Armory: Armory 0.6: cannot start Krom on macOS

Created on 23 Feb 2019  Â·  7Comments  Â·  Source: armory3d/armory

SDK version: both bundled in 0.6 distribution and latest from Git
Blender version: 2.8
OS: macOS 10.13.6

Starting Krom from within blender 2.8 exports/compiles the project but does not start Krom. The compile run has the following at the end of the output:

Finished in 25.14314603805542
deviceBufferSize = 12288

mSampleRate = 48000

mFormatFlags = 00000009

mBytesPerPacket = 24

mFramesPerPacket = 1

mChannelsPerFrame = 6

mBytesPerFrame = 24

mBitsPerChannel = 32

After this, things just seem to disappear into /dev/null…

Building a project and then starting Krom from a terminal window works. (see discussion here)

bug

All 7 comments

Can you provide a basic file that is showing this issue for you, @robw001 ? This might be a macOS specific issue, as both 0.6 standard download and current git ( a6c954cda7ca429e3887069100e11ba5441b88c9 ) start Krom fine for me on Kubuntu Linux 64 bit 18.10.

Armory v0.6 ($Id: a6c954cda7ca429e3887069100e11ba5441b88c9 $)
OS: linux, Target: krom, GAPI: opengl, Blender: 2.80 (sub 40)
Exporting Scene
Exporting mesh Plane
Scene exported in 0.011886835098266602
Exported modules: ['audio']
Shader flags: ['_Irr', '_EnvCol', '_Deferred', '_ShadowMap', '_CSM', '_SinglePoint', '_SMAA', '_SSAO']
Running:  ['/home/user/Apps/Armory Git/armsdk//nodejs/node-linux64', '/home/user/Apps/Armory Git/armsdk//Kha/make', 'krom', '-g', 'opengl', '--shaderversion', '330', '--parallelAssetConversion', '4', '--to', 'build_untitled/debug']
Using project from /tmp
Using Kha from /home/user/Apps/Armory Git/armsdk/Kha
Creating Kha project.
Exporting asset 1 of 5 (Scene.arm).
Exporting asset 2 of 5 (World_irradiance.arm).
Exporting asset 3 of 5 (mesh_Cube.004.arm).
Exporting asset 4 of 5 (mesh_Plane.arm).
Exporting asset 5 of 5 (mesh_Cube.arm).
Exporting asset 1 of 5 (Material_002_data.arm).
Exporting asset 2 of 5 (Material_003_data.arm).
Exporting asset 3 of 5 (Material_data.arm).
Exporting asset 4 of 5 (armdefault_data.arm).
Exporting asset 5 of 5 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (MyCanvas.json).
Compiling shader 1 of 28 (Material_002_overlay.frag.glsl).
Compiling shader 2 of 28 (Material_003_mesh.frag.glsl).
Compiling shader 3 of 28 (Material_003_mesh.vert.glsl).
Compiling shader 4 of 28 (Material_003_shadowmap.vert.glsl).
Compiling shader 5 of 28 (Material_mesh.frag.glsl).
Compiling shader 6 of 28 (Material_mesh.vert.glsl).
Compiling shader 7 of 28 (Material_shadowmap.frag.glsl).
Compiling shader 8 of 28 (Material_shadowmap.vert.glsl).
Compiling shader 9 of 28 (armdefault_mesh.frag.glsl).
Compiling shader 10 of 28 (armdefault_mesh.vert.glsl).
Compiling shader 11 of 28 (Material_002_overlay.vert.glsl).
Compiling shader 12 of 28 (armdefault_shadowmap.frag.glsl).
Compiling shader 13 of 28 (armdefault_shadowmap.vert.glsl).
Compiling shader 14 of 28 (blur_edge_pass.frag.glsl).
Compiling shader 15 of 28 (compositor_pass.frag.glsl).
Compiling shader 16 of 28 (deferred_light.frag.glsl).
Compiling shader 17 of 28 (pass.vert.glsl).
Compiling shader 18 of 28 (pass_viewray.vert.glsl).
Compiling shader 19 of 28 (compositor_pass.vert.glsl).
Compiling shader 20 of 28 (smaa_blend_weight.frag.glsl).
Compiling shader 21 of 28 (smaa_blend_weight.vert.glsl).
Compiling shader 22 of 28 (smaa_edge_detect.frag.glsl).
Compiling shader 23 of 28 (smaa_edge_detect.vert.glsl).
Compiling shader 24 of 28 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 25 of 28 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 26 of 28 (ssao_pass.frag.glsl).
Compiling shader 27 of 28 (world_pass.frag.glsl).
Compiling shader 28 of 28 (world_pass.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-image.frag.glsl).
Compiling shader 4 of 8 (painter-image.vert.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-text.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Done.
Finished in 7.627904653549194

@luboslenco just found out that Macos krom doesn't crash because of bug, it crash because of cache, clicking Clean few time and then running again solve the problem.
And unselecting Cache build in Armory Projects - Flags - Cache build do nothing.

@BlackGoku36 . Still crashes for me even if i clean the proj multiple times. But if i publish and run the executable that crashes some times but works fine most of the times.
game.blend.zip

I too am getting this crash. even from a very simple stater example that blender generates.
tried shooting any errors, but terminal has none. only the build log, which is fine, much like kha. it just opens & then closes up krom right away.

I'm on current public version of macOS Mojave 14.4 using the 0.6 armory3D

This may be a red herring since multiple issues were closed and redirected to this issue, but I've been seeing similar problems to what's described here and in other issues where Krom would quit unexpectedly a few seconds after pressing Play with the Krom runtime in Armory 0.6 and on the current armsdk master (https://github.com/armory3d/armsdk/commit/6b2905366ae31e67cacef25cd7e1716769f571fb) on macOS Mojave 10.14.4.

The build / publish flow worked fine and the generated Krom executable ran fine, and the browser runtime always worked. I dug in and found that the --sound flag that's added at the play command at https://github.com/armory3d/armory/blob/master/blender/arm/make.py#L523 causes the Krom to quit unexpectedly. Removing this line makes the Play button behave exactly as expected, both for the Playground demo and fresh blend files made on my machine. My examples aren't attempting to play sound effects, I'm assuming that removing this flag does indeed disable sound.

I'm happy to open a pull request, but I'm not clear what the fix is. I saw that this was recently touched here on Krom https://github.com/Kode/Krom/pull/123 by @luboslenco, so perhaps they have some insight into the fix. Thanks so much!

There's a patch for this now, see @luboslenco's comment on this thread: https://github.com/armory3d/armory/issues/1295#issuecomment-502010441

Thanks!

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