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Published Apps are not launching.

After some investigation I found by placing the file: 'steam_appid.txt' into the published App folder, the App then ran as expected.

 

This just me ?

 

Windows 7, Le 3.1 (not Beta )

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wayneg, if your script exits if Steam fails to initialize, or something like that, it will fail to launch. The default script I provide does not do this.

 

If your are missing steam_api.dll, it will fail to launch.

 

However, it is not required that you initialize Steam, and your game will run fine as a non-Steam game.

My job is to make tools you love, with the features you want, and performance you can't live without.

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I published the attached file named: 'Doom'

Sorry it's exe, but that's what publish does.

 

I run the setup, and it installs, but when the App is started it hangs showing the command window.

LE 3.1 Windows not beta, Win 7 ATI HD 7950

 

My Lua App start is told not to initialize Steam.

 

Ok now the good stuff, when I copy my steam_appid.txt file into c:\Program FIle (x86)\Doom the App will run as expected !

and within the Apps window I see a steam message pops up that says, 'Access steam while playing, wtf? Thought that was turned off in App Start ??

 

1. This didn't work this way a few days ago, I could publish, setup and run, with no problem.

2. What's up with Steam flashing: 'Access the Steam Community while playing..' ?

3. Why does the esc key no longer exit ?

4. Whats up with me having to copy my appid file into the published directory in order to run ?

5. Can anyone else run this published file ??

 

--This function will be called once when the program starts
function App:Start()

--Initialize Steamworks (optional)
--Steamworks:Initialize()

--Set the application title
self.title="Leadwerks Doom 1.0"

--Create a window
self.window=Window:Create(self.title)
self.window:HideMouse()

--Create the graphics context
self.context=Context:Create(self.window,0)
if self.context==nil then return false end

--Create a world
self.world=World:Create()

--Load a map
local mapfile = System:GetProperty("map","Maps/start.map")
if Map:Load(mapfile)==false then return false end

self.sound1=nil
self.sound1 = Sound:Load("Sound/Music/d_e1m1.wav")
 self.sound1:Play()
return true
end
--This is our main program loop and will be called continuously until the program ends
function App:Loop()

--If window has been closed, end the program
if self.window:Closed() or self.window:KeyDown(Key.Escape) then return false end

--Update the app timing
Time:Update()

--Update the world
self.world:Update()

--Render the world
self.world:Render()

--Render statistics
self.context:SetBlendMode(Blend.Alpha)
if DEBUG then
self.context:SetColor(1,0,0,1)
self.context:DrawText("Debug Mode",2,2)
self.context:SetColor(1,1,1,1)
self.context:DrawStats(2,22)
self.context:SetBlendMode(Blend.Solid)
else
--Toggle statistics on and off
if (self.window:KeyHit(Key.F11)) then self.showstats = not self.showstats end
if self.showstats then
self.context:SetColor(1,1,1,1)
self.context:DrawText("FPS: "..Math:Round(Time:UPS()),2,2)
end
end

--Refresh the screen
self.context:Sync(false)

--Returning true tells the main program to keep looping
return true
end

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5. Can anyone else run this published file ??

I have same problem , i tried to run two published games test, i published on some C:\temp, each time it fails even with Comodo firewall deactivated.

This is a bug.

Stop toying and make games

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  • 5 months later...

Here's what I found:

  • Without the SteamAPP ID text file, the game takes a very long time to start, but eventually starts.
  • With the SteamAPP ID text file, the game starts immediately.

 

I replaced your executable with the current build, and it always started immediately, with or without the SteamApp ID text file. So this is fixed in the current build.

 

Your game is completely awesome, BTW>

My job is to make tools you love, with the features you want, and performance you can't live without.

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