How can I compiling Godot on Vista using mingw?

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:bust_in_silhouette: Asked By FogHat
:warning: Old Version Published before Godot 3 was released.

Running through the tutorial for compiling Godot I ran into a bit of a stumper, since Visual Studio Community 2013+ will not install on a Vista machine. I set up SConstruct as the builder in Eclipse, but I’m kind of at a loss on where to go from here. Trying to compile with the “platform = windows”, argument gives me “No valid target platform selected.” My best guess is that I have to edit the SConstruct file somehow so it stops recognizing my system as ‘windows’ and will run the mingw toolchain instead.

If I manage to figure it out I’ll answer my own question on the off chance I’m not the last surviving Vista abuse case on the planet. If the solution’s glaringly obvious, feel free to school me. Hugs.

:bust_in_silhouette: Reply From: FogHat

Revision 18658 of Godot seems to work now. The ar command length issues that were plaguing me most recently are gone. So thanks for fixing that. gcc-tdm64 doesn’t seem to work, but Godot compiles with no problems on Vista with an up to date mingw64 install. I’m running scons through eclipse CDE with the SConsolidator plugin. That let me set the MINGW64_PREFIX variable to the mingw64 bin directory under “project properties > linked resources” within eclipse. Under “project properties > SCons” I have the Scons options "platform=windows tools=no target=release bits=32’'. So far, so good.

Editing out “VCINSTALLDIR” in detect.py kept scons from throwing a fit over my broken/antiquated visual studios install. That’s probably just me.

But really, thanks whoever solved that ar command length problem. That was driving me nuts. Nuts-er.