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T3D Awesomium Integration Pack - Important Update

by Stefan Lundmark · 01/19/2014 (7:33 pm) · 56 comments

www.gameinprogress.com/garagegames/AwesomiumUpdate.png

We've released an important update to the T3D Awesomium Integration Pack which contains critical bug fixes, some optimizations and other updates. It's highly recommended that you update.

Below are the list of changes:

  • Updated to T3D MIT 3.5.
  • Corrected some timing issues in AwContext that would make webpages show up as blank in rare conditions.
  • AwGuis now behave correctly in the GUI Editor.
  • AwGuis unload on sleep by default, but this behaviour can be bypassed by setting the appropriate [li]Blank URLs will no longer crash the application.
  • The pack now accepts more types of commonly typed addresses, like without the protocol (http://).
  • Various optimizations.

The update can be downloaded from your account. Enjoy!
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#1
01/20/2014 (4:51 am)
Ooooo ... kaching ... going to buy this one. 8-}

Good job.
#2
01/20/2014 (1:51 pm)
Fantastic I can't wait to try the update i've been loving the 3.0 version :D
#3
01/20/2014 (2:56 pm)
Nice update, good work Stefan
#4
01/20/2014 (5:12 pm)
Thanks guys!

Let me know if you have any questions Quinton.
#5
01/22/2014 (1:30 am)
Nice work Stefan. Not used it yet, but plan on doing so soon. I take it this update is downward compatible to T3D 1.2 ?
#6
01/22/2014 (3:07 am)
Hi Jules!

Yeah, it's compatible. There's a separate installation guide for 1.2. The majority of the testing was on 3.5 though.
#7
01/23/2014 (7:59 am)
@Stefan: I know the systems won't typically be installed on a Linux solution but does the Game Engine still compile as a Linux Dedicated Server.

A Linux Dedicated Server is critical to my current project.

Thanks
#8
01/23/2014 (8:25 am)
Hi Quinton,

Awesomium does compile on Linux and the pack itself does nothing special and it isn't platform specific in any way.

You will have to download their Linux API though, when you compile it on Linux. I would prefer to use the preprocessor to ifdef it away, but I'm sure you got reasons not to.

And of course, if it turns out it doesn't work on Linux for some reason; I'll refund you.
#9
01/23/2014 (10:04 am)
@Stefan: Thanks very much ... time to buy it. Roll on PayDay. :D

Bought ... Integrated ... Working like a charm!!! Good job Stefan. 8-}
#10
01/26/2014 (11:53 am)
Edit:Found reply
#11
01/27/2014 (11:50 am)
Glad to hear of the update - I was actually just about to post about a couple of issues that I see you may have already resolved :)

The big one we are seeing is that AwShapes that are created at run-time (ie. via server commands executed at specific times or actions, such as hitting a key to spawn an AwShape in front of the player that could act as an interactive map), quite often come up blank, or the correct page content/image but no usable mouse cursor...

The behaviour is intermittent, and seems to improve once one instance of a particular AwTextureTarget is already in place in the scene, however it is making the on-demand AwShapes seem unreliable.

AwShapes that are placed in a mission file seem to load properly almost 100% of the time - the issue is more prominent in script-created AwShapes at run-time, for whatever reason that could be...

Anyhow, will grab the pack update and see if it helps, thanks!
#12
01/27/2014 (3:19 pm)
Thanks again Quinton! Keep in touch.

@Paul: I'm interested in hearing more about this. I've seen it in rare conditions but couldn't reproduce it after the latest update. Some of the changes I made were to make the context code a bit safer and I removed some invalid assumptions; it might have been fixed by that. Please do let me know if you run into this again and thanks for letting me know.
#13
01/28/2014 (6:23 am)
@Stefan: Looks like your update fixed our problem :) Now I can create and destroy web objects on-the-fly at runtime, and they always seem to come up working with the mouse cursor when I look at them.

We do still occasionally get a blank object, but it's much rarer and it could just be a result of some timing issues - for example when I am destroying and re-creating objects in the same physical space I may need to just put a half second delay in there to give the game some time to make the change smoothly.

Anyhow, great improvement!

Looking through the pack, it looks like only the engine code was modified, correct? All I did was overwrite my existing Awesomium engine files with the latest ones from the current download, and then recompiled. I didn't alter anything in player.cpp or the game scripts, since it looked like nothing had changed since the 3.0-compatible release. Is that right?

Thanks again
P
#14
01/28/2014 (9:36 am)
Just posted a blog about our trials and tribulations with integrating the Oculus Rift, check it out:

www.garagegames.com/community/blogs/view/22570
#15
01/28/2014 (12:13 pm)
Thanks for the link to your blog, that was interesting. :)

I really do want to get to the bottom with the blank webpages. I haven't seen it myself, but that doesn't mean it doesn't exist.

So you're saying it only ever happens with objects you create on the "fly"? You shouldn't have to put any delay, it should just work.

Quote:
Looking through the pack, it looks like only the engine code was modified, correct?

That's correct.

Quote:
All I did was overwrite my existing Awesomium engine files with the latest ones from the current download, and then recompiled. I didn't alter anything in player.cpp or the game scripts, since it looked like nothing had changed since the 3.0-compatible release. Is that right?

Perfectly right. :) Everything is contained in the Awesomium directory of source files, but if the code outside (part of the integration) changes I'll make sure this is obvious in the change notes.

Thanks again for the link to your blog!
#16
01/28/2014 (12:57 pm)
Glad you enjoyed the read, it was kind of cathartic to write it all :)

I'm going to rework the main bridge view screens, to see if for some reason they are just bad objects or have a badly marked out material or something. They seem to be sticking into the wall in a funny way too, maybe there is some sort of geometry problem they are creating which is messing with the Awesomium process somehow.

Because with your latest update, I have 100% success rate on my turbolift map AwShape objects, they work flawlessly, and another command I have that pops up a free-floating object in front of the player (a little test console with some common commands like beam the crew aboard, etc) seems to also create the object every time with working mouse control.

The holdout is the main view screens, it's frustrating me because they are all set up the same way as the working objects. But they used a different model as their base then we use for the maps and the test console. So maybe switching the model out for one I know works 100% of the time will help.

FYI - we are playing with a new version of the turbolift maps which curve around the inside walls of the turbolift, rather than the flat map object at the back wall of the turbolift that we have now - we just realized we can do curved web textures and they work, way cool!
#17
01/28/2014 (5:38 pm)
I would love to see a video of this, it sounds really cool.

To be honest, I don't think the model will make the webpages fail. Both systems are separated. And yes, curved surfaces (any surface really) will work, although the pack started with only rectangular surfaces (like a patch, two polygons).

If you ever have a debug build (without source is fine) where you can reproduce the issue, I would love to get my hands on that.
#18
01/29/2014 (6:12 am)
OK, well I have good news and even better news...

Good news is that I have a test build done, ready to play!

Better news is that now all the Awesomium shapes are working perfectly 100% of the time... I think that as part of putting together the build, the process of cleaning out old cached DTS files may have fixed the issue. We were doing a lot of screwing around with our model files and maybe they just needed the cached DTS files to be re-created.

Anyhow, I loaded up the build to test it before I sent you guys the link, and I just sat at the helm punching button after button trying to break the main view screen, but to no avail - each time I pressed a button the screen was replaced with the new web object with working mouse cursor, with barely any lag between the button press and the screen appearing.

So, for now we are good to go! This is great!

For those of you who want to try, I have a 700 meg installer file uploading to my server right now... The download should be ready by this afternoon. There is also a freshly compiled debug version of the EXE and DLL that can be downloaded separately, although with this issue resolved not sure if we need it.

My email is now visible in my profile, drop me a note and I can send the link when it's done uploading... Then you can be exploring the Enterprise today :)

Will see about getting a little Fraps capture video uploaded to Youtube in the next couple of days as well, for those who don't have a Rift but want to see what we're talking about.

Cheers all
P

#19
01/29/2014 (6:28 am)
Quote:
Better news is that now all the Awesomium shapes are working perfectly 100% of the time...
Woohoo! That's great news! :)

Will the demo work on my non-Rift setup? I guess not. I'm looking forward to the YouTube video!
#20
01/29/2014 (6:37 am)
Well, you can still run the game, just don't click the "Enable Oculus Rift" option :)

That way you can still walk around and explore the ship, just as you can with the version that's on our website, except this new unpublished version has been upgraded to T3D MIT 3.0 and uses your Awesomium kit for the web objects.

The current version we have on the website was produced with T3D 1.1 final (AFX 2.0 version), uses QT Webkit, and is not Rift compatible... So getting this latest one would let you see your Awesomium kit in action :)

Send me an email if you like, the upload is done and is ready to be grabbed, I can send you the link any time.

Cheers!
P
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