Easy Device Integration for Games. EDI Update [03/2024]

Stoked for this to get implemented into some of the stuff already on here, great work!

From what I read from the author’s above posts, I don’t believe so. Pure Onyx’s animations seem to be looping <1 second animations with semi random varying speeds. So I’m unsure of the effectiveness of calling predefined scripts for this game.

yes, in theory can use edi inside de integration to replace the current divice control method
if this method has names of individual animations, could use edi

getting animation names should be no problem, I mainly have two concerns: How can edi handle a single animation that has changing playbackspeeds and what would be the easiest way to compile all the unity animations(I have a very surface level understanding of the systems)?

well precisely the limitation of edi is the interpolated content. but there are still things you can do to cope with it.
For example, you can pre-process the scripts at 3 or 4 different speeds, and use the one that best suits the playback.
like:
Lori-Attack-punch-speed_1
Lori-Attack-punch-speed_2
Lori-Attack-punch-speed_3 …
also if you are hacking into the game maybe you could even adjust the speed in the game so that it matches the speed of the scripts

As for the assets, most of the cases someone already made the compilation and uploaded it to pornhub or something like that hehe.
I actually found this in a few seconds https://es.pornhub.com/view_video.php?viewkey=ph63a26d5644dd9 I’m pretty sure someone in the community would be willing to do the script.
If that was what you were asking me, you should make a definition.csv for this file, marking the milliseconds of each asset and the name with which it appears in the game.

I was hoping there was a way to extract the animations, since finding start/end points in this case will be a bitch, but I guess I’m not that lucky. I’ll dig down and do some more research since scripting seems to be the best way to improve quality. As well as look into hacking the speeds to be more normalized as well, didn’t consider that.

thanks for the help and making the tooling big dawg

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ooh i see, yes in fallen angel I used a few lines of code making send key to go through the galleries in a programmed way while recording the screen with obs streamlabs. unfortunately I lost that code.

another advantage of edi is the division of labor. with the complete gallery video someone could do the funscript in any time. and then you can tune the definition file to fit.

we should do the integration with onyx it would be great, the game uses unity. so having edi on uniti will be useful for many more games.
It would also be great if you manage to interfere with the damage receives, it would be spectacular like vibration in every puch recibed lol

It seems to me that it is time to make the games category outside of the software category. Can someone tag an admin?

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imo this still belongs in the software category, and I just made a separate #software:game-mod category just for the modded games. This is a software tool for modding games.

Edi launcher is already taking shape and begins to show capabilities never seen before :fire:
how to select different funscripts for individual vibrators on the same device

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South Park GIF - South Park Sweet - Discover & Share GIFs

this tool looks great, I just haven’t the slightest idea on how to mod the games I’d like to attempt to use it with (nscripter, era) :sweat_smile:

this is getting serious

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Huh? I feel like that too
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Is there any limitations currently with what this works with game engine wise? As I would like to try to get this working with Mission Mermaiden which is Unity (I don’t believe there’s a gallery script already made for it so extra work there I guess for me).

Also would be helpful if some rough picture or gif guide of how to get it working with a game as I personally feel I can’t get a good enough grasp from what you’ve written here. That’s me presuming though that this is at the stage where I can download it and get the gallery video and funscripts together and mash them up to then somehow magical it onto a game. So I understand if I’m too hasty here via it not being around yet.

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@dimnogro Do you think it would be possible to build a modification for Doom 2 mods?

hello. if there is no limitation for it to work with unity games, edi only solves the part of the devices and the handling of synchronized galleries, funscript, buttplug, etc.
what it doesn’t solve is the mod game part, you still have to find a way to look inside the game, analyze the functions, find where and how to patch it.

Once you find, for example, the function that triggers the animations, there you will most likely just have to paste a couple of lines of code that make the call to edi, a super basic httpCall for example for a unity c# based game the line is this

HttpClient.PostAsync("https://localhost:5000/Play/" + name, null);

Unfortunately, how to mod a game and make a plugin for it is somewhat complicated and it is not always the same. It’s a bit complicated for me even though I’m a programmer with 15 years of experience, but apparently it’s also something a kid can do to cheat in minecraft, lol. It’s not something I can do a tutorial on. but if you dedicate time to investigate and search within the game you may find the method to intercept and how to do it.

when I have mage kanede doungeon ready. I will also post a document that explains a little better how to implement Edi and the workflow.

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Yes 100% you just have to find in the code the methods where you want to put a reaction and make an http call to edi from there

Would be great if you could add a speed parameter to play the gallery entry faster or slower.

edi does not support interpolated content. That means you can’t dynamically generate content on the fly, or change speed or commands. It is a limitation but it is also what allows it to always be able to adapt to any new device, also a script does not always play well when it comes to speeding up