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Template couldn't be built using MSYS2 CLANG64 #41

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Description

@PerikiyoXD

Godot version

v4.3.stable.mono.official [77dcf97d8]

godot-cpp version

fbbf9ec

System information

Windows 10

Issue description

pxd@machine /c/WorkDir/gre3 
$ scons use_mingw=yes compiledb=true
scons: Reading SConscript files ...
Auto-detected 16 CPU cores available for build parallelism. Using 15 cores by default. You can override it with the -j argument.
Building for architecture x86_64 on platform windows
scons: done reading SConscript files.
scons: Building targets ...
Compiling godot-cpp/src/godot.cpp ...
Compiling godot-cpp/src/classes/editor_plugin_registration.cpp ...
Compiling godot-cpp/src/classes/low_level.cpp ...
scons: *** [godot-cpp/src/godot.windows.template_debug.x86_64.o] El sistema no puede encontrar el archivo especificado
scons: *** [godot-cpp/src/classes/editor_plugin_registration.windows.template_debug.x86_64.o] El sistema no puede encontrar el archivo especificado
scons: *** [godot-cpp/src/classes/low_level.windows.template_debug.x86_64.o] El sistema no puede encontrar el archivo especificado
scons: building terminated because of errors.

Activity

  1. PerikiyoXD commented on Sep 3, 2024

    @PerikiyoXD
    Author

    Godot builds fine tho

  2. paddy-exe commented on Sep 25, 2024

    @paddy-exe
    Collaborator

    This seems to be an issue for godot-cpp and not for this template. Please create a new issue there and link to this issue here.

  3. dsnopek commented on Oct 5, 2024

    @dsnopek
    Contributor

    I usually use MSYS2 with mingw on Windows, and don't personally have issues building godot-cpp. So, I think the godot-cpp issue will need some more details than provided here.

  4. enetheru commented on Oct 23, 2024

    @enetheru
    Contributor

    I think I remember this problem. From recollection it's because the clang64 environment is for compiling with llvm so it does not provide an x86_64-w64-mingw32-ar and fails without a nice error message. Checking my own install I have x86_64-w64-mingw32-llvm-ar. Adding use_llvm=yes solves the issue for me when building godot-cpp, but it appears that does not carry over when using the same command here.

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