XNA Creators Club Online
Page 1 of 1 (13 items)
Sort Posts: Previous Next

Xbox 360 deployment problem

Last post 3/20/2008 2:54 PM by Jim Perry. 12 replies.
  • 3/18/2008 8:11 PM

    Xbox 360 deployment problem

    When I try to debug my project onto the 360 I get an error saying that I do not have enough disk space on the 360, even though I have about 8 gigs free, and the project is only a little more than 1 gig. Any ideas as to what the problem may be? Here is the error,

    "Error 1 Building content threw IOException: There is not enough space on the disk.

       at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
       at System.IO.FileStream.WriteCore(Byte[] buffer, Int32 offset, Int32 count)
       at System.IO.FileStream.Write(Byte[] array, Int32 offset, Int32 count)
       at Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.WriteFinalOutput()
       at Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.Dispose(Boolean disposing)
       at System.IO.BinaryWriter.System.IDisposable.Dispose()
       at Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentCompiler.Compile(Stream output, Object value, TargetPlatform targetPlatform, String rootDirectory, String referenceRelocationPath)
       at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.SerializeOutputAsset(BuildItem item, Object assetData, String outputFilename)
       at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.SerializeAsset(BuildItem item, Object assetData)
       at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAssetWorker(BuildItem item)
       at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAsset(BuildItem item)
       at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.RunTheBuild()
       at Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.RemoteProxy.RunTheBuild(BuildCoordinatorSettings settings, TimestampCache timestampCache, ITaskItem[] sourceAssets, String[]& outputContent, String[]& rebuiltContent, String[]& intermediates, Dictionary`2& dependencyTimestamps, KeyValuePair`2[]& warnings) E:\JoshBelay IAAA entry-Starscape\Starscape\Content\Textures\space2_diff.png Xbox 360 Copy (2) of Starscape"

    Thanks
  • 3/18/2008 8:20 PM In reply to

    Re: Xbox 360 deployment problem

    That exception isn't coming from your Xbox. The content pipeline runs on Windows. That's being thrown while it's trying to build your content. Is your hard drive somehow full? Seems rather unlikely, but that's what the exception is saying I guess... What all content do you have in there? Any really large images or lots of WAV files?
  • 3/19/2008 11:54 AM In reply to

    Re: Xbox 360 deployment problem

    There are some large images, but the thing is it debugs just fine when I run the windows build, its just when I try to do it on the xbox.
  • 3/19/2008 11:58 AM In reply to

    Re: Xbox 360 deployment problem

    How much free space do you have on the drive containing your project?
    Microsoft DirectX/XNA MVP
  • 3/19/2008 12:10 PM In reply to

    Re: Xbox 360 deployment problem

    12.2 gigs of free space
  • 3/20/2008 12:26 PM In reply to

    Re: Xbox 360 deployment problem

    Is any part of the project bigger than 2 gig during deployment? (I can't imagine this being so, but it could cause problems with 32 bit integers being used everywhere)
  • 3/20/2008 12:53 PM In reply to

    Re: Xbox 360 deployment problem

    Are community games limited to fitting in a 150MB package like XBLA games?
    Developing a puzzle game here
  • 3/20/2008 12:58 PM In reply to

    Re: Xbox 360 deployment problem

    Belkar:
    Are community games limited to fitting in a 150MB package like XBLA games?


    We don't know. I don't believe they've said one way or the other as to size requirements for the Community Games section. But the OP isn't talking about the Community Games, he's talking about basic deployment which I don't actually think has a size limit on it (except for your free space that is).
  • 3/20/2008 1:01 PM In reply to

    Re: Xbox 360 deployment problem

    I dont think any size limits have been announced... check through the long thread to see if you can find anything http://forums.xna.com/thread/46558.aspx
    Playtest Kissy Poo - a game for 4 year olds on Xbox and windows
    The ZBuffer
    News and information for XNA
      Follow The Zman on twitter, Email me
        Please read the forum FAQs - Bug/Feature reporting
          Don't forget to mark good answers and good playtest feedback when you see it!!!
  • 3/20/2008 1:11 PM In reply to

    Re: Xbox 360 deployment problem

    Belkar:
    Are community games limited to fitting in a 150MB package like XBLA games?

    No. There will be restrictions on the size of the games you submit to the publishing pipeline, but that will be enforced at submission time, not in the build.

    XNA Creators Club games have a 2GB limit on the Xbox 360 console. The exception shown does not look like it is related to deployment, though. The Content Pipeline does not execute during deployment.

    Please note that deployment means copying the game files from your computer to your console. The activity happening here is "building". If you just *build* the Xbox 360 project, you will see this error. Deployment is an optional step after build.

    That being said... Nick, didn't you run into some similar error when you were creating your zip library? Or a video library? Or was that somebody else? I remember someone hitting an internal file size limit in the content pipeline, which happened because we were buffering some data before writing. It only affected files over a certain size. I forget the details.

    Stephen Styrchak | XNA Game Studio Developer
  • 3/20/2008 1:28 PM In reply to

    Re: Xbox 360 deployment problem

    Stephen Styrchak:
    That being said... Nick, didn't you run into some similar error when you were creating your zip library?


    I got one report of having issues with EasyZip on Xbox, yes. The user created a ZIP file that would work on Windows but throw an exception on the Xbox. It was only 17MB though and was a runtime exception about a "badly formatted ZIP file", so I'm guessing just some issue with XACT and my zip library. I still haven't solved that one yet.
  • 3/20/2008 2:29 PM In reply to

    Re: Xbox 360 deployment problem

    After a bit of searching, I found that it was Joel Martinez who reported it while working on his ScurvyMedia thingy. Although in his case, it was an OutOfMemoryException, so it's not the same as this issue.

    Here's the relevant post info from Shawn that I was not remembering completely:

    http://forums.xna.com/post/19714.aspx

     

    Stephen Styrchak | XNA Game Studio Developer
  • 3/20/2008 2:54 PM In reply to

    Re: Xbox 360 deployment problem

    Stephen Styrchak:

    Belkar:
    Are community games limited to fitting in a 150MB package like XBLA games?

    No. There will be restrictions on the size of the games you submit to the publishing pipeline, but that will be enforced at submission time, not in the build.

    XNA Creators Club games have a 2GB limit on the Xbox 360 console. 

    Added to the FAQ. :)

    Jim Perry - Microsoft XNA MVP
    If people spent a minute searching the forums and reading the FAQs before posting I'd be out of a job.
    Got some XNA Game Studio/XNA Framework development info to share with the community? Put it on the XNA Wiki.
    Please mark posts as Answers or Good Feedback when appropriate.
Page 1 of 1 (13 items) Previous Next