Godot 3.2.1 Fail to play after export (Desktop .exe and .html)

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Melimeli
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Joined: Thu Apr 30, 2020 6:22 am

Godot 3.2.1 Fail to play after export (Desktop .exe and .html)

Post by Melimeli » Sun May 03, 2020 3:35 am

I tried exporting the demo from github - to desktop .exe (I changed nothing) And I can't play it. Creature works fine on Godot Editor but not on export.


I also tried using HTML5 export and got these errors:

Code: Select all

**SCRIPT ERROR**: Parse Error: Unknown class: "CreatureGodot" index.js:7:35827
   At: res://morphTest.gdc:1:GDScript::load_byte_code() - Parse Error: Unknown class: "CreatureGodot" index.js:7:35827
**ERROR**: Method failed. Returning: ERR_PARSE_ERROR index.js:7:35827
   At: modules/gdscript/gdscript.cpp:778:load_byte_code() - Method failed. Returning: ERR_PARSE_ERROR index.js:7:35827
**ERROR**: Cannot load byte code from file 'res://morphTest.gdc'. index.js:7:35827
   At: modules/gdscript/gdscript.cpp:2240:load() - Condition "err != OK" is true. Returned: RES() index.js:7:35827
**ERROR**: Failed loading resource: res://morphTest.gdc. index.js:7:35827
   At: core/io/resource_loader.cpp:278:_load() - Condition "found" is true. Returned: RES() index.js:7:35827
**SCRIPT ERROR**: Parse Error: Unknown class: "CreatureGodot" index.js:7:35827
   At: res://morphTest.gdc:1:GDScript::load_byte_code() - Parse Error: Unknown class: "CreatureGodot" index.js:7:35827
**ERROR**: Method failed. Returning: ERR_PARSE_ERROR index.js:7:35827
   At: modules/gdscript/gdscript.cpp:778:load_byte_code() - Method failed. Returning: ERR_PARSE_ERROR index.js:7:35827
**ERROR**: Cannot load byte code from file 'res://morphTest.gdc'. index.js:7:35827
   At: modules/gdscript/gdscript.cpp:2240:load() - Condition "err != OK" is true. Returned: RES() index.js:7:35827
**ERROR**: Failed loading resource: res://morphTest.gdc. index.js:7:35827
   At: core/io/resource_loader.cpp:278:_load() - Condition "found" is true. Returned: RES() index.js:7:35827
**WARNING**: Couldn't load external resource: res://morphTest.gd index.js:7:35827
   At: scene/resources/resource_format_text.cpp:175:_parse_ext_resource() - Couldn't load external resource: res://morphTest.gd index.js:7:35827
**ERROR**: Cannot get class 'CreatureGodot'. index.js:7:35827
   At: core/class_db.cpp:1329:is_class_enabled() - Condition "!ti" is true. Returned: false index.js:7:35827
WebGL warning: generateMipmap: Tex image TEXTURE_CUBE_MAP_POSITIVE_X level 0 is incurring lazy initialization. index.js:7:260712
WebGL warning: generateMipmap: Tex image TEXTURE_CUBE_MAP_NEGATIVE_X level 0 is incurring lazy initialization. index.js:7:260712
WebGL warning: generateMipmap: Tex image TEXTURE_CUBE_MAP_POSITIVE_Y level 0 is incurring lazy initialization. index.js:7:260712
WebGL warning: generateMipmap: Tex image TEXTURE_CUBE_MAP_NEGATIVE_Y level 0 is incurring lazy initialization. index.js:7:260712
WebGL warning: generateMipmap: Tex image TEXTURE_CUBE_MAP_POSITIVE_Z level 0 is incurring lazy initialization. index.js:7:260712
WebGL warning: generateMipmap: Tex image TEXTURE_CUBE_MAP_NEGATIVE_Z level 0 is incurring lazy initialization.

I have also tried exporting with GLES 2 but still failed.

Just to clarify - the export process was successful but I couldn't play the result (.exe or .html).

chong
Posts: 1117
Joined: Thu Feb 19, 2015 2:21 am

Re: Godot 3.2.1 Fail to play after export (Desktop .exe and .html)

Post by chong » Sun May 03, 2020 8:53 am

Hello,

This looks like a Godot Engine export bug. I will investigate but it looks like a bug for Godot Engine.
Not sure if this thread is useful for you:
https://github.com/kestrelm/Creature_Godot/issues/5

And this more recent one:
https://github.com/kestrelm/Creature_Godot/issues/16

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Melimeli
Posts: 21
Joined: Thu Apr 30, 2020 6:22 am

Re: Godot 3.2.1 Fail to play after export (Desktop .exe and .html)

Post by Melimeli » Sun May 03, 2020 10:28 am

This is my error with desktop export btw (3.2.1): http://prntscr.com/sa300u

Honestly it's really discouraging to see this. I just want it to work - what game engine is fully supported? Because you said that Godot is supported but it's not. It can't even export.

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Melimeli
Posts: 21
Joined: Thu Apr 30, 2020 6:22 am

Re: Godot 3.2.1 Fail to play after export (Desktop .exe and .html)

Post by Melimeli » Wed May 06, 2020 4:54 am

Uh - whatever happens to your investigation please reply back here... Because the game is quite dependent on the animation :|

chong
Posts: 1117
Joined: Thu Feb 19, 2015 2:21 am

Re: Godot 3.2.1 Fail to play after export (Desktop .exe and .html)

Post by chong » Wed May 06, 2020 11:58 am

Did you follow the instructions here:
https://github.com/kestrelm/Creature_Godot/issues/16

The user above got it working. Also, if you want to use all the features with a stable engine, try Unity or UE4. Godot Engine is in constant development so their export code might not be as stable.

Also, for your error in particular, can you try posting it on the Godot Engine issues page:
https://github.com/godotengine/godot/issues

Put your screenshot error in there as well. It seems like their Exporter is not finding the appropriate plugin module even though it is already specified and loads properly in the editor.

Thanks

chong
Posts: 1117
Joined: Thu Feb 19, 2015 2:21 am

Re: Godot 3.2.1 Fail to play after export (Desktop .exe and .html)

Post by chong » Wed May 06, 2020 12:26 pm

I also just filed an issue here for the export failure:
https://github.com/godotengine/godot/issues/38504

Feel free to add your screenshot and information as well.

Thanks

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Melimeli
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Joined: Thu Apr 30, 2020 6:22 am

Re: Godot 3.2.1 Fail to play after export (Desktop .exe and .html)

Post by Melimeli » Thu May 07, 2020 12:02 am

(I have tried it but it didn't work, still class error)

I posted my issue as well, but the issue isn't JSON, it's the class itself won't even load.

Code: Select all

**SCRIPT ERROR**: Parse Error: Unknown class: "CreatureGodot" index.js:7:35827
At: res://morphTest.gdc:1:GDScript::load_byte_code() - Parse Error: Unknown class: "CreatureGodot" index.js:7:35827
Also - they just replied:
Since this is a C++ module (which is compiled statically into the engine), you need to recompile all the export templates you plan to use as well. Otherwise, the class won't be available in the export template binary.
I hope there's a fix / further direction on how to compile export templates (with the class CreatureGodot)

chong
Posts: 1117
Joined: Thu Feb 19, 2015 2:21 am

Re: Godot 3.2.1 Fail to play after export (Desktop .exe and .html)

Post by chong » Thu May 07, 2020 8:18 am

Hello,

This is a Godot Engine thing, I suggest you ask Godot Engine on how to perform this step. I noticed the people are quite helpful on the issues thread so you can most probably ask them for the specific steps.

Thanks

User avatar
Melimeli
Posts: 21
Joined: Thu Apr 30, 2020 6:22 am

Re: Godot 3.2.1 Fail to play after export (Desktop .exe and .html)

Post by Melimeli » Thu May 07, 2020 11:35 am

I compiled the export template as well and it works!

Alright then, thanks! :D

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