@notyou1515
oh that doesn’t surprise me.
I added luasocket as a library so that Lua extensions would have access to sockets.
In order for that to work I had to change the linkage of Lua from C++ linkage to C linkage.
This causes an issue on linux because mpv exports Lua symbols aswell and you end up with two versions of Lua linked into the same binary causing very bad undefined behaviour.
The previous fix was using C++ linkage but that won’t work with luasocket anymore…
I have no clean fix yet, it’s very annoying tbh.
@ecigtaiwan
Thanks for sharing during these trying times.
I reuploaded this version to github aswell so you don’t have to keep it in your google drive.
@everyone
Sorry but I haven’t had much time recently.
I brought back the commit history and created a 1.3.0_beta release.
No linux version because the Lua issue described above however with the commit history you can now build older versions again.
Hi ! Sorry to ask the question again, but I did not find a satisfactory answer …
How to convert a .ofsp file to .funscript with which tool or which technique ?
Please
I’m doing a frame-by-frame script on a 2D animation, but everytime I go to the next frame, it’s stuck on whatever prior frame it was on. Any ideas on how to fix? Video is 25 fps for reference and I get a two errors stating “decode_slice_header error” and “missing reference picture, default is 0”.
Hi there, I have a problem starting OFS on my Windows 10 machine. For maybe a second a terminal window opens and immediately closes again. Did anyone else run into that issue? Any tips how to resolve this?
I’ve been playing around with making some multi-axis scripts and one thing that I noticed on my system is that the 3d simulator doesn’t seem to be working properly. It seems to go opposite directions for pitch (i.e. it doesn’t seem to reflect what would be happening if I was looking at my OSR2+) and twist seems to sometimes be shown and not others.
I’ve just found the settings box. I’d managed to lose it off screen or hidden it somehow. The problem was the simulator was assigning the wrong action (roll being assigned to twist for example). All sorted now
Is there a option to select a section and make them all go to bottom or top with the thrust length they have gained via the auto tracker program. if not could you make a option. Its mainly to correct standing motions when there moving back and farward.
Similar to this, is there a way when using simplify that it will make the topmost or bottom most points on an individual peak the same height? I find that sometimes it’s better to have a short section at a peak where there is no movement rather than a single point for timing reasons, but if the two points are not exactly the same height the launch reads it as a movement but the interval is so short it causes it to skip parts. If they’re the same height it seems to work better but when scripting with a controller and using simplify these are pretty much always different heights.
It seems to work fine now. The constant process load caused by OFS is back to about 60% on one core (no turbo boost necessary) and about 20-30% on 2-3 other cores, just like it used to be. Thanks for the fast update!