Missing file after standalone build (jitter engine)

    Jun 10 2022 | 1:00 pm
    Hi, i m testing a standalone build, with research missing file unchecked. I got some errors for max files, that i d like to understand : jit.qt.engine: no such file in collective jit.viddll.engine: no such file in collective jit_avf_engine: no such file in collective jitter-config.txt: no such file in collective jit_gl_model_assimp: no such file in collective oren-nayer.lut.exr: no such file in collective I made research to add them manually, but those files dont seem to exist at all, even the max app folder. I m especially wondering if there are real error messages with consequences, means the build will have a problem on other machine that have not max installed, or are they just old error messages from previous max?
    Do someone know what this is about and what could be done? thx!

    • Jun 10 2022 | 3:12 pm
      i can't reproduce with a simple test patch, so will need some kind of patch to reproduce these errors to offer much advice.
    • Jun 10 2022 | 3:44 pm
      hi rob, i can reproduce it with this very simple patch, basically only a jit.window + jit.gl.render in js.
      I m on mac OS 12.2.1 (intel). Max 8.3.1.
      you will have to build with the js:
      the console of the build:
    • Jun 11 2022 | 8:12 am
      I complete with another message for another instaning of jitter from a js. ; jit_bfg: no such file in collective
      but jit_bfg is not even an object, is it?
    • Jun 13 2022 | 1:49 pm
      ah yes if you are instantiating Jitter objects from JS then the standalone builder has no way of knowing which objects to include. I think your best bet is to include a dummy patch in your Project that contains each of the objects you instantiate in the JS. Maybe throw a jit.world and jit.movie in there for good measure. The jit.world should pull in jit.window, and the jit.movie should pull in the video engines (though if not you can add these yourself, they are in the jitter-externals folder).
      jit_bfg is simply what JS refers to jit.bfg.
      [ edit - ok I see in your patch that the standalone object is set to include c74 resources, and in fact the built standalone is including the correct externals and extensions in the build folder, so the real question is why the JS is failing. We will have to investigate this a bit ]
    • Jun 13 2022 | 2:07 pm
      Ok I see in fact the only thing that's needed is to check "Search for missing files" (@searchformissingfiles) in the standalone object. Enabling this removed all errors for me.
    • Jun 13 2022 | 2:19 pm
      thx! actually to uncheck "search for missing files" is the way to be sure that no externals are missing when it will be deployed on who knows machine, and in this case actually none are missing. So in the case of js, even if the externals are there, it stills makes error, so that s a bit confusing actually to lead such overall check
    • Jun 13 2022 | 2:47 pm
      sorry i don't understand your comment. enabling search for missing files works with your test patch, so I'm not sure what else I can comment on, or why you are saying enabling this breaks things.
    • Jun 13 2022 | 3:10 pm
      sorry if i m confused but it also a bit confusing.
      You adviced me to check 'search for missing file' but I need to uncheck the research missing file since i want to be sure to include all necessary file in the standalone
      So I want to be sure that those errors are real errors as they dont really point to external or files i m aware of i m using. jit.qt.engine: this example doesn't call that abstraction. Which i cant find in the max root externals anyways. I understood that i d need to put jit.movie and jit.viddll from the packages to avoid errors, right? even if i dont use the object?
      what is the jitter-config.txt?
      And also for jit.bfg, the externals is present in my folder but still js makes an error (no jit_bgf). I m going to need to confirm this tough.
      I also have these one : jit_gl_model_assimp : no such file in collective
      but jit.gl.model is in my externals (called by js as well) and open_nayer.mut.exr : no such file in collective no idea what it is. On the other post for jit.gl.texture : I understood to work it needs jit.avf.engine ( i basically had to test a lot of time to understand which one was required).
    • Jun 13 2022 | 7:35 pm
      haha. got it. Took me a bit. Check the missing, and it will look for it somewhere in the app path. But what confused me is that i couldn't identify the file name, or find them anywhere in the app folder, so i thought they were just missing for good.