Can You Please Test This Folks?

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Can You Please Test This Folks? // SDK, Plug-in & 3rd Party Area

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Post by early // Oct 5, 2008, 6:24am

early
Total Posts: 46
Frootee,


I just googled "UserAccounts.CommonDialog vista" and sampled through the results. Try this link:


http://www.tech-archive.net/Archive/Scripting/microsoft.public.scripting.vbscript/2007-10/msg00440.html

Post by Johny // Oct 5, 2008, 6:35am

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Total Posts: 672
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VBCMD_DLG.RsObj - from post no #1 work well here. :)
VBCMD_DLG_UAC.RsObj - from post no #21 failed here. :(
(Vista 32Bit + vs2005 here).

Frootee, for reference you can searh Microsoft web site for "Licensing ActiveX Controls".

PS:It may not be legal to distribute all of the ActiveX controls on your system. Please refer to the license agreement for the software that installed the controls or contact the software company.

Post by early // Oct 5, 2008, 7:07am

early
Total Posts: 46
Caligari should be able to (lawfully) provide a wrapper to the common dialog functions to the scripting environment. That would give Rosetta developers some OS independence.


Caligari?



-----------------

Is trueSpace evolving, or is it intelligent design?

Post by frootee // Oct 5, 2008, 8:39am

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Total Posts: 2667
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thanks early and Johny. I checked out the links. I may have some more work to do, but I do not see anything there concerning issues with dialogs created by me, using C++; perhaps that is not an issue? We'll see.

early: I'll take the dialog question to the beta forums.

Thanks!

Froo

Post by frootee // Oct 5, 2008, 10:31am

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OK. This is just a stripped down version of the plugin I am working on.
This plugin is still heavily dependent upon the example plugin kit that came with the public SDK release.
The reason it still depends on a lot of the example functionality is, I may still need some parts in those examples.
Depends on if this works or not.

So if you would like to test it, Please follow these steps:

1. Uninstall the current SDK example plugin set from the plugin manager
2. restart truespace
3. Install this version of the sdk kit
4. Load the RsObj, which is a jscript command, called OpenDLG.RsObj, into the LE
5. In the LE, press the Start button on the OpenDLG node in the LE
6. Confirm that a dialog opens
7. Click the Import Files button in the dialog
8. Confirm that the Open Files dialog opens, and that you can select files (any file will do), and that you can change directories
9. Click the OK button
10. Repeat, but try the Cancel button

Thanks everyone. This dialog is built from within C++ so it should not have the issues that the dialog opened with the scripts did.

I am especially concerned with users who have Windows Vista. Thanks,

Froo

Post by robert // Oct 5, 2008, 11:16am

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Can't test at this exact moment, but will very soon, already downloaded it and now just need to test.

Post by frootee // Oct 5, 2008, 11:49am

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thanks Robert.

Post by robert // Oct 5, 2008, 3:59pm

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Total Posts: 609
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It works!!!:D


Look out below!!:p


That is except when I press the apply button, then tS crashes:(.


But.. you didn't ask for that so...:banana:

Post by frootee // Oct 5, 2008, 4:03pm

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Total Posts: 2667
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Cool thanks for checking Robert!
Let me see what that Apply button was Supposed to do. I removed the meat and potatoes of the code...

Yeah it crashes for me too. Sorry about that!

EDIT:

That Apply button needs to be removed. The 'Select Files For Import' button does everything required.
The Apply button was an earlier test.

Thanks for pointing that out Robert. You Da Man!

Froo

Post by robert // Oct 5, 2008, 4:06pm

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Total Posts: 609
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Cool thanks for checking Robert!
Let me see what that Apply button was Supposed to do. I removed the meat and potatoes of the code...

Yeah it crashes for me too. Sorry about that!

No worries, there was nothing to lose except the empty scene.;) Crashes are nothing, they have no performance impact or whatever so no problem.:)

Post by frootee // Oct 5, 2008, 4:21pm

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Total Posts: 2667
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excellent. Please just remember, to continue with the original SDK sample plugin, you need to remove this version, restart truespace, then add the original back in.


The reason is, I have not changed any GUIDs in this version, and if we have two versions with identical GUIDs, well, 'Bad Things Will Happen'. Actually, truespace will just get confused and complain.


Thanks for confirming it works in Vista Robert. OK. Hm Actually, I can just add another button, or reuse that Apply button for another purpose. And that is to select the directory for ... well, you'll see (if you look at the title of the dialog it will give you a hint folks. :D )

Post by transient // Oct 6, 2008, 3:17am

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Total Posts: 977
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Damn, forgot to do this sorry. This is the error message I got when I tried to run the "mystery" object.;)

Post by frootee // Oct 6, 2008, 4:18am

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Total Posts: 2667
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No problem transient. Are you running Vista, by any chance?


Please try these steps. This dialog was built in Visual C++.

I'll probably be sticking with this route.


thanks!


Froo


http://forums1.caligari.com/truespace/showpost.php?p=83039&postcount=35

Post by Norm // Oct 6, 2008, 8:31am

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As long as the dialog is appearing ok, I would suggest that the error is an afterthought and if you used a handler (if not), and had nothing in the handler, the scenario would play out with no adverse effects.

Was interesting that jScript did nothing. Perhaps where vbscript is a little more robust than jScript (at moment).

Post by frootee // Oct 6, 2008, 10:33am

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thanks Norm.


The end problem was, we could not open a dialog on a Vista Operating System. That may require further investigation.


However, I am planning a way to do most everything needed at the click of a single button.

Post by frootee // Oct 7, 2008, 5:49pm

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Total Posts: 2667
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Ok. This is a very simple test video.

Please let me know what you think.

Thanks,

Froo

Post by transient // Oct 7, 2008, 6:07pm

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Looks pretty good to me.:cool:

Post by frootee // Oct 7, 2008, 6:11pm

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Groovy thanks man.

Thar's sum fixin to do but hey, it's fully functional now (kinda like the Death Star in Star Wars: Return of the Jedi - it's heavily under construction but it does its job)

Post by W!ZARD // Oct 7, 2008, 6:52pm

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Total Posts: 2603
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Ok. This is a very simple test video.


Please let me know what you think.


Thanks,


Froo


I think it looks like you dropped your ice cream!


Cool to see your efforts with this working out Froo. Well done.


Here, have some nana's :banana::banana::banana:

Post by frootee // Oct 8, 2008, 4:15am

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Total Posts: 2667
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Thanks W!zard.

That data set was just a very simple setup. I just wanted a data set to work with. We can get far better results, which we will see in the near future.


I still have quite a bit of work to do but the hard part is over.


Froo

Post by early // Oct 8, 2008, 4:32am

early
Total Posts: 46
The fluid simulation is very convincing. What is the source of the data? Are you and trueSpace doing the sim, or is it 'canned', like a BVH motion file?

Post by frootee // Oct 8, 2008, 4:48am

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Total Posts: 2667
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Ancient Frootee Secret! :D


Seriously though.

The data source is blender. I used the blender fluid simulator (elbeem) to generate the data files.


The plugin I am creating is a blender fluid sim importer.


The importer (plugin) and playback (LE/script) functionality work, but I have to clean up the code, and add more functionality.

Post by robert // Oct 8, 2008, 12:34pm

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Total Posts: 609
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One question Froo, can you apply a material to the object and then it will keep it throughout the rest of the animation? Or does it just reset each frame as it technically is a separate object?

Post by frootee // Oct 8, 2008, 1:06pm

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Hey Robert. I have to add that functionality in.


Currently if you add a texture to that RsObj file, the texture only stays with that single RsObj file. The animation is a sequence of RsObj files which are loaded, in sequence. That is because the fluid sim writes a file for each time instant of the simulation.

Post by robert // Oct 8, 2008, 3:13pm

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Total Posts: 609
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Yeah I remember you saying that, that's why I was wondering. I assume it would only really be able to work with materials, and not anything with maps.

Post by frootee // Oct 8, 2008, 5:00pm

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Total Posts: 2667
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maps? What kind of maps do you mean? Bump Maps, Texture Maps, etc.?

Post by robert // Oct 9, 2008, 9:10am

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Total Posts: 609
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Yeah, any maps that would require UV, so anything that would have to be made in an external editor. Not sure why you would do that, although a British flag looking fluid would look pretty sweet.;)

Post by frootee // Oct 9, 2008, 9:35am

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Yeah, any maps that would require UV, so anything that would have to be made in an external editor. Not sure why you would do that, although a British flag looking fluid would look pretty sweet.;)


Thanks Robert. I'll add that to my todo list then.

Post by RichLevy // Oct 9, 2008, 10:19am

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Total Posts: 1140
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Definitely texture maps... would you be able to do bump maps also? (yes I am very greedy :D)

I just dl'ed a supply of nice water surface textures so I am very anxious to use them.


Rich

Post by frootee // Oct 9, 2008, 11:08am

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Probably can Rich. I'll have to see how it fits together.
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