@Garrettwademan: My "tool" is the following code:
Click to reveal..
Code:
///////////////////////////////
#include <acknex.h>
#include <default.c>
#include <windows.h>
///////////////////////////////

STRING* str_tmp = "";

TEXT* tDir = { pos_y = 40; strings = 200; flags = SHOW;}

void main()
{
	fps_max = 60;
	video_screen = 0;
	video_window(NULL,NULL,0,"Superku Launcher");

	var fhandle = file_open_write("launchLog.txt");

	file_str_write(fhandle,str_printf(NULL,"Superku Launcher Logn%02d:%02d:%04d - %02d:%02d:%02d...",(int)sys_day,(int)sys_month,(int)sys_year,(int)sys_hours,(int)sys_minutes,(int)sys_seconds));
	file_str_write(fhandle,str_printf(NULL,"nCurrent work_dir: %s",_chr(work_dir)));
	str_cpy(work_dir,"C:\GStudio8\Superku\");
	str_cpy(save_dir,work_dir);
	SetCurrentDirectory(_chr(work_dir));
	char cbuffer[256];
	GetCurrentDirectory(256,cbuffer);
	file_str_write(fhandle,str_printf(NULL,"
	nGetCurrentDir: %s",cbuffer));

	int doCompile = 0;
	int numFiles = txt_for_dir(tDir,"*.c"); 
	int i;
	for(i = 0; i < numFiles; i++)
	{
		file_str_write(fhandle,str_printf(NULL,"n
		Is file (%s) newer than superku.exe? ",_chr((tDir.pstring)[i])));
		if(file_date((tDir.pstring)[i]) > file_date("superku.exe"))
		{
			file_str_write(fhandle,"Yes!");
			doCompile = 1;
			break;
		}
		else file_str_write(fhandle,"No...");
	}
	if(!doCompile)
	{
		int numFiles = txt_for_dir(tDir,"*.h"); 
		int i;
		for(i = 0; i < numFiles; i++)
		{
			file_str_write(fhandle,str_printf(NULL,"n
			Is file (%s) newer than superku.exe? ",_chr((tDir.pstring)[i])));
			if(file_date((tDir.pstring)[i]) > file_date("superku.exe"))
			{
				file_str_write(fhandle,"Yes!");
				doCompile = 1;
				break;
			}
			else file_str_write(fhandle,"No...");
		}
	}

	printf("nndoCompile : %d",doCompile);
	file_str_write(fhandle,str_printf(NULL,"n
	ndoCompile: %d",doCompile));

	if(doCompile)
	{
		printf("nSet Build options: %s...",_chr("options_skbuild.scr"));	
		file_cpy("C:\GStudio8\data\options.scr","C:\GStudio8\data\options_skbuild.scr");	
		printf(" Done.");
		printf("nCompile exe and dll...");	
		exec_wait("C:\GStudio8\WED.EXE","-r superku.c -nx 128 -ns");
		printf(" Done.");
		wait(1);
		if(key_esc) sys_exit(""); // in case of compile errors
		file_cpy("C:\GStudio8\Superku\acknex.dll","C:\GStudio8\Superku\superku.cd\acknex.dll");
	}
	file_close(fhandle);
	if(key_esc) sys_exit("");
	wait(1);
	if(key_esc)
	{
		sys_exit("");
		return;
	}
	exec("C:\GStudio8\Superku\superku.exe","-nx 128 -ns -diag");
	sys_exit("");
}


I have no clue about C-Script, forgot everything about it, but it should work still.
Go to the "data" subfolder in your Gamestudio installation folder, duplicate (and backup) the options.scr file and create one for your script compilation. I've pretty much excluded all files there (like images, MDL, WMB) so it only compiles the code. I think there's a command line option for the publish process to do that normally but it did not work for me for some reason, which I forgot.

Btw. have you checked the amount of memory your game uses when it crashes using VMMap?


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