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AppGameKit Classic Chat / Failed to initialise zip file for reading

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Scraggle
Moderator
23
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Joined: 10th Jul 2003
Location: Yorkshire
Posted: 15th Feb 2017 07:49
When I try to build an APK I get the error message: "Failed to initialise zip file for reading".

It started happening about a week ago on my work PC. My initial thought was that the IT department had changed my permissions and AppGameKit was unable to write to the file path. So I moved everything into my "My Documents" folder which I obviously have full access to but the error remains.

Now I've started getting the same error on my home PC. I'm using the latest build of AppGameKit and I have been able to create APKs using that build before now and haven't changed anything in between.

Any suggestions as to why AppGameKit has seemingly randomly decided to fail or better still, any suggestions on how to fix it?

Thanks
AGK V2 user - Tier 1 (mostly)

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Scraggle
Moderator
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Posted: 15th Feb 2017 10:32
Further testing tells me that it is only with my current project. Others will create an APK without any issues.
Any idea what might be causing this?
My only thought is there there is a limit to the number of files that can be created in the zip.
This project has 47 included *.agc files and 89 media files. Am I breaking a limit that I'm not aware of or does anyone know of any other reason why this APK won't create but others will?

Thanks
AGK V2 user - Tier 1 (mostly)
CJB
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Location: Essex, UK
Posted: 15th Feb 2017 10:46
Any dodgy filenames or extremely long paths in there?
Scraggle
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Posted: 15th Feb 2017 10:51
There are no long paths, everything is located at:
c:\Users\Craigb\Documents\_Working_Files\AGK Projects\
And the longest filename is:
multiglyph subimages.txt

Not particularly long

As for dodgy filenames, what would constitute a dodgy filename?

AGK V2 user - Tier 1 (mostly)
CJB
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Location: Essex, UK
Posted: 15th Feb 2017 11:20
I don't know. Just plucking at straws. I'm guessing there must be something in the media that is causing the problem. Maybe something is locked in some way? Try closing all other apps. Sorry I'm not being much help! Lol.
Scraggle
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Posted: 15th Feb 2017 11:44
Any help is better than no help

My media folder was 5.04 MB, I thought (hoped) there was a 5MB limit so I ran some of the larger images through tinypng and reduced the size of the media folder to just over 2MB but still no luck
AGK V2 user - Tier 1 (mostly)
Scraggle
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Posted: 15th Feb 2017 11:48 Edited at: 15th Feb 2017 11:54
I recounted, there's 54 #included agc files.
Is there a limit of 50 perhaps ...time to test .....

Nope!
That didn't work. I also copied the project folder and all includes to the desktop just in case there were any permissions issues but still the same error
AGK V2 user - Tier 1 (mostly)
Mobiius
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Location: The Cold North
Posted: 15th Feb 2017 15:24
Is your antivirus / cloud storage scanning the newly created zip file at the same time AppGameKit is trying to move android files into it? (Kind of like when DBPro couldn't access the .pck file when building.)
Carharttguy
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Posted: 15th Feb 2017 18:23
Quote: "multiglyph subimages.txt"


Maybe the spaces in file names? That's generally a practice a lot of programs don't like.
Paul Johnston
TGC Developer
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 16th Feb 2017 02:07
It looks like your output file location is set to "C:\Users\Craigb\Documents\_Working_Files\", it needs to point to a file like so "C:\Users\Craigb\Documents\_Working_Files\MyApp.apk"
Scraggle
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Posted: 16th Feb 2017 07:30
Awesome!
That fixed it. Thanks Paul

Perhaps there should be a change in the exporter because "Output File Location" suggests a folder path not a folder path + filename.
AGK V2 user - Tier 1 (mostly)

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