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BTW if you UPX'd it then that is why it wouldn't work I made a ticket to them telling them to preserve custom .exe segment names and they just didn't want to unless someone could prove it to them so I just decided that I would pre-UPX my export templates and then copy the code inside godot engine to walk the .exe segments and add the .pck to the upx stubbed exe afterwards. Otherwise you'll have to have upx'd .exe with a sidecar .pck file next to it. because upx compression wraps the whole .exe file meaning the original raw data can't be read on the disk file, only extracted in memory. godot loads the embedded .pck by opening the disk file and walking the .exe formats data structures so UPX wreaks it even though it'll get likely 0% compression over the pck region as its pre-compressed with zstd already...

Added ver with .pck as separate file