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Re: GuideMe (TeaseMe v2.0) - Current Build 0.3.4

Posted: Mon Nov 26, 2018 5:39 am
by Dawn_of_Dark
philo wrote: Sat Nov 24, 2018 5:44 pm For now I have put them in my signature until I can think of a better way
Alright. Thanks a lot for all of this.

Re: GuideMe (TeaseMe v2.0) - Current Build 0.3.4

Posted: Wed Nov 28, 2018 5:59 pm
by PlayfulGuy
philo wrote: Sun Nov 25, 2018 9:26 am
CorruptedBliss wrote: Sun Nov 25, 2018 7:21 am Hi I am using the importer. Initially I had the problem where I got errors in the log when it tried to download any of the media. All I got was a ".xml" file.

I replaced my jar with the one you posted recently. Now the problem is when I hit save, the whole program just exits out. There is nothing written on the log either. Any help?
Thanks.
Have you tried down loading the latest version in my signature? (should be just below this post)
I tested it before I uploaded it, so that might work.
It is the complete download not just the jar file
Philo, both of the links in your signature point to the 64 bit version of the downloader. I extracted the download.jar file and replaced the one in my previous 32 bit download and it seems to work though.

PG

Re: GuideMe (TeaseMe v2.0) - Current Build 0.3.4

Posted: Wed Nov 28, 2018 8:25 pm
by philo
PlayfulGuy wrote: Wed Nov 28, 2018 5:59 pm
philo wrote: Sun Nov 25, 2018 9:26 am
CorruptedBliss wrote: Sun Nov 25, 2018 7:21 am Hi I am using the importer. Initially I had the problem where I got errors in the log when it tried to download any of the media. All I got was a ".xml" file.

I replaced my jar with the one you posted recently. Now the problem is when I hit save, the whole program just exits out. There is nothing written on the log either. Any help?
Thanks.
Have you tried down loading the latest version in my signature? (should be just below this post)
I tested it before I uploaded it, so that might work.
It is the complete download not just the jar file
Philo, both of the links in your signature point to the 64 bit version of the downloader. I extracted the download.jar file and replaced the one in my previous 32 bit download and it seems to work though.

PG
Fixed

Re: GuideMe (TeaseMe v2.0) - Current Build 0.3.4

Posted: Thu Nov 29, 2018 7:15 pm
by easyteasey
Is there any chance to make scripts to launch the game in MacOS or Linux? Launching the .bat in wine doesn't work.

Experimental Linux build

Posted: Fri Nov 30, 2018 4:05 pm
by philo
I have been playing around with a build on Ubuntu

Main files here
https://mega.nz/#!QcB1wKDa!t-wxCyA-JQmp ... _PjfOQ8gAc

I think you may need to install these to get it working
--Java 8
sudo add-apt-repository ppa:webupd8team/java
sudo apt-get update
sudo apt-get install oracle-java8-installer
sudo apt-get install oracle-java8-set-default
--Web Browser
sudo apt-get install libwebkitgtk-1.0-0
--VLC (possibly this or possibly install vlc normally can't remember which one worked)
sudo add-apt-repository ppa:videolan/stable-daily
sudo apt-get update
sudo apt-get install vlc

Edits needed to
GuideMe.sh the path needs to be to the directory where you installed guide me
GuideMe.desktop the path needs to be corrected plus it needs to be moved to the Desktop folder.

This has had very little testing but I think downloaded teases and teaseme teases should work
Known issues
Videos playing in a window not left plane
Data entry possibly not working so teases that get you to enter your name etc may not work

Re: GuideMe (TeaseMe v2.0) - Current Build 0.3.4

Posted: Fri Nov 30, 2018 4:07 pm
by philo
easyteasey wrote: Thu Nov 29, 2018 7:15 pm Is there any chance to make scripts to launch the game in MacOS or Linux? Launching the .bat in wine doesn't work.
Linux is in the experimental build, can't help with Mac as I have yet to get a working VM and I don't have a physical Mac so currently have nothing to test it on.

Re: GuideMe (TeaseMe v2.0) - Current Build 0.3.4

Posted: Sat Dec 15, 2018 10:29 am
by JerryLee06
Hi Philo,

I think the "Importer" don`t work correct again.

I still have a problem. The Importer downloads the script and the images,

but NOT the audio files!

There was that problem half year before. Don`t know how you fixed it.

Would be nice, if you could fix it again.

Thx for your help.

Re: GuideMe (TeaseMe v2.0) - Current Build 0.3.4

Posted: Mon Dec 17, 2018 5:32 pm
by bobhill
Hi there - I have a question on overRide.Delay operation when used in JS.

Here's a sample of what I tried to do:

Code: Select all

<Page id="MainPage"> 				
		<Text>
			<p>Instruction</p>
		</Text>
		<Image id="_error" />	  
		<javascript>
			<![CDATA[
				function pageLoad() {
					overRide.addButton("NextPage", "Continue", "", "", "fDirectToNextPage(NextPage)", "");
				}
			]]>		
		</javascript>
	</Page>
	
	function fDirectToNextPage(vTargetPage) {
		var vDoRandomEnc = fCheckIfRandomEncounter();		//see if a random encounter is triggered
		if (vDoRandomEnc) {
			var vRandomEncIndex = fGetRandomEncounter(vRandomEncounterArray);  
			var vRandomEncName = vRandomEncounterArray[vRandomEncIndex].Name;
			var vRandomEncPath = vRandomEncounterArray[vRandomEncIndex].Path;
			overRide.setDelay("GirlScriptEncounter", 0, "", "hidden", "", "", "fSetModelVars(vRandomEncName,vRandomEncPath)");
		} else {
			overRide.setDelay(vTargetPage, 0, "", "hidden", "", "", "");
		}
	}
So, the desired outcome was that if a random encounter is triggered, then the script would go to page "GirlScriptEncounter", but the script always continues to "NextPage", regardless of whether "vDoRandomEnc" returns T or F. So it appears that the overRide.setDelay in the JS is not executed? I've stepped through in the debugger and nothing is obvious.

I think I can make it work using overRide.setPage in the JS function, but am curious why the above doesn't work. Thanks!

Re: GuideMe (TeaseMe v2.0) - Current Build 0.3.4

Posted: Wed Dec 19, 2018 12:51 am
by bobhill
I ended up creating a separate page to 'redirect' to random encounter, if triggered.
Spoiler: show

Code: Select all

  	<Page id="pgDirectToNextPage"> 		//prior page sets vTargetPage	
			<Image id="_error" />	  
			<javascript>
			<![CDATA[
				function pageLoad() {					
					if (fCheckIfRandomEvent("script")) { 		
						//check for a random encounter first
						var vRandomEncounterArray = scriptVars.get("vRandomEncounterArray");  //Random encounter array changes by area
						var vRandomEncIndex = fGetRandomEncounter(vRandomEncounterArray);  
						if (vRandomEncIndex == -1) { //all encounters visited so reset and try again
							fResetEncounterArray("script");
							vRandomEncIndex = fGetRandomEncounter(vRandomEncounterArray);  
						}
						var vRandomEncName = vRandomEncounterArray[vRandomEncIndex].Name;
						var vRandomEncPath = vRandomEncounterArray[vRandomEncIndex].Path;
						vRandomEncounterArray[vRandomEncIndex].Visited = true;
						scriptVars.put("vRandomEncounterArray", vRandomEncounterArray);
						scriptVars.put("vModelName", vRandomEncName);
						scriptVars.put("vModelPath", vRandomEncPath);
						overRide.setDelay("GirlScriptEncounter", 0, "", "hidden", "", "", "");
						//overRide.setDelay("GirlScriptEncounter", 0, "", "hidden", "", "", "fSetModelVars("vRandomEncName","vRandomEncPath")"); //DOESN'T WORK

					} else if (fCheckIfRandomEvent("page")) {  
						//if no random encounter then check for a random page
						var	vRandomPageArray = scriptVars.get("vRandomPageArray");
						var vRandomPgIndex = fGetRandomEncounter(vRandomPageArray);  //Random page array changes by area
						if (vRandomPgIndex == -1) { //all pages visited so reset and try again
							fResetEncounterArray("page");
							vRandomPgIndex = fGetRandomEncounter(vRandomPageArray);  
						}
						var vRandomPage = vRandomPageArray[vRandomPgIndex].Name;
						vRandomPageArray[vRandomPgIndex].Visited = true;
						scriptVars.put("vRandomPageArray", vRandomPageArray);
						overRide.setDelay(vRandomPage, 0, "", "hidden", "", "", "");

					} else {
					// if neither a random page nor random encounter then go to target page
					var vTargetPage = scriptVars.get("vTargetPage");
					overRide.setDelay(vTargetPage, 0, "", "hidden", "", "", "");
					}
				}
			]]>		
		</javascript>
	</Page>
I still would be interested in why the original code didn't work, just for educational purposes.

Re: GuideMe (TeaseMe v2.0) - Current Build 0.3.4

Posted: Wed Dec 19, 2018 6:16 pm
by philo
bobhill wrote: Wed Dec 19, 2018 12:51 am I ended up creating a separate page to 'redirect' to random encounter, if triggered.
Spoiler: show

Code: Select all

  	<Page id="pgDirectToNextPage"> 		//prior page sets vTargetPage	
			<Image id="_error" />	  
			<javascript>
			<![CDATA[
				function pageLoad() {					
					if (fCheckIfRandomEvent("script")) { 		
						//check for a random encounter first
						var vRandomEncounterArray = scriptVars.get("vRandomEncounterArray");  //Random encounter array changes by area
						var vRandomEncIndex = fGetRandomEncounter(vRandomEncounterArray);  
						if (vRandomEncIndex == -1) { //all encounters visited so reset and try again
							fResetEncounterArray("script");
							vRandomEncIndex = fGetRandomEncounter(vRandomEncounterArray);  
						}
						var vRandomEncName = vRandomEncounterArray[vRandomEncIndex].Name;
						var vRandomEncPath = vRandomEncounterArray[vRandomEncIndex].Path;
						vRandomEncounterArray[vRandomEncIndex].Visited = true;
						scriptVars.put("vRandomEncounterArray", vRandomEncounterArray);
						scriptVars.put("vModelName", vRandomEncName);
						scriptVars.put("vModelPath", vRandomEncPath);
						overRide.setDelay("GirlScriptEncounter", 0, "", "hidden", "", "", "");
						//overRide.setDelay("GirlScriptEncounter", 0, "", "hidden", "", "", "fSetModelVars("vRandomEncName","vRandomEncPath")"); //DOESN'T WORK

					} else if (fCheckIfRandomEvent("page")) {  
						//if no random encounter then check for a random page
						var	vRandomPageArray = scriptVars.get("vRandomPageArray");
						var vRandomPgIndex = fGetRandomEncounter(vRandomPageArray);  //Random page array changes by area
						if (vRandomPgIndex == -1) { //all pages visited so reset and try again
							fResetEncounterArray("page");
							vRandomPgIndex = fGetRandomEncounter(vRandomPageArray);  
						}
						var vRandomPage = vRandomPageArray[vRandomPgIndex].Name;
						vRandomPageArray[vRandomPgIndex].Visited = true;
						scriptVars.put("vRandomPageArray", vRandomPageArray);
						overRide.setDelay(vRandomPage, 0, "", "hidden", "", "", "");

					} else {
					// if neither a random page nor random encounter then go to target page
					var vTargetPage = scriptVars.get("vTargetPage");
					overRide.setDelay(vTargetPage, 0, "", "hidden", "", "", "");
					}
				}
			]]>		
		</javascript>
	</Page>
I still would be interested in why the original code didn't work, just for educational purposes.
Have been busy recently so have not had much time for Milovana, hopefully will have time over Christmas.
overRide only works in the pageLoad function

I am adding target page to guide.addTimer which will let you do something similar to what you are doing with setDelay

Re: GuideMe (TeaseMe v2.0) - Current Build 0.3.4

Posted: Wed Dec 19, 2018 10:30 pm
by bobhill
Hi Philo - thanks!

Separately, would it be straightforward to add a type (normal, hidden, secret) option to overRide.addTimer, similar to the delay display options?

I have a number of simple pages that use overRide.addTimer to enable buttons after a 'delay' and in some cases it would be helpful for the user to see the amount of time remaining. Example below. Thanks!
Spoiler: show

Code: Select all

	<Page id="Campus1001"> 				
		<Text>
			<span>vG1HeaderText</span>
			<p class="model">10 slow strokes!</p>
			<p class="model">Then you can go.</p>
		</Text>
		<Image id="_error" />	  
		<javascript>
			<![CDATA[
				function pageLoad() {
					var vTargetPage = scriptVars.get("vTargetPage");
					overRide.setMetronome(30);
					overRide.image = "media/campus/random/singles/008.jpg";
					overRide.addTimer("20", "fEnableButtons()", "", "", "", "", "");
					overRide.addButton(vTargetPage, "Continue", "", "", "fChangeXP(10)", "", "", "", true, "BtnA");
					fUpdateHeaderText();
					fUpdateDebugInfo();
				}
				
				function fEnableButtons () {
					guide.enableButton("BtnA");
				}

			]]>		
		</javascript>
	</Page>

Re: GuideMe (TeaseMe v2.0) - Current Build 0.3.4

Posted: Mon Dec 24, 2018 8:26 pm
by mrdoko
Hey all, so i got a new system, and with guide me 0.3.4 if i open the user preferences, im unable to see any texts. i can see the things you can rename/fill or the checkmarks you can set or untick, but i cant see any text of what is what etc. i just see the picture and the spots to fill in or check, any idea on how to fix it? Tease ai already gave me so many problems that i went to guide me which always worked for me, but not i have issues with it aswell sadly

Re: GuideMe (TeaseMe v2.0) - Current Build 0.3.4

Posted: Thu Dec 27, 2018 11:25 pm
by bobhill
philo wrote: Wed Dec 19, 2018 6:16 pm I am adding target page to guide.addTimer which will let you do something similar to what you are doing with setDelay
Thanks - looking forward to this (and hopefully a 'display' option on the addTimer). :yes: :innocent:

Re: GuideMe (TeaseMe v2.0) - Current Build 0.3.4

Posted: Fri Dec 28, 2018 6:13 am
by PlayfulGuy
mrdoko wrote: Mon Dec 24, 2018 8:26 pm Hey all, so i got a new system, and with guide me 0.3.4 if i open the user preferences, im unable to see any texts. i can see the things you can rename/fill or the checkmarks you can set or untick, but i cant see any text of what is what etc. i just see the picture and the spots to fill in or check, any idea on how to fix it? Tease ai already gave me so many problems that i went to guide me which always worked for me, but not i have issues with it aswell sadly
That was a known issue in version 3.4. It's fixed in version 3.6 and higher.

PG

Re: GuideMe (TeaseMe v2.0) - Current Build 0.3.4

Posted: Sat Dec 29, 2018 10:28 am
by philo
bobhill wrote: Thu Dec 27, 2018 11:25 pm
philo wrote: Wed Dec 19, 2018 6:16 pm I am adding target page to guide.addTimer which will let you do something similar to what you are doing with setDelay
Thanks - looking forward to this (and hopefully a 'display' option on the addTimer). :yes: :innocent:
Will look at this as well.
Am looking at converting buttons over to be HTML buttons rather than Java widgets, currently it would be very difficult to do anything with buttons other than at page load.
I also want to try to get to having one browser window for the whole screen so need to do the HTML buttons at some point anyway.