Hello. I'm back again, this time with a non-duplicate issue. I now know how to check the closed issues before submitting my own (lol).
I'm not aware of any kind of special procedure for exporting with GDNative, so I simply used the traditional 'Project > Export' method in the Godot editor. The project works as intended on my computer, but when I send it to my friend's they get this error instead:
ERROR: Can't open dynamic library: addons/example/gdnative-example.dll, error: Error 126: The specified module could not be found.
.
at: (platform/windows/os_windows.cpp:2353)
ERROR: No valid library handle, can't get symbol from GDNative object
at: get_symbol (modules/gdnative/gdnative.cpp:510)
ERROR: No nativescript_init in "res://addons/example/gdnative-example.dll" found
at: init_library (modules/gdnative/nativescript/nativescript.cpp:1510)
ERROR: Error opening file 'res://icon.png'.
at: load_image (core/io/image_loader.cpp:55)
SCRIPT ERROR: Attempt to call function 'new' in base 'NativeScript' on a null instance.
at: _ready (res://example.gdc:5)
Despite what the error says, the .dll is clearly in that directory. I found a similar issue and what I think is happening is the .dll isn't able to load because of dependencies available on my machine, but not on others'. Here's a list of the file's dependencies:
I saw twoother similar issues, but I'm not familiar enough with VS or CMake to know out how to configure these so-called 'flags'. I assume I have to modify either 'CMakeLists.txt' or 'CMakeCache.txt', but I'm not exactly clear on what changes I'm supposed to make.
One of the issues suggested building in release mode, but when I tried that I received a few hundred errors like this one:
godot-cpp.windows.debug.64.lib(String.obj) : error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '2' doesn't match value '0' in Godot.obj
I've been trying to figure this out myself for a few days, but I just feel lost so now I'm asking for help again. I'm sure I'm just missing something very simple like last time.
Hello, I have the same problem, my .dll not working on a friends computer. I've tried building it in RELEASE mode but I always get a bunch of errors just like DrBoontis does.
Hello. I'm back again, this time with a non-duplicate issue. I now know how to check the closed issues before submitting my own (lol).
I'm not aware of any kind of special procedure for exporting with GDNative, so I simply used the traditional 'Project > Export' method in the Godot editor. The project works as intended on my computer, but when I send it to my friend's they get this error instead:
Despite what the error says, the .dll is clearly in that directory. I found a similar issue and what I think is happening is the .dll isn't able to load because of dependencies available on my machine, but not on others'. Here's a list of the file's dependencies:
I saw two other similar issues, but I'm not familiar enough with VS or CMake to know out how to configure these so-called 'flags'. I assume I have to modify either 'CMakeLists.txt' or 'CMakeCache.txt', but I'm not exactly clear on what changes I'm supposed to make.
One of the issues suggested building in release mode, but when I tried that I received a few hundred errors like this one:
I've been trying to figure this out myself for a few days, but I just feel lost so now I'm asking for help again. I'm sure I'm just missing something very simple like last time.