load: Condition ' !loader ' is true. returned: __null
At: scene/io/scene_format_object.cpp:389
ERROR: load: Condition ' !node ' is true. returned: __null
At: scene/io/scene_loader.cpp:135
ERROR: start: Condition ' !scene ' is true. returned: false
At: main/main.cpp:1155
ERROR: free: Attempt to free invalid ID
At: servers/spatial_sound/spatial_sound_server_sw.cpp:598
ERROR: free: Attempt to free invalid ID
At: servers/spatial_sound_2d/spatial_sound_2d_server_sw.cpp:612
WARNING: cleanup: ObjectDB Instances still exist!
At: core/object.cpp:1656

Not sure if this is fat finger error on my end or not. Figured I'd submit a bug report anyway. I'm running version 1.0.3917-beta1. If I can provide anymore output, let me know.

@Windvis
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Windvis commented Feb 18, 2014

I'm having the exact same problem. I can only get the windows export to work if I copy the generated .exe and .gd files to the project folder ( where the engine.cfg file is). I assume this is the manual packaging method?

The HTML5 version only shows a grey screen.

@cgarwood82
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With the HTML5 version, I can get some errors to generate when I run it in Firefox. Nothing shows up in Chromium and Konqurer just crashes. I'll do some more testing when I get home tonight as well as copy the console output from Firefox.

@adolson
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adolson commented Mar 13, 2014

This is old, but I found it while searching a problem I encountered tonight and it's still open...

I started using singletons and ran into this issue and wasn't really sure why. Changing the Export Mode to "Export all files in the project directory" works for me, but selecting "Export all resources in the project" gives me the errors. I'm not sure why, because I hadn't changed this setting and it seemed to be working fine for my other scenes...

I tested Windows and Linux builds, same issue on both, with that Export Mode setting.

@reduz
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reduz commented Mar 13, 2014

can you try deleting the file .fscache in the root of the project, repoen
the editor and exporting again? (using the all resources mode)

On Thu, Mar 13, 2014 at 12:35 AM, adolson notifications@github.com wrote:

This is old, but I found it while searching a problem I encountered
tonight and it's still open...

I started using singletons and ran into this issue and wasn't really sure
why. Changing the Export Mode to "Export all files in the project
directory" works for me, but selecting "Export all resources in the
project" gives me the errors. I'm not sure why, because I hadn't changed
this setting and it seemed to be working fine for my other scenes...

I tested Windows and Linux builds, same issue on both, with that Export
Mode setting.

Reply to this email directly or view it on GitHubhttps://github.com//issues/114#issuecomment-37506687
.

@adolson
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adolson commented Mar 13, 2014

I tried that just now, and it worked for me!

On Thu, Mar 13, 2014 at 12:50 PM, reduz notifications@github.com wrote:

can you try deleting the file .fscache in the root of the project, repoen
the editor and exporting again? (using the all resources mode)

On Thu, Mar 13, 2014 at 12:35 AM, adolson notifications@github.com
wrote:

This is old, but I found it while searching a problem I encountered
tonight and it's still open...

I started using singletons and ran into this issue and wasn't really sure
why. Changing the Export Mode to "Export all files in the project
directory" works for me, but selecting "Export all resources in the
project" gives me the errors. I'm not sure why, because I hadn't changed
this setting and it seemed to be working fine for my other scenes...

I tested Windows and Linux builds, same issue on both, with that Export
Mode setting.

Reply to this email directly or view it on GitHub<
https://github.com/okamstudio/godot/issues/114#issuecomment-37506687>
.

Reply to this email directly or view it on GitHubhttps://github.com//issues/114#issuecomment-37556659
.

@cgarwood82
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I just tested with wine on Linux and it worked like a champ. Works great. What was the cause for this?

@reduz reduz closed this as completed Sep 21, 2014
@jahd2602
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I tried exporting a project which uses an AutoLoaded Singleton to Windows and Html5 and I always get the same error messages:
Error messages
Godot version: Godot_v2.1_beta_20160712_win64
Windows: 8.1

@vnen
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vnen commented Aug 13, 2016

@jahd2602 this is not related to this (very old) issue. Please use the QA site to post such questions. Also, why are you using the 2.1 beta version if the stable is already released? Make sure to update the export templates too.

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6 participants