1. Post #41
    Cloudhunter's Avatar
    November 2007
    529 Posts
    I want to report a bug:
    Alway when I try to use the gm_chrome.dll module, then I get the error:
    Code:
    error loading module 'chrome' from file 'c:\programme\steam\steamapps\marcel56\garrysmod\garrysmod\lua\includes\modules\gm_chrome.dll':
    	Das angegebene Modul wurde nicht gefunden.
    The sentence
    Code:
    Das angegebene Modul wurde nicht gefunden.
    is a German sentence, because I have a German version of Windows.
    Translated, the sentence means:
    Code:
    The specified module could not be found.
    So, I took a look at the Source Code in the zip. :)
    And have perhaps found an error in it.

    gm_chrome_r2.zip/gm_chrome/gm_chrome.vcproj, Between row 137 to row 150;
    Code:
    			<Tool
    				Name="VCLinkerTool"
    				AdditionalDependencies="tier0.lib tier3.lib Awesomium.lib"
    				OutputFile="D:\Games\Steam\steamapps\azumarril\garrysmod\garrysmod\lua\includes\modules\$(ProjectName).dll"
    				LinkIncremental="1"
    				AdditionalLibraryDirectories="..\chrome\Release"
    				IgnoreAllDefaultLibraries="false"
    				IgnoreDefaultLibraryNames=""
    				GenerateDebugInformation="true"
    				SubSystem="2"
    				OptimizeReferences="2"
    				EnableCOMDATFolding="2"
    				TargetMachine="1"
    			/>
    The row 140 has the mistake. ;)

    Maybe there are more errors, but can't find them.
    It works fine here - at least with the entity. Once you've added more code at least.

    And forgive me if I am wrong, but surely $(ProjectName) will get replaced with "chrome" as it's a variable when compiling/linking?

    Cloudy

  2. Post #42
    Grocel's Avatar
    October 2008
    1,233 Posts
    And forgive me if I am wrong, but surely $(ProjectName) will get replaced with "chrome" as it's a variable when compiling/linking?
    Cloudy
    I know, the problem is the path:
    Code:
    D:\Games\Steam\steamapps\azumarril\garrysmod\garrysmod\lua\includes\modules\...
    On my PC is the module here:
    Code:
    C:\Programme\Steam\steamapps\<My steam account name>\garrysmod\garrysmod\lua\includes\modules\...
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  3. Post #43
    Gold Member
    AzuiSleet's Avatar
    September 2007
    758 Posts
    You need to copy awesomium.dll and icudt38.dll to where hl2.exe is. I explained this in the readme.

    I'm not really happy with the state this module is in. There are still memory leaks I can't figure out. I also wasn't able to get procedural materials/textures to work, which means it's not as fast as it could be.

  4. Post #44
    Gold Member
    Deco Da Man's Avatar
    July 2007
    1,017 Posts
    - Where did this second page come from? D: -

  5. Post #45
    Grocel's Avatar
    October 2008
    1,233 Posts
    I found a serious bug:

    Always when the Awesomium dlls are in the right folder (at the hl2.exe) and leave the game then the game freeze.

    And when I go to desktop and go back to the game then you freeze on the desktop, but you can hear you playing.

    I hope you can fix this, otherwise reject it a great shame to the module. :)

  6. Post #46
    Gold Member
    FluD's Avatar
    February 2006
    1,147 Posts
    how about tell garry to do some magic with this >-<

  7. Post #47
    Grocel's Avatar
    October 2008
    1,233 Posts
    When do you fix the crash bug?

  8. Post #48
    Gold Member
    AzuiSleet's Avatar
    September 2007
    758 Posts
    I'm working on a version that uses the DirectX device directly, instead of going through some of the painful interfaces Source has.

  9. Post #49
    Gold Member
    Deco Da Man's Avatar
    July 2007
    1,017 Posts
    I'm working on a version that uses the DirectX device directly, instead of going through some of the painful interfaces Source has.
    Can't you use a procedural texture, like Jinto did with gm_image?

  10. Post #50
    dill pickle pringle EXTREME

    May 2005
    479 Posts
    Can't you use a procedural texture, like Jinto did with gm_image?
    He is, he pioneered that method.

  11. Post #51
    Gold Member
    Deco Da Man's Avatar
    July 2007
    1,017 Posts
    He is, he pioneered that method.
    Oh.. well.. then..

    Why not try to not use a procedural texture, unlike gm_image.

    (:V)

  12. Post #52
    Grocel's Avatar
    October 2008
    1,233 Posts
    I'm working on a version that uses the DirectX device directly, instead of going through some of the painful interfaces Source has.
    Oh very fine, how many time will you need?

    And please make a better documentation than in the last version. :)

  13. Post #53
    Gold Member
    AzuiSleet's Avatar
    September 2007
    758 Posts
    Ok, I gave up on the DirectX version because it was a huge pain. I'm moving over to texture regenerators. This means you have to define a couple procedural vtfs for each browser you want. This means it won't be suitable for 2d display (because it's limited to the size of the texture). It still has to hack the alpha to display NPOW2 because the textures have to be a size of 2. I don't think this is a downside, I think it's the right direction I want this module to go, 3d browsers. I'll have it ready to release in a little bit. I also recompiled awesomium and chromium so it doesn't crash on Vista.


    I'm also going to apply the texture regenerators to an Lua version that greasemonkey can use for his projectors.

  14. Post #54
    Grocel's Avatar
    October 2008
    1,233 Posts
    Here is a 2d3d browser by aVoN without a dll module:
    http://www.facepunch.com/showpost.ph...81&postcount=3

    But the mouse and keyboard is not working. :(

    I'm working on a 2d3d browser too, but I need help. :)
    If you to want to see this check this out:
    http://svn.xp-dev.com/svn/2d3d_Browser

  15. Post #55
    Gold Member
    AzuiSleet's Avatar
    September 2007
    758 Posts
    That's horribly over-engineered.

  16. Post #56
    Grocel's Avatar
    October 2008
    1,233 Posts
    There are 2 browsers the one uses a module and it running via a reload able entity and the another is a stand alone one.^^

  17. Post #57
    infinitywrai's Avatar
    December 2007
    539 Posts
    Ok, I gave up on the DirectX version because it was a huge pain. I'm moving over to texture regenerators. This means you have to define a couple procedural vtfs for each browser you want. This means it won't be suitable for 2d display (because it's limited to the size of the texture). It still has to hack the alpha to display NPOW2 because the textures have to be a size of 2. I don't think this is a downside, I think it's the right direction I want this module to go, 3d browsers. I'll have it ready to release in a little bit. I also recompiled awesomium and chromium so it doesn't crash on Vista.


    I'm also going to apply the texture regenerators to an Lua version that greasemonkey can use for his projectors.
    Nice, could be useful if integrated into pcmod!

    ]OFF-TOPIC I will rape your face for watching completely useless anime-related taht you probably don't understand because it's in Japenese.

  18. Post #58
    GarrysFatSister's Avatar
    June 2009
    3 Posts
    ]OFF-TOPIC I will rape your face for watching completely useless anime-related taht you probably don't understand because it's in Japenese.
    what

  19. Post #59
    kevkev's Avatar
    April 2007
    1,093 Posts
    he does not like the video that is being played in the example picure.

  20. Post #60
    Dennab
    March 2009
    1,572 Posts
    I think it's the right direction I want this module to go, 3d browsers.
    Finally! I gave up using aVoN's code, adding input was.... very difficult. The only issue is, of course, that this requires the client to have the module but oh well.

  21. Post #61
    Grocel's Avatar
    October 2008
    1,233 Posts
    Finally! I gave up using aVoN's code, adding input was.... very difficult. The only issue is, of course, that this requires the client to have the module but oh well.
    May be you can combine the code from AzuiSleet to Avons code. ;)

  22. Post #62
    Dennab
    March 2009
    1,572 Posts
    May be you can combine the code from AzuiSleet to Avons code. ;)
    Ah for module independance, maybe, maybe ;P

  23. Post #63
    Dennab
    March 2009
    1,572 Posts
    Any chance of releasing it now Azu? (I know you've finished ;0)

  24. Post #64
    Gold Member
    AzuiSleet's Avatar
    September 2007
    758 Posts
    I still have a couple things to finish, as well as finals, and then I'll release it.

  25. Post #65
    Dennab
    March 2009
    1,572 Posts
    I still have a couple things to finish, as well as finals, and then I'll release it.
    Awesome :D (I only posted because I saw the GMT update)

  26. Post #66
    smelly member
    The DooD's Avatar
    June 2005
    7,097 Posts
    I gave you a heart since there is no gold star, this is great.

  27. Post #67
    Gold Member
    AzuiSleet's Avatar
    September 2007
    758 Posts
    This isn't dead yet. The major roadblock right now is memory leaks. I'm considering having the module stay in memory, instead of unloading and reloading it.

    Right now it's pretty good for 3d browsing, you can move the mouse over it, click, type, and scroll.

  28. Post #68
    Grocel's Avatar
    October 2008
    1,233 Posts
    When will you release a fixed version of this module?

  29. Post #69
    mbainrot's Avatar
    August 2008
    178 Posts
    This isn't dead yet. The major roadblock right now is memory leaks. I'm considering having the module stay in memory, instead of unloading and reloading it.

    Right now it's pretty good for 3d browsing, you can move the mouse over it, click, type, and scroll.
    Awesome work.

    Leaving it in the memory might help out seeing that's what i did for my IRC module to stop the memory leaks.

    I look forward to seeing future versions :)

  30. Post #70
    kevkev's Avatar
    April 2007
    1,093 Posts
    This would be required clientside also right?

  31. Post #71
    Gold Member
    AzuiSleet's Avatar
    September 2007
    758 Posts
    This would be required clientside also right?
    It wouldn't be any other way.

  32. Post #72
    kevkev's Avatar
    April 2007
    1,093 Posts
    It wouldn't be any other way.
    Yea thought so, i really hope that this gets included into GMod by default later on then.

  33. Post #73
    Gold Member
    raccoon12's Avatar
    November 2008
    3,175 Posts
    Yea thought so, i really hope that this gets included into GMod by default later on then.
    Ask garry

  34. Post #74
    kevkev's Avatar
    April 2007
    1,093 Posts
    Ask garry
    First the problem needs to be fixed.

  35. Post #75
    Gold Member
    AzuiSleet's Avatar
    September 2007
    758 Posts
    Alright it's at a point where it's useable. You can find gm_chrome here it's set up to stay in memory until you quit gmod, http://code.google.com/p/gmodmodules/ (http://code.google.com/p/gmodmodules...runk/gm_chrome)

    I'll release the "browser base" entity later.

  36. Post #76
    Grocel's Avatar
    October 2008
    1,233 Posts
    Fine SVN :)

    What the hell is gm_bass? :D

    And is it gm_chrome compressed all ready?

  37. Post #77
    I'm Better Than You
    Handsome Matt's Avatar
    August 2008
    5,474 Posts
    I think GM_Bass is a module that can stream sounds to the client.

  38. Post #78
    Grocel's Avatar
    October 2008
    1,233 Posts
    Oh nice XD

    Edit:

    Alright it's at a point where it's useable. You can find gm_chrome here it's set up to stay in memory until you quit gmod, http://code.google.com/p/gmodmodules/ (http://code.google.com/p/gmodmodules...runk/gm_chrome)

    I'll release the "browser base" entity later.
    Can you show me the LUA hooks please?

  39. Post #79
    Dennab
    March 2009
    1,572 Posts
    I think GM_Bass is a module that can stream sounds to the client.
    If so, FUCK YES.

  40. Post #80
    Gold Member
    raBBish's Avatar
    March 2007
    2,667 Posts
    If so, FUCK YES.
    I've only got it working clientside, streaming a mp3 from my website, but for some reason it stops after 10-20 seconds. No luck serverside yet.

    Some stuff I found out by reading the sources:

    require "bass"
    
    --Finds the sound file from garrysmod/sound
    local bassTest = BASS.StreamFile( "some/sound.wav" )
    if bassTest then bassTest:play() end
    
    local function bassCall( handle, someNum )
    	if not handle then return end
    	handle:play()
    end
    
    BASS.StreamFileURL( "http://randomsite.com/audio.mp3", 0 bassCall )
    

    List of functions:
    [list][*]BASS.StreamFile( string path ) --Returns BASS channel on success, false on fail[*]BASS.StreamFileURL( string path, int, function callback ) --Can't remember what it returns[*]BASS.SetPosition( vec Pos, vec Vel, vec Front, vec Up ) --Sets 3D position in world[*]BASS.p_PendingChannels --No idea what this is[/list]
    List of metafunctions for BASS channels:
    [list][*]play()[*]pause()[*]stop()[*]getlength()[*]getposition()[*]gettag( string Format ) --Returns formated tags http://gmodmodules.googlecode.com/sv...ags-readme.txt[*]getplaying()[*]getlevel()[*]setposition( number noIdeaWhat )[*]setvolume( float volume )[*]fft2048() --No idea[*]set3dposition( vec Pos, vec Orientation, vec Velocity)[*]getrawtag( int )[/list]
    I hope this helps someone.

    ON-TOPIC: I can't wait for the new version of gm_chrome :haw:
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