Crashes after any controller (xbox) input. Seems like some great features being added, hopefully gets sorted out soon.
AMD 6950xt
13th Gen Intel(R) Core™ i5-13600K
Windows 11
2024-06-17 21:24:12.8269|DEBUG|MultiFunPlayer|Bootstrapper Configure
2024-06-17 21:24:12.8578|INFO|MultiFunPlayer.Settings.SettingsHelper|Reading settings from “MultiFunPlayer.config.json”
2024-06-17 21:24:12.9287|INFO|MultiFunPlayer|Environment [OSVersion: Microsoft Windows NT 10.0.22631.0, CLRVersion: 8.0.6]
2024-06-17 21:24:12.9287|INFO|MultiFunPlayer|Assembly [Version: 1.30.0-patreon-master.1+98.Branch.patreon-master.Sha.df4211d35dc495f815d16e4203975c9f2eb570f5]
2024-06-17 21:24:12.9287|INFO|MultiFunPlayer|Config [Version: 41]
2024-06-17 21:24:12.9287|INFO|MultiFunPlayer|Timer [IsHighResolution: True, Frequency: 10000000]
2024-06-17 21:24:12.9287|INFO|MultiFunPlayer|Set working directory to “C:\Users\cpazo\OneDrive\Pictures\MultiFunPlayer”
2024-06-17 21:24:12.9952|INFO|MultiFunPlayer.Settings.SettingsHelper|Reading settings from “MultiFunPlayer.config.json”
2024-06-17 21:24:21.6536|FATAL|MultiFunPlayer|System.ArgumentException: ‘1’ cannot be greater than 0.
at System.Math.ThrowMinMaxException[T](T min, T max)
at MultiFunPlayer.Input.XInput.XInputProcessor.g__CreateAxisGestureShort|9_0(Int16 last, Int16 current, Double deadZone, GamepadAxis axis, <>c__DisplayClass9_0&)
at MultiFunPlayer.Input.XInput.XInputProcessor.ParseStateGestures(Int32 userIndex, Gamepad& last, Gamepad& current, Double elapsed)
at MultiFunPlayer.Input.XInput.XInputProcessor.Update(CancellationToken token)
at MultiFunPlayer.Input.XInput.XInputProcessor.<.ctor>b__6_0()
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
— End of stack trace from previous location —
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
Well, love me some typo errors when trying to make the code look nicer.
Fixed, will be in 1.30.1, ill release it tomorrow most likely.
Thanks for reporting.
If I understand correctly this should mean then that as a result it should be possible to load in two different versions of a video and not have the scripts unload if they are locked in? E.g. load video “railing someone clothed” → loads scripts → lock them → load video “railing someone naked” → scripts don’t unload.
I don’t think I understand what this means unless your referring to say slow and fast versions of the L0 script? (unless that’s what the matching funscripts is for?)
Additional script is mostly different name like “with fillers” so those can be loaded to the movie? If yes, would love to have those loaded automatically. The exact match and then the scripts where the first 20 characters match or so. Would be great without fiddling without file system.
Feature request I asked you on discord but presenting to public is option to skip parts without motion within the movie. Just the same option you have at the beginning of the movie. Would skip all anatomical examination without motion.
Yoooi now has annual patreon with discount, just saying. Get it and drop it and you are patreon for a year without the never ending loop.
That should work yea.
If an axis is locked and has no script loaded it will allow the next one to load.
If an axis is locked and has a script loaded it will not allow other scripts to load until unlocked.
No, so internal source always loads the single script you want to play to L0, so even if you want to play “test.pitch.funscript” it will load to it L0.
With that option checked it will try to load all other scripts with the same base name, so for example “test.funscript”, “test.roll.funscript” etc., and load them all to their corresponding axis.
So its basically a multi axis script support for internal source.
Loading different versions of scripts is technically in todo, but that is a different thing.
Not sure what you mean exactly.
Its in todo, will probably be in 1.31.0, 1.30.0 was getting too big.
Well scripters sometimes put out different scripts for the same flic. Would nice if you could load those just because the name matches partly. The MFP user could quickly switch between them.
Oh what your asking for is similar to my example thing E.g. load video “railing someone clothed” → loads scripts → lock them → load video “railing someone naked” → scripts don’t unload. I said above except an easier way to swap between them except instead of loading a different video you have an list or an easier way to swap from “railing someone.L0.funscript” as it shows you the other versions of that you have to choose from/swap to “railing someone smooth.L0.funscript” , “railing someone hardcore.L0.funscript” , “railing someone half speed.L0.funscript” , “railing someone full speed.L0.funscript”
Correct?
BTW a think the way to implement that you would have to have it so the program looks for any files that start with the full video name except after a prefix like ~ (as then after that you can have the “clothed” and “naked” bits for different video types) and match that to any scripts that start with the same matching name. (Would probably require a way of indexing/storing the stuff though so if it’s looking through a massive folder it doesn’t lag a ton more than once like Handycontrol does) So quite a bit of work yep in my mind.
One feature request:
Can we get an option to show the user-firendly names for each axis in the main UI window (UP/Down, Roll, etc…), instead of just the short codes (L0, R1, etc…)?
I use both a SR6 and a NimbleStroker through MFP at the same time, which means it’s controlling 11 different control axis (axes?) right now, and I often forget which is which.
While I’m asking, where did you get the list of names for each axis? For example, you have V1 as pump, but I’ve never seen any docs explaining what it’s supposed to be pumping, and it’s using a V code, which i though was only for vibration.
@roa@Ratattack15
The idea I have is to support a format like this: <video name>.<pack name>.<funscript name>.funscript
or <video name>.<funscript name>.<pack name>.funscript
With ability to switch between default, fast and slow pack from UI or shortcuts.
No idea when/if this would be implemented as I think this is rather niche feature.
Its shown on the right side when you select an axis tab.
Why do you need 11 axes?
Go to device tab in the application settings at the top of the window, there you can see/configure the axes. They are also listed in a table in the first post.
V1 was used by the first lube addon for the OSR2, that was before TCode v0.3 which added A axes for such things. So when using TCode v0.2 for multi axis scripts V0 is the vibe (vib.funscript), V1 is lube pump (lube.funscript). In TCode v0.3 the lube pump was moved to A2.
If you are using SR6 you should be using TCode v0.3, or if you have custom device definition in MFP then you can just change precision to 4.