This one is actually slightly baffling to me. Now if I make a mistake in alternating mode and delete some points to try it again, I have to remember the last input I made instead of just looking at the previous point. Maybe we could just have a toggle for this?
What do you mean by make a mistake??
And that shouldn’t be how it works. If you delete a section and input the next point, in that instance it will alternate from the previous point so if your points were
100-0-100-10-100-0-100-10, and you deleted the points and went back to
100-0-100-10 - __
the next point you input would go back above 50.
I actually like the new alternating mode. Its much faster when it comes to repetitive movements but I’m not sure what your scripting exactly.
I think the new implementation is way better.
Sure a point might end up not where you wanted it initially but the fix is just hitting the same button again and after that you’re in sync again.
I’m adding a label indicating if the next point is inverted or not and for fixed range it’s going to display if the next point is going to be at the defined minimum or maximum.
Also if you make the mistake for multiple points you can select them and “Select”->“Invert” to fix the whole thing. No need to delete and redo anything.
Would it help if “undo” would also undo the alternating mode “state”?
It would be the first thing “undo” would undo which isn’t a script modification
I agree. It usually take me appx 6 min to script 1 min of on screen action. I’m still getting used to it but i’m down to 4.30. In a 45 min scene, 20-25 min of which is repetitive action I’ve saved so much time. so i"m happy about that.
This is actually a good addition, though once you’re in a groove you kind of get where you are.
I personally don’t use it, so i’m fine either way.
That’s definitely true, but this actually reduces speed when you’re trying to script the video live while it’s playing. Take for example if I’m scripting a video while it’s playing, if I go DOWN-UP-DOWN-UP and that last up is just slightly off, I’ll pause and quickly delete it, skip back a few points and start playing again. But when I get to the point I’m correcting, it’ll go DOWN-UP-DOWN-DOWN, (the last point being down instead of up) because it’s doing the opposite of what it did before, not alternating with the last event. Then multiply that a couple billion times over the course of a script and it’s a huge time sink.
any ideas why this application doesn’t accept inputs from a stream deck? its able to perform combinations of hotkey presses like macros so i thought it would be good to program key presses that produce certain patterns. but the program just doesnt seem to accept any sort of input.
Not sure what im doing wrong but any script I make when brought into scriptplayer for testing after I save is playing back at a faster rate then the video. Any
We were talking in this thread about how it would be good if more creators added metadata. I was thinking it might be nice if, upon starting a new script, OFS presented a dialog to the user prompting them to add metadata right then and there (with a ‘skip for now’ button, of course!)
I feel like that would encourage more people to include metadata, which would make it possible to use that metadata in various application UIs and whatnot!
I’m getting stuttering video playback within openfunscripter which makes on-the-fly recording pretty inaccurate. Just wondering if I’m doing something wrong because I don’t get stuttering with the same video in DeoVR, ScriptPlayer, or MPC. I have the latest LAV Filters and a very high end PC.
If you have e.g. a 7K video source you may very well experience stuttering during playback. I usually find stuttering for HEVC encoded videos, not AVC encoded. I have the same issue in JFS as well. Try downloading a non-HEVC version with lower resolution or re-encode it to AVC with a lower resolution yourself with ffmpeg, Handbrake, FunExpander or some other tool that you feel comfortable with, and see if the problem persists. I usually re-encode all my side-by-side VR videos to 2048x1024 resolution at 30 fps and also remove compression in the video. That makes scripting perfectly smooth. You really don’t need high resolution when scripting.
Handbrake is a great suggestion, I’ll go ahead and re-encode with the settings you suggested. I appreciate the help, thank you.
I can’t seem to get this to open. I downloaded OFS-x64_Windows_master-3c65513a6f9a9721860df76704e1ceedc4834d02.exe, installed, and when I try to open it I get a big white screen and then it says “OpenFunscripter.exe has stopped working.” I will admit that I never really know what I’m doing on GitHub so maybe I’m not downloading the right files.
Sounds like the right file. However, have a look at the how-to video @Husky made. It describes how to install OFS properly. You might have missed to install a prerequisite. All is described in the video.
Thanks, I forgot about an installation part of the tutorial. So I downloaded and installed the C++ and LAVFilter files, but it’s still crashing just like before.
@burtreynolds Sorry but I can’t help either.
I will be drastically changing how OFS works in the next release.
I’m adding a custom project file format which will be used to save.
When you actually want to use/share the script you’ll have to export to funscript first.
Which is as simple as pressing shift+ctrl+s I added a binding “Quick export” for that.
Admittedly it will make thing slightly more complicated without any immediate gain for the user.
But it’s better in the long run especially for the code (managing a bunch of loose independent files at once is a lot harder than a single file).
Saving directly to .funscript was the perfect solution at the beginning but since then a lot has changed that I didn’t anticipate like loading multiple scripts at once & a ton of project specific settings.
Right now I’m going with a “.OFS” extension if you have a better idea let me know.
It’s going to save & load blazingly fast, although if you didn’t notice how slow the json saving was you probably don’t care.
Any concerns with that?
Does anyone have any idea why I’m getting this error, and how to fix it, whenever I try to open the program?
“The code execution cannot proceed because VCRUNTIME_1.dll was not found. Reinstalling the program may fix this problem.”
Reinstalling does not fix the problem.
It seems you didn’t install all or the right C++ stuff you need.
Get the x64 version.
I installed the x64 download from the link you provided, but now in the dialog box I get this
WARN: Failed to reflect “buttonRepeatIntervalMs”
WARN: Failed to reflect “font_override”
WARN: Failed to reflect “show_tcode”
WARN: Failed to reflect “LockedPosition”
WARN: Failed to reflect “SplineMode”
ERROR: Failed to load json: “C:.…\keybinds.json”
Then it says OFS has stopped working and closes. I’ve downloaded both x64 and x84 too.
Those aren’t real errors but maybe the configuration did get corrupted
Try deleting the OFS folder in %appdata% (C:\Users\your user\AppData\Roaming\OFS)
@gagax123 or anyone else, what are your thoughts about splitting this topic into a new topic whenever there’s a relatively major update?
I’d imagine that this will be pretty difficult to read as you go further past 500+ replies.
If you want to keep #software clean, we could also create like a #software-old-releases topic or something.