
Q) Out of curiosity, does it crash exporting a simpler scene?
Also, did you use an archiving type when exporting your game?
What if you save your scene that doesn't work and narrow it down by deleting bits and exporting(turn features on/off e.g. skyx, postfx, hydrax, delete meshes / mechanics, etc... ), then run the game to test, repeat etc...
StarFire wrote:Sorry to hear you are having game exe issues.![]()
This will be the first time that Skyline has been used on a large game level and tried to be exported to end game. We have made lots of tests on smaller scenes and the general export code works on these but never have we tried a large scene such as yours. So you are breaking new ground for Skyline!![]()
One small step for humankind and one giant leap for Creative Occlusion lol![]()
With a little bit of nudging and tweeking we will get your scene exporting, personally I am excited about this![]()
Thank you again for your patience
With a little bit of nudging and tweeking we will get your scene exporting, personally I am excited about this![]()
1) We have been thinking and we can create a new game .exe with more debug information that might help pin point where it crashes on load after a couple of goes and this would only require you to replace the exe in your exported game folder each time and run it to test then. So this only requires 1 game export that you reuse for each test.
To save cluttering this game thread, it may be best to deal in PM or email. Which do you prefer?
We will get this issue solved so you can know your game can be exported.
General rule of thumb with skyline, If it runs in the editor, then it should run in the player / game. If not, then it is something that can be fixed.
2) Can you send me the current "Skyline_TechSupport.txt" & "SkylineEXE.log" from your
"$(Asset Library)\_CompiledGame\$(GameName)\Bin\Win64" so i can check where about's it gets to for more debug information.
3) Q) Does the game boot in the player?
I will get the exe to you asap to try once i have the log files and we will get to the bottom of this
-- | This Will be picked up by resource collector
entity.spawnPreset("myPreset.preset")
-- | This Won't be picked up by resource collector
local presetName = "myPreset.preset"
entity.spawnPreset(presetName)
One way or another, your game will be up and running when you are ready
I wonder what this game would look like in the new renderer ?
We are with you on development as once we get you upgraded and help you with some of the areas to get them smooth for you, we would like to use this level in our Skyline Game engine video promotion.
.I do need to get more work time in for the next level though...1 year per level would lead to 20 year completion...haha...![]()
20 yearslol... definitely sounds like more hours required
But its great to see a game made in the current version of skylineBig Respect
On the new renderer, indoors is a lot more doable with the light compatibility now and it also doesn't have those spotlight errors when facing a particular direction plus good shadows
To get the teleporter working
Setup a respawn system for the player when he dies
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