0 votes

Hi there,

I have a project in Godot 3.0.6 that uses a GDNative C++ DLL. Once exported, the Godot .exe and GDNative .dll are in the same output folder and the game runs with no issues. (However I do get a WARNING: No Directory "Res://" in the console, but the game functions correctly).

Once I zip and copy the game over to any other PC (Win 7, 10) it says that it cannot load my GDNative DLL with the following message:


ERROR: Can't open dynamic link library: mygdnativetest.dll. Error: Error 126: The specified module could not be found.
platform/windows/os_windows.cpp:1700

ERROR: get_symbol: No valid library handle, can't get symbol from GDNative object
modules/gdnative/gdnative.cpp:317

ERROR: inilibrary: No nativescriptinit in "res://mygdnativetest.dll" found
modules/gdnative/nativescript/nativescript.cpp:1054

WARNING: No directory "res://"
WARNING: No directory "res://"


Can anyone please point me in the right direction as to what the problem could be? Is there perhaps a flag or something missing in the SConstruct file? It is very strange that the games runs locally but not when copied and run on another PC.

Thanks!

asked Oct 10, 2018 in Engine by upperclasslemon (12 points)

Does the "any other PC" use NTFS for it's file system?

Sorry yes by "any other PC" they are NTFS file system, tried on both Windows 7 and 10.

NTFS is (iirc) casesensitive, where as FAT32 is not so if the original computer does not use NTFS it could well be the case the the filename is not in all lower case in the file system.

Hi guppy42, thanks for the suggestion. I can confirm that the DLL is the same lowercase from SConstruct GDNative dll build to the exported build.

I have tested this on the latest Godot Master Branch with NativeScript 1.1 and same isssue. Exported game runs fine on local pc but same error 126 on other PCs.

@upperclasslemon Did you find out what the problem was? I'm having the exact same problem and don't want to start a new thread.

also having the same problem. DenverCoder9, what happened to you?

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