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Cannot build, run or debug a level - help!


karmacomposer
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Every time I try to run a simple level with a terrain, a model and a lua player script attached to it, I get this:

 

Failed to create debug process "C:/Users/MFelker/Documents/Leadwerks/Projects/Billy1/Billy1.exe".

 

It will not write the .exe no matter what I do. I changed the folder permissions to admin and I am running as admin. What should I do to make this work?

 

I also got this for the included demo level. What now?

 

Mike

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Hmm sounds like you need to compile the project in Visual C++ 2013. If you have this installed, the .sln it's in your projects Projects\Windows\ folder. Once you build it under debug and release you should be able to run from the editor.

 

Is this the non steam version?

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Yes. 3.0 with IOS and Android, Lua and C++, but I am no C++ coder.

 

Mike

MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives

MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives

Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives

My Patreon page: https://www.patreon.com/michaelfelkercomposer

My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213

Custom synths and sounds - http://www.supersynths.com

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I created it as a Lua project, so something is obviously wrong.

 

Mike

MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives

MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives

Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives

My Patreon page: https://www.patreon.com/michaelfelkercomposer

My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213

Custom synths and sounds - http://www.supersynths.com

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Yes 3.0

 

3.0 didn't come with the binaries from what I remember they need to be created by compiling. I'm still under the impression that this is the issue as in 3.0 you need to compile the project regardless if it's Lua or C++. The compiler you need then is VS 2010 instead.

 

There is no coding involved, you just need to load up the project in the compiler by opening your projects [projectname].sln file and hit build under debug and release then you will be able to run it in the editor.

 

shadmars suggestion could be it to.

 

These are the first places I would look, hope you get there.

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That's correct. Prior to 3.1, there was no Indie Edition, and all users were expected to compile the Lua interpreter in Visual Studio. Fortunately this does not require any coding, you just have to open up the project in Visual Studio 2010 and press F7, and it will work. Be sure to compile a debug and release version.

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

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