The game works perfectly when launched from editor, but when I export .exe file on windows some files just refuse to load. It isn't file filter problem it just selectively can't load some files. It can't load all music except the first menu track, can't load most of the .dialogue files. I used debug .exe and it said SCRIPT ERROR: Invalid access to property or key 'KleptoLindaCavernsA' on a base object of type 'Dictionary'. at: _ready (res://scripts/interactions/lock.gd:9) ERROR: Node not found: "environment/Interactable" (relative to "/root/Control/Player"). at: (scene/main/node.cpp:1877) default I'll be really grateful for help. If I can export exe file and keep all the folders unpacked it will be an option too.
If you have a custom extension in your project, then you need to tell Godot explicitely to export files with that extension, as they’re not built-in resources.
Go to Project > Export > Resources, and add a filter to include .dialogue files in your exported executable. Like this:
My Godot at work is in French, sorry about that, but you’ll have no trouble finding that window - if you don’t know it already.
In the same window as above, you have many options to change that. I’ll let you do some research but that shouldn’t be hard to do.
Feel free to read some of the doc page too.
I’ve read the doc page, it doesn’t have the option to keep folders unpacked. If I create .zip or .pck it doesn’t have an exe file. I’ve mentioned before that filters aren’t problem. First dialogue on the level is loaded, the rest of them aren’t. Same goes for the music. First song is loaded, others aren’t. I suspect that it might be an autoload problem, but again, some features from autoload work as intended.
Nvm, I’ve found the solution! If I export the exe file in the project’s folder, it runs just fine. I’m not affraid of files being modified, my game is intended to be free and open source(it’s my diploma project), so this is what I needed.