Comments (18)
thanks, that's all.... 👍
from gdsdecomp.
I have the same problem, it doesn't decompile any scripts
from gdsdecomp.
Can you give us the engine version of the game(s) you're trying to decompile?
from gdsdecomp.
ubuntu, godot version 3.2.0, using the 3.x fork of gdsdecomp, it decompiles majority of the stuff, but none of the scripts get decompiled.
from gdsdecomp.
You have to manually specify which scripts you want decompiled after extraction with the other menu option, it doesn't do it during extraction.
from gdsdecomp.
thanks, and does your fork of gdsdecomp support directly decompiling scripts on extraction?
from gdsdecomp.
Yes it does. Use the branch my PR is on and follow the instructions in the PR, it's on Godot master
but supports Godot 2-4 projects.
#19
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what does PR stand for?
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private repository?
from gdsdecomp.
Pull request, it's how you get changes into other forks on GitHub. It's the tab to the right of issues?
BTW, please be aware that full project export is currently a CLI-only option, it's not available via the menu yet.
from gdsdecomp.
which branch do I use in your repository? (master, 3.2-backport, 3.2-cli-stuff, or 3.2)
from gdsdecomp.
So if you look at the PR, you'll see that I'm requesting a merge from my 4.0-nikitalita
branch.
from gdsdecomp.
thanks, so if I'm not mistaken, 4.0-nikitalita supports godot 3 & 4
from gdsdecomp.
It supports building with the current Godot master
(i.e. 4.x); it will not build with the 3.x
branch. Once built, it does support exporting Godot 2, 3, and 4 projects.
from gdsdecomp.
I've been trying to get rid of errors for hours, so I give up, I can't get it to work.
But it does look promising though.
from gdsdecomp.
When you decompile the scripts, you must match the version used to export. There's also a Godot export of this as a standalone app, no compiling into Godot is necessary to just use it. I just used it to completely recover a project I thought was gone forever.
from gdsdecomp.
When you decompile the scripts, you must match the version used to export. There's also a Godot export of this as a standalone app, no compiling into Godot is necessary to just use it. I just used it to completely recover a project I thought was gone forever.
Where do I find the standalone decompiler?
from gdsdecomp.
The releases section of this project has builds for windows, linux, and mac. Github's layout blows, to be perfectly honest. It's tucked over on the right hand side instead of being a tab at the top and easily visible. https://github.com/bruvzg/gdsdecomp/releases
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Related Issues (20)
- xx.png.xxx.etc2.stex cannot recover to png file HOT 8
- feature:GUI->resources-> convert mp3str to mp3 HOT 1
- Can you recreate the .exe directly? HOT 2
- script decompiler isn't working HOT 1
- It becomes slower and slower when creating pck (7000+files) HOT 1
- file/folder drag and drop support or native file system HOT 1
- does not support high dpi display scaling HOT 3
- Failing to recover pak from exe. HOT 3
- Application not running HOT 1
- Not working in a virtual machine HOT 2
- Fail to open pck with correct encryption key HOT 3
- Recursively decompile .GDC files
- Failed to recover pck in 0.5.3 and failed to decompile .gde file HOT 1
- Conversion of Resource of type AudioStreamOggVorbis not implemented HOT 10
- Can't restore ctex png files? HOT 1
- Conversion for Resource of type FontFile and format ttf not implemented
- Decompiled game cannot be compiled again HOT 2
- Extremely small UI for Mac HOT 1
- Decompression not implemented yet for texture format BPTC_RGBA (png) HOT 1
- Godot says "Load failed due to missing dependencies: <Path to code.gd>", but code can be opened in any text editor HOT 1
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