Tomin’s Playable Fap Hero Game [1.30][complete] | アリアサキュズム | RJ01212921

@woo98 Do you have anything like this in the MFP log file?

I’m getting a similar error. The tracking works, MFP just doesn’t output.
Clean install of MFP did not fix.

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I see I have borked my smoothing accidentally
And I did need a single screenshot to see the problem
image
Here’s what was missing - the straight right from the line
Fixed in 1.3.1, links updated
Here’s just MFP mod

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So those who read and did

In MFP set Offset to -0.03 (you may try to vary for a better one idk)

Or maybe read abd did +0.03

had no problems, but everyone else did I guess
(it offsets a line a bit to the left so)
(or was it to the right idk)

@smeedler @woo98 @ramd0m I think I’ve fixed it

for what it’s worth, I did have offset to -0.03. which worked before 1.3.0, but not after. I tried setting it to values between -0.03 and -0.70, but nothing worked.

1.3.1 works just fine at -0.03

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I’m still having this issue after switching to the most recent update. The graph looks like this:

And the log is still spammed with the NRE. After a clean install too.

Please give the log again. Line numbers have changed and I need to know where it points now
On the MFP, open the plugin window v on right in may (or may not) have some info

Actually I have no idea what’s wrong,

Waitaminute

s[L0] = s.ContainsKey(_guiSelectedAxis) ? s[_guiSelectedAxis] : null;

wtf is that

You need to open the dropdown and it’ll probably fix itself
lol

@jackcisco get v132 link’s same

I’ve just updated to v1.3.2, same behaviour as before, no change. This is the new log NRE messages:

2025-02-12 20:54:14.5552|ERROR|MultiFunPlayer.Plugins.TominFapHeroPlugin3.HttpServerPlugin|System.NullReferenceException: Object reference not set to an instance of an object.
   at MultiFunPlayer.Plugins.TominFapHeroPlugin3.HttpServerPlugin.SetScript(Dictionary`2 script) in E:\zfs\MultiFunPlayer-1.32.1-patreon-SelfContained.9.0.101\Plugins\TominFapHeroMFPPlugin3\TominFapHeroPlugin3.cs:line 1464
   at MultiFunPlayer.Plugins.TominFapHeroPlugin3.TominFapHeroPlugin3.UpdateScript() in E:\zfs\MultiFunPlayer-1.32.1-patreon-SelfContained.9.0.101\Plugins\TominFapHeroMFPPlugin3\TominFapHeroPlugin3.cs:line 104
   at MultiFunPlayer.Plugins.TominFapHeroPlugin3.HttpServerPlugin.TryRunLocked(String name, Action action) in E:\zfs\MultiFunPlayer-1.32.1-patreon-SelfContained.9.0.101\Plugins\TominFapHeroMFPPlugin3\TominFapHeroPlugin3.cs:line 1421

Which drop down are you referring to? I clicked the ones I could see and nothing changed.

Any chance there will be a version for the handy? :pleading_face:

It should work with whatever MFP supports afaik
If there are bugs in plugin tell me I’ll fix

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@jackcisco

    public void SetScript(Dictionary<DeviceAxis, IScriptResource?> script) {
        Trace($"SetScript begin");
        if (!Connected) return;
        Trace($"SetScript {script.Count} axes");
        Trace($"Axes: {String.Join(", ", script.Keys)}");
        var l0 = script[L0]!;
        Trace($"SetScript L0 {l0}");
        var kk = l0.Keyframes;
        Trace($"SetScript L0 {kk.Count} keys");
        var axes = script.Where(x => x.Value != null).Select(x => x.Key).ToList();
        Trace($"SetScript {axes.Count} axes {kk.Count} keys {//
            kk.FirstOrDefault()?.Position:F3}-{kk.LastOrDefault()?.Position:F3} {kk.Count} keys {String.Join(", ", script.Keys)}");
        PublishMessage(new ChangeScriptMessage(script));
        Trace($"SetScript {axes.Count} axes ok");
    }

set this extra logging and check what exactly crashes
I still don’t understand what is null


This is what I was talking about

hey
have following error, not sure if i missed something.
glad for any help!

Oooooh
It’s commas in numbers lol
You see commas in numbers, right?
It’s a regular bug
I forgot to set InvariantCulture
Get v1.3.3

I totally get the struggle of different cultural settings on different machines.
Thanks for the fast fix! Works like a charm!

I updated to v1.3.3, tested it first to ensure it’s still not working with that drop down expanded. I then updated the code for the extra logging as you requested and tested it again to capture logs. I have attached the latest log file, hopefully that’s of some use for you.
application.txt (101.7 KB)

Let me know if you need anything else.

Howdy. Thanks for making the mod, it sounded like a pretty cool concept so I decided to take the plunge and see how it would pan out. However, after a few days worth of trial, error, and testing, I can’t seem to get this to function.

I am currently running the most recent version of the MFP, along with re-installing both the game & mod to rule out some stray corrupted file. While I can get the MFP to communicate with Intiface, or even directly to the Handy, and get a response when I check the “sine” option on that localhost link, I get nothing from in-game. When trying to look at the dev tools you left at the bottom of the post, I couldn’t get the meshes to show up at all.

After having skimmed through the posts here a while back, I know that it procedurally generates the script using AI, and those meshes are integral to its function. I’m wondering what I’m missing?

Probably too long game path, try C:/Games/Tomin or something

  • does translation work?
  • try enabling console in bepinex/config, it should say something

Thank you again for making this mod and I really look forward trying out. I have encountered the same problem with that of TheRealDoc’s. In my case, both translation for the game and the pulgin interface in MFP isnt showing up. It’s my first time playing a scripted game so I’m wondering if there’s anything I’m missing?

Is it likely to be game path problem because my disk is out of space and they are all in E disk?

No, that’s literally “path is too long”
I literally had the working game with mod, copied it, and with " copy" the path was too long and it didn’t work /tableflip
Spent a day trying to find the reason

Well, I was about to send a log file but looks like you were right. I dragged it to the root folder and it was spitting out a shit ton of errors. Didn’t expect it to cause any problems, but I guess it did lol. Threw it into program files and worked like a charm. Very sorry for wasting your time, and thank you for quickly finding a solution to this! Have a pleasant day!