That would help a lot![]()
Could you elaborate on that below? : D
Could you explain me, or show me how your light panel works? Is that a scene thing or is that a dev thing of yours?
That would help a lot![]()
Could you explain me, or show me how your light panel works? Is that a scene thing or is that a dev thing of yours?
Its in the scene. Your VaMStory plugin on an empty atomCould you elaborate on that below? : D
A ''me'' thing. I don't actually know because there's never been a complaint about thatSo is it a "you" thing ( only you see it while devin' ). Or a end user thing?
Yowsa! where abouts in the world are you?It's 40°c here... I'm coding slowly![]()
Yowsa! where abouts in the world are you?
Tools
- Bind to Cam, Fixed a bug where objects were positioned incorrectly after the first bind if the target object was parented to something
- FOV Controller, handled disabling the plugin by resetting to the default FOV. Handling restoring chosen FOV when enabling the plugin after disabling it. ( thanks @Mxx for the idea / code contribution! )
- Added CUA Sizer, a tool allowing sizing your CUAs above or below the limitation...
(you don't even need to credit me if you want)
I hope you're not offended by me changing your plugin's code
are you okay with me packaging this version of vams_fovcontroller.cs in my upcoming scene?
I'd argue that (as a friendly poke/joke), that you shooting me AI code is by essence, not creditable
1 - This does not take into account a set of synchronizations needed in VAM. Adding that will fail if people switch cameras (as there are different rigs) and UI might get desynchronized, this requires way more than a simple FOV setter. I'll see how I can adapt this properly.
2 - I'll check, that might be a side effect / oversight from Meshed (or VAM's original behavior). This should indeed not execute if disabled.
3 - It litterally does already, I don't know why you'd have that effect. I did both destroy and disable after you initial request is it was logical to have it in both.
I'm not offended by making a plugin evolve. You are a witness on how I build my plugins and how I respond to people using them. On the other hand, if you're not a coder, I'd like you to ask me for changes/improvements/tweaks/fixes, news features or whatever... but don't drop me AI code. I'm not using AI, I will probably never do, for all sorts of reasons... but mainly because I like coding, understanding things... and creating things myself.
So in the future, I wish you'd simply expose/explain your needs without dropping me AI code. Especially because I'm not very fond of having my code feeded to machine learning tools (even tho I suspect half the wave of new plugin creators don't care and do it).
Absolutely no problem! Go for it![]()
Hi! Thanks again for this wonderful plugin and continue to add features.
For some time I search for a way to add a variable to the story text. It would have the personal effect that is often found in visual novel games (that are basically a story with pictures).
Something like "${name1}" (or whatever c# friendly) that, when playing, is replaced by the text chosen by the player.
It's something that can make the story more personal or a lot more kinky (and still TOS compliant). Typical variables are names of the main characters and their relations to each other.
Is this even possible? Would it be possible to add this feature?
I'm sorry. My only intention with this was to alleviate the work I'd be putting on your shoulders with the extra questions/requests and the many back and forth messages. In this very discussion thread I've seen you having to ask users for more info many times before fully understanding what their problem is and what they're trying to achieve. I just wanted to prevent this and not take too much of your time implementing these fixes. I understand your distaste for AI as a coder, so next time I will explain my problem/suggestion rather than send you a 'fix'.
And on the "time waste", it's not really a problem. If I'm listening to you, it means I'm willing to spend the time. If the person you have in front of you is a serious creator/coder, they will have to review the code, test it... in several situations and eventually (like I do) a clean VAM with the least interferences possible... and so on. So at the end of the day, unless you'd ask me for something super crazy, like I don't know, math heavy, physics heavy, or whatever crazy shit you can imagine... that I cannot pull off ('coz you know, at the end of the day, I'm not doing crazy stuffs if you objectively look at it). I will have to review and validate the code. Which for things like is so basic that doing it myself would require pretty much the same time ^^
On the other hand, you did consume your time asking to the AI overlord and testing it, when you could have devoted your talent to make(me)us a sexy animation!![]()
On the other hand, you did consume your time asking to the AI overlord and testing it, when you could have devoted your talent to make(me)us a sexy animation!![]()
Could you clarify the (3) btw, was it an artefact of your initial request? 'coz the code was already like that in the update. ( I want to be sure I'm not missing anything )
| Before. This is in the current version. When animating the FOV, every increment has to 'update' VaM's UI which decreases performance significantly. Look at the top right to see my fps all the way down to 12 | After. With the fix by our overlord, once that UI scaling toggle is disabled, animating the FOV is nice and smooth. I keep the same fps as usual, which is around 80fps here. |
| That other issue is shown in this video. With FovController enabled, FOV updates in real time as it's animated (although very choppy because of that previously mentioned issue). When I disable FovController, it no longer updates the FOV in real time, but after every second it still 'jumps' to a new FOV. I just want FOV to not be affected when the plugin is disabled (when I switch out of my Embody cinematic cam). |
Sorry for the long essay, but hopefully this communicates clearly what my problems are!