If you have issues setting up / compiling Thrive, please read this thread. If you still have an issue feel free to post in this thread. Include the output from the setup script when doing so!
Hi! Sorry if this is the wrong place for this, it seems long abandoned but I couldn’t find a more recent one.
I’m attempting to set up a development environment on Gentoo, but Godot keeps crashing a few seconds after attempting to load the project. If started from the command line, it outputs this:
ERROR: Unable to open file: res://.godot/imported/default.png-0ecb64421bbeb83f3647ba16f0738ab3.ctex.
at: _load_data (scene/resources/compressed_texture.cpp:41)
ERROR: Failed loading resource: res://.godot/imported/default.png-0ecb64421bbeb83f3647ba16f0738ab3.ctex. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:283)
ERROR: Failed loading resource: res://assets/textures/gui/cursors/default.png. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:283)
I am certain it’s not a simple Git LFS issue (I already got a different error when I had forgotten to run git lfs install, that much is now fixed).
I have tried rm -rf-ing and recloning (with recursive) several times, which has not helped.
I am able to open the assets in other programs.
Godot does not crash when loading an empty project created for testing (though I don’t have any nonempty test projects to try with).
I know of at least that this is a pretty good Godot demo project you could try in addition to Thrive:
I’ll copy my comment from Discord for future reference here:
To me this sounds like an engine incompatibility with Gentoo, or specifically whatever graphics drivers you have. Way back when initially moving to Godot 4 there were issues for me on Fedora where the Godot editor would crash 100% of the time before it managed to import the Thrive asset files. Back then when I updated to the next Godot version preview, that crash rate went down to like 20% and I was able to eventually get the Thrive assets imported. After that things were fine. One thing that you could try as it sounds like the headless mode works is that you run godot --editor --rendering-driver opengl3 in the Thrive folder.
If it still doesn’t work, I’d confirm you have the right Godot version:
After that it is time to clone the Godot source code at tag v4.3, build that with debug symbols enabled, and then run gdb godot (and then r --editor to start) in the Thrive folder to get a stacktrace where the error happens and report that to the godot engine repo.
Edit: the solution of using opengl renderer was reported as working on Discord.
1 Like
Deathwake
(i nuked zenzone and will never let him forget it)
4
I was just setting up a thrive development environment this afternoon lol, quite the coincidence. I was not using gentoo though, i was using mint, so i might have had better compatibilities, bc I was getting similar errors around native packages, but I’m pretty sure I was just doing it wrong as I managed to get it working by redoing some stuff. Haven’t a clue how to help, but good luck!
And just to wrap this up nicely, because I know how frustrating it can be to find a forum with your issue and then it just says “Oh yeah we figured out the fix in DMs”, launching with godot --editor --rendering-driver opengl3 worked just fine. I am currently in the process of trying to figure out more exactly what the problem is, but that is being made difficult by the fact that the crash actually doesn’t happen on debug builds of godot, so debug symbols can’t be included on a build that reproduces the problem. This, combined with the fact that the crash is caused by a segmentation fault, makes me strongly suspect the underlying issue some weirdness with -O3, since from my understanding that is used in at least parts of Godot, and it is known to break builds in many cases (even though it shouldn’t, it’s still standards compliant, so -O3 will only break a build if it was undefined behaviour in the first place).
At least I remember making release builds with debug symbols included for Thrive (back when the breakpad crash reporting system was still operational). Though I didn’t specifically verify that the editor had debug symbols, as I basically only needed the game export templates to have the debug symbols.