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slippifishi

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slippifishi last won the day on January 11

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About slippifishi

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  1. 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
  2. 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.
  3. 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.
  4. 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.
  5. I can confirm the new version is exporting VNI correctly again, thanks lucky!
  6. 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!
  7. 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 🤔
  8. 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.
  9. 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")
  10. Small, but LOOOONG overdue 1.02 update uploaded for real and vpin: Added "multiplier" ball launch award (thanks Mace) Added more video mode frames for less flicker (real pin) Minor palette tweaks in a few scenes (thanks vbobrusev) Make sure you download the right version (vpin vs real)!
  11. That's awesome lucky, thank you for sorting the feature requests - with the global frame + and - shortcut and the dotted line I will be a colouring machine! Exciting stuff for sure; I am planning on fixing some bugs in TNG in the coming days, maybe there is hope for the video mode, and I think the above may also help me sort out the wormhole status - maybe all that work won't be wasted! Do keep us posted with your progress Malenko, I follow your logic and it seems sound
  12. The fact that the video mode "display window" translates left and right as the player car moves across the road for sure adds way too much complexity for my liking. I even struggled to think of a way to reliably colour the hills in the background without bleeding into the main action... Anyway, great work; always love reading your release notes too "really high scores that only WOB can get"
  13. I have just uploaded my completed Indianapolis 500 DMD colour project! In the download section, as usual I have made both vpin and real files are available, make sure you download the right ones. Through sheer accident this release has coincided with a nice graphical update of the VPX which is available over at vpinball.com - nice one sheltemke! @Wob has been an absolute legend - as always - but especially so because this table is so fast and I have spent so long in finishing the work - the first dump was done in March but I took a few weeks off over the summer so this has been a long slog. He never ceases to amaze with his persistence, even this morning I got an email to tell me he had found yet another uncoloured scene I would also like to give a special shout to @outhere who has incredible patience in helping everyone who struggles to get the colour DMD projects working - thank you outhere, without you I don't know how much of an audience for these projects there would be Glad I got this out in time for the weekend - have fun!
  14. I took a quick look, but to be honest I am stuck in Indi and really trying to get this out of the door in the coming week/s so don't want to get too distracted From what I can see, I think mask 1 is your worst enemy, especially in mid-game related scenes (it's fine for attract?), I also saw a few using mask 7 which I think will fire earlier than you want (SCBoostEquals 3 & SCTotal), change these to use more of the text. I will say you have still got plenty of free mask slots so don't be shy in creating new ones
  15. Ah, I see - it's like you want to say "once triggered, run this animation all the way to the end, no matter what". Unless you trigger each individual frame of the wipe animation, and at a higher priority than all the other triggers, I don't think you can do this with the current editor There is a similar wipe in Indi 500, though much quicker and easier for me to cover the crimes than the wipe you are contending with You might also take a closer look at the offending other triggers and see if you can retrigger them in any way to delay them from triggering. For instance, imagine this scene and mask is the offending trigger that interrupts your wipe: If the car wipe goes from left to right, that will trigger once the car is halfway across the screen. If the wipe goes from right to left, it will trigger at the end as you expect and desire. With a slightly different mask however: Now regardless of which side teh wipe begins or ends, the entirety of the skill shot text must be present before the trigger would fire.
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