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Discussions for Scenes for Version 1.2.X Fullscreen Mode here

  Forum / Everything about iStripper

EverthangForever
Joined in Oct 2009

2432 post(s)
August 18, 2021 (edited)
@ComteDracula & @Philours
Merci à vous deux pour ces précieux retours. Le problème est dans le shader pour les GPU Intel.
Il devrait être facilement abordé dans le code. Btw Bon anniversaire @Philours 👍

Thank you both for this valuable feedback. Problem is in the shader for intel GPUs.
It should be easily addressed in the code
EverthangForever
Joined in Oct 2009

2432 post(s)
August 18, 2021 (edited)
Deuxième essai
Ok , quelqu'un peut-il essayer un téléchargement de FG104 à nouveau et voir s'il compile s'il vous plaît ? Merci
lors de l'extraction du zip à .. scènes \ veuillez autoriser la fusion de répertoires &remplacer les fichiers de même nom
Ok , can someone try new download of FG104 again and see if it compiles please ? Thanks
when extraxtion the zip to ..scenes/ please allow merge directories & replace same name files

https://scenes.virtuastripper.net/ET_FractalGarden104.zip

Si le shader d'entonnoir ne compile pas, J'ai besoin de voir une copie de votre vghd.log
La partie inférieure où il est dit « erreur » Vous pouvez ignorer « Erreur inconnue » 204.
If the funnel shader does not compile, I need to see a copy of your vghd.log
The bottom part where it says 'error'. You can ignore "Unknown error" 204.
Philours
Joined in Feb 2019

1599 post(s)
August 18, 2021
Désolé de vous ennuyer avec cela @ET. Mais le résultat ne donne pas ce que vous montez sur votre post Malheureusement😢
Je joint la fin de mon vghd ci cela peut aider 😊
Merci pour vos bons vœux 😉
Sorry to bother you with this @ET. But the result does not give what you get on your post Unfortunately😢
I attach the end of my vghd here it can help 😊
Thank you for your good wishes 😉
TheEmu
Joined in Jul 2012

3309 post(s)
August 18, 2021
The "unknown curve 'pingpong' for node ''" " message is due to a common error in the .scn file, not the shader. Almost any misspelled of values there are replaced with a default, valid, value rather than be treated as an error.

In quite a few .scn files the order of the values for curve type and the repeat type are reversed so with the result being that the curve type used is "linear" and the repeat type is "forward" rather than what the writer thought that they had specified.

I regard being "nice" in this way as unfriendly behaviour, I would much rather see the error very visibly reported and the scene not run at all until it is fixed. At least we get a warning message - for a long time we did not even get that.

This particular error seems to have been "inherited" from some early examples and now affects quite a lot of scenes. I made a effort to go though all the scenes I have, several thousand of them, to fix this. but that takes a long time and there still may be a few I missed.

In any case it should not be the cause of the problem with this shader, but is worth fixing anyway.

I do remember seeing a similar problem with a shader once before, but I can't remember which scene it affected or whether I found the cause, let alone whether I found a solution. I have a vague memory that it might have been due to an unititialised variable in the shader, but I could be wrong about that.

EverthangForever
Joined in Oct 2009

2432 post(s)
August 18, 2021 (edited)
OMG @TheEmu if your GPU is not compiling this shader
I wonder if anyone's GPU besides mine is. .

@Philours very good.. Happy birthday greetings too
I need you scroll higher up until vghd.log says the word "error"
then show me this area if you can pls.

@Philours très bien.. Joyeux anniversaire merci aussi
J'ai besoin que vous faites défiler plus haut jusqu'à vghd.log dit le mot « erreur »
puis montrez-moi cette zone 😊👍
Philours
Joined in Feb 2019

1599 post(s)
August 18, 2021
ceci peut-être? this maybe?
Wyldanimal
MODERATOR
Joined in Mar 2008

3869 post(s)
August 18, 2021 (edited)
I start by deleting the vghd.log file so it is empty
Then I start the Scene, and exit the scene

Now the vghd.log file, ONLY contains the scene error log.

The error will be listed in the top couple of lines.

Here is the error reported.

2021-08-18T01:40:56[] WARNING[QOpenGLShader::compile(Fragment): ERROR: 4:120:= : cannot convert from "2-component vector of highp float to highp float"
ERROR: 4:183: assign : cannot convert from "3-component vector of highp float" to "highp float"]
2021-08-18T01:40:56[] WARNING[*** Problematic Fragment shader source code ***

I wish it told us what the name of the Shader is, instead of just listing the Shaders code.
it is shader
AnotherTunnel_shadertoydotcom_BoyC_TheCave_MsX3RH_ETModGo1.fsh
when you open it with notepad++
you see line numbers along the left side.
these correspond to the line number reported in the error codes.

see there are Two Errors
ERROR: 4:120
ERROR: 4:183

I start at the highest line number, because if you make change in the lower line number, it alters the High line number count.

So error 4 on line 183

line 183 is
lv=length(tpn)*(lp-Pos)*3.14159265; //related shadows to tpn ~ET
lv is a float but tpn is a vec3 and lp-Pos is a vec3 so it is a conversion error

my quick fix was to define a new vec3
and then use the swizzle of that which fixes the conversion error
vec3 lvn=length(tpn)*(lp-Pos);
lv=(lvn.x)*3.14159265; //related shadows to tpn ~ET


now I looked at the error on line 120, also a conversion error
line 120 is
float aspect=iResolution.xy/iResolution.y;
my Quick fix was to remove the .xy swizzle and make it just a .x swizzle so all sides a just floats
float aspect=iResolution.x/iResolution.y;

that's it...
Wyldanimal
MODERATOR
Joined in Mar 2008

3869 post(s)
August 18, 2021
ok that was weird...

my Preview looked like this...
picture 1

but when I posted it, it looked like this
picture 2

I had to edit and change something.. I added a space character.

EverthangForever
Joined in Oct 2009

2432 post(s)
August 18, 2021
@Philours merci
@Wyldanimal you lost me at...
my quick fix was to define a new vec3
and then use the swizzle of that which fixes the conversion error
[code]dmVjMyBsdm49bGVuZ3RoKHRwbikqKGxwLVBvcyk7DQpsdj0obHZuLngpKjMuMTQxNTkyNjU7IC8vcmVsYXRlZCBzaGFkb3dzIHRvIHRwbiB+RVQ
[/code]
How would you write that in the shader lines ?
Wyldanimal
MODERATOR
Joined in Mar 2008

3869 post(s)
August 18, 2021 (edited)
Go Look again...

What, you no understand code gibberish?

write just like it is...
dmVjMyBsdm49bGVuZ3RoKHRwbikqKGxwLVBvcyk7DQpsdj0obHZuLngpKjMuMTQxNTkyNjU7IC8vcmVsYXRlZCBzaGFkb3dzIHRvIHRwbiB+RVQ

Ha ! try again, hope no gibberish

vec3 lvn=length(tpn)*(lp-Pos);
lv=(lvn.x)*3.14159265; //related shadows to tpn ~ET

😛😜
TheEmu
Joined in Jul 2012

3309 post(s)
August 18, 2021 (edited)
I start by deleting the vghd.log file so it is empty
Then I start the Scene, and exit the scene
The error will be listed in the top couple of lines.

I do the same when investigating a problem. It makes life much simpler becase

I wish it told us what the name of the Shader is, instead of just listing the Shaders code.

As do I. When I write a shader I pretty much always put its name in a comment at the start of its source code, this helps a lot.

I also wish that whenever it started a scene it would log the name of the scene (and perhaps which textures were selected when the random selection option is used). I often see a scene playing and want to know which one it is.

when you open it with notepad++
you see line numbers along the left side.
these correspond to the line number reported in the error codes.

Sometimes the line numbers are off by a few lines, I think this depends on the GPU driver as the system can effectively insert a line or two at the start of the shader.
Philours
Joined in Feb 2019

1599 post(s)
August 18, 2021
I start by deleting the vghd.log file so it is empty
Then I start the Scene, and exit the scene
The error will be listed in the top couple of lines.

I do the same when investigating a problem. It makes life much simpler

Intéressant, apparemment cela n'affecte en rien le système.
Je le ferai si je dois transmettre mon vghd
Merci à tous pour cette coopération! super 👍👍

[quote] I start by deleting the vghd.log file so it is empty
Then I start the Scene, and exit the scene
The error will be listed in the top couple of lines.

I do the same when investigating a problem. It makes life much simpler [/ quote]

Interestingly, apparently it doesn't affect the system in any way.
I will if I have to pass my vghd
Thank you all for this cooperation! great 👍👍
DANO70
Joined in Feb 2008

741 post(s)
August 18, 2021 (edited)
How about 2 simple pictures instead of 1000 words...
EverthangForever
Joined in Oct 2009

2432 post(s)
August 18, 2021
Thanks GUYS, you ALL pulled it off again..and I mean that in the nicest way 👌👍😊
Wyldanimal
MODERATOR
Joined in Mar 2008

3869 post(s)
August 18, 2021
@DANO70
true that ! 👍

I write my verbose posts so that others might learn from it.
EverthangForever
Joined in Oct 2009

2432 post(s)
August 18, 2021 (edited)
Thankslots @WA alias @Superman et all guys here, it all helps our noodle in future sure 😊👌👍
Shader for FG104 corrected & is uploaded as of now in new same name zip.

https://scenes.virtuastripper.net/ET_FractalGarden104.zip

I have to find a way of occasionally running shaders just with the intel GPU
thinking if I just disable NVidia card in device manager there'd be complications..
There;s no vga outlet on my rig & my vghd.log (aaarrrgh) had zippo errors showing
Philours
Joined in Feb 2019

1599 post(s)
August 18, 2021
Bien joué les gars 👍 Merci à tous 👌
Well done guys 👍 Thanks everyone 👌
ComteDracula
Joined in Aug 2017

1255 post(s)
August 18, 2021 (edited)
Everything is ok for me too. I just want to know what is the difference between the ET104 and the ET104 old. Because both seem to me now similar. Thank you.

Regarding the scene ET119, I just wanted to have the clarification to know, if the scene 119a which worked well for me and not 119, should actually be only one scene in the first place?

Because for my part, I deleted scene 119 and renamed scene 119a to 119.

Is this OK?

I just want to be sure, that there was only one scene with ET119.


Tout est ok pour moi également. Je veux juste savoir c'est quoi la différence entre la ET104 et ET104 old. Car les deux me semble maintenant similiaire. Merci.

Concernant la scène ET119, Je voulais juste avoir la clarification à savoir, si la scène 119a qui fonctionnait bien pour moi et non la 119, ne devait en fait n'être qu'une seule scène au départ ?

Car pour ma part, j'ai effacé la scène 119 et renommer la scène 119a en 119.

Est-ce OK ?

Je veux juste être certain, qu'il n'y avait qu'un scène avec le ET119.
R2D34ever2
Joined in Dec 2007

351 post(s)
August 18, 2021 (edited)
14 0 looks great ..
just one question ..
is it supposed to have a black outline or should it be fullsreen ?
ad screen shot and log text..




*** NEW SESSION 1.2.2.82 Windows 10 (10.0) ***
2021-08-18T16:32:54[main] WARNING[cds id: 1791511896]
2021-08-18T16:32:55[] WARNING[libpng warning: iCCP: known incorrect sRGB profile]
2021-08-18T16:32:55[] WARNING[libpng warning: iCCP: known incorrect sRGB profile]
2021-08-18T16:32:56[] WARNING[libpng warning: iCCP: known incorrect sRGB profile]
2021-08-18T16:32:56[] WARNING[libpng warning: iCCP: known incorrect sRGB profile]
2021-08-18T16:32:56[] WARNING[libpng warning: iCCP: known incorrect sRGB profile]
2021-08-18T16:32:57[] WARNING[libpng warning: iCCP: known incorrect sRGB profile]
2021-08-18T17:09:24 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreenPreview OPENGL GL_VENDOR: NVIDIA Corporation]
2021-08-18T17:09:24 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreenPreview OPENGL GL_RENDERER: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2]
2021-08-18T17:09:24 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreenPreview OPENGL GL_VERSION: 4.6.0 NVIDIA 471.68]
2021-08-18T17:09:24 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreenPreview OPENGL GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA]
2021-08-18T17:09:24 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreenPreview OPENGL version: "4.6"]
2021-08-18T17:09:24 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreenPreview OPENGL features: ("Multitexture", "Shaders", "Buffers", "Framebuffers", "BlendColor", "BlendEquation", "BlendEquationSeparate", "BlendFuncSeparate", "BlendSubtract", "CompressedTextures", "Multisample", "StencilSeparate", "NPOTTextures", "NPOTTextureRepeat", "FixedFunctionPipeline")]
2021-08-18T17:09:24 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreenPreview OPENGL texture features: ("ImmutableStorage", "ImmutableMultisampleStorage", "TextureRectangle", "TextureArrays", "Texture3D", "TextureMultisample", "TextureBuffer", "TextureCubeMapArrays", "Swizzle", "StencilTexturing", "AnisotropicFiltering", "NPOTTextures", "NPOTTextureRepeat", "Texture1D")]
2021-08-18T17:09:24 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreenPreview OPENGL texture units: 32]
2021-08-18T17:09:24 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreenPreview OPENGL texture max size: 32768]
2021-08-18T17:09:31 fullscreen: [NodeAnimation::set] WARNING[Unknown property "" for node ""]
2021-08-18T17:09:31 fullscreen: [NodeAnimation::set] WARNING[Unknown property "" for node ""]
2021-08-18T17:09:31 fullscreen: [NodeAnimation::set] WARNING[Unknown property "" for node ""]
2021-08-18T17:09:31 fullscreen: [NodeAnimation::set] WARNING[Unknown property "" for node ""]
2021-08-18T17:09:31 fullscreen: [NodeAnimation::set] WARNING[Unknown property "" for node ""]
2021-08-18T17:09:31 fullscreen: [NodeAnimation::set] WARNING[Unknown property "" for node ""]
2021-08-18T17:13:41[] WARNING[libpng warning: iCCP: known incorrect sRGB profile]
2021-08-18T17:13:41[] WARNING[libpng warning: iCCP: cHRM chunk does not match sRGB]
2021-08-18T17:13:44 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2021-08-18T17:13:44 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2021-08-18T17:13:50 fullscreen: [NodeAnimation::set] WARNING[Unknown curve "pingpong" for node ""]
2021-08-18T17:13:50 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2021-08-18T17:13:50 fullscreen: [FsNode::setNodeProperty] WARNING[Unknown node property "ambient"]
2021-08-18T17:13:59 fullscreen: [NodeAnimation::set] WARNING[Unknown curve "pingpong" for node ""]
2021-08-18T17:14:02 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_VENDOR: NVIDIA Corporation]
2021-08-18T17:14:02 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_RENDERER: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2]
2021-08-18T17:14:02 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_VERSION: 4.6.0 NVIDIA 471.68]
2021-08-18T17:14:02 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA]
2021-08-18T17:14:02 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL version: "4.6"]
2021-08-18T17:14:02 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL features: ("Multitexture", "Shaders", "Buffers", "Framebuffers", "BlendColor", "BlendEquation", "BlendEquationSeparate", "BlendFuncSeparate", "BlendSubtract", "CompressedTextures", "Multisample", "StencilSeparate", "NPOTTextures", "NPOTTextureRepeat", "FixedFunctionPipeline")]
2021-08-18T17:14:02 fullscreen: [Scene::dumpOpenGL] WARNING[FullScreen OPENGL texture features: ("ImmutableStorage", "ImmutableMultisampleStorage", "TextureRectangle", "TextureArrays", "Texture3D", "TextureMultisample", "TextureBuffer", "TextureCubeMapArrays", "Swizzle", ...
Philours
Joined in Feb 2019

1599 post(s)
August 18, 2021
TheEmu
Joined in Jul 2012

3309 post(s)
August 18, 2021 (edited)
@EverthangForever

I have to find a way of occasionally running shaders just with the intel GPU

All I have to do is

    0. Ensure iStripper is not running.
    1. Find the iStripper executable, vghd.exe, in Windows explorer.
    2. Right click on it.
    3. Move mouse down to "Run with graphics processor".
    4. Click on whichever GPU you want to use.

(Written that way it looks like a lot of steps but 3 and 4 are really just one mouse click and release which follow on naturally from step 2).

Actually I use a shortcut to the executable that is quicker to get to than vghd.exe itself (and I have everything default to using the intel GPU rather than my nvidia GPU which I only use when I need to).
EverthangForever
Joined in Oct 2009

2432 post(s)
August 18, 2021 (edited)
@ComteDracula .. for my part, I deleted scene 119 and renamed scene 119a to 119. Is this OK? I just want to be sure, that there was only one scene with ET119.

FG119 et FG119A sont presque le même contenu cependant
le quad utilisé pour le shader dans FG119A a un mélange et une couleur
ajouté pour le ciel pour montrer un peu de bleu à travers. Oui.. Gardez le changement de nom que vous avez fait, et je ferai même sur le serveur. Merci. Vous pouvez supprimer FG104old. Il était juste là pour les tests de comparaison avec l'application Beyond Compare.

FG119 and FG119A are almost same content however
the quad used for shader in FG119A has blend and color
added for sky to show some blue through. Yes..Keep the name change you have made, and I will make same on server. Thanks. You can delete FG104old. It was just there for comparison testing with Beyond Compare app.


@R2D34ever2
FG104 , is it supposed to have a black outline ?
Yes it was a tad too much "in my face" for me without it.., however you can eliminate it, by bringing the 3D camera a touch forward by editing da .scn
camera {
type: 3D
angle: 45
pos: 0, 0, 768 //0, 0, 1200
target: 0, 0, 0

Thanks for that vghd.log.. interesting
It looks like my attempt to use a sRGB profile for the iS logo texture was a dismal fail.
I was loading and saving textures using
the ImageMagick Display app, thinking good they were now in the
IM default sRGB color profile. ( they were afterall a tad smaller in byte size) ..Looked ok but clearly was a failed color profile change.
I will have to probably reinstall GIMP. Set its default color save profile to sRGB, and try to do it that way.

I wanted to change all the texture files in my rig, to sRGB standard via ImageMagick and using a batch script on the command line, but wasn't yet sure of the correct batch syntax to use. I did not want to screw up all my files, so chickened out and resaved in IM Display just the textures which I needed.. In my vghd.log that appears to have eliminated the sRGB errors. In yours however it does not seem to work out that way 😪
https://stackoverflow.com/questions/22745076/libpng-warning-iccp-known-incorrect-srgb-profile

@TheEmu thanks, that is exactly what I was looking for
R2D34ever2
Joined in Dec 2007

351 post(s)
August 19, 2021
Your Welcome EverthangForever,
however maybe do not change to much ....
Maybe the errors are in the sert up of my pc..
I'm no whizzkid and probably the errors have nothing to do with all your great work...
and also thnxs Philours,
My bad I had not much time and did indeed not read the whole post...
EverthangForever
Joined in Oct 2009

2432 post(s)
August 25, 2021 (edited)
https://www.istripper.com/forum/thread/29408/66?post=723095
Everything about iStripper / Share your FullScreen - Member Created Scenes here
#FG79 Update change logconverted new mounting texture & others to sRGB profiles changed curve easings to all lower case combined a plasma shader along with a transparent version of the @WA repaired Bo...
I will have to probably reinstall GIMP. Set its default color save profile to sRGB, and try to do it that way.
During these lockdown days, I did some housekeeping..as above
I took the plunge, and re-installed Gimp together with the batch plugin Bimp
https://alessandrofrancesconi.it/projects/bimp/
to convert all my ETImages , ETImages/Plaftexrot01 , Textures , and Animtest11 folders
.jpg and .png contents into sRGB profile files.

For my rig, that has eliminated the 'Warning incorrect sRGB profile' messages which have been looking like wallpaper in my vghd.logs for years. For any new uploads to server, like this one, I will try to re-profile new textures to sRGB , which should eliminate da faults now due to any of my new or updated scenes in your vghd.logs as well.

Similarly, future vghd.log NodeAnimation::set Warnings like
[Unknown curve "loopforward" for node ""]
WARNING[Unknown curve "pingpong" for node ""]
will be auto-fixed (I hope) by me using only lower case when writing all future animation parameters.

@TheEmu
Btw, the HP desktop PC I bought less than a year ago does not offer a choice of GPU..that way
TheEmu
Joined in Jul 2012

3309 post(s)
August 25, 2021 (edited)
Similarly, future vghd.log NodeAnimation::set Warnings like
[Unknown curve "loopforward" for node ""]
WARNING[Unknown curve "pingpong" for node ""]
will be auto-fixed (I hope) by me using only lower case when writing all future animation parameters.

The case used does't matter. Most of the "unknown curve" warning I have seen have been due either to simple mispellings or, maybe more commonly, due to getting the order of the parameters wrong

animate : 30, pingpong, linear, pos, 0, 50 // correct order
animate : 30, linear, pingpong, pos, 0, 50 // wrong order

But most of the warnings I have seen are due to using "ambient:" in places where it is not allowed.


Btw, the HP desktop PC I bought less than a year ago does not offer a choice of GPU..that way

Don't you just love the way the "Windows Experience" varies from system to system - despite Microsoft banging on about its uniformity.

Update: maybe it's because I have my "Preferred graphics processor" set to "Auto-select" on my NVIDIA control panel Global Settings and have not specified a preferred processor for iStripper (or any other program for that matter).
EverthangForever
Joined in Oct 2009

2432 post(s)
September 4, 2021 (edited)
@ComteDracula une question.. S'il vous plaît
Je sais que vous n'avez pas de card graphic du NVidia
Est-ce que FG107 compile oK pour votre plate-forme ?

@ComteDracula a question..please
I know you have no NVidia graphic card and drivers
Does FG107 (above right pic) compile oK for your rig ?

Pour regarder l'ensemble du thang..
'Kaleidioscopic Journey'
J'ai mis les leviers coulissants
  • Afficher la durée -- Tous les clips du même modèle
  • Délai minimum entre les scènes.. 60 minutes

comme indiqué ci-dessus

To watch the whole thang..
I put the slider levers
  • Show duration -- All clips of same model
  • Minimum delay between scenes ..60 minutes

like shown above
Philours
Joined in Feb 2019

1599 post(s)
September 4, 2021 (edited)
Si ceci peut vous aider @EF
Cette scène fonctionne bien pour moi, Plusieurs fonds disponibles 👌
Mais pas vu le même que celui que vous avez posté.

If this can help you @EF
This scene works well for me, Several backgrounds available 👌
But not seen the same one you posted.
EverthangForever
Joined in Oct 2009

2432 post(s)
September 4, 2021 (edited)
@ComteDracula
Merci, le shader ne compile PAS
Je vais devoir corriger cela

@ComteDracula
Thanks, the shader is NOT compiling.. argh !!
I will have to correct that shader code for Intel only rigs
ComteDracula
Joined in Aug 2017

1255 post(s)
September 4, 2021
Hi @Everthangforever,

I do have an NVIDIA GEForce GTX 1060 3GB graphics card Driver version 471.96 on my PC.

I don't know if you had done an "upgrade" of this scene, but concerning the FG107 I have, they are fixed backgrounds, not animated, that change, when I press the direction button down, on my keyboard.

They don't seem to change by themselves after 60 seconds.

The same girl stays, unless I change her by pressing the right direction button on my keyboard.


Bonjour @Everthangforever,

J'ai bien une carte graphique NVIDIA GEForce GTX 1060 3GB Version du pilote 471.96 sur mon PC.

Je ne sais pas si vous aviez fait un "upgrade" de cette scène, mais concernant la FG107 que j'ai, ce sont des arrières plans fixes, et non animé, qui se changent, lorsque je pèse sur le bouton de direction vers le bas, de mon clavier.

Ils ne semblent pas se changer tout seul après 60 secondes.

La même fille reste, à moins que je la change en pesant sur la touche de direction droite de mon clavier.
DANO70
Joined in Feb 2008

741 post(s)
September 4, 2021
FG 107

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