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jordigcs avatar jordigcs commented on June 1, 2024

You need to compile Godot's export templates with the Godotcord module. Learn more here:
Windows
Linux
More info

Hope this helps.

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hugorplobo avatar hugorplobo commented on June 1, 2024

I downloaded the compiled version from github because I was having some issues with compilation. So, I need to compile the godot anyaway? I read in the link you send that there is how to configure binaries as custom exports in case of custom modules, but I didn't understand how to do it. Sorry for the questions, but I don't have experience with "compiled things".

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jordigcs avatar jordigcs commented on June 1, 2024

...I read in the link you send that there is how to configure binaries as custom exports in case of custom modules, but I didn't understand how to do it...

Yeah so first you have to get the source code for Godot. Open a terminal and run git clone -b 3.2 https://github.com/godotengine/godot. Then, run cd godot/modules && git clone https://github.com/drachenfrucht1/godotcord. If you're on Linux/Mac, run ./setup.sh in the terminal.
If you're on Windows: run ./setup.bat.
From there, cd back to the root directory of godot: cd ../ and follow this to compile for your platform. Keep in mind that if you're only looking to compile export templates, you have to use tools=no in your SCons command.

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Drachenfrucht1 avatar Drachenfrucht1 commented on June 1, 2024

You can set the downloaded version as export templates. This works, but I do not recommend it for shipping. It should be fine for testing.
The specially compiled export templates don't include the engine frontend (and no debug symbols when using the release version). This greatly reduces the size.

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hugorplobo avatar hugorplobo commented on June 1, 2024

Thanks for the help guys, the export is working after the compiling.

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