Page 66 of 121
Re: GuideMe (TeaseMe v2.0): BETA Thread
Posted: Tue Aug 22, 2017 9:34 pm
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:
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
Re: GuideMe (TeaseMe v2.0): BETA Thread
Posted: Thu Aug 24, 2017 1:29 pm
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!!!!
Re: GuideMe (TeaseMe v2.0): BETA Thread
Posted: Thu Aug 24, 2017 6:12 pm
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
Feature Request
Posted: Fri Aug 25, 2017 8:03 pm
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
Re: Feature Request
Posted: Sat Aug 26, 2017 8:56 am
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)
Re: GuideMe (TeaseMe v2.0): BETA Thread
Posted: Sat Aug 26, 2017 10:05 am
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...
Re: GuideMe (TeaseMe v2.0): BETA Thread
Posted: Sat Aug 26, 2017 11:50 am
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
Re: GuideMe (TeaseMe v2.0): BETA Thread
Posted: Tue Aug 29, 2017 11:34 pm
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

.
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.
Re: GuideMe (TeaseMe v2.0): BETA Thread
Posted: Wed Aug 30, 2017 7:49 pm
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.
Re: GuideMe (TeaseMe v2.0): BETA Thread
Posted: Fri Sep 01, 2017 1:01 am
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............
Re: GuideMe (TeaseMe v2.0): BETA Thread
Posted: Fri Sep 01, 2017 8:15 pm
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.
Re: GuideMe (TeaseMe v2.0): BETA Thread
Posted: Sat Sep 02, 2017 1:51 am
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

.
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.
Re: Feature Request
Posted: Sat Sep 02, 2017 3:07 pm
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.
Guideme Logging
Posted: Sat Sep 02, 2017 3:24 pm
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
Re: GuideMe (TeaseMe v2.0): BETA Thread
Posted: Sat Sep 02, 2017 4:02 pm
by d3vi0n
PlayfulGuy wrote: Sat Sep 02, 2017 3:24 pmI'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.
Not sure if that is your problem: But in current GuideMe versions there is a bug regarding saving arrays in the .state file. It doesn't occur with all arrays, I think only "arrays of objects" or "objects wich contain arrays" cause problems. So if you reload the tease from the .state file (after closing GuideMe or reloading the tease) GuideMe can't load the array and produces an "invalid argument error". As far as I'm aware, Philo already patched that bug in the upcoming version v0.3.4. At least for Pilgrim Quest it seems to work in the latest test version for v0.3.4