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arngrim

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  1. Upvote
    arngrim got a reaction from malenko in Mary Shelley's Frankenstein   
    I could grab the files on my side, thanks a lot for your colorizations

    Envoyé de mon SM-A320FL en utilisant Tapatalk


  2. Like
    arngrim reacted to Snotz in SAMBuild3.1 beta thread   
    @CarnyPriest I totally understand.  For a long time, I was doing manual DLLs for pindmd users and one without.  Modularizing would have made my life easier, too.  I helped @arngrim take it over, at least until I "disappeared" with real life.  
    Imagine reverse engineering the original SAM DLL, trying to fix bugs, and then releasing 2 DLLs over and over as tests... The guys here from the BBB chat would know what I was going through.  Kudos to you, arn, and @DJRobX and the rest of the community.
     
  3. Like
    arngrim got a reaction from toxie in SAMBuild3.1 beta thread   
    And like carny says i officialized vpm with sam based on your work, made it more compatible with pindmds, with toxie and some others we improved the performance.
    i added all the new roms until pin2dmd arrived, then i handled the build task to whoever wished and that's when carny proposed himself

    Envoyé de mon SM-A320FL en utilisant Tapatalk


  4. Like
    arngrim reacted to CarnyPriest in SAMBuild3.1 beta thread   
    Oh, yeah. You had been putting out the builds before @Arngrim. Well, it's basically the same as the official source now. I mean, identical. 
  5. Upvote
    arngrim got a reaction from pacooka in Configtool big update for Teensy Users   
    Hi Guys,
    We have a big update for users who have ledstrips controllers like Teensy or similar
    Currently, you had to use ini files provided from outside the configtool, this is over now, ALL tables have now ledstrips configs fo it in the configtool
    About the changes in the site itself, this is how the port assignment looks like now:

    We have now custom brightness for ledstrip toys, flasher toys, Strobe toy and Strobe MX toys, consolidated into that page now
    The Ledstrips variables section let you define the position of each variable used in the ledstrip toys, the shape of the emulated flasher, these configurations will affect all table configs
    So if you had lots of custom ledstrip configs in the configtool, if you want to revert all configs for one toy to public, to use these ledstrip variables, i added a button on the stats page where you can do that for a specific toy,, you select it, press on the revert button and it will do the job
     
    I don't have ledstrip on my cab myself, so I wanna thanks a lot Randr, Swisslizard and Gech who created the configs, helped in testing, finding bugs and suggest on improving the features
     
  6. Upvote
    arngrim got a reaction from pacooka in Configtool big update for Teensy Users   
    So I'll explain now how to map the configtool toys to your controller to experience the most of the configs in the configtool
    You will need to use the combo feature

    And choose the RGB Addressable Toy Category

    The PF Back Flasher MX Toy contains the emulation of the 5 usual flashers, you can define the position, width, shape with the ledstrip variable for each of the 5 usual flashers

    The PF Back Strobe MX emulates the usual strobe toy, you can configure like the flashers above, plus you can choose the color of the strobe

    And the PF Back Effects MX, other more complex effects than emulation of the flashers

    And if you want the Attract effects in Pinballx, you can add the PF Back PBX MX in the combo

    Then clic on Add to create the combo
    You can create 2 other combos for the sides of the cabinet if you have ledstrips there, one with PF Left Flashers MX + PF Left Effects MX, and for the right, PF Right Flashers MX + PF Right Effects MX
    Then on Port Assignment page, you can assign the combos you created on the port of the controller that you need

    Then recreate ini files and that's it
    Of course you make sure to have DOF R3 properly installed in order to making it work
    Enjoy
  7. Upvote
    arngrim got a reaction from Psmiraglia in table evil dead romname   
    I put it as an alias, you can change it in the table page in the configtool

    Envoyé de mon SM-A320FL en utilisant Tapatalk


  8. Like
    arngrim got a reaction from TerryRed in SAMBuild3.0 beta thread   
    configtool updated for twd160 and 160LE
    thanks guys for following this up!
  9. Like
    arngrim got a reaction from TerryRed in SAMBuild3.0 beta thread   
    that's strange, there was only the 156 working in the dof configtool since 2 days ago, you couldn't have DOF for an earlier version of the rom, nobody complained...
    for me there was a reason to have mutliple roms for the same config, if there is for example a free play version rom, or an earlier version of the rom that has better rules like an old judge dredd rom that has mutliball compared to the latest one.
    but i would expect everybody to upgrade twd from 156 to 160, i wanted to make an announcement in the dof configtool that i changed the default rom, but ok, i put back 156 by default and you can select the 160 like that
     

    here's the change log of the 1.60 pro for info, a must have!
     
    V1.60.0 - Nov. 30, 2017 ======================= - The CROSSBOW mode was allowed to start during HORDE and LAST MAN STANDING. This has been corrected. - Added dynamic stacking of background display/music for PRISON and WELL modes, such that the player will see/hear the backgrounds that correspond to the last mode that was started. - Changed background lamp effect priorities so more important lamps could be seen (i.e. CDC lamps over PRISON lamps). - Trough ball serve at the start of HORDE / LAST MAN STANDING was not being held off long enough for the ball-in-play to be cleared from the shooter lane. This has been corrected. - LAST MAN STANDING was allowed to start during multiball (PRISON, WELL, BLOOD BATH) and HORDE. This has been corrected. - The accessibility of the WOODBURY SKILL SHOT awards is reset when all of the awards have been collected. - Fixed a problem with the WOODBURY SKILL SHOT where none of the good awards would show up unless they were all lit on one ball. - Lowered scoring for LAST MAN STANDING. - Removed shot scoring cap for LAST MAN STANDING. - Added sounds for PRISON MULTIBALL victory laps and WELL MULTIBALL victory laps. - Fixed a bug in the auto-percentaged extra ball module that would sometimes set the extra ball value (walker kills) to an out of range value. - The background lamp effect for SIEGE was allowed to run when the awards for SIEGE were not allowed (due to other rules, e.g. HORDE, etc.). This has been corrected. - Changed the number of target bank completions to light modes for COMPETITION to always be 1. - PRISON MULTIBALL super jackpot now starts at 1M instead of 0. - PRISON MULTIBALL victory lap jackpot now starts at 500K instead of 0. - Added SIEGE status to PRISON MULTIBALL background display effect. - CROSSBOW scores carryover ball to ball changed from NO to YES. This should help make CROSSBOW FRENZY more valuable. - HORDE background now renders the text over the advancing walkers. - Added an adjustment (default=YES) to HORDE that relights all killed walkers with the exception of the walker that is associated with the shot that was just made. - Fixed a bug in the HORDE mode which would cause the game to reset when the last walker was killed to advance to the next level. - 2x playfield status now displayed in the shot multiplier HSTD roll. - Added and adjustment to light "ESCAPE" for HORDE after a certain number of levels have been completed (default: 3 levels). - After the required number of levels have been completed, when the player is down to 1 ball, the WOODBURY shot is lit for ESCAPE. - Shooting the WOODBURY shot with ESCAPE lit allows the player to either continue to fight the HORDE (left flipper: FIGHT) or to ESCAPE the HORDE (right flipper: ESCAPE). - If the player chooses FIGHT, the ball is auto-launched back onto the playfield and the HORDE mode continues. - If the player chooses ESCAPE, the HORDE mode ends, a bonus is awarded, and the SKILL SHOT is started. - If the player plunges (launches) the ball back onto the playfield without making a choice, the HORDE mode continues. - Added a setting (default: OFF, competition default: ON) that pauses the advancement of the walkers during HORDE when the FIGHT/ESCAPE screen is being displayed and the game is waiting for input from the player. - Added an adjustment for losing HORDE (the walkers advanced too far and bit the player) to either serve a new ball (default, as before) or go to bonus (competition). - Added TOWER HITS and TOWER EXTRA BALL to instant info. - Increased the scoring for the ESCAPE TERMINUS mode. - Fixed MULTIKILL mode start display effects from showing "MULTIKILL VALUE 00" when the values are set to reset at HORDE start and HORDE is started before the MULTIKILL start display effects have had a chance to run. - Changed the update priority of the background lamp effect for the fire button so it will run first and not be excluded by in-game lamp effects that cannot run. - SKILL SHOT scores now rendered using the outline font. - Changed score type to 64-bit so scores will not roll at 4B. - Fixed a render-order bug in the LAST MAN STANDING background display effect that was causing the back right walker kill to be rendered over the far right walker. - If the player scored an 8X, 11X, 18X, or 80X-89X multiplier for the X champion, the prefix (A) was wrong. This has been corrected. - Fixed an issue where fading the music volume would cause the music to cut out entirely. - Removed score caps for BARN, TUNNEL, and ARENA modes (shot acores are allowed to increase without limit). - BARN shot score increase per shot changed from 500k to 750k. - SLINGSHOT types were not baing flagged as such; this has been corrected. - Increased consecutive ARENA ramp shot score multiplier from x3, x4, x5, ... to x3, x6, x9, ... - TUNNEL mode scores increased by 2.5M a shot when all shots (not including the tunnel shot, of course) are completed and reset. - BARN mode switch hit increment (one for each barn shot made) increased from 10K to 12.5K. - Fixed player up effects so they wait for speech and don't end on a blank frame. - Changed previous mode scores for TUNNEL from 1M to 1.25M. - Tripled the scores for SIEGE. - Fixed a bug in the loop code that would allow multiple X shots within a time period. - WALKER KILLS minimum # lit increased from 3 to 4. - The "timers off" logic was not checking for HORDE or LAST MAN STANDING. These modes CAN be multiball, but also run with only one ball on the playfield (the mode does not end when the player drains down to 1 ball). This has been corrected. - Changed previous mode scores for ARENA from 250k to 500k. - Fixed switches from showing up in the tech alert when they are not broken. These include: TOURNAMENT START BUTTON START BUTTON LEFT COIN CENTER COIN RIGHT COIN FOURTH COIN FIFTH COIN DEDICATED #6, #7, #8, #14, #16, #20 (NOT USED) TILT PENDULUM SLAM TILT (OPTIONAL) TICKET NOTCH TEST ESCAPE, MINUS, PLUS, ENTER DIP #1 - #8  
  10. Like
    arngrim got a reaction from TerryRed in SAMBuild3.0 beta thread   
    configtool updated for twd160 and 160LE
    thanks guys for following this up!
  11. Like
    arngrim got a reaction from TerryRed in SAMBuild3.0 beta thread   
    configtool updated for twd160 and 160LE
    thanks guys for following this up!
  12. Like
    arngrim got a reaction from DJRobX in Suggestion For New Dof Config Tool Toy: Rgb Magnasave Buttons   
    when i have some time, i want to implement in the tool a way for the users to combine toys into a custom toy, like that we won't duplicate toys with same mappings, you just combine the toys itself, then we can have a single l r rgb magnasave, only
  13. Like
    arngrim reacted to Gronimod in [New VP10 Alert] The Walking Dead Pro (Beta)   
    Thank arngrim  I´m glad you like it.
    Thanks also for the script, I will look into this. I know I have to complete some missing things. 
    Well I know about the flippers. This is my test setup. I like to test the flippers by dropping a ball in debugmode. Too lazy to start a new game everytime, so I always enabled them. Will be solenoid powered only in the release.
    Yeah the GI is too bright. At the upper lanes for example. This will be my finetuning at the end.
    At the moment TomTower adding the ramps, since he have much better knowledge to create them. Also some nice features will be added
     
  14. Upvote
    arngrim got a reaction from Thalamus in [New VP10 Alert] The Walking Dead Pro (Beta)   
    thanks Groni for your version, i replaced the physmod 5 by this one, i always keep one version of each rom 
    here's some script update regarding soundfx calls like drop targets missing
    https://pastebin.com/N3cm0yGP
    i noticed the flippers are physically active outside play, although the solenoids aren't not triggered but the flippers move when we press the buttons
    also, the table is a little bit too bright some contrast difference in the playfield and/or some gi illumination, don't know if it's available would be a great +
  15. Upvote
    arngrim got a reaction from Thalamus in [New VP10 Alert] The Walking Dead Pro (Beta)   
    thanks Groni for your version, i replaced the physmod 5 by this one, i always keep one version of each rom 
    here's some script update regarding soundfx calls like drop targets missing
    https://pastebin.com/N3cm0yGP
    i noticed the flippers are physically active outside play, although the solenoids aren't not triggered but the flippers move when we press the buttons
    also, the table is a little bit too bright some contrast difference in the playfield and/or some gi illumination, don't know if it's available would be a great +
  16. Upvote
    arngrim got a reaction from Joey2001 in Pro Pinball: Timeshock - Dof Support   
    today is my birthday so i'll check tomorrow
    Thanks again fellas for your donations, i didn' twant to hijack the thread, sorry about the mess created, it's a shame the donation button under our pseudo is gone since the new version of vpu, i'll be back tomorrow
  17. Upvote
    arngrim got a reaction from Thalamus in Feature request for the tool   
    i have added monopole alias for monopoly, and mtl164 and mtl164h for metallica
    for future pinball, what would be a romname for a fp table to make it work, you have a list of fp tables/romnames?
  18. Upvote
    arngrim got a reaction from Thalamus in SAMBuild2.9 beta thread   
    ruebsy, it is normal you don't see the bug for twd if you use the color rom because as said before it is based on the PRO rom, not the LE rom, the issue is on the LE roms that uses the extra lights bank, so i repeat it is ACDC LE, Tron LE, Star Trek LE,, TWD LE ROMS, it has nothing to do with table x or y from author z with vp10.xx.
    Also, i don't recommend to use the PRO roms for LE tables, some functionalities will not work or you will see abnormal behaviour because some solenoids or switches have been added or have changed of id (the crossbow of twd le doesn't exist for the pro rom for example), for the same reason there are specific dof configs for the pro and the le roms of each table
  19. Upvote
    arngrim reacted to Firepower68 in Ledwiz Configtool Downloader   
    Thank you for this great tool!
    On Win 7 64 bit I got an error message: msxml3.dll Access Denied
    To solve the error I had to change the following lines:
    '    Set oXMLHTTP = CreateObject("Microsoft.XMLHTTP")
    '         msxml3.dll Access Denied message
    '         Solution: http://stackoverflow.com/questions/17401413/msxml3-dll-access-denied
        Set oXMLHTTP = CreateObject("MSXML2.ServerXMLHTTP")
    Bye, Stefan
    PS: Table Path must be
    SET LCP_VPTABLEPATH=C:\Visual Pinball\tables\plugins\DirectOutput\config\
  20. Upvote
    arngrim got a reaction from mborz in Simulating Force Feedback with Subwoofer   
    soundfx definition is inside the controller.vbs, with comments, you can override the behaviour of the command there but i don't see like this how you can do what you want to do without changing tables, but at least you have some more infos

    Sent from tapatalk


  21. Upvote
    arngrim got a reaction from sliderpoint in Code change to enable SAM LE driver board support   
    thanks

    Sent from tapatalk


  22. Upvote
    arngrim got a reaction from Krille81 in DOF Supported Tables missing   
    wizard pinball58 sent me a pm days ago with questions and i didn't see it, so i just replied now
  23. Upvote
    arngrim got a reaction from sharkky in Randr Dof Test Table   
    i can put that table on top page of configtool, when it is final
  24. Upvote
    arngrim got a reaction from DJRobX in Code change to enable SAM LE driver board support   
    that is strange, i tried solmod in ngg, the only flasher that is working with it is this one
    SolModCallback(51)="SetLamp 177,"                                    'Upper Right Flasher 1
    all the other are off...?
  25. Upvote
    arngrim reacted to DJRobX in Code change to enable SAM LE driver board support   
    VPM update:
    1) Improve flipper latency
    1.1) (All games) Throttle the CPU at more intervals in between frame updates.  This gives more windows for the ROM and the table to communicate a change to each other.
    1.2) (SAM,WPC) Make flipper solenoid changes immediately available to core, instead of waiting for VBLANK.
    2) Another NGG update.   I noticed watching videos that the wheel is pretty agile, it makes "sharp" movements when the pop bumpers are hit.   Adjusted the simulation to more closely reflect this.    Note that the table script should not change (and is the same as the one I posted earlier in the thread).
    Please note that #1.1 will change the distribution of CPU activity a bit.  Previously it would emulate at full speed, then idle for a long time until the next vblank.    This is bad because VPM can't respond to a flipper request if it's idling.      I found this change actually made VPM operate better on my cab (no more scratchy sound with VP fps limiter is enabled). 
     
    DOF update:
    Dozer is currently testing a small fix.   I had included MJR's changes, but those caused performance issues on his cab.   I rolled MJR's change back (but left my little tweak) and all is apparently looking good so far.     It makes the boolean solenoids not re-fire, so if there's a lot of overlapping solenoid action it can be more responsive (as it was before modulated solenoids were enabled).   Just backup, then replace your DirectOutput DLL with this one.  It's based on the R3 beta. 
     
     
    DOFR3b110616.zip
    vpm110616b.zip
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