QodotPlugin / qodot-plugin

(LEGACY) Quake .map support for Godot 3.x
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Error installing Qodot 1.6.4 using Assetlib in Godot 3.2.1 #95

Closed stolen-biscuit closed 4 years ago

stolen-biscuit commented 4 years ago

Operating System: Ubuntu 19.10 Godot: 3.2.1 Qodot: 1.6.4

Hi there, ran into an issue installing Qodot 1.6.4 using the Asset Library in Godot 3.2.1, not sure if it was user error but I read the wiki install instructions and didn't see where I went wrong. Attempting to install Qodot gives me the following error due to missing libqodot.so:

 Can't open dynamic library: /home/stolen-biscuit/project/addons/qodot/bin/x11/libqodot.so. Error: /home/stolen-biscuit/Documents/godot/../lib/libqodot.so: cannot open shared object file: No such file or directory
 modules/gdnative/gdnative.cpp:483 - No valid library handle, can't get symbol from GDNative object
 modules/gdnative/nativescript/nativescript.cpp:1506 - No nativescript_init in "res://addons/qodot/bin/x11/libqodot.so" found
 modules/gdnative/gdnative.cpp:483 - No valid library handle, can't get symbol from GDNative object
 modules/gdnative/gdnative.cpp:388 - No valid library handle, can't terminate GDNative object
 Can't open dynamic library: /home/stolen-biscuit/project/addons/qodot/bin/x11/libqodot.so. Error: /home/jarod/Documents/godot/../lib/libqodot.so: cannot open shared object file: No such file or directory

The whole x11 folder inside addons/qodot/bin is missing in my install.

I tried running the build script that was installed for linux and ran into the following issue about a missing SConstruct file:

scons: *** No SConstruct file found.
File "/usr/lib/scons/SCons/Script/Main.py", line 933, in _main

scons: *** No SConstruct file found.
File "/usr/lib/scons/SCons/Script/Main.py", line 933, in _main
cp: cannot stat 'libqodot/build/libqodot.so': No such file or directory
cp: cannot stat 'libqodot/libmap/build/libmap.so': No such file or directory
Shfty commented 4 years ago

The missing libraries are expected - the plugin contains an auto-downloader to fetch them from the appropriate git repositories, but it only kicks in once you activate the plugin via project settings.

If you do that after downloading and adding it to your project via AssetLib, you should see some console log output detailing the download process, and then be good to go.