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unknown function or script "execute_program_windows"

A topic by psomguy created 34 days ago Views: 107 Replies: 5
Viewing posts 1 to 4
(3 edits)

Running GMS1.4.9999 with GMLive (for GMS1.4).gmez Version 1.0.24b
I've had to unpack the assets manually as per the documentation's instructions due to the usual method causing the program to hang.
It has been cumbersome to say the least. Double checked to make sure I didn't forget to import anything. The documentation only said I needed to import the single object and everything in the"datafiles" folder, but there were some .gml files in the main directory (GMLAPI and GMLive) that I think I needed in my project as well (a lot of scripts were missing otherwise). But I'm still missing the "execute_program_windows" function for the "live_restart_if_necessary" script. No idea where to find it to get it to work properly.
Is there a test project with the extension for the version I'm using that I can examine to see what I'm missing?

Developer

Hello! Inside Included Files (datafiles/) there is a GMLiveHelper.gmez, which contains the mini-extension that’s used to restart the game for live_restart_if_necessary. That one should be less of a challenge to import.

Yes, I've added those as well already.  "GMLiveHelper.cpp", "GMLiveHelper.dll", and the "GMLiveHelper.gml" which was were the "live_restart_if_necessary" script was included, but not the"execute_program_windows" script. It does not seem to be included.

Developer

You can’t just add those to the project, you should import the GMEZ - the .extension.gmx describes which functions the DLL exposes, including that one.

(5 edits)

Okay, I think I see where I was confused. When it said to import netlog.gmex and GMLiveHelper.gmez is described it as "much like above", so I assumed it meant to repeat the process I used. So it was just an issue with instruction clarity and assuming end-user intention.

Live editing seems to work correctly now, so I'll mark this as resolved.

Developer

Hard to tell from that alone, but make sure that you have the live_call line before the event_inherited() call or DnD block - otherwise it’ll run twice in “live” code