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Resources broken when project is exported to an .exe

Open youreperfect opened this issue 5 years ago • 3 comments

Using Godot 3.1-stable-win64

The DialogDatabase which loads .tres files at application startup does not work for exported (aka built/compiled) projects - the .tres files are either not included in the export (or are not accessible in the same way) leading to

image

It works fine when running in the editor - just not in an exported build

youreperfect avatar Apr 24 '19 00:04 youreperfect

There are a apparently a whole series of bugs in Godot related to this and debate over how or if to fix it - for example: https://github.com/godotengine/godot/issues/25672

youreperfect avatar May 02 '19 13:05 youreperfect

Thanks! I don't have time to look into it now, I'll leave a help wanted label for now

NathanLovato avatar May 03 '19 05:05 NathanLovato

Just an update to this - after exporting my game using a C# implementation of the Dialogue system, it would not load characters.

Looks like someone is mentioning here that the Directory system should not be used for this...although dynamically loading the resources would be preferred imo I'm not sure who is right...

https://github.com/godotengine/godot-docs/issues/2280

kedodrill avatar May 27 '20 21:05 kedodrill