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slippifishi

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slippifishi last won the day on August 9

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About slippifishi

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  1. That looks like a bug/timing issue with the colour mask - I will make a note and try and get back to it at some point.
  2. I think your main score display isn't coloured because you have got double digit credits - I think my main score triggers will only work up to 9 credits - maybe 9 1/2 - so try and get that number down. The trailing nacelles is a tricky, maybe impossible, problem to resolve. In short, I can't trigger that scene until 1 frame after it starts, because the Enterprise & stars share the same layer in the first frame; because the stars are not fixed, there isn't a single reliable hash I can use to start that sequence, so I am forced to pick frame 2 to trigger - however, this can sometimes lead to the ghosting you see if the stars align/don't align on frame 1. I did try several times to improve this, but what is there today is as good as I can make it I'm afraid. I don't think I have many triggers that depend on the dot/comma in the score (there is definitely at least one), and I can confirm that it is all based on the L7 English rom. EDIT: For the record, everything is built around commas in the score, but (at least in this project) I don't think there are many triggers dependent on that setting.
  3. I should be honest and let everyone know that work on this project stalled a few months ago. I am currently without my vpin cab (joined the real pinball club and needed the space!) so VPX testing is limited to my desktop which I really hate doing, and I just haven't had the energy or interest of late. I'm ashamed to say I don't even remember how far I got, but it's definitely not a project for the faint of heart, there are some complex scenarios that I never really worked out how to accomplish them, especially the devil & angel appearing at various points. It seems these are predictable to some fashion, but there are going to be a lot of random/lucky or very focused dumps required to capture all the possibilities. Not saying I will never go back and resume this, but I just want to manage expectations.
  4. It's about time I throw my hat into the ring for my next project as I have now progressed enough that I won't back out Still many weeks away, but the ball is rolling. Some tough scenes in this one, the angel and devil popping up may create some problems...
  5. Never tempt fate lucky... There is some annoying behaviour when you add a keyframe using a d-mask that wasn't there before. I can't honestly remember the exact original behaviour, but now when I add a keyframe using a d-mask, when the display has finished updating after prompting me for the scene name, the on screen dmd retains the "d-mask pallet", or something - you can only see two brightness values. It's hard to describe, but it's very difficult to see things in the original recording without clicking back on the recording list to reset the palette, but this then resets the d-mask checkbox and selection, and if you are adding multiple keyframes, this is a time killer, especially if you are using a high number mask! Hopefully you will see what I mean if you try it out, otherwise I can try and put some screenshots together. Also, if you should decide to fix the above, while you are there... 😊 ...if I try and delete a scene that is used by keyframe(s), the dialog just tells me the name of the scene that is used, not the name of the trigger: This one has been around a while to be honest I just never cared enough to raise it
  6. I could be way off here, but I think the key file needs to be named <yourdisplay#here>.key, eg. "S23004B00175181.key"
  7. I think the editor expects txt dumps to be gzipped up in txt.gz format; and I have vague recollections of a problem in the past where a strict naming format was not observed "*.txt.gz", but that may have since been fixed. Try gzipping it up and sticking to that format eg: rom dump file is called myCoolRomDump.txt and you gzip it up into a file called myCoolRomDump.txt.gz
  8. Transitions like the cross you describe are very difficult; you can carefully manage the palette to keep the transition working in line with what you want (this probably limits the number of available colours for the leading scene, depending on how you plan to colour the scores). Alternatively, you can use a replace scene and "black out" the reveal performed by the transition, hiding the partial scores that are shown during the transition frames. Once the replace is complete, the display will flash back to the scores underneath. It certainly isn't as nice as the transition, but it's a cheap way to avoid any bleeding effects on those types of transitions caused by using color mask. Edit: And no, hashes/triggers must always be unique and only one hash. Hashes can appear on any plane, and any time the hash matches, your animation will trigger, regardless of which plane you set the trigger on, or which plane the hash occurs.
  9. Not really; you can sometimes get more reliable triggering and avoid timing issues on real pins by splitting long sequences with one trigger into shorter ones with multiple triggers (is my experience, anyway), but you can worry about that later if need be.
  10. So here is a little summary of >some< of the new tools because I want to make sure everyone appreciates how useful and time saving these are. There will be a few images in this post, but if you are serious about your colouring and you haven't tried out the new editor lucky posted above, then it is worth your time... Global frame +/- shortcut This has been in the editor sources for a few months but only since lucky posted did I remember, and I don't think the change was publicly announced at the time! You can now use arrow left and arrow right to frame forward and back - this will work globally, especially even after you have clicked the main DMD display, so you can now leave the mouse in one place, click to fill an area, then move to the next or previous frame without moving the mouse, so you can quickly fill the same area across multiple frames, even if the area is very small. Tool size This one is magic. This has a couple of effects on different tools. First lets look at the paint bucket. Consider this scene (set to colour mask mode) and palette - the the rest of the palette doesn't matter, I have coloured it badly so it's easy to discuss: Pretend we want to replace red with yellow. Using the fill tool on the specified dot: With a tool size of 1, the fill tool works like you expect. Dots with a matching colour to the one you clicked which are immediately above/below or left/right of the selected dot are filled. With a tool size of 2, the fill tool will fill matching dots above/below, left/right and diagonally from the one you clicked. With a tool size of 3 (and above) the entire scene is filled - it replaces all instances of red with yellow, regardless of if they are touching or not. Remember you can safely switch between modes while you are using the editor to colour, so you can really use the above to your advantage in colour mask mode. And lets look at how the tool size affects the line tool; this is my favourite change because prior to this I was doing this by hand, dot by dot, line by line, but it is arguably one of the best effects on these LED panels. First, an example of what this is good for. Imagine the following colour mask scene: Pretty nice right? Now look at what happens when we add some dithering (I have adjusted the background colour and zoomed so you can see more clearly the pattern that has been drawn) and adjust the palette slightly This leads to the following, which looks OK on a monitor, but on an LED panel, this is just the nicest thing to look at - your own eyes create the gradient between the colours and it is so smooth. I honestly think this is the single best thing I discovered in terms of making my colour projects look good, and I thoroughly recommend you try it out on any scenes you can spare the colours, it really shines. In terms of the line tool; when the tool size is set to 1, then it behaves in the normal fashion. When set to 2 or higher, it will draw a line of alternating dots using the selected colour - this is how I will now achieve the above effect. The higher the tool size, the bigger the gap produced. It is hard to describe, but the tool always starts by drawing the blank part of the line when you first click. With practice you will get used to it. It means colouring the above mask takes 15 seconds compared to the several minutes you would need to do it by hand using the pencil or old line tool. If you are starting a new project then definitely worth upgrading first, and even if you are mid project, I would suggest trying it out anyway. I was able to open and save projects between this version and the previous with no problems, though admittedly it was only a small project/just started so I wasn't worried if it broke - always keep backups, save early, save often. Hope this helps, if anyone has any questions then write them here.
  11. I can confirm the new version is exporting VNI correctly again, thanks lucky!
  12. Going off topic a bit, it's taken me a few weeks to get around to this, but I have started a new project and I have to say @lucky1 the changes you made in line with my requests are really, really appreciated; the new fill actions are just great, I wish I had these for the fkin move your car mode on CFTBL. I am finding some issues when I do vpin exports with the version in your goggle drive above and running these on VPX (replace scenes are replacing, but only show the last frame of the sequence), but I wonder if maybe my installed DLL is out of date. Running 3.05 firmware, if I export the same project in an older version of the editor (ie. 2.5.0.6 from steve's repo) then it works as expected. I also notice the behaviour of the frame Delay field is different between the two versions of the editor (older version seems to respect it better). I know this isn't the place to raise bugs, but in terms of latest version might want to check those out. Regardless, the changes are really really really great and going to help save a lot of time, so thank you!
  13. I've just managed to pull off the video mode as well (it was so simple to trigger this whole time, how did I miss it?!) so there will be yet another update coming soon; just the wormhole status to go, which I'm going to try again using the method described in the getaway thread. If I can get that then I can call the English rom 100% complete! Also found some initials in one of the frames I've not seen referenced before, they always appear during the shuttle crash in video mode 🤔
  14. The VNI file contains replacement animations and colour masks that do a lot of the magic; to see the martian grabbing the woman at the 7:22 mark you will need the VNI file. Keep persevering, you will get there. Joking aside, maybe try a different pinball and project? It might help prove if it is isolated to this table and confirm the setup is working.
  15. Outhere is right, fully restart VP for every single test, don't just restart the table. The download contains two pal files, which one are you using? Try using the other one instead! If you have renamed anything, check you haven't added a double extension (eg. if Windows isn't showing file extensions and you rename, then maybe you accidentally renamed it to "pin2dmd.pal.pal")
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