Search found 3 matches
- Sun Nov 27, 2016 6:08 am
- Forum: Support and Development
- Topic: [SOLVED] require module fails in fused executable, but succeeds when running .love or dragging folder onto love.exe
- Replies: 5
- Views: 4843
Re: require module fails in fused executable, but succeeds when running .love or dragging folder onto love.exe
After a bit of fiddling (and correcting capitalizations in various require statements), my fused exe is working, as is running it from my project folder! Thanks so much for pointing me in the right direction! For anyone that comes across this, here's the top of my main.lua file that does the trick. ...
- Sat Nov 26, 2016 5:10 pm
- Forum: Support and Development
- Topic: [SOLVED] require module fails in fused executable, but succeeds when running .love or dragging folder onto love.exe
- Replies: 5
- Views: 4843
Re: require module fails in fused executable, but succeeds when running .love or dragging folder onto love.exe
Cheers! Will give that a whirl. Also, a bit of extra info (which I'll edit into my original post in a moment): when the fused exe is in the folder that contains my project folder (FlowerPowers, above), it works. When it's anywhere else, it doesn't.
- Sat Nov 26, 2016 4:53 pm
- Forum: Support and Development
- Topic: [SOLVED] require module fails in fused executable, but succeeds when running .love or dragging folder onto love.exe
- Replies: 5
- Views: 4843
[SOLVED] require module fails in fused executable, but succeeds when running .love or dragging folder onto love.exe
I followed the steps on the wiki to make a fused executable for my game (which uses 0.10.2). When I launch the resulting fused exe, I get the below error: Error: main.lua:12: module 'util/strict' not found: no field package.preload['util/strict'] no 'util/strict' in LOVE game directories. no file 'u...