If automatic import doesn’t work, you can rename the downloaded YYMPS file to a ZIP, open the script in question (that’s GMLive_compiler in this case), and copy the code to a same-named script in your project.
Viewing post in Error: gml_compile_init not set before reading it.
After some debug I discovered that 3 scripts inside gamemaker were empty, GMLive_vm, GMLive_roomLoader and GMLive_compiler. Opening the files directly its contents were there, so I copy/paste it inside gamemaker. Now it returns another error that I don’t how to fix hehe:
script_get_name argument 1 invalid reference to (script)
at gml_Script_live_preinit_init_funcs (line 19) - var l_name=script_get_name(l_scr);
############################################################################################
gml_Script_live_preinit_init_funcs (line 19)
gml_Script_live_preinit_api (line 1357) - live_preinit_init_funcs();
gml_GlobalScript_GMLive (line 5731) - live_preinit_api();
Upon closer inspection it would appear like the recent beta has accidentally destroyed ability to get script name from a numeric ID, which GMLive relies on to make project scripts callable. So this will no longer work:
for (var k = 100_000; k < 200_000; k++) {
if (!script_exists(k)) break;
var name = script_get_name(k);
show_debug_message(name);
}
and the line from your error now has to be:
try { var l_name=script_get_name(l_scr); } catch (_) break;
The workarounds for this are generally insane (such as assigning an asset tag to every single script in the project and changing live_bits_gmlive_indexer_add_scripts
to get scripts using tag_get_asset_ids
) so I can only suggest switching to an older beta runtime that doesn’t have this change.