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GMLive and GMLiveAPI Compile Errors

A topic by Brittle Lizard created 48 days ago Views: 214 Replies: 13
Viewing posts 1 to 3



I'm unfamiliar with GMLive, so I apologize if this is somehow my fault. I couldn't find anything about it, though.

I'm on LTS2026. After keeping GMLive in my projects for long enough, these compile errors start popping up. It's hard to tell if something in particular is causing them, because they obviously only appear when trying to test the project.

Things that might be relevant:

  1. I am absolutely not touching the GMLiveAPI or GMLive script assets.
  2. I'm using the LTS2026+ version of GMLive.
  3. This has happened across multiple different projects with no clear similarities.
  4. This happens regardless of if I'm actually using GMLive; in this project I hadn't been running the server, and I didn't call any functions related to it. I actually forgot I'd even imported it until these compile errors showed up.
  5. Re-importing and replacing the GMLive files fixes this problem temporarily, and GMLive runs as it's supposed to until the compile errors show up again.
  6. The last "big" thing I remember doing before these errors was drag in a Chatterbox yymps file, but I have no idea if this is actually what caused the problem. Deleting then re-importing Chatterbox caused no immediate issue, and importing other yymps files caused no immediate issue. 
  7. I'm using your other extensions, namely Window Shape in this project and Native Cursors in my last project.

If there's anything I can do to make this clearer, please let me know.

Developer

You can re-import the script from the YYMPS - it should have a bracket there

live_enum_add("flexpanel_position_type",{static:flexpanel_position_type.static,relative:flexpanel_position_type.relative,absolute:flexpanel_position_type.absolute})

I have no immediate explanation as to who could be stealing curly brackets from your file, but maybe it’ll stop if you make that a "static": instead of static:..?

Is the extension itself doing any kind of live code updating in the scripts? I just assumed there was some automated process that was getting caught on itself somewhere. If not, I'll have to bring it up in the GM Discord and possibly file a bug report when I have more information.

It's unfortunately common enough to happen several times in one dev session, though, so it gets really tedious to re-import the YYMPS every time. I'll start making more git commits to see if I can find any consistencies in why the problem starts.

Developer(+1)

The extension does not change any files! Only reads them

(+1)

Hey, were you able to solve this? I'm having the same issue, same error messages and all. Should I just reimport the script every time it bugs out?

(+1)

Not definitively, unfortunately. I was advised by PixelatedPope to just remove GMLive entirely until it's needed, but obviously it's very tedious to re-import it every time I want to use it.

Out of curiosity, is your drive pretty full? My hard drive was running out of space when I first noticed this, and that's the only thread I can think to follow.

Developer

You shouldn’t have to put GMLive in and out - e.g. Nuclear Throne has it imported at all times and I only flip live_enabled to 0 before making a new build.

Still, to fix anything I need to know how to reproduce an issue, or at least whether the guesswork workaround does anything.

(1 edit)

Ah alrighty. My hard drive is only half full, so I'm not sure it's that. I have no clue what causes it either, it seems completely random. Yesterday it didn't happen at all, and I reran the game like 100 times. If I figure out anything, I'll let you know

Also currently experiencing this. Seems so random.

Developer

You too can try changing static: to "static": as I’m not sure if anyone did as of yet

Sorry, I completely misunderstood what you were asking for with the "static":/static: change.  I'll do that and report back if it stops the problems.

New thread to follow: are you guys on CE2 or the default code editor?

default

I made the suggested change (static: to "static":) and have yet to experience it failing to compile again. I will report back if it messes up again.