No, if you are using dlna from stash then it should not require manually loading scripts.
Did you enable and configure stash repository in MFP?
If you did I need you to change log level to trace in the app settings at the top of the window, play some file hosted by stash dlna, and post latest log file.
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.