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TGE Browser Plugin Online
TGE Browser Plugin Online
| Name: | Neil Marshall | ![]() |
|---|---|---|
| Date Posted: | Jul 19, 2006 | |
| Rating: | 4.7 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Neil Marshall |
Blog post
It's TGE Browser Plugin time again...

* TDN Resource Page
* The code itself
* A Live example
Even though I haven't written a plan/blog in a while, I've still been working on the code. I finally got most of it working today and put it online for people to try out/download and mess around with. It would be great if people could test out, not only the live example, but the source code as well. I'm interested in knowing if all the steps on the wiki actually work for other people. I'm sure I've missed SOMETHING.
Known Bugs:
The plugin will crash when you close the tab/window which houses it in Firefox. If someone could help me with this one it would be fantastic. :)
Thats it!
- NeilM

* TDN Resource Page
* The code itself
* A Live example
Even though I haven't written a plan/blog in a while, I've still been working on the code. I finally got most of it working today and put it online for people to try out/download and mess around with. It would be great if people could test out, not only the live example, but the source code as well. I'm interested in knowing if all the steps on the wiki actually work for other people. I'm sure I've missed SOMETHING.
Known Bugs:
The plugin will crash when you close the tab/window which houses it in Firefox. If someone could help me with this one it would be fantastic. :)
Thats it!
- NeilM
Recent Blog Posts
| List: | 08/18/06 - Experimenting with TSE 07/19/06 - TGE Browser Plugin Online 05/29/06 - TGE Browser Plugin 05/02/06 - The browser plugin - progress 04/24/06 - TGE Browser Plugin 04/11/06 - More TGE in the Browser 03/24/06 - TGE Plugin now working in IE 6.0 03/07/06 - It works! |
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Submit your own resources!| Timothy Aste (Jul 19, 2006 at 20:57 GMT) |
| Jason McIntosh (Jul 19, 2006 at 21:16 GMT) |
| Anton Bursch (Jul 19, 2006 at 21:22 GMT) |
| Jeff Gran (Jul 19, 2006 at 21:29 GMT) |
| Nicolas Quijano (Jul 19, 2006 at 21:39 GMT) |
| Maxwell Marsh (Jul 19, 2006 at 21:54 GMT) |
| James Urquhart (Jul 19, 2006 at 22:06 GMT) Resource Rating: 3 |
| Josiah Wang (Jul 19, 2006 at 22:33 GMT) |
| Unsung Zero (Jul 19, 2006 at 23:47 GMT) |
Is there a way to capture the scroll wheel on the mouse, so that the browser doesn't scroll?
| bank (Jul 19, 2006 at 23:50 GMT) |
Neil, it's great stuff you do! ;)
btw, I have a problems with "chat" while in game. I need to press alt+tab then back then click on "game" to be able to type in chat...
but anyway - so far it's really great!
| Mincetro (Jul 20, 2006 at 00:14 GMT) Resource Rating: 4 |
| Josh Williams (Jul 20, 2006 at 01:09 GMT) |
| Neil Marshall (Jul 20, 2006 at 01:11 GMT) |
Unsung Zero, I trap the mouse wheel event in IE when it`s in the 3D view (not when it`s in the 2D one) but I haven`t figured out how to do it in Firefox yet. If anyone knows please let me know. I think the browser window is getting the event instead of the plugin.
bank, I never thought to look at chat. I`ll take a look at it tomorrow.
Mincetro, thanks for letting me know. I have only tried to load it in opera once a few months back. I don`t know the browser well enough yet to say one way or the other why it`s not working. I`ll look into it as soon as I can.
| Berndt Garbotz (Jul 20, 2006 at 06:56 GMT) |
Anyways, great Job
| Frogger (Jul 21, 2006 at 16:24 GMT) Resource Rating: 5 |
| Neil Marshall (Jul 21, 2006 at 17:03 GMT) |
| Anthony Rosenbaum (Jul 22, 2006 at 13:31 GMT) |
| Neil Marshall (Jul 22, 2006 at 16:01 GMT) |
| Seung Wook Kim (Aug 11, 2006 at 05:08 GMT) Resource Rating: 5 |
c:\torque\plugin\engine\np3dplugin\ax3DPlugin.h(116) : warning C4581: deprecated behavior: '"apartment"' replaced with 'apartment' to process attribute
c:\torque\plugin\engine\np3dplugin\ax3DPlugin.h(125) : error C2337: 'support_error_info' : attribute not found
c:\torque\plugin\engine\np3dplugin\ax3DPlugin.h(125) : error C2337: 'registration_script' : attribute not found
c:\torque\plugin\engine\np3dplugin\ax3DPlugin.h(125) : fatal error C1903: unable to recover from previous error(s); stopping compilation
Edited on Aug 11, 2006 05:51 GMT
| Neil Marshall (Aug 11, 2006 at 14:36 GMT) |
| Gordon Marsh (Dec 09, 2006 at 01:47 GMT) Resource Rating: 5 |
This looks like a great resource.
Although I understand the resource notes you've written, could you give a few pointers to integrating this into an existing Torque project?
I have my current game with its own .SLN file in VC++ 2005. To make it into a plugin, if I do the following do you think it would work?
1. Extract your files over (a copy of!) my existing Torque folder.
2. Load up my existing solution file.
3. Add your new plugin-related project files
4. Compile the np3Dplugin project.
Hey presto my game is now a plugin?
Any pointers appreciated...
Gords
| Neil Marshall (Dec 09, 2006 at 15:10 GMT) |
The plugin mainly makes changes in winWindow.cc so if you haven't changed those low level files any, then that shouldn't be a problem. The .vcproj files are new, so they shouldn't be a problem but you will have to add your files to that project file. In MSVC++ you should be able to right click on your project and import the existing .vcproj file.
The plugin project makes quite a few changes to the project settings but those SHOULD only be in the .vcproj file, but double check before you do anything. And remember, the plugin code is based on v1.4 not the latest 1.5.
| Gordon Marsh (Dec 09, 2006 at 15:27 GMT) Resource Rating: 5 |
Gordon
| Gordon Marsh (Dec 12, 2006 at 20:09 GMT) Resource Rating: 5 |
If there are other issues, I guess to get anywhere with this I'll need to upgrade to VC/VS 2005 Standard to get the ATL support in any case. Then fix up the other issues.
Gordon
| Neil M. (Dec 12, 2006 at 23:13 GMT) |
| Gordon Marsh (Dec 12, 2006 at 23:17 GMT) Resource Rating: 5 |
I followed your advice using Beyond Compare. Some files were a little tricky but generally painless. My next issue is, as I said above, that VC++ 2005 Express edition doesn't include the ATL libraries (you can include them but they are out of date). I'm going to have to get a copy of VS2005 Standard Edition and crack on from there.
| Gordon Marsh (Dec 23, 2006 at 00:04 GMT) Resource Rating: 5 |
I've got the plugin working in VS2005 btw. For anyone else trying to use the plugin in an existing project with 2005 here are some pointers:
1) Get a copy of VS2005 Standard, Express is no good as it doesn't have the proper ATL libraries.
2) As Neil suggested, extract the files and use Beyond Compare to integrate them into your project.
3) Add the np3DPlugin project to your Solution.
4) Copy into the np3DPlugin project any extra files your game may be using that you have added to the engine (otherwise, like me, you'll get loads of linker errors!)
5) A number of the functions have changed 2003 -> 2005. Generally these relate to UTF16 being replaced by wchar_t. I found that castings in the relevant places sorted this out.
Thanks for a great resource Neil, it really does open up some great possibilities!
| Neil M. (Dec 23, 2006 at 04:28 GMT) |
Yes. The HTML calls the JavaScript, which then writes the plugin to the html page and then it runs. You need to have the Javascript write the object tag to the html on the fly to work around the Eolas patent "feature." Microsoft had to add it to the two latest versions of IE because they lost the court case. ( http://www.eweek.com/article2/0,1895,1932304,00.asp )
Also, IE doesn't support a standards compliant object tag call so that is why Firefox requires a different one.
| Thomas Pedersen (Jan 15, 2007 at 10:14 GMT) Resource Rating: 5 |
I want to help port this to TGEA too. I even want to pay someone to help me do it.
Please see:
www.garagegames.com/index.php?sec=mg&mod=project&page=view.job&qid=5...
If you know of anyone who can help or anyone who need the same thing, then please let me know.
| Gordon Marsh (Jan 15, 2007 at 14:01 GMT) Resource Rating: 5 |
The only problem I have is that I am also using the MMOKit with TGEA, which obviously affects my build.
Edit>> Now realise TGEA is TGE Advanced and not TGE + Arcane FX!!
Edited on Jan 22, 2007 00:19 GMT
| Gordon Marsh (Jan 22, 2007 at 00:25 GMT) Resource Rating: 5 |
I'm trying to get this to work with TGE 1.5 (and AFX). It all seems to compile fine, but what I'm seeing is nothing (white) where the plugin should appear. However, as I resize the browser window, the mainmenu.gui flickers into view. As soon as I stop resizing, it's back to white again.
Any idea in your code where I should start to look to try and fix this? Its as though the picture is being deleted immediately after being rendered.
Thanks,
Gords
| Neil Marshall (Jan 22, 2007 at 03:14 GMT) |
| Gordon Marsh (Jan 22, 2007 at 18:06 GMT) Resource Rating: 5 |
TGE1.5 or AFX changes the gameInterface.cc file a fair bit. By re-entering "processEvent(&event);" at the end of the postEvent function, this seems to solve the plugin-flickering problem I was previously having.
Hope this helps somone out!
Neil - was this designed to be used for standalone games or with a dedicated server? I get an odd error when the game itself tries to load (invalid packet) but I'm not sure if I've got the server build right yet.
Gords
Edited on Jan 22, 2007 18:51 GMT
| Gordon Marsh (Jan 31, 2007 at 02:31 GMT) Resource Rating: 5 |
Gords
| Gordon Marsh (Feb 04, 2007 at 01:15 GMT) Resource Rating: 5 |
#ifdef TORQUE_PLUGIN
processEvent(&event);
#endif
I have no idea why this works, but it seems to do the job. Without the #ifdefs the game goes into super-fast-motion if you do a non-plugin standalone build!
Neil - I'm just going through the download/code-signing stuff. Do I take it that the cab file that is downloaded expects the stub_setup.exe to copy the plugin into the relevant Firefox and IE directories?
For anyone's interest Paquet Builder seems to be a great tool for installs, although its code signing facilty is a bit poor. Better to do that on the command line!
Gords
| Neil Marshall (Feb 05, 2007 at 16:03 GMT) |
| Ed Zavada (Feb 08, 2007 at 20:33 GMT) Resource Rating: 5 |
tdn.garagegames.com/wiki/TGE/Code/How_to_make_torque_a_plugin
Edited on Feb 09, 2007 13:22 GMT
| Prodigy Andy (Jun 30, 2007 at 09:52 GMT) Resource Rating: 5 |
Thanks.
Andy
| Neil M. (Jul 01, 2007 at 02:26 GMT) |
| Prodigy Andy (Jul 01, 2007 at 05:04 GMT) Resource Rating: 5 |
There are two plugins for TGE 1.4 and TGE 1.5, but TGE 1.4 is old and TGE 1.5 can't be downloaded at all.
I tried to patch plugin to TGE 1.5.2, but failed.
Anyway, Thank you for your good resource.
Andy
| Prodigy Andy (Jul 01, 2007 at 13:45 GMT) Resource Rating: 5 |
Here is the error messages on linking:
np3DPlugin error LNK2019: unresolved external symbol "char const * __cdecl getNthCodepoint(char const *,unsigned int)" (?getNthCodepoint@@YAPBDPBDI@Z) ,referenced in function "public: virtual void __thiscall GuiMLTextCtrl::reflow(void)" (?reflow@GuiMLTextCtrl@@UAEXXZ)
np3DPlugin error LNK2019: unresolved external symbol "public: bool __thiscall ConstructorSimpleMesh::read(class Stream &)" (?read@ConstructorSimpleMesh@@QAE_NAAVStream@@@Z) ,referenced in function "public: bool __thiscall Interior::read(class Stream &)" (?read@Interior@@QAE_NAAVStream@@@Z)
np3DPlugin error LNK2019: unresolved external symbol "public: bool __thiscall ConstructorSimpleMesh::write(class Stream &)const " (?write@ConstructorSimpleMesh@@QBE_NAAVStream@@@Z) ,referenced in function "public: bool __thiscall Interior::write(class Stream &)const " (?write@Interior@@QBE_NAAVStream@@@Z)
np3DPlugin error LNK2019: unresolved external symbol "public: void __thiscall ConstructorSimpleMesh::render(bool,bool,bool,bool,unsigned int,unsigned int)" (?render@ConstructorSimpleMesh@@QAEX_N000II@Z) ,referenced in function "public: void __thiscall Interior::renderStaticMeshesSimple(bool,bool,unsigned int)" (?renderStaticMeshesSimple@Interior@@QAEX_N0I@Z)
np3DPlugin error LNK2019: unresolved external symbol "bool __cdecl castRayTriangle(class Point3D const &,class Point3D const &,class Point3D const &,class Point3D const &,class Point3D const &)" (?castRayTriangle@@YA_NABVPoint3D@@0000@Z) ,referenced in function "public: static bool __cdecl sgShadowObjects::sgCastRayStaticMesh(class Point3F,class Point3F,class ConstructorSimpleMesh *)" (?sgCastRayStaticMesh@sgShadowObjects@@SA_NVPoint3F@@0PAVConstructorSimpleMesh@@@Z)
| Ed Zavada (Jul 02, 2007 at 15:35 GMT) Resource Rating: 5 |
It sounds like you are missing some files or possibly some chunks of files that were added in 1.5.2
Edited on Jul 02, 2007 15:36 GMT
| Prodigy Andy (Jul 03, 2007 at 03:11 GMT) Resource Rating: 5 |
andy
| Prodigy Andy (Jul 03, 2007 at 14:04 GMT) Resource Rating: 5 |
I will appreciate you if you can send me the plugin source files for TGE 1.5.2.
Here is my email: prodigyandy2006@gmail.com
Andy.
| Prodigy Andy (Jul 05, 2007 at 08:58 GMT) Resource Rating: 5 |
Thank you ,Ed Zavada.
Andy
| Prodigy Andy (Jul 05, 2007 at 09:21 GMT) Resource Rating: 5 |
I just want it loading main screen as before.
Andy.
| Ed Zavada (Jul 06, 2007 at 00:44 GMT) Resource Rating: 5 |
| Prodigy Andy (Jul 07, 2007 at 01:18 GMT) Resource Rating: 5 |
:)
Andy
| Prodigy Andy (Aug 04, 2007 at 14:06 GMT) Resource Rating: 5 |
I can't show the TGE plugin in IE anymore which can be shown before----there is just a red X shown in IE. But the same project is ok at another computer.
I want to know how to solve this problem or just to restore to the clean enviroment as before.
(8.5)Today, I tried the http://www.buildingtogo.com/yecho/torque/dual.html web page by using Maxthon, it's ok too. But it still can't be shown in IE.
at last , I have to reinstall my OS.
Thanks.
Edited on Aug 06, 2007 10:51 GMT
| Neil Marshall (Aug 07, 2007 at 14:07 GMT) |
| Prodigy Andy (Aug 17, 2007 at 07:33 GMT) Resource Rating: 5 |
I can input unicode in TGE demo now. But how can I input unicode in the TGE plugin project.
or where can I catch the messages : WM_IME_COMPOSITION, WM_IME_CHAR, WM_CHAR, etc. ?
andy
Edited on Aug 17, 2007 13:50 GMT
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4.7 out of 5


