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Russell

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Posts posted by Russell

  1. 2 hours ago, Josh said:

    What part are you having trouble with?

    At this moment in my game i have a simple subtitle system using 4 elements:

    • A button.
    • An audio message.
    • An alpha texture with the subtitle in.
    • A timer with X seconds. (Where X is the lenght of the audio message)

    When we push the button, the audio message plays, the texture with the Subtitle appears on screen and the timer is ENABLED, and the the Button is DISABLED.

    After the timer is over, the subtitle texture hiddes.

    This is my WORKFLOW working ok:

    workflow.jpg.720663ac9cc54f8ad7157c27572bc418.jpg

     

    And this is my result using my own DESIGN of the HUD and SUBTITLES writen inside:

    20200920133706_1.thumb.jpg.16bda5eca90bf9b9f877b9a7eb8b236c.jpg

    This is my SCRIPT CODE for show the subtitles:

    Script.enabled = true --bool "Enabled"
    Script.HudTextura=""--string "Nombre Textura"
    
    local MostradaImagen="No"
    
    function Script:Start()
    	if self.enabled==true then
    		self.enabled=true
    	else
    		self.enabled=false
    	end
    	--EMPTY TEXTURE
    	textureVacia = Texture:Load("Materials/MisTexturas/TexturaVacia.tex")
    end
    
    function Script:Enable()--in
    	if self.enabled==false then
    		MostradaImagen="Yes"
    		ImagenTextura = Texture:Load("Materials/MisTexturas/Subtitulos/"..self.HudTextura..".tex")
    		self.enabled=true
    	end
    end
    
    function Script:Disable()--in
    	if self.enabled==true then
    		MostradaImagen="No"
    		ImagenTextura = Texture:Load("Materials/MisTexturas/TexturaVacia.tex")
    		self.enabled=false
    	end
    end
    
    function Script:PostRender(context)
    	if MostradaImagen=="Yes" then
    		context:SetBlendMode(Blend.Alpha)
    		context:DrawImage(ImagenTextura,0,0,context:GetWidth(),context:GetHeight())
    	end
    	if MostradaImagen=="No" then
    		context:SetBlendMode(Blend.Alpha)
    		context:DrawImage(textureVacia,context:GetWidth()/2-textureVacia:GetWidth()/2,context:GetHeight()/2-textureVacia:GetHeight()/2,textureVacia:GetWidth(),textureVacia:GetHeight())
    	end
    end

     

    My trouble at this point is, i'm using one image for each subtitle, for each dialog. The only change in all of the images i'm using is the TEXT in Spanish or English for each subtitles and for each dialog appear in my game.

    I want use ONE single image with the FRAME of the SUBTITLES (like the screenshot but WITHOUT text). And then use LABEL ENTITY (or another) with LABEL_WRAP property for SHOW all of each subtitles i want write inside.

    I have tried using LABEL, using DRAWTEXT on Context. But i don't know how code them to make succesfull the APPEAR and HIDDE of the TEXT for each subtitle.

    I don't know how use them...

    Thanks a lot Josh!! Nice to read you again after my absence these last months.

  2. Hello team!!

    It has been a long time since I was connected here. I hope you are all OK. That no one has been touched by the damn COVID.

    This week I have finally resumed my work with LEADWERKS, and I want ask you if there is a tutorial, or a site in the WIKI (Learn) that shows how create and display SUBTITLES on the screen inside our games. Is possible?
    I want to subtitle in English all the dialogues that I have recorded in Spanish in my game. But I can't find anything in GOOGLE, or in the WIKI (Learn), or here in the FORUM.

    Thank you, and I hope you are doing well!

    Cheers!!

    • Like 1
  3. 1 hour ago, Marcousik said:

    Did you try on the camera on your player script?

    After the camera is created, add the function to enable or disable the fog.

    I can remember I use this on the camera of the FPSplayer.lua and it was OK but well it is a while

    Ooohh yeahhh!!!

    Thank you very much!!! Works marbellous now!!

    I've got one script with the commands of ROOT properties. But SetFogMode was driving me crazy!!

    It had not occurred to me use the "player" camera to set the fog mode. Now i'm complete!!

    Many Thanks!!

    I'm working on "secret" areas in my map, (achievement hidden areas), and one of those areas needs change global illumination, fogmode (and color) and the skybox...

    ☺️☺️☺️☺️

     

    • Like 1
    • Haha 1
  4. 4 hours ago, Marcousik said:

    Try the function on the camera.

     

    Thanks, but doesn't work for me...

    Nil value error too. This time "attemp to index field 'camera' (a nil value)"

    If i write Script.MainCamera=""--entity for save this error, appears again SetFogMode command line nil value of the beginning of this thread.

    I'm trying other things, if i obtain a solution, i will post the code here. :-)

  5. Hello team!!

    I hope you are ok on these strange days.

    I'm still working on my minigame for Steam. Today i'm trying to modify ROOT properties of my map with LUA for making one surprise and secret event in the game. And i need disable FOG...

    With this code:

    function Script:Oscurecer()--in
      	world:SetFogMode("false")
    	world:SetAmbientLight(0,0,0)
    	world:SetSkybox("Materials/Sky/DarkStormy.mat")
    end
    
    function Script:Aclarar()--in
    	world:SetFogMode("true")
    	world:SetAmbientLight(0.35,0.35,0.35)
    	world:SetSkybox("Materials/Sky/zonesky.mat")
    end

    All works OK except FOGMODE... SetFogMode command give me NIL VALUE error.

    I want Oscurecer() disable FOGMODE and Aclarar() enable it again...

    After looking in the forum, i'm not be abble to find what is the correct line of LUA for make this. world:SetFogMode("true") or false doesn't work for me...

    Anyone know what is the sintax of this line???

    Thank you!!

  6. Hello team!!

    I have a short question to do here. I don't know what is better sintax for check if Steamworks is Initialized before we execute the Achievements code...

    Is like this:

    if Steamworks:Initialize() then
    	Steamworks:SetAchievement(self.Achievement)
    end

    Or like this:

    if Steamworks:Initialize()==true then
    	Steamworks:SetAchievement(self.Achievement)
    end

    What is the best sintax to do this???

    Thank you very much!!!

  7. 11 minutes ago, Marcousik said:

    How now was exactly the solution for this ?

    Could somebody maybe simply sum up ? thx

    The solution by Josh works for me. Now instead of having a single 2 gigabyte file, I have several smaller files with the same content as the single file.

    This is the solution given by Josh. (I have pushed it at the beginning of the thread for rest of the users if anyone has the same problem):

    6 hours ago, Josh said:

    There is something else you can try.

    There is a secret setting you can add to the Leadwerks config file found at "Documents/Leadwerks/Leadwerks.cfg"

    "maxpublishzipsize" is the maximum zip file size, in bytes. Try adding that key in with a value of maybe 268435456. Then start Leadwerks and publish again, and it will create multiple zip files.

    • Like 1
    • Thanks 1
  8. 29 minutes ago, Russell said:

    Josh, can i make a video (for the forum) explaining my problem, and how your help with the secret setting spliting data.zip files solve the problem???

    Hahahahaha, is funny!! The EXE doesn't work with the original DATA.ZIP(1,8 gigs).

    But if i try it with the 15 files data.zip created with the change on the CFG (87 mb - 180 mb per file) the EXE works OK!!!

    Anyway, i will work in a new BLANK PROJECT and move ONLY the files i need to it. 43 gigs of project is not a good number.

    @Josh , has anyone else ever had a data.zip with size larger of 2 gigabyte before??
    Has anyone else had this problem or similar with large file datas??

  9. 40 minutes ago, Josh said:

    There is something else you can try.

    There is a secret setting you can add to the Leadwerks config file found at "Documents/Leadwerks/Leadwerks.cfg"

    "maxpublishzipsize" is the maximum zip file size, in bytes. Try adding that key in with a value of maybe 268435456. Then start Leadwerks and publish again, and it will create multiple zip files.

    Josh, can i make a video (for the forum) explaining my problem, and how your help with the secret setting spliting data.zip files solve the problem???

    Hahahahaha, is funny!! The EXE doesn't work with the original DATA.ZIP(1,8 gigs).

    But if i try it with the 15 files data.zip created with the change on the CFG (87 mb - 180 mb per file) the EXE works OK!!!

    Anyway, i will work in a new BLANK PROJECT and move ONLY the files i need to it. 43 gigs of project is not a good number.

    • Haha 1
  10. 32 minutes ago, Josh said:

    There is something else you can try.

    There is a secret setting you can add to the Leadwerks config file found at "Documents/Leadwerks/Leadwerks.cfg"

    "maxpublishzipsize" is the maximum zip file size, in bytes. Try adding that key in with a value of maybe 268435456. Then start Leadwerks and publish again, and it will create multiple zip files.

    JOOSSSHHH!!!!!!!!!!

    14ZIPS.thumb.jpg.32ce5d1a2c3bab12280849979e6e4b97.jpg

    WITH THE DATA.ZIP TWICED with the number you give...

    MY PROJECT WORKS AGAIN!!!!!

    I CAN'T BELIEVE!!!!

    I will make a VÍDEO to show you!!!!

    Again i say something i said before!!!

    I love you man!!!! I will build a House in "The Gran Vía"!!

    I will make the vídeo recording the problem with DATA.ZIP bigger than 1.8 gigas...

  11. 9 hours ago, gamecreator said:

    Do you want to attach an exported new project for me to test? 

    Since we had talked about trying "blank projects" to compare the files that were generated in them with the files generated of my project, I understood that "new project" you asked me was referring to that "Blank project".

    It seemed strange to me, but perhaps you still saw something that my computer generated when exporting projects with Leadwerks.

  12. 2 minutes ago, Josh said:

    There is something else you can try.

    There is a secret setting you can add to the Leadwerks config file found at "Documents/Leadwerks/Leadwerks.cfg"

    "maxpublishzipsize" is the maximum zip file size, in bytes. Try adding that key in with a value of maybe 268435456. Then start Leadwerks and publish again, and it will create multiple zip files.

    Appears this:

    maxpublishzipsize=-2147483648

    I will change for example like this???

    maxpublishzipsize=-268435456

    Putting  -  too?

  13. 5 minutes ago, Josh said:

    How in the world did you make a 43 gigabyte project???

    Because only me (who am a melon, (melon, tarugo, pellizcabombillas, etc, etc) ?) has thought to load gigs and gigs in textures that I have been created, bought and used over the years in another type of works, and put them in the library of my Leadwerks project (Whether I was going to use them or not.), instead of putting them one by one as I have needed them.

    For this reason I am going to start a new Blank Project, and do what I should have done from the beginning. Perhaps in this way, also i can find the file causing my problem with the exe in the standalone version publish.

    I'll keep you informed team!!

  14. 3 minutes ago, Josh said:

    If you upload the project for me I can run it in the VS debugger.

    My project size are more than 43 gigs. Even if the standalone publication only need 1,8 gigs. (I can't upload that size with my Inet line without suffering several seizures ?)

    I'm trying to make a Blank Project with only the files I need for my project. If this doesn't work, I would try to upload it to my hosting so you can download it.

    Thanks Josh. ☺️

    • Haha 1
  15. 13 minutes ago, Josh said:

    It's got to be a file that is for some reason missing in the publish directory.

    I'm researching it with the error -1073741819 give me the BAT file. I don't know how solve this. But with this error I have an starting point to search a solution.

    Anyway is very weird this problem on my project standalone project is the same for 2 different computers (my PC and a Laptop).

    I will search and try any solution i find (includes make Blank project, and move Scripts, Shaders, Maps, Textures and Models to it). If i solve the problem, i will post here for rest of users in the same Poltergeist problem.

    Team, if you can think any other solution or test that I can perform, tell me. I will be pleased!

  16. In the LOG of my game in APPDATA/LOCAL, when i execute the EXE appears this:

    Initializing Lua...
    Warning: Lua sandboxing disabled.
    Executing file "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/Error.lua"
    Executing file "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/Main.lua"
    Executing file "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/Menu.lua"
    Executing file "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/Cargando/Imagen_Carga.lua"
    Initializing OpenGL graphics driver...
    OpenGL version 460
    GLSL version 460
    Device: GeForce GTX 970/PCIe/SSE2
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/MisTexturas/Cargando/cargando.tex"...
    Loading font "C:/Users/Jonatan/Desktop/FotoMuseo/Fonts/Pacifico.ttf"...
    Loading shader "C:/Users/Jonatan/Desktop/FotoMuseo/Shaders/Drawing/drawprimitive.shader"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/MisTexturas/FondoMenuPrincipal/FondoMenuPrincipalHD.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/MisTexturas/FondoMenuPrincipal/FondoMenuPrincipalFHD.tex"...
    Loading component "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/GUI/Panel.lua..."
    Executing file "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/GUI/Panel.lua"
    Loading font "C:/WINDOWS/Fonts/Arial.ttf"...
    Loading shader "C:/Users/Jonatan/Desktop/FotoMuseo/Shaders/Drawing/drawimage.shader"...
    Loading component "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/GUI/Button.lua..."
    Executing file "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/GUI/Button.lua"
    Loading shader "C:/Users/Jonatan/Desktop/FotoMuseo/Shaders/Drawing/drawtext.shader"...
    Deleting script "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/GUI/Button.lua"
    Loading component "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/GUI/Button.lua..."
    Executing file "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/GUI/Button.lua"
    Loading component "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/GUI/Tabber.lua..."
    Executing file "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/GUI/Tabber.lua"
    Loading component "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/GUI/Label.lua..."
    Executing file "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/GUI/Label.lua"
    Loading component "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/GUI/ChoiceBox.lua..."
    Executing file "C:/Users/Jonatan/Desktop/FotoMuseo/Scripts/GUI/ChoiceBox.lua"
    Loading map "C:/Users/Jonatan/Desktop/FotoMuseo/Maps/start.map"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/materials/sky/sky_05.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_0.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_1.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_2.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_3.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_4.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_5.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_6.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_7.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_8.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_9.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_10.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_11.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_12.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_13.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_14.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_15.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_16.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_17.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_18.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_19.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_20.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_21.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_22.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_23.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_24.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_25.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_26.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_27.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_28.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_29.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_30.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_31.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_32.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_33.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_34.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_35.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_36.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_37.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_38.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_39.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_40.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_41.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_42.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_43.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_44.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_45.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_46.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_47.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_48.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_49.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_50.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_51.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_52.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_53.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_54.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_55.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_56.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_57.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_58.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_59.tex"...
    Loading texture "C:/Users/Jonatan/Desktop/FotoMuseo/Materials/Effects/Water/water1_60.tex"...
    Loading texture "C:/Users/

    Nothing more...

    But when I execute RUN from LEADWERKS of the same project appears this in the same LOG in APPDATA/LOCAL:

    Initializing Lua...
    Lua sandboxing enabled.
    Executing file "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/Error.lua"
    Executing file "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/Main.lua"
    Executing file "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/Menu.lua"
    Executing file "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/Cargando/Imagen_Carga.lua"
    Initializing OpenGL graphics driver...
    OpenGL version 460
    GLSL version 460
    Device: GeForce GTX 970/PCIe/SSE2
    Loading texture "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Materials/MisTexturas/Cargando/cargando.tex"...
    Loading font "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Fonts/Pacifico.ttf"...
    Loading shader "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Shaders/Drawing/drawprimitive.shader"...
    Loading texture "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Materials/MisTexturas/FondoMenuPrincipal/FondoMenuPrincipalHD.tex"...
    Loading texture "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Materials/MisTexturas/FondoMenuPrincipal/FondoMenuPrincipalFHD.tex"...
    Loading component "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/GUI/Panel.lua..."
    Executing file "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/GUI/Panel.lua"
    Loading font "C:/WINDOWS/Fonts/Arial.ttf"...
    Loading shader "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Shaders/Drawing/drawimage.shader"...
    Loading component "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/GUI/Button.lua..."
    Executing file "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/GUI/Button.lua"
    Loading shader "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Shaders/Drawing/drawtext.shader"...
    Deleting script "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/GUI/Button.lua"
    Loading component "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/GUI/Button.lua..."
    Executing file "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/GUI/Button.lua"
    Loading component "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/GUI/Tabber.lua..."
    Executing file "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/GUI/Tabber.lua"
    Loading component "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/GUI/Label.lua..."
    Executing file "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/GUI/Label.lua"
    Loading component "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/GUI/ChoiceBox.lua..."
    Executing file "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Scripts/GUI/ChoiceBox.lua"
    Loading map "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Maps/start.map"...
    Loading texture "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/materials/sky/sky_05.tex"...
    Loading texture "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Materials/Effects/Water/water1_0.tex"...
    Loading texture "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Materials/Effects/Water/water1_1.tex"...
    Loading texture "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Materials/Effects/Water/water1_2.tex"...
    Loading texture "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Materials/Effects/Water/water1_3.tex"...
    Loading texture "D:/MisDocumentosC/Leadwerks/Projects/FotoMuseo/Materials/Effects/Water/water1_4.tex"...
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    The diference between the Standalone EXE and RUN from project in Leadwerks is that the exe version doesn't complete the log...

    This is crazy... A crazy poltergeist!!! ?

  17. 5 hours ago, gamecreator said:

    Do you want to attach an exported new project for me to test?

    New Project exported as you ask: New Project (Blank Project Export)

    5 hours ago, Josh said:

    Create a .bat file with this text:

    
    MyGame.exe (or whatever it is called)
    pause

    Run the bat file and see what the program output says.

    This is the result of the .BAT:

    PuntoBat.thumb.jpg.b9aaa339d701c1786ee946f260c0bf96.jpg

    No errors. No messages.

    The exe closes without errors...

    Thanks for all the help!! ☺️

     

  18. 5 hours ago, gamecreator said:

    You can try two other things:

    1.  Reinstalling OpenAL
    2.  Do you have a copy of a published standalone project from before that worked (a backup)?  If so, can you still run that?  If you can, compare the files in that project with the one in a project you try publishing now (in the base directory) to see if any files are missing.  If you want, I can upload a blank published project for you to compare with.

    I'm using a second computer in a blank project to do this. Checking files between the ZIP file of a version that works. Putting them in a blank project. But with the same result:

    • In Leadwerks my game works OK. But when i publish it standalone, it closes inmediately...

    I don't know what more do. After 6 months of work, now i'm really stuck with this problem... ????????

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