bruvzg / gdsdecomp

Godot reverse engineering tools
MIT License
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Getting Started - Linux #9

Closed ririmudev closed 2 years ago

ririmudev commented 4 years ago

Greetings,

It's not quite clear from the README how to get started as a godot newbie (on linux). I messed around by checking out the 3.2 branch here, and downloaded a few versions of godot (3.2.2 stable - headless&server&x11; 3.1 stable - headless&server; 3.1-beta6 - x11; and a local scons build of 3.2.2 stable). Wasn't able to get a functioning version under any of those on Ubuntu 16.04.7 (kernel 4.15.0-115-generic). I assumed one of the above would satisfy the requirements for Godot 3.x, but no dice.

I figured it would be possible to run with something like: bin/godot_server.x11.tools.64 --path ~/dev/gdsdecomp/standalone

But that's where I get errors such as ERROR: is_class_enabled: Cannot get class 'GodotREEditorStandalone'. At: core/class_db.cpp:1329.

Or, if I ran: ~/Downloads/godot/Godot_v3.2.2-stable_linux_server.64 ~/dev/gdsdecomp/standalone/project.godot Then I'd get: ERROR: is_class_enabled: Condition "!ti" is true. Returned: false At: core/class_db.cpp:1329.

Note: for the godot executable (which shall remain nameless) I'm looking into, I was able to successfully do the README sections for "To detect Godot version" and "To detect GDScript version"

Any attention and/or tips would be appreciated. Thanks ~ririmudev

bruvzg commented 4 years ago

Main part of it is a C++ module, you can't just use the project with unmodified Godot version. Instead, you should download and extract Godot engine source, clone this repo into the modules/gdsdecomp folder and rebuild the engine (see: https://docs.godotengine.org/en/stable/development/compiling/compiling_for_x11.html).

ririmudev commented 4 years ago

Much thanks for the prompt response. Any chance known working versions (OS, graphics driver, and godot) could be mentioned? I tried the build with the modules/gdsdecomp folder using my same Ubuntu 16 and godot 3.2.2 stable, but I'm now getting: ERROR: move_child: Parent node is busy setting up children, move_child() failed. Consider using call_deferred("move_child") instead (or "popup" if this is from a popup)

I'll see what I can do to resolve my build issues, but just to ask for dummies: if it builds successfully, what would one run to know that it's setup and working correctly? Would ${GODOT_DIR}/bin/godot_server.x11.tools.64 --path ~/dev/gdsdecomp/standalone work, or something else?

(edit - accidentally deleted)