ArmorPaint build & run issues #1745
Replies: 32 comments
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Strange! right cuz it builds perfectly fine in linux: But throws error in Windows , i guess dependency error?: |
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When this will be fixed? |
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tryed again to compile today after the update, but got this error: ../../../base/Sources/NodeShader.ts:176:7 - error TS2451: Cannot redeclare block-scoped variable 's'. 176 let s = '#define HLSL\n'; ../../../base/Sources/NodeShader.ts:215:7 - error TS2451: Cannot redeclare block-scoped variable 'index'. 215 let index = 0; ../../../base/Sources/NodeShader.ts:240:7 - error TS2451: Cannot redeclare block-scoped variable 'num'. 240 let num = 0; ../../../base/Sources/NodeShader.ts:358:7 - error TS2451: Cannot redeclare block-scoped variable 's'. 358 let s = '#define METAL\n'; ../../../base/Sources/NodeShader.ts:397:7 - error TS2451: Cannot redeclare block-scoped variable 'index'. 397 let index = 0; ../../../base/Sources/NodeShader.ts:421:7 - error TS2451: Cannot redeclare block-scoped variable 'num'. 421 let num = 0; ../../../base/Sources/UIFiles.ts:8:3 - error TS7008: Member '"/storage/emulated/0/Download"' implicitly has an 'any' type. 8 "/storage/emulated/0/Download" ../../../base/Sources/UIFiles.ts:10:3 - error TS7008: Member '"/Users"' implicitly has an 'any' type. 10 "/Users" Found 8 errors in 2 files. Errors Files |
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hi there, i've instead succeeded in compile & run the Windows DXR wip version :D |
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Seems like compile errors of some kind may be persisting on Windows... Today, 2024.01.29, When compiling on Windows 11 using either git bash or powershell on current commit "f98e732" I got this error about "Unsupported shader language.": ../armorcore/Kinc/make --from ../armorcore -g api I'm also a bit uneasy about this potential error in a previous step: ./armorcore/Kinc/make --from base/Tools --kfile extract_locales.js |
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I assume checking out main branch current commit is the preferred method to compile and not a specific other branch or tag? |
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Unfortunately still the same here. Builds just fine with 0 errors, but doesn't run (windows 11 here). Would've been nice to use this, but guess it's currently impossible. |
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same problem here under windows 10 with direct3d11 as graphics API, what worked for me was to either use
|
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This worked for me to getting the program to successfully run. However, when the program launches it is just a black window. |
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It works, thx |
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This works, Thank you @Asozialix. |
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I'm also unable to start armorpaint when generating the build with direct3d11 as the API, is the solution at this point to reconfigure and rebuild with -g opengl on Windows 11? |
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Same on arch. Neither GL nor VKRT compiles for me |
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Same issue on Windows 10. I tried all three Graphic drivers and recompiled the VS solution after each:
then moved When launching it, a process starts and uses quite a bit of CPU, but no window opens. This happens in all three cases. Is there something I can do here? I'd really like to try out ArmorPaint 🙂 |
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@Bromeon |
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Maybe one could reduce frustration and problems by guiding people to 23.08 This version should build and run more smoothly. |
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@MathemanFlo |
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@MathemanFlo Yeah, thanks for the tip. It seems to compile well but I don't see ArmorPaint in Deployment after compiling, only Armory, also there is no krom.js that it attempts to run with. |
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Can you give tutorial to clone this branch? (Pls:)) |
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@MathemanFlo Update (2024-05-14): For the recommended version 23.08 don't forget to extract v8_monolith.7z. Update (2024-06-06): Detailed text in my cloud: "Compile and start ArmorPaint". |
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I'll try, but I'm not good at compiling older tags |
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@cosM-green Update (2024-05-14): For the version 23.08 don't forget to extract v8_monolith.7z. The goal should look like this (600d7c7): Update (2024-06-06): Detailed text in my cloud: "Compile and start ArmorPaint". |
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Ok, thanks. I'll try tomorrow |
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@think-about-3 No, doesn't work for me. It won't even compile, switching to 23.08 tag with checkout was a better option for me. Thanks anyway! |
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I used this guide for myself: Update (2024-05-14): For the recommended version 23.08 don't forget to extract v8_monolith.7z. Update (2024-06-06): Detailed text in my cloud: "Compile and start ArmorPaint". |
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@seansimonanimation |
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Working on an AUR package for armorpaint v0.9 (there is a git package but it's broken, either way 0.9 stable may be seen as preferable to current 1.0 alpha which has some build issues). armorpaint 0.9 does not build on linux due to not building with -Wint-conversion and some very dubious code in zui
I patched the relevant errors for the AUR build script but I'll provide them here as well --- "zui_ext (old).c" 2024-06-22 17:40:55.209449819 +0200
+++ zui_ext.c 2024-06-22 17:49:52.774575838 +0200
@@ -498,7 +498,7 @@
if (show_label) {
int TEXT_COL = current->ops.theme.TEXT_COL;
current->ops.theme.TEXT_COL = current->ops.theme.LABEL_COL;
- zui_text(label, ZUI_ALIGN_RIGHT, "");
+ zui_text(label, ZUI_ALIGN_RIGHT, 0x0); //patch: originally assigned "" (char[1]) which is illegal since char[1] doesn't strictly speaking cast to int.
current->ops.theme.TEXT_COL = TEXT_COL;
}
else { --- "zui_nodes (old).c" 2024-06-22 17:20:15.573260998 +0200
+++ zui_nodes.c 2024-06-22 18:23:27.557218816 +0200
@@ -408,7 +408,7 @@
current->_w = w;
// char **texts = Std.isOfType(but->data, Array) ? [for (s in cast(but->data, Array<Dynamic>)) zui_tr(s)] : zui_enum_texts(node->type);
zui_handle_t *but_handle = zui_nest(nhandle, buti);
- but_handle->position = but->default_value;
+ but_handle->position = *((int*)but->default_value); //patch: attempting to assign void pointer to integer is not strictly allowed, unfucked it a bit. Typecast to int then dereference before assigning.
// but->default_value = zui_combo(but_handle, texts, zui_tr(but->name));
if (current->is_hovered && but->tooltip != NULL) zui_tooltip(zui_tr(but->tooltip));
}
@@ -574,7 +574,7 @@
float from_x = from == NULL ? current->input_x : wx + ZUI_NODE_X(from) + ZUI_NODE_W(from);
float from_y = from == NULL ? current->input_y : wy + ZUI_NODE_Y(from) + ZUI_OUTPUT_Y(from->outputs, from->outputs_count, link->from_socket);
float to_x = to == NULL ? current->input_x : wx + ZUI_NODE_X(to);
- float to_y = to == NULL ? current->input_y : wy + ZUI_NODE_Y(to) + ZUI_INPUT_Y(canvas, to->inputs, to->inputs_count, link->to_socket) + ZUI_OUTPUTS_H(to->outputs, to->outputs_count) + ZUI_BUTTONS_H(to);
+ float to_y = to == NULL ? current->input_y : wy + ZUI_NODE_Y(to) + ZUI_INPUT_Y(canvas, to->inputs, to->inputs_count, link->to_socket) + ZUI_OUTPUTS_H(to->outputs_count, -1) + ZUI_BUTTONS_H(to); //patch: tries to assign zui_node_socket_t** to int, don't know why. fixed the line based on what the function appears to expect. It should compile, may have visual issues.
// Cull
float left = to_x > from_x ? from_x : to_x;
@@ -626,7 +626,7 @@
else if (to == NULL && node->id != from->id) { // Snap to input
for (int k = 0; k < node->inputs_count; ++k) {
float sx = wx + ZUI_NODE_X(node);
- float sy = wy + ZUI_NODE_Y(node) + ZUI_INPUT_Y(canvas, inps, node->inputs_count, k) + ZUI_OUTPUTS_H(outs, node->outputs_count) + ZUI_BUTTONS_H(node);
+ float sy = wy + ZUI_NODE_Y(node) + ZUI_INPUT_Y(canvas, inps, node->inputs_count, k) + ZUI_OUTPUTS_H(node->outputs_count, -1) + ZUI_BUTTONS_H(node); //patch: see line 577 for logic, same fix
float rx = sx - ZUI_LINE_H() / 2;
float ry = sy - ZUI_LINE_H() / 2;
if (zui_input_in_rect(rx, ry, ZUI_LINE_H(), ZUI_LINE_H())) {
@@ -715,7 +715,7 @@
if (current_nodes->link_drag == NULL) {
for (int j = 0; j < node->inputs_count; ++j) {
float sx = wx + ZUI_NODE_X(node);
- float sy = wy + ZUI_NODE_Y(node) + ZUI_INPUT_Y(canvas, inps, node->inputs_count, j) + ZUI_OUTPUTS_H(outs, node->outputs_count) + ZUI_BUTTONS_H(node);
+ float sy = wy + ZUI_NODE_Y(node) + ZUI_INPUT_Y(canvas, inps, node->inputs_count, j) + ZUI_OUTPUTS_H(node->outputs_count, -1) + ZUI_BUTTONS_H(node); //patch see line 577, same fix
if (zui_input_in_rect(sx - ZUI_LINE_H() / 2, sy - ZUI_LINE_H() / 2, ZUI_LINE_H(), ZUI_LINE_H())) {
// Already has a link - disconnect
for (int k = 0; k < canvas->links_count; ++k) { I do not provide any warranty of merchantability or fitness for any purpose in regards to these patches, the program compiles and appears to work correctly but I haven't the time to really experiment deeply. Since it patches UI elements it may cause some UI issues but I don't think it'll be causing any major problems. |
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@DeusHaeresis real hero. |
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Sorry it's taking so long, hopefully fixed in the coming days. |
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I have now finished my text “Compile ArmorPaint 0.9 in Linux”. The link: http://e.pc.cd/qtjy6alK Of course, version 0.9 is only helpful if 1.0 alpha is not running or is not stable. |
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used today "git clone --recursive https://github.com/armory3d/armortools"
Followed Compiling instructions exactly step by step on Win 11 22h2, on 12th Gen Intel(R) Core(TM) i9-12900HK 2.90 GHz
with these results:
../../../base/Sources/NodeShader.ts:172:7 - error TS2451: Cannot redeclare block-scoped variable 's'.
172 let s = '#define HLSL\n';
~
../../../base/Sources/NodeShader.ts:211:7 - error TS2451: Cannot redeclare block-scoped variable 'index'.
211 let index = 0;
~~~~~
../../../base/Sources/NodeShader.ts:236:7 - error TS2451: Cannot redeclare block-scoped variable 'num'.
236 let num = 0;
~~~
../../../base/Sources/NodeShader.ts:354:7 - error TS2451: Cannot redeclare block-scoped variable 's'.
354 let s = '#define METAL\n';
~
../../../base/Sources/NodeShader.ts:393:7 - error TS2451: Cannot redeclare block-scoped variable 'index'.
393 let index = 0;
~~~~~
../../../base/Sources/NodeShader.ts:417:7 - error TS2451: Cannot redeclare block-scoped variable 'num'.
417 let num = 0;
~~~
../../../base/Sources/UIFiles.ts:8:3 - error TS7008: Member '"/storage/emulated/0/Download"' implicitly has an 'any' type.
8 "/storage/emulated/0/Download"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
../../../base/Sources/UIFiles.ts:10:3 - error TS7008: Member '"/Users"' implicitly has an 'any' type.
10 "/Users"
~~~~~~~~
Found 8 errors in 2 files.
Errors Files
6 ../../../base/Sources/NodeShader.ts:172
2 ../../../base/Sources/UIFiles.ts:8
Error: kfile did not call resolve, no project created.
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