Cool, is this your extension? How do I download it from github?
Code -> Download zip is not available to me
one solution is downloading the entire repo.
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Open a TicketCool, is this your extension? How do I download it from github?
Code -> Download zip is not available to me
one solution is downloading the entire repo.
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The latest version optimized seek, reduce jitter or flash, and removed dependent of D3DCompiler_*.dll, which prevent extension to load on older Windows version.
To simplify the usage, the behavior of this extension is not standard.
According to valve's document, steam_appid.txt only should be created when you want to debug locally (or boot check by SteamAPI_Init will fail). When launch game from steam, the appid is passed by client and no longer need this file, or to say shouldn't create this file.
To enable overlay, steam needs to hook D3D, aka init when extension dll is loaded, however, in this stage nothing in mfa is loaded, so object properties is not accessible, this extension write appid data to the about info of application, and read it then create it here (so, may also because conflict with other steamAPI objects, e.g., in frame one and in frame two). Without unpacked exe this file is also created, but in the temp folder where mmf extract dlls. I'm not sure what it did to achieve this but it should be something like changing working directory. It's okay to ignore this.
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The latest version introduces copy to texture in hardware decode mode, by rendering the ID3DTexture2D returned by hardware decoder to fusion surface directly through D3D pipeline, the performance has been significantly boosted. Now you can playback up to eighteen videos (1080P 6K bit rate, H265 P010) at the same time without frame drop (depend on the performance of your graphic card), until create failed or get playback issue due to OOM due to the 32bit limit or exceed GPU capability.
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sadly it wont work, whenever i try to open something with it (like the examples) its saying its saved in unicode or something and it wont work
usually because dependents are not installed correctly. for FFMpeg you need to install the dependents according to the Please login to see this link.or download the Please login to see this link. from Please login to see this link. directly, then paste the contents into the root of fusion folder.
You can switch to other video extensions, advanced direct show or Please login to see this link.
Not enough to get the refund of steam credit.
The implement of array (at least Android is, we don't have Windows source, but usually the behavior is the same) has no optimize for sparse array. Memory will be allocated once write to a coord that exceed the current capacity.
So it's easy to calculate the memory usage, x * y * z * element size, result in byte, divide it by 10^6 for mb. For value, element size is 4, and for string it's string length + 1. If you alloc a 3 dimension array (large map tile info for example) it's possible to exceed the 3.2GB memory limit.
Solution : use another data structure, or wait for the (promised) 64bit update.
Thanks! Could you link to the fusion extension I need to generate a decryption/encryption key?
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Jpg won't load? <-Is that a bug?
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seems there's no uv operations you can simply paste later process routine using the first's output
however, there's no XML file that describe the definition and how it communicate with CF runtime & editor, and no version info (DX9 I guess?). there's a limitation of DX9 that shader cannot be too complex or the build will fail, so it's maybe not do able.
Display MoreThanks for the update!
The decrypt and play function isn't working as I'd expect. It doesn't look like the (CENC) format is working which is the example I have below
Common Encryption MP4 encoding and decoding support works with FFMPEG and FFPLAY
I encoded a video using
ffmpeg -i enc01.mp4 -vcodec copy -acodec copy -encryption_scheme cenc-aes-ctr -encryption_key d553be14108497722b713724ae66b83e -encryption_kid 676c9412ddf20f20dbb37d7ef572eb94 SampleVideo_1280x720_1mb_encrypted.mp4
I know this works as I can use the following to make it play back just fine.
ffplay SampleVideo_1280x720_1mb_encrypted.mp4 -decryption_key d553be14108497722b713724ae66b83eI used the following python to generate the keys which can be as 'random' as I need.
import secrets
aes_key = secrets.token_bytes(16)
print(f"Key: {aes_key.hex()}")
The documentation is clear to me how to get the extension to play encrypted videos. I thought I'd pass the play function with the decryption key (as provided in the dialog if the video is encrypted) but nothing plays. I've tried your DLLs packages with your last git release and also downloaded the latest daily build DLLs too. You ask for other SDL dependencies too but I didn't know if they are required for decryption?
Encrypt is done in another extension by using the bcrypt API of windows, the algorithm is BCRYPT_AES_ALGORITH, and first 8 character of the key input in fusion is the 16 byte key and later is 16 byte IV (fusion uses unicode so 8 wchar is 16 byte). If input is not enough then a not rigorously algorithm is performed to padding it based on given part.
Webp and Png are good but the good old Jpg won't load? <-Is that a bug?
You can check the file with ffplay, a tool provided by FFMpeg, to see if it's supported, which will provide detailed error infos.
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About the jpg, as this object is designed to display video and do not have gap when loading like ADS, when a video is loaded, extension will seek to the keyframe of the position you given and decode to next valid frame with exact time stamp, to grantee there is something displayed, then revert to the given position for actual playing.
For jpg file, the seek to timestamp 0 function seems does not reset the context (for reading in short) to the state it's created, so the decode part receives an error of end of file then return blank. IDK if it's safe to skip the seek if the current time stamp equals the given time stamp (although seems it can fix the jpg issue), as it's a base function shared, not only the open routine rely on it but also other functions needs to call it.
Maybe you can check Please login to see this link., which provides several options about anti-aliasing.
As it's rendered by another lib, so it doesn't have alpha issue or eat blank characters like DX11 runtime
Could you please include an example that does not require any other extension? Thank you.
Hi, Layer object is built-in, and path finding object is another object for path finding, it's included for comparison and benchmark.
These are great news, thank you defisym !
A question, is this extension also HTML5 compatible ?[EDIT] I've seen that it's also HTML5 compatible, which is really fine !
Unfortunately, after the port of android, the transplant to other platforms is not continued.
After the 295 update, due to the runtime change, some breaking change was also implemented to this extension, so now it's windows only (or rigorously, not tested for latest android runtime, or to say the android version is still 2022 version)
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This extension have been updated to be compatible with 295, fix incorrect offset in isometric mode, selection issue, etc, and optimized performance.
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Latest version fixed playback issue in previous version, optimize performance, and introduces new feature to let you load from memory
QuoteTheres some free or sale tutorials / archives to understand the how to create visual novels on Fusion 2.5?
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It's not something that can be said in short. The most important part is building your own script system, as it's torture to hard coding all scenes in events. And you need to make something handy for script editing. Made Please login to see this link. to provide error diagnostic, asset preview and hint, quick add/edit dub files, etc. I spent almost one year making it handy and usable.
Please login to see this attachment.Please login to see this attachment.Anyway, if you work very hard you can just hard code everything just like what I have done eight years ago.
The script can be based on a big excel describe everything of one line or only describe the operations, previous one is easy to implement but hard to extend, latter one costs more time of parsing (text split & regex usually is enough), saving/loading, and cannot implement features like 'jump to next selection' easily. About the routes, you just need to record the global values that affect it and current script position, as one script calls another at the end, so on the contrast it's not that hard comparing to actually write multi routes.
Once the core part is done, other systems like omake is super easy to implement and won't cost long.
Quotepressing "Esc" opens a screen where you can choose "save game" which displays 4 spaces where if you click on one of them it saves the game generating a screenshot of the scene on the screen
As you cannot hook fusion's render system to get the state of one layer when there's something above it, the only solution is capturing the screen when you open the menu (to memory or clipboard), and save it to disk when user actually clicks any save slots. And you need to capture the correct area (e.g., client area without title and menu bar, and handle the black part around it when window size is different to frame size), and taking DPI scaling into account.
You also need to build your own save/load systems, depending on how your script system is designed. E.g., iterate all graphic objects and save its states, then restore it when loading. Note that fusion doesn't have built-in cross frame caches, so it will be a performance bottom neck of save/load and fast forwarding
Please login to see this link. is designed for this, especially for visual novel, and it works properly most of the time.Please login to see this link., which cannot be fixed by my side.
Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)