GuideMe (TeaseMe v2.0) - Current Build 0.4.4

Webteases are great, but what if you're in the mood for a slightly more immersive experience? Chat about Tease AI and other offline tease software.

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lawman5297
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Re: GuideMe (TeaseMe v2.0): BETA Thread

Post by lawman5297 »

Thx Philo, I was thinking about buying a Samsung pad (they have them in 18" now and the display is gorgeous). I travel a lot and it would be easier than taking 2 laptops. May try out my wifes surface. Its just small and I am not fond of small screens (laptop is 17"). Thanks for answering my questions.
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Re: GuideMe (TeaseMe v2.0): BETA Thread

Post by PlayfulGuy »

Ambossli wrote: Wed Aug 16, 2017 10:15 am I already now that there can be a bug with arrays when you reload the tease.

I think especially and array of objects makes problems. So is it possible that I save the data of my object in an xml?

which I can than load again and put it back in my (Array of) object(s)

I already found this which gave me that idea
Spoiler: show
var modelsxml;
modelsxml = comonFunctions.jsReadFile("models.xml");
var modelsxmlobj = new XML(modelsxml);
var modelobj;
for (var i = 0; i < modelsxmlobj.model.length(); i++) {
modelobj = modelsxmlobj.model;
jscriptLog(modelobj.name);
jscriptLog(modelobj.category);
jscriptLog(modelobj.haircolor);
}



Hi Ambossli,

First off, thanks for reminding me about this. I had forgotten about this little issue, and I was fighting a bug in my script engine code related to reloading teases (some worked, some didn't) and this reminder got me on the right track and I've now found it and fixed it.

Secondly, you can safely use arrays and even arrays of arrays and have the tease save and load properly. What causes trouble is generally objects that have methods, or more frequently strings. Sometimes GuideMe returns things as Java strings, and other times it returns javascript strings. As long as the string object is converted to a javascript string it's all good.
All you need to do is append the offending data to a null string like this:

Code: Select all

someData = "" + someOtherData;
For example, in lots of places in my script engine I've found I have to do

Code: Select all

variable = "" + scriptVars.get("SomeScriptVar");
to make sure I get a javascript string instead of a Java string.

Another case where I need to use that a lot is when passing arguments to other functions. Sometimes they arrive as Java strings, sometimes as javascript strings. Usually it depends on the source of the argument I think, but the fix is the same.
function someFunc(arg1) {
arg1 = "" + arg1; // Force it to proper type
etc....
}

Thanks again for the help, even though you didn't know you were helping, and good luck on whatever you're working on.

PG
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Re: GuideMe (TeaseMe v2.0): BETA Thread

Post by lawman5297 »

I have been searching this forum to see if there is a Linux version of GuideMe. Its a bit disjointed. Where can I download the final working version? THX!!!!
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Re: GuideMe (TeaseMe v2.0): BETA Thread

Post by 1234abc »

lawman5297 wrote: Thu Aug 24, 2017 1:29 pm I have been searching this forum to see if there is a Linux version of GuideMe. Its a bit disjointed. Where can I download the final working version? THX!!!!
I patched GuideMe for Linux. You can find the fork here: https://github.com/guidemeforlinux/GuideMe
and the file here: https://github.com/guidemeforlinux/Guid ... _0.3.1.zip

Beware it is an unoffical version !!! It may work or may not. Use it on your own risk
For more info look at my previos post viewtopic.php?f=26&t=12944&start=945#p238072
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Feature Request

Post by PlayfulGuy »

Can we get Guideme to allow a wildcard in an Include tag so that you can say

<Include file="Plugins/*.xml" /> to add in a bunch of pages
And
<Include file="Plugins/*.js" /> to add in global javascript

As you might guess from my examples, the basic idea is to be able to have a base tease like Devion's Pilgrim Quest, and add-in content can be dropped in a specific folder and will be loaded automatically without having to change the base tease.

This would make it a lot easier to develop this kind of tease and I think would benefit from better performance.

PG
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Re: Feature Request

Post by philo »

PlayfulGuy wrote: Fri Aug 25, 2017 8:03 pm Can we get Guideme to allow a wildcard in an Include tag so that you can say

<Include file="Plugins/*.xml" /> to add in a bunch of pages
And
<Include file="Plugins/*.js" /> to add in global javascript

As you might guess from my examples, the basic idea is to be able to have a base tease like Devion's Pilgrim Quest, and add-in content can be dropped in a specific folder and will be loaded automatically without having to change the base tease.

This would make it a lot easier to develop this kind of tease and I think would benefit from better performance.

PG
Yes will definitely add this soon, d3vi0n has effectively asked for this as well.
I am trying to get a release out at the moment which fixes a lot of things around javascript and video.
The 64Bit version works fine, I am struggling to get the 32bit version working properly, it will not play video.
(and all my machines are 64bit, may need to build a 32bit machine to get it working)
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Re: GuideMe (TeaseMe v2.0): BETA Thread

Post by d3vi0n »

Maybe i could start testing the new 64Bit version with Pilgrim Quest?
Pilgrim Quest didn't work with v0.3.3 and I'm interested to see, if it works now with this new version...
Try GuideMe to play Milovana Teases offline or create your own offline teases with highres images and videos...
Look at Hearts Club or Pilgrim Quest or My Succubus if you wanna see whats possible with GuideMe...
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Re: GuideMe (TeaseMe v2.0): BETA Thread

Post by philo »

d3vi0n wrote: Sat Aug 26, 2017 10:05 am Maybe i could start testing the new 64Bit version with Pilgrim Quest?
Pilgrim Quest didn't work with v0.3.3 and I'm interested to see, if it works now with this new version...
https://mega.nz/#!cMw0SQxJ!ojDCTSV-ES3C ... cBaHbqQoaY
Last edited by philo on Mon Aug 28, 2017 2:24 pm, edited 1 time in total.
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Re: GuideMe (TeaseMe v2.0): BETA Thread

Post by hosenguy »

I have been interested in teases for a while and this is the platform I use mostly. I love being able to place videos and pictures in a tease of my own and create branching to a storyline.

Now I would like to add an estim signal but not loose the video or it's own audio. I have created quad channel videos with stim on the rear cannels, but that is a bit cumbersome. My design is to edit videos to predifined lengths and do the same with the stimming tracks. Then I can use different stim with each video and whenever a video is used over in the same tease it does not have to have the same stim. If I could use a seperate channel for the stim without creating quad audio this concept would be :w00t: .

Is it possible to command 2 players from Guidme. One video with audio on the computer's internal circuit/drivers and a seperate audio track on a USB audio board (or other second board) almost simultaniously?

I am dreaming and hope someone can save me some research time. I would rather stim than do research - of course.
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Re: GuideMe (TeaseMe v2.0): BETA Thread

Post by philo »

hosenguy wrote: Tue Aug 29, 2017 11:34 pm Is it possible to command 2 players from Guidme. One video with audio on the computer's internal circuit/drivers and a seperate audio track on a USB audio board (or other second board) almost simultaniously?
That would be quite complex to integrate into GuideMe. I tend to do audio / video on a separate thread to the UI thread doesn't hang, synchronizing two audio tracks would probably be an issue as well.
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Re: GuideMe (TeaseMe v2.0): BETA Thread

Post by hosenguy »

philo wrote: Wed Aug 30, 2017 7:49 pm That would be quite complex to integrate into GuideMe. I tend to do audio / video on a separate thread to the UI thread doesn't hang, synchronizing two audio tracks would probably be an issue as well.
OK, can GuideMe be configured for quad audio in a video?

Fingers crossed............
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Re: GuideMe (TeaseMe v2.0): BETA Thread

Post by philo »

hosenguy wrote: Fri Sep 01, 2017 1:01 am
philo wrote: Wed Aug 30, 2017 7:49 pm That would be quite complex to integrate into GuideMe. I tend to do audio / video on a separate thread to the UI thread doesn't hang, synchronizing two audio tracks would probably be an issue as well.
OK, can GuideMe be configured for quad audio in a video?

Fingers crossed............
Guideme uses vlc to play videos, so if vlc plays it ok, Guideme should as well.
If it works in vlc but not Guide me, then send me a example and i will have a look at it.
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Re: GuideMe (TeaseMe v2.0): BETA Thread

Post by hosenguy »

YESSSS!
I had tried this a couple days ago but it did not work. After your reply I tried it again and still no luck.....BUT THEN......
I got into the advanced settings for the sound driver on my computer and found a setting I had not tried before and it now works.

FACT, teases can have quadrophonic audio :w00t: .
I will now proceed with making my first tease using video and e-stim.

However, I am not sure how much success anyone trying this will have due to the finicky nature of Windows and the various drivers needed to do this. Not to mention the universal nature of the coding software I will use. :\'-(

Thanks for your help pushing me forward.
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Re: Feature Request

Post by PlayfulGuy »

philo wrote: Sat Aug 26, 2017 8:56 am
PlayfulGuy wrote: Fri Aug 25, 2017 8:03 pm Can we get Guideme to allow a wildcard in an Include tag so that you can say

<Include file="Plugins/*.xml" /> to add in a bunch of pages
And
<Include file="Plugins/*.js" /> to add in global javascript

As you might guess from my examples, the basic idea is to be able to have a base tease like Devion's Pilgrim Quest, and add-in content can be dropped in a specific folder and will be loaded automatically without having to change the base tease.

This would make it a lot easier to develop this kind of tease and I think would benefit from better performance.

PG
Yes will definitely add this soon, d3vi0n has effectively asked for this as well.
I am trying to get a release out at the moment which fixes a lot of things around javascript and video.
The 64Bit version works fine, I am struggling to get the 32bit version working properly, it will not play video.
(and all my machines are 64bit, may need to build a 32bit machine to get it working)
Awesome! Thanks.
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Guideme Logging

Post by PlayfulGuy »

Philo,

A couple questions, and maybe you have some thoughts on this...

1 - Is it possible to increase the logging level in the Guideme 3.3 Guideme.log? I'm trying to track down a bug in the script engine that causes the .state file to get corrupted but the new version doesn't log much.

The issue appears to happen when exiting Guideme while there is a script running. The only clue I get is an invalid argument error when closing guideme (see spoiler below). It would be tremendously helpful if Guideme could tell me what it's trying to do or save at that point.

I'm certain it's happening while saving the scriptvariables section of the .state file but so far I'm unable to nail down which scriptvar is causing the issue or why.
Spoiler: show
2017-09-02 08:54:22,398 ERROR App - Main error Argument not valid
java.lang.IllegalArgumentException: Argument not valid
at org.eclipse.swt.SWT.error(Unknown Source)
at org.eclipse.swt.SWT.error(Unknown Source)
at org.eclipse.swt.SWT.error(Unknown Source)
at org.eclipse.swt.graphics.GC.setFont(Unknown Source)
at com.snapps.swt.SquareButton.drawText(SquareButton.java:435)
at com.snapps.swt.SquareButton.paintControl(SquareButton.java:429)
at com.snapps.swt.SquareButton.access$0(SquareButton.java:344)
at com.snapps.swt.SquareButton$2.paintControl(SquareButton.java:134)
at org.eclipse.swt.widgets.TypedListener.handleEvent(Unknown Source)
at org.eclipse.swt.widgets.EventTable.sendEvent(Unknown Source)
at org.eclipse.swt.widgets.Widget.sendEvent(Unknown Source)
at org.eclipse.swt.widgets.Widget.sendEvent(Unknown Source)
at org.eclipse.swt.widgets.Widget.sendEvent(Unknown Source)
at org.eclipse.swt.widgets.Composite.WM_PAINT(Unknown Source)
at org.eclipse.swt.widgets.Control.windowProc(Unknown Source)
at org.eclipse.swt.widgets.Canvas.windowProc(Unknown Source)
at org.eclipse.swt.widgets.Display.windowProc(Unknown Source)
at org.eclipse.swt.internal.win32.OS.VtblCall(Native Method)
at org.eclipse.swt.internal.ole.win32.IOleInPlaceObject.InPlaceDeactivate(Unknown Source)
at org.eclipse.swt.ole.win32.OleClientSite.deactivateInPlaceClient(Unknown Source)
at org.eclipse.swt.ole.win32.OleClientSite.onDispose(Unknown Source)
at org.eclipse.swt.ole.win32.OleClientSite.access$100(Unknown Source)
at org.eclipse.swt.ole.win32.OleClientSite$1.handleEvent(Unknown Source)
at org.eclipse.swt.widgets.EventTable.sendEvent(Unknown Source)
at org.eclipse.swt.widgets.Widget.sendEvent(Unknown Source)
at org.eclipse.swt.widgets.Widget.sendEvent(Unknown Source)
at org.eclipse.swt.widgets.Widget.sendEvent(Unknown Source)
at org.eclipse.swt.widgets.Widget.release(Unknown Source)
at org.eclipse.swt.widgets.Composite.releaseChildren(Unknown Source)
at org.eclipse.swt.widgets.Widget.release(Unknown Source)
at org.eclipse.swt.widgets.Composite.releaseChildren(Unknown Source)
at org.eclipse.swt.widgets.Widget.release(Unknown Source)
at org.eclipse.swt.widgets.Composite.releaseChildren(Unknown Source)
at org.eclipse.swt.widgets.Widget.release(Unknown Source)
at org.eclipse.swt.widgets.Composite.releaseChildren(Unknown Source)
at org.eclipse.swt.widgets.Widget.release(Unknown Source)
at org.eclipse.swt.widgets.Composite.releaseChildren(Unknown Source)
at org.eclipse.swt.widgets.Canvas.releaseChildren(Unknown Source)
at org.eclipse.swt.widgets.Decorations.releaseChildren(Unknown Source)
at org.eclipse.swt.widgets.Shell.releaseChildren(Unknown Source)
at org.eclipse.swt.widgets.Widget.release(Unknown Source)
at org.eclipse.swt.widgets.Widget.dispose(Unknown Source)
at org.eclipse.swt.widgets.Decorations.dispose(Unknown Source)
at org.eclipse.swt.widgets.Shell.dispose(Unknown Source)
at org.eclipse.swt.widgets.Decorations.closeWidget(Unknown Source)
at org.eclipse.swt.widgets.Decorations.WM_CLOSE(Unknown Source)
at org.eclipse.swt.widgets.Control.windowProc(Unknown Source)
at org.eclipse.swt.widgets.Canvas.windowProc(Unknown Source)
at org.eclipse.swt.widgets.Decorations.windowProc(Unknown Source)
at org.eclipse.swt.widgets.Shell.windowProc(Unknown Source)
at org.eclipse.swt.widgets.Display.windowProc(Unknown Source)
at org.eclipse.swt.internal.win32.OS.DefWindowProcW(Native Method)
at org.eclipse.swt.internal.win32.OS.DefWindowProc(Unknown Source)
at org.eclipse.swt.widgets.Shell.callWindowProc(Unknown Source)
at org.eclipse.swt.widgets.Control.windowProc(Unknown Source)
at org.eclipse.swt.widgets.Canvas.windowProc(Unknown Source)
at org.eclipse.swt.widgets.Decorations.windowProc(Unknown Source)
at org.eclipse.swt.widgets.Shell.windowProc(Unknown Source)
at org.eclipse.swt.widgets.Display.windowProc(Unknown Source)
at org.eclipse.swt.internal.win32.OS.DefWindowProcW(Native Method)
at org.eclipse.swt.internal.win32.OS.DefWindowProc(Unknown Source)
at org.eclipse.swt.widgets.Shell.callWindowProc(Unknown Source)
at org.eclipse.swt.widgets.Control.windowProc(Unknown Source)
at org.eclipse.swt.widgets.Canvas.windowProc(Unknown Source)
at org.eclipse.swt.widgets.Decorations.windowProc(Unknown Source)
at org.eclipse.swt.widgets.Shell.windowProc(Unknown Source)
at org.eclipse.swt.widgets.Display.windowProc(Unknown Source)
at org.eclipse.swt.internal.win32.OS.DispatchMessageW(Native Method)
at org.eclipse.swt.internal.win32.OS.DispatchMessage(Unknown Source)
at org.eclipse.swt.widgets.Display.readAndDispatch(Unknown Source)
at org.guideme.guideme.App.main(App.java:127)
2 - On a related note, is it possible to get the .state file written with line feeds after each element. I was trying to examine the .state file to try and identify what element/elements are causing the issue, but it's one giant line (over 200k characters, most of which is the "scope" element) and the text editor I'm using slows to a crawl when working with long lines like that.

And just out of curiosity, what is that scope element?

Thanks

PG
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