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Nellisoft

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  1. Yes, it's functioning correctly now on my work computer with CS3. Thanks very much for sorting this out!
  2. Yeah... loaded up CS5 on my home machine, and it worked fine! I guess I better start pushing for that upgrade...
  3. Done and done... still not working Tried it on two other computers here (both have CS3) and got the same thing. I don't know why I didn't think of this before, but I'll try installing a trial of CS5 on my home computer tonight and see if that has any effect.
  4. Just tried deleting the ASO files; no change On my end, all I see is the second video play without sound and the output window display vidQueue.rawProgress going from 0.25 to 0.5. If it was working correctly, I should be seeing no video at all, and 4 traces of "video loaded" and then "all videos loaded" at the end; is that what you're getting? What version of the Flash IDE are you using? Could this be specific to CS3? We're supposed to be upgrading to CS5 eventually, but I don't know when it's going to happen. Unless I'm doing it wrong, CS3 doesn't seem to be able to use the swc file, either.
  5. I have a spec ad that uses a series of local video files; I opened it up with the goal of converting it to use a LoaderMax queue with a bunch of VideoLoaders in case I want to throw it online somewhere and have it actually work, but I can't get it to move past loading. It's very similar to what was happening in this thread and then fixed here; maybe LoaderMax is failing in a similar manner? The queue appears to be loading only the first two videos (according to the progress dispatches), but there are no complete events being dispatched from either the queue or the individual VideoLoaders. I also tried onChildComplete via the queue without any effect. Stripped down sample files published for FP9 from Flash CS3
  6. Alright, figured it out... it was a PV3D problem: It had to do with the viewport auto-scaling to fit the stage, and since the stage in the gallery was much bigger than the banner ad's, the 3D stuff was being scaled into the wrong spot. I was about to do up an example file when I suddenly realized it must be related to the camera or viewport. The way things have been going, I hit a problem in the middle of working on something else, bang my head against the wall for a couple hours trying to fix it myself, and then only have time to post a description of what's happening before leaving for the night
  7. Yes, it's me again... still working on my banner ad gallery thing. My latest problem deals with the combination of SWFLoader and external SWFs that use Papervision3D, and since I'm getting no love over at the PV3D forums, I'm throwing it out here: This is how things are being loaded: Interface <- PV3D Gallery <- PV3D Banner Ad I have an example banner ad that uses Papervision in the beginning to spin some planes around, nothing fancy. When I use SWFLoader to pull it into my gallery, the positioning on the PV3D stuff is way off, but it's only the y-coordinates. It looks like it's adding about half of the gallery's overall stage height, which is much larger than the banner ad, thereby moving it down and completely out of the loader's cropping area. I was able to work around the same problem when loading the gallery into the interface by setting the gallery loader's y-coordinate to 0 (instead of height/2 which would normally center it) and moving the gallery's 2D elements down by height/2 to compensate for the shift. Doing it like that was okay for the gallery because it has only a few 2D elements; but the banner ad has like 10 times as many, and the positioning of it inside the gallery is a lot more complicated. Any thoughts?
  8. Yeah, sorry... left work and went home for the weekend... I do that sometimes Didn't want to post all of my code cause it's an 800-line mess and sort of confidential at the moment; didn't have time to build a simpler example, either. I'll keep that in mind for next time, though. New release is working just fine! FYI, I'm publishing for FP9 out of Flash CS3.
  9. I went and updated, and it broke! viewtopic.php?f=6&t=3979
  10. I'm having a similar problem, occurred immediately after updating to 11/19 v1.731, but autoPlay isn't having any effect. private function processXML(e:Event):void { //XML stuff for (var i:int = 0; i < 5; i++) { var vidLoader:VideoLoader = new VideoLoader(links[i], {name:"video" + i, container:vidStage, autoPlay:false, smoothing:true, centerRegistration:true, x:0, y:0, alpha:0, deblocking:5, checkPolicyFile:true, onProgress:progressHandler, onFail:failHandler, onComplete:completeHandler}); vidLoader.load(); vidLoader.addEventListener(VideoLoader.VIDEO_COMPLETE, vidfinished); vidArray.push(vidLoader); } } function progressHandler(e:LoaderEvent):void { orangeBar.scaleX = (vidArray[0].progress * 0.18) + (vidArray[1].progress * 0.18) + (vidArray[2].progress * 0.18) + (vidArray[3].progress * 0.18) + (vidArray[4].progress * 0.18) + 0.1; } function completeHandler(e:LoaderEvent):void { trace("loading complete"); loaded++; if (loaded == 5) { for (var i:int = 0; i < 5; i++) { vidArray[i].gotoVideoTime(10, false, true); } thumbnailTimer.start(); } } I should be seeing "loading complete" pop up in the output window as the loaders finish, but it remains empty. My progress bar fills up as it's supposed to, and I'm not seeing any other errors.
  11. I discovered that one of the swfs was using an outdated version of my Facebook library, one that was NOT checking crossdomain.xml; now that I've replaced it with the newest version that does check, the second error is no longer appearing. Then I did some research on the Twitter API, and apparently their crossdomain.xml only allows other twitter domains access. Calls to "search.twitter.com" will let anything through, but that doesn't get me what I want... so I might just be screwed on the Twitter front... and on top of that there's rate limiting. Here's another question: When I put the gallery up on our site, it shouldn't need to check the policy file because the swfs and videos it's loading are stored on another server under the same domain; correct?
  12. I've developed a set of libraries that grabs (public) posts from Twitter and Facebook, and have worked them into several different example banner ads. Now I'm trying to use SWFLoader to load them into a gallery, but when I go to test my (local) gallery with the swfs on our server, it's throwing security sandbox violations all over the place: *** Security Sandbox Violation *** Connection to http://api.twitter.com/#/users/show/username.xml halted - not permitted from http://server.domain.com/directory/examplead.swf Error #2044: Unhandled securityError:. text=Error #2048: Security sandbox violation: http://server.domain.com/directory/examplead.swf cannot load data from http://api.twitter.com/#/users/show/username.xml. SecurityError: Error #2122: Security sandbox violation: Loader.content: http://server.domain.com/directory/examplead.swf cannot access http://profile.ak.fbcdn.net/directory/image.jpg. A policy file is required, but the checkPolicyFile flag was not set when this media was loaded. I'm not really sure where the problem is originating: in the gallery that's creating the loader; the example banner ads; or the libraries that are accessing Facebook and Twitter. I hate that all this stuff works fine locally, but then the second you try to put it online, a bunch of stuff blows up in your face.
  13. Yes, I did: I added a timer that delayed for something like 100ms before drawing (which should be more than enough with my framerate at 30) , and it consistently got the same frame.
  14. I kind of figured something like that was happening. I'll just put in a timer to delay drawing the bitmaps. Thanks!
  15. Before I get to my question, let me just say that all the greensock stuff is fantastic, and it really makes working in Flash a lot more enjoyable! Thank you for being awesome. Alright, now to the issue at hand: I'm using a series of VideoLoaders to grab stuff for a gallery, drawing each video onto a bitmap to use with PaperVision3D. That all works fine, except that I want the video thumbnails to be from a few seconds into each one (instead of at frame 0, which is black on almost all of them). //generate thumbnails //vidArray contains five VideoLoaders for (var i:int = 0; i < 5; i++) { vidArray[i].gotoVideoTime(20, false, true); <-- } v1bit.draw(vidArray[0].content); v2bit.draw(vidArray[1].content); v3bit.draw(vidArray[2].content); v4bit.draw(vidArray[3].content); v5bit.draw(vidArray[4].content); for (var i:int = 0; i < 5; i++) { vidArray[i].gotoVideoTime(0, false, true); } Using the above, it only draws the first frame; the line with the arrow doesn't seem to be doing anything. All of the videos are completely loaded by this point, and all have keyframes every 2 seconds.
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