Calinou / godot-vintage-builds

Unofficial Godot 1.0 and "Godot 0" builds for nostalgia purposes
MIT License
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Distribute export templates for Godot 1.0 #1

Open RednibCoding opened 1 month ago

RednibCoding commented 1 month ago

Do you have access to export templates, if yes, can you add them to the repo? At least html would be good.

Calinou commented 1 month ago

At least html would be good.

Building HTML5 export templates will prove difficult, as I'll need to track down an Emscripten version that can compile Godot 1.0. Picking a version released in late 2014-early 2015 will probably do the trick, but it will need some fiddling.

Building Windows/Linux export templates should be easier as it's essentially the same steps as building the editor.

Building macOS/Android/iOS export templates of Godot 1.0 without making signifcant changes to its source code is just not feasible, due to these platforms frequently breaking support for older apps.

RednibCoding commented 1 month ago

Windows/Linux would be great as a start.

Calinou commented 1 month ago

@RednibCoding Here are 32-bit Windows debug and release export templates, can you give them a try? I don't have a setup to test them.

You should be able to specify it as a custom export template for a Windows Desktop export preset in the export dialog.

I've tried to compile HTML5 export templates but Emscripten 1.38.33 (the oldest version available in binary form in emsdk) isn't cooperating on Windows, so I'll try it in an Ubuntu 14.04 Docker contrainer next. It might require building 1.28.3 from source anyway, since that's a version released in early 2015 which is more likely to compile Godot 1.0 successfully.

Lastly, I tried compiling "Godot 0" export templates. Compilation succeeds, but linking fails due to winmm being missing. It seems I'd need to gather the Windows 8.1 SDK for it to work, as Godot used to want to be statically linked against a library from this SDK back then.

RednibCoding commented 1 month ago

A cannot use them as export templates. I specified them as custom binaries but it is still asking for a export template.

image

Calinou commented 1 month ago

I guess you need to install dummy export templates to satisfy Godot's export validation, which was primitive back then.

You can copy over windows_32_debug.exe to windows_64_debug.exe and windows_32_release.exe to windows_64_release.exe in Godot's export templates folder (should be in %APPDATA%\Godot\templates\ if I'm not mistaken, create the folder if necessary).

RednibCoding commented 1 month ago

Yes this works, i was able to export as windows executable.