Where is the .vis file??

  • #1, by irinahuw_Wednesday, 06. June 2018, 19:17 2 years ago
    hello!

    when i build the game,
    there is no .vis file created.

    i would like to use the  replaceGame("data.vis") script,
    but i cannot use it since no .vis file gets created.....
    i work with the newest visionaire editor and i use a mac.


    regards

    irina

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  • #2, by afrlmeWednesday, 06. June 2018, 19:38 2 years ago
    It's there. Try mounting the mac image that is generated. There shoud be the exe file or whatever it is on mac, a bunch of dll files & your encrypted asset files as well as a .vis file.

    Can you post a screenshot of what it has created please? I don't have access to my mac mini right now for testing as it's currently in the living room being used as a media box. I'm mostly a windows user, & I don't need the mac very often.

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  • #3, by irinahuw_Wednesday, 06. June 2018, 20:03 2 years ago
    so first build is somehow many more files
    than the builds that followed...which is very weird. i think i did not change anything.
    also i let someone look for the .vis file who is more into computers than me, but the person did not find the vis file either roll


    thanks a lot and regards

    irina

    Newbie

    49 Posts

  • #4, by afrlmeWednesday, 06. June 2018, 20:09 2 years ago
    Can you screenshot your export options please?

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  • #5, by NigecWednesday, 06. June 2018, 20:11 2 years ago
    in the build dialog it asks for a path and the name of the vis file.. if "testbuild" is the name you put in there you may need to add the extension (vis)

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  • #6, by irinahuw_Wednesday, 06. June 2018, 20:22 2 years ago
    in the build dialog it asks for a path and the name of the vis file.. if "testbuild" is the name you put in there you may need to add the extension (vis)
    i tried this, and it worked :| really. i spent more than an hour trying to figure this out.
    thanks a lot Nigec!

    So naming the game with "Name.vis" instead of "Name" is the standard thing to do?

    @AFRL
    since i am not sure if this is the thing to do, i made screenshots,because i cannot check the box main.vis

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  • #7, by afrlmeWednesday, 06. June 2018, 20:25 2 years ago
    in the build dialog it asks for a path and the name of the vis file.. if "testbuild" is the name you put in there you may need to add the extension (vis)
    Yeah, it seems that it doesn't automatically add the extension, which is kind of strange. Would have thought it would add it if one wasn't provided.

    * edit: just so you know, it's actually possible to include custom paths/folders to insert the data into so that it isn't all a big mess inside of the root folder.


    As you can see I inserted the files into sub folders inside of a folder I named "data". For me, it's a lot tidier.

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  • #8, by NigecThursday, 07. June 2018, 10:20 2 years ago
    Yeah, it seems that it doesn't automatically add the extension, which is kind of strange. Would have thought it would add it if one wasn't provided.


    I just looked at the save dialog on Windows and there is a save target type, I wonder if Mac doesn't have that or its not working

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  • #9, by afrlmeThursday, 07. June 2018, 13:36 2 years ago
    I don't know mate it's weird. I'm fairly certain yesterday when I tried clicking on the path to set vis folder for exporting that the file type field was set to the any format "." one & I couldn't change it (I'm also on windows), yet after your post the day I tried it again & the format was ".vis". Maybe it's a bit hit & miss or maybe it's because the last time I exported, it was for mac.

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  • #10, by NigecThursday, 07. June 2018, 14:24 2 years ago
    I wonder if it would find "mygame" rather than "mygame.vis" if the extension wasn't in the lua script code?

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  • #11, by afrlmeThursday, 07. June 2018, 14:26 2 years ago
    No idea, but the bigger question is would the game run without the .vis extension? The vis file contains most of the important information & game logic.

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