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GMLive not detecting any scripts

A topic by cannot_think created Nov 10, 2023 Views: 361 Replies: 9
Viewing posts 1 to 6

After upgrading from GMLive 1.0.67, scripts have stopped loading.

The server shows "0 scripts" when it's ready, but everything else is fine.

I'm using GM2023.8.2. Is there a fix for this?

Developer

First time I hear of that one - does this happen with an empty project?

I just tried it on an empty project with one script and GMLive.
The output still shows 0 scripts, but it's able to update it now.

The previous project didn't react at all to live_call in script functions, but it did work on objects.

Maybe it's because the project is massive. I remember it taking exactly 10000ms to ready.

Developer

Upon further review, “X scripts” after “ready!” message on the server now always shows 0 as I found it to be possible to consistently enumerate scripts on the game’s side. I’ll see about removing it later.

Long init times can be overcome by using gmlive-server-alt, but that shouldn’t generally stop it from working - check what’s in the output (and other steps)

Thanks, using gmlive-server-alt made scripts work again.

Just chiming in to add I found the same problem after updating to the newest version. Runtime: v2023.2.0.87. Using gmlive-server-alt works for scripts, gmlive-server does not. Running gmlive-server in admin didn't make a difference. Noticed there's a small difference between the two when starting the game. Start up log below:

GMServer: ready! 1 live file, 0 global vars, 192 macros, 0 scripts, 49 enums. Took 2923ms.

GMServerAlt: ready! 2 live files, 0 global vars, 192 macros, 0 scripts, 49 enums. Took 972ms.

I didn't see any error messages in the output log.

Developer

Please email me a little sample project if you might

Been trying to reproduce it in a smaller project this evening and having no luck. Perhaps the size of my project is the problem? My main project has 7056 assets and 2629 scripts that it is trying to load through GMLive. As a side note I noticed that about 10% of the time server would work while testing out how to repro.

I'm getting the same problem - a function like this:

function scr_draw_all_water(alph){
if (live_call(alph)) return live_result;
...code...
}

isn't recognised as a live file when booting up a server.

Developer

Please await eagerly - no one has sent me a sample project yet so I don’t even know if it’s my fault or another GameMaker bug