I want to compile Godot, but it does not work. Keeps not finding MinGW

wait,wheres the C:\Users\YourUsername\Applications\llvm-mingw in your environment var that @tibaverus mentioned in his/her tut/doc Easy to follow tutorial for encrypting your PCK file

it’s simply in C:\llvm-mingw (or C:\llvm-mingw\bin if you refer to the bin subdir, that is)

These types of errors are odd and meaningless bruh! have you tried restarting your computer ?

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Or just Windows Explorer to reload environment variables

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Can you do that? that’s cool!

Task manager, end task on explorer.exe (or whatever it’s called today)

If it doesn’t restart by itself, task manager, start same exe you just killed.

Cheers!

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I will prefix this by saying I don’t use Windows. What binaries are in bin? What are the results of running %MINGW_PREFIX%\bin\x86_64-w64-mingw32-gcc --version and %MINGW_PREFIX%\bin\x86_64-w64-mingw32-clang --version ?

This could be related if the binaries are named differently.

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these calls give me some info on the commands.

Like, in the 2nd case:

clang version 21.1.8 (https://gituhup.com/ etc etc I won’t copy it here)

target: x86_64-w64-windows-gnu

Thread mode: posix

InstaòòedDor: c:/llvm-mingw/bin

Configuration file: C://llvm-mingw/bin/x86_64-w64-windows-gnu.cfg

Are you running from a cmd.exe shell?! You should be running from an mingw/msys environment and shell (C:\msys64\mingw64.exe), and not have to mess about with the Windows Environment Settings.

If neither gives any kind of error, I believe the problem might require a bit more debugging to ensure everything is set correctly. The error occurs here.

screenshot

my dear friend thank you so much. Thank you all actually for caring and trying to solve my issue.

Now. I know nothing about python. Any kind soul could try and tell me how to modify that line of code to give MY path to those executables, instead of picking them up from the env vars?

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it works on mine…I have gcc installed
Can you try running this?

import subprocess
import sys

def compiler_exists(cmd):
    try:
        subprocess.run([cmd, '--version'], check=True, stdout=subprocess.PIPE, stderr=subprocess.PIPE)
        return True
    except:
        return False

if compiler_exists('gcc') or compiler_exists('clang'):
    print("Should work!")
else:
    print("No valid compilers found.")
    sys.exit(255)


Comment out the function body on this line and replace it with return "\path\to\mingw\bin" + tool. If the binaries in bin start with “x86_64-w64-mingw32-”, you should add that between the two so it looks like “\path\to\mingw\bin\x86_64-w64-mingw32-” + tool. Because you’re bypassing the use_llvm checks, you should add the option manually if you’re using clang over gcc.

Replace the body of this function with a simple return True.

This would be an example of the function body on try_command.

def try_cmd(test, prefix, arch, check_clang=False):ďżź
return True

And this for get_detected.

def get_detected(env: “SConsEnvironment”, tool: str) → str:
return “\path\to\mingw\bin\x86_64-w64-mingw32-” + tool

I’d only hardcode it as a temporary fix, as it bypasses a lot of checks. A long-term solution may be using breakpoints or logging to determine which variables are incorrectly set.

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Thanks for your reply.

SOME improvement I did get from the modifications you suggested, but still the process does not go well. It fails, later but fails.

Screw all this.

People who want to unencrypt my files, they can do it anyway.

Not including 3D and other stuff unused, it seems to me that you can do it in the compiling options in godot.

So why bother. I am very, very, VERY pissed off, of course, but whatever; life must go on.

After all, I still cannot figure out how to make rcedit work in godot. In principle, it DOES work, since it does not give me any warning or error if I use it…

…but then the exe files are corrupted and not work. Actually they just ask me for the pck file. They do it even if the pck file is there; they do it even if I choose to export withour pck (just big exe)! Does it make any sense, to ask me for the pck file, if I exported the game all-in-a-file?! Of course not, but that’s what has always happened to me.

I am forced to export my games as .exe + .pck files, then hack them with Resource Hack, just to change their silly icon. (Resouce Hack does not open them correctly if I export them all in an exe).

Once again, all this trouble just because something that is supposed to work smooth does not work at all.

I do love Godot, but it seems that sometimes they do it on purpose, making hard or unfixable things that should be straightforward. It’s like when you get a cold, it’s so annoying but what can you do.

Sorry for the final rant and thank you all guys

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