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Tasklist

FS#56262 - [Blender] Game engine save as runtime gives non-functioning export

Attached to Project: Community Packages
Opened by Ian Sage (ian11213) - Monday, 06 November 2017, 22:06 GMT
Last edited by Sven-Hendrik Haase (Svenstaro) - Monday, 04 June 2018, 15:58 GMT
Task Type Bug Report
Category Packages
Status Closed
Assigned To Sven-Hendrik Haase (Svenstaro)
Architecture All
Severity Low
Priority Normal
Reported Version
Due in Version Undecided
Due Date Undecided
Percent Complete 100%
Votes 0
Private No

Details

Description:
Blender game engine has a facility to export a runtime file, accessed through an add-on. On Arch, this export is apparently successful, but the save dialogue appends a .blend suffix and the file does not appear to be executable.
Identical steps eg on Debian using the same file, are successful and give and executable file without the suffix.

Additional info:
Version 2.79


Steps to reproduce:
Install game engine addon to export as runtime; export arbitrary game engine scene. (Trivial example file attached)
This task depends upon

Closed by  Sven-Hendrik Haase (Svenstaro)
Monday, 04 June 2018, 15:58 GMT
Reason for closing:  No response
Additional comments about closing:  Re-open if bug persisting.
Comment by Sven-Hendrik Haase (Svenstaro) - Monday, 13 November 2017, 12:14 GMT
Not quite sure what could be wrong here. Do you have any logs for me to compare between the Debian and Arch exports? Maybe also ask the blender devs what could be wrong.
Comment by Ian Sage (ian11213) - Monday, 13 November 2017, 23:28 GMT
I have done some more investigation; things are not as bad as I first thought - but not as they should be!
If - in Arch - I select File -> Export -> Save as Game Engine Runtime , I get the standard Blender file save dialogue window with Blender offering to save the file with the same filename and extension as the source .blend file. This is potentially a big issue as if this option is accepted, the source file is overwritten with binary format data which cannot then be opened in the Blender editor.
By editing the filename entry (to, say, bounce_runtime) in the dialogue, the "runtime" file can be saved safely. The resulting file (which by default still has a .blend suffix) does not execute; if it is double-clicked, Blender runs and loads the default start scene. Saving without the .blend extension gives the same result.
However, (this is the new bit) the file can be run successfully by using the command line:
blenderplayer bounce_runtime
and by right clicking the file -> Open With Other Application and using the "Use a custom Command" option, blenderplayer can be associated with these files and they then run when double clicked - provided they are exported without the .blend extension.
So in summary, there seems to be no fundamental problem with the runtime files. The issues are:
1a) Blender offers to overwrite the source file with the exported runtime
1b) An erroneous .blend extension is - by default - added to the exported runtime file
2) By default there is no association made between the exported runtime file and the blenderplayer binary

Using Debian, the "Save as Game Engine Runtime" option, by default saves the runtime file with the same filename as the source, but without any extension. And the resulting exported files are already associated with the blenderplayer binary.

Does that help?
Comment by Sven-Hendrik Haase (Svenstaro) - Friday, 29 December 2017, 04:02 GMT
Could you make an upstream bug report and kindly ask them for assistance? I don't really know how to fix this.
Comment by Sven-Hendrik Haase (Svenstaro) - Saturday, 12 May 2018, 01:00 GMT
Can you check with the current blender version?

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