Game Development Community

Error on installing a deployed game

by Dalore · in Torque X 2D · 09/26/2007 (1:53 pm) · 9 replies

I have a small project I'm trying to deploy but I keep getting an error in the install process. I do get a good build on XNA studio and the "Deploy" process goes without error. The error comes in when using the "Setup" to install on windows. Checking the error log reveals this error;

"\"- Downloading file:///C:/"**"(edited)/Game_1_0_0_2/data/images/GGLogo.xnb.deploy did not succeed.\"


I have the GGLogo in my materials and the file is in the data/images/ folder. I have tried it with the logo in and out of scene but to no avail. Any one else having trouble getting a deployable version to install or have come across this error before?

My main question is what is this, I have searched the project for the entry but can't find a call for the GGLogo.xnb anywhere.

Any help would be appreciated.

Thanks


Wanted to add my installation error log.

--------------------------------------------------------
PLATFORM VERSION INFO
Windows : 6.0.6000.0 (Win32NT)
Common Language Runtime : 2.0.50727.312
System.Deployment.dll : 2.0.50727.312 (rtmLHS.050727-3100)
mscorwks.dll : 2.0.50727.312 (rtmLHS.050727-3100)
dfdll.dll : 2.0.50727.312 (rtmLHS.050727-3100)
dfshim.dll : 2.0.50727.312 (rtmLHS.050727-3100)

SOURCES
Deployment url : file:///C:/"editedOut"/"editedOut".application
Application url : file:///C:/"editedOut"/"editedOut"_0_0_0_1/"editedOut".exe.manifest

IDENTITIES
Deployment Identity : "editedOut".application, Version=0.0.0.1, Culture=neutral, PublicKeyToken=89987b32fa642e8c, processorArchitecture=x86
Application Identity : "editedOut".exe, Version=0.0.0.1, Culture=neutral, PublicKeyToken=89987b32fa642e8c, processorArchitecture=x86, type=win32

APPLICATION SUMMARY
* Installable application.

ERROR SUMMARY
Below is a summary of the errors, details of these errors are listed later in the log.
* Activation of C:\"editedOut"\"editedOut".application resulted in exception. Following failure messages were detected:
+ Downloading file:///C:/"editedOut"/"editedOut"_0_0_0_1/data/images/GGLogo.xnb.deploy did not succeed.
+ Could not find file 'C:\"editedOut"\"editedOut"_0_0_0_1\data\images\GGLogo.xnb.deploy'.
+ Could not find file 'C:\"editedOut"\"editedOut"_0_0_0_1\data\images\GGLogo.xnb.deploy'.
+ Could not find file 'C:\"editedOut"\"editedOut"_0_0_0_1\data\images\GGLogo.xnb.deploy'.

COMPONENT STORE TRANSACTION FAILURE SUMMARY
No transaction error was detected.

WARNINGS
There were no warnings during this operation.

OPERATION PROGRESS STATUS
* [9/26/2007 5:04:01 PM] : Activation of C:\"editedOut"\"editedOut".application has started.
* [9/26/2007 5:04:01 PM] : Processing of deployment manifest has successfully completed.
* [9/26/2007 5:04:01 PM] : Installation of the application has started.
* [9/26/2007 5:04:01 PM] : Processing of application manifest has successfully completed.
* [9/26/2007 5:04:03 PM] : Request of trust and detection of platform is complete.

ERROR DETAILS
Following errors were detected during this operation.
* [9/26/2007 5:04:03 PM] System.Deployment.Application.DeploymentDownloadException (Unknown subtype)
- Downloading file:///C:/"editedOut"/"editedOut"_0_0_0_1/data/images/GGLogo.xnb.deploy did not succeed.
- Source: System.Deployment
- Stack trace:
at System.Deployment.Application.SystemNetDownloader.DownloadSingleFile(DownloadQueueItem next)
at System.Deployment.Application.SystemNetDownloader.DownloadAllFiles()
at System.Deployment.Application.FileDownloader.Download(SubscriptionState subState)
at System.Deployment.Application.DownloadManager.DownloadDependencies(SubscriptionState subState, AssemblyManifest deployManifest, AssemblyManifest appManifest, Uri sourceUriBase, String targetDirectory, String group, IDownloadNotification notification, DownloadOptions options)
at System.Deployment.Application.ApplicationActivator.DownloadApplication(SubscriptionState subState, ActivationDescription actDesc, Int64 transactionId, TempDirectory& downloadTemp)
at System.Deployment.Application.ApplicationActivator.InstallApplication(SubscriptionState subState, ActivationDescription actDesc)
at System.Deployment.Application.ApplicationActivator.PerformDeploymentActivation(Uri activationUri, Boolean isShortcut)
at System.Deployment.Application.ApplicationActivator.ActivateDeploymentWorker(Object state)
--- Inner Exception ---
System.Net.WebException
- Could not find file 'C:\"editedOut"\"editedOut"_0_0_0_1\data\images\GGLogo.xnb.deploy'.
- Source: System
- Stack trace:
at System.Net.FileWebRequest.EndGetResponse(IAsyncResult asyncResult)
at System.Net.FileWebRequest.GetResponse()
at System.Deployment.Application.SystemNetDownloader.DownloadSingleFile(DownloadQueueItem next)
--- Inner Exception ---
System.Net.WebException
- Could not find file 'C:\"editedOut"\"editedOut"_0_0_0_1\data\images\GGLogo.xnb.deploy'.
- Source: System
- Stack trace:
at System.Net.FileWebResponse..ctor(FileWebRequest request, Uri uri, FileAccess access, Boolean asyncHint)
at System.Net.FileWebRequest.GetResponseCallback(Object state)
--- Inner Exception ---
System.IO.FileNotFoundException
- Could not find file 'C:\"editedOut"\"editedOut"_0_0_0_1\data\images\GGLogo.xnb.deploy'.
- Source: mscorlib
- Stack trace:
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean useAsync)
at System.Net.FileWebStream..ctor(FileWebRequest request, String path, FileMode mode, FileAccess access, FileShare sharing, Int32 length, Boolean async)
at System.Net.FileWebResponse..ctor(FileWebRequest request, Uri uri, FileAccess access, Boolean asyncHint)

COMPONENT STORE TRANSACTION DETAILS
No transaction information is available.

-----------------------------------------------------------------------------------------------------------------------------------

#1
09/27/2007 (3:16 pm)
XNB is the format that all your art assets are converted to when using the content pipeline. Look in your "bin" folder after you build your game and you'll see the same directory structure as the root, except all the art assets will be in XNB format.

YourGameProject\bin\x86\Release\data\images\GGLogo.xnb

This file should not be removed for non-pro users because it's included in the TorqueEngineData project. If you deleted GGLogo.png it could potentially cause this error as well, though I don't know why it wouldn't complain during the build or deployment process.

EDIT: The reason I say "non-pro users" is because Pro users could simply remove the reference to that file from the TorqueEngineData project itself, so it would no longer be necessary.
#2
09/28/2007 (11:29 am)
Thanks for the reply.

The thing is that that resource is showing in the folder described by the error. That's what makes this confusing.

Some further building on the project leads me to believe it occurs on the last material I have added to the project. I added a simple material called laser and when I went through the process again it was the Laser.xnb.deploy being squawked in the error log. As mentioned above I have saved my scene, and project in TXB and then rebuild in XNA studio express without errors.

I had a couple of thoughts to try and resolve this, no luck yet.

One was that it may have been a security issue (admin rights) so I set the deploy folder / files to allow all.

Second thought is that it may be a file location format issue such as "\" vs "/" in the deploy options. I haven't made any headway on that front yet.

Just to check that it was not an environment issue I did build a simple windows app in visual C# and it deployed, setup and ran without problems.

I think I'm going to try and start a new startergame project and import all my assets then give it another try.

If I find any solutions I will post them here. I've been poring over the xna studio help sites and haven't found a similar issue yet so I beginning to think its something in one of my files causing the deploy manifest to become inaccurate. But its not really inaccurate because the material is there, and the xna.deploy file is there too.

If anyone else has been through this before, any help would be great.

Thanks
#3
09/28/2007 (2:41 pm)
Yeesh.. that's wierd. Let us know if you make any headway. If not, this is definitely something we'll want to make sure we run through QA before the upcoming beta.
#4
10/01/2007 (9:08 am)
Over the week end I have tried a couple of things.

1. Start a new project and import all items.

2. Migrated the project to a windows xp machine to see if that made a difference.


Both have produced the same results when attempting to deploy a game. As in the statements above whatever resource is reported as missing is actually in the data folders.

One side note.

Trying an install from the created installer reports a different resource problem than attempting to run the execute created in the version file folder. ie.. one would report the laser.xnb.deploy as missing and the other would report the ship.xnb.deploy missing.


I really think this should be investigated. As I stated above I have been able to get normal C# applications to build and work on the system.

In addition whenever I do the debug or release builds "debug" processes both TXB and XNA GSE will build and run the game so it seems to be a disconnect in the deploy process.


I'll keep trying new things and update here if I can figure it out.

Has anyone out there been able to deploy and verfiy the deployed build under windows? Please post your experience with the deploy process.

Thanks
#5
10/01/2007 (3:44 pm)
To be perfectly clear, how are you trying to deploy your game?

We're talking about packaging the game as a creator's club game, not deploying to a 360, correct?
#6
10/01/2007 (5:03 pm)
No,

Just the deploy option, above the package for creators club in the "Build" menu item.

And I'm just using the options for windows as I don't have a XB 360 yet.
#7
10/03/2007 (5:55 pm)
So I have to ask, why not package as a ccgame?
#8
10/04/2007 (5:32 pm)
I can package a ccgame but,

I have no way to verify that it operates. As I said a above I don't have a XB 360 thus, I can't join the Creators Club and I have no way to test a ccgame package. My bug report is in the windows deployment process. I don't have the means to test the XBox portion of the process yet.


Unless there is something I'm missing. My understanding is that using the CCpackage option is for deploying to an xbox. Can I also use this option to deploy to the windows environment? and Can I do this without being a member of the CC?

The second question I would have about using the CCpackage is does it create an installer for windows?
My intent for using the other option was to create a installer for an artist on the team who is not using TXB or XNA express, so he can see the general concept of game layout.
#9
10/06/2007 (3:34 pm)
Ccgame packaging works for Windows games too. Unfortunately, I think it relies on XGSE instead of its own installer.