If you enter the door in the tutorial there is a scull you can pick that enables hard mode, the first animation there has speed 105 (rather then 60/75)
By the way, I’ve made a basic MultiFunPlayer plugin (for 1.32) that can acts like EDI/FunscriptPlayer, would you be interested in trying it? What would be the best game for me to test it with?
I had no idea lol. Ever since I played the tutorial when the game was still in development, I’ve always skipped it.
I tried something similar orignally, before I opted to write FunscriptPlayer. Back then, MFP wasn’t really ideal for playback on a Handy with its update rate intended for OSR devices. But I remember reading discussions about it in the thread. Did the Handy support improve since then?
I assume the game would need to be integrated for Edi? I would guess something with longer scripts/scenes might be ideal to test with. You could look at the Edi version for Melty Brave Kittens maybe?
The logs look like this: we’ve started edi and confirmed that it recognizes the device, but the game doesn’t seem to be making any move to recognize the edi.
The log looks like this
[Message: BepInEx] BepInEx 5.4.22.0 - SuccubusDungeonSideStory (2024/12/28 20:49:36)
[Info : BepInEx] Running under Unity v2021.3.16.4200023
[Info : BepInEx] CLR runtime version: 4.0.30319.42000
[Info : BepInEx] Supports SRE: True
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.22.0]
[Info : BepInEx] 1 patcher plugin loaded
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message: BepInEx] Preloader finished
[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 1 plugin to load
[Info : BepInEx] Loading [FunscriptIntegrationPlugin 1.0.0]
[Info :FunscriptIntegrationPlugin] Plugin is loaded!
[Debug :FunscriptIntegrationPlugin] Filler at 0 x 1
[Message: BepInEx] Chainloader startup complete
This is an ASMR simulation game where you receive a handjob whilst getting whispered / licked at your ears. You can control her pacing in “free mode” or let her take control in “auto mode” (like a JOI).
It’s a really well-made Unity app and I suppose the only roadblock to enjoy it is understanding the language (though you don’t need to understand Japanese to get the triggers).
I suppose this could be a good candidate for integration. Her hand movement is the only thing we need to sync with.
The game crashes for me when trying to start it with BepInEx. I suspect the developers are deliberately crashing the game if third-party dlls are detected.
Not sure if there’s a simple workaround. Couldn’t find anything online. Only thing I can think of is to reverse engineer the game to try and find the code that’s closing it. But the game was compiled to machine code and I only have a very basic understanding of what reverse engineering that would look like. The time commitment would be too large for me to take on.
I could also be completely wrong. If anyone else is more versed in this area, please enlighten me.
It’s a visual novel type of game, but it’s 3D animated. I don’t know how the animation of the game works, but I think this genre is just right, even if it doesn’t have English language, can it be scripted?
I don’t want to make any requests at the moment, so I will just comment here.
Here are some games that I would like to see modded (and scripted) and I will share them with you all.
I think we gonna need a Scriptable Games thread for those
There’s a lot of great games that may worth scripting, so having them all in one place would be awesome
Updated post with link for Succubus Dungeon. Let me know if there are any issues. I was only able to test the multi-axis scripts.
Made some changes to the post structure to streamline it a bit. I think this way it doesn’t feel like information overload as soon as you look at the top post
Made note of it. I’ll try to check it out when I can. Atleast to see if it’ll be possible. But it might be a while until I can get to scripting it if I’m successful.
This developer’s previous game, Introducing an Apprentice Incubus, was part of a previous poll. I actually liked the previous game’s scenes more than the newer one, even if they weren’t animated. Both are made in WolfRPG so I don’t think it’ll be easy, but I’ll add it to my list and check if it’s feasible.
I’ll check these out as well. I’ve played them before and if I recall correctly, the first one is kind of difficult to play due to the language, even with a translation.
Yes, it contains a lot of simple repetitions, but it’s just too much animation! Growing up battles in JRPGS are always complicated and tedious, which sometimes makes it hard for me to focus and enjoy the script. I thought it would save more time to start the gallery animation directly
@to4st what’s the best way to HTTP request from the BepInEx plugin?
The way I did it earlier was working fine at first, but now when I’m sending Live2D@60FPS it’s can batch 30s of requests and sometimes makes the requester to stop working until I reload the dll (I use ScriptEngine)
@to4st Hello, first thank you soo much for all the work and effort you put into this! Love all your work! Great, cannot give you credit enough!
Tried the new mod for Succubus Dungeon but Edi does not connect to the game. The library work and it can play scripts to the handy but i cannot get the game to connect.
I’ve tried older verison of the Edi and the new from the link to dimnogro. But none works.
I had a thought that it might have be that i do not have a specified EdiConfig.json file for this game?
If your Intiface Central successfully connects to EDI and is able to manually play the script, but the game doesn’t start as animated, then you might want to check that your mod and EDI files are properly installed in the game directory @Mjaomja1
How often are you sending requests? If you send too much, I can see how it could start bottlenecking.
I have a parent abstract class that instantiates a single http client that’s re-used for all requests to Edi. My requests aren’t that frequent where I’d need to worry about sending too many. But you’d want to use the same client so that multiple clients aren’t fighting each other for sockets.
Code
using System.Net.Http;
using BepInEx.Logging;
namespace FunscriptPlugin.Integration
{
public abstract class Player
{
protected ManualLogSource Log;
protected HttpClient HttpClient;
public Player(ManualLogSource log)
{
Log = log;
HttpClient = new HttpClient();
}
public abstract void Play(string name, float speed = 1, long seek = 0);
public abstract void PlayFiller(float speed = 1, float length = 40);
public abstract void UpdateSpeed(string name, float speed);
public abstract void Stop();
public abstract void Resume();
public abstract void Pause();
public abstract void SetMaxRange(int range);
protected void PostRequest(string uri)
{
HttpClient.PostAsync(uri, null);
}
protected void GetRequest(string uri)
{
HttpClient.GetAsync(uri);
}
}
}
Are you using intiface directly and sending device positions per frame?
The EdiConfig wouldn’t affect how the game talks to it iirc. It’ll mainly affect how Edi manage your device and where it’ll look for scripts.
There was another user with a similar issue. Not sure if it was resolved. You can see my responses starting from this post and here. You can send me the logs in a message if you want and maybe it can point out the issue.
I tested it with my OSR2+ and gotta say it was amazing! Thank you for making this!
The only issues I’ve noticed is that sometimes the strokes aren’t synced to the animation, primarily occurs after stage 3. The thrusts were slow on-screen but the device is on a much faster loop. It seems to me like the game has changed the playback speed for that animation during that playthrough. When I played the same animation in the gallery it was much faster and the device is in sync.
Aside from that I didn’t notice any issues and the multi-axis scripts were really well executed! A complaint specific to my device is that it has inverted roll due to model of servos, and that becomes noticeable in the 2nd scene. I couldn’t fix this through @Khrull’s firmware configurations, neither does EDI has an option to invert it. I had to work around it by manually editing all .roll scripts so they work in the right direction for my OSR2.