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Everything posted by slippifishi

  1. 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"
  2. 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!
  3. 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
  4. 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.
  5. I don't know this is the exact inner workings, but its my interpretation of it and seems to hold true - @DJRobX did discover this previously elsewhere on the forum. So the DMD is displaying a scene made up of X planes. For each plane, starting with plane 1 and working up: The current scene hash with no mask applied is calculated. If a matching trigger is found, it displays. The current scene hash with mask 0 applied is calculated. If a matching trigger is found, it displays. The current scene hash with mask 1 applied is calculated. If a matching trigger is found, it displays. The current scene hash with mask 2 applied is calculated. If a matching trigger is found, it displays. The current scene hash with mask 3 applied is calculated. If a matching trigger is found, it displays. ... you get the idea... When plane 1 has been checked against all masks and no trigger has been found, it moves to plane 2, and so on. So, for example, a trigger on plane 1 using mask 10 will take priority over a trigger using mask 2 on plane 2. Triggers with no mask will always take priority over triggers with a mask.
  6. Just uploaded a cheeky 1.01 update for vpin and real to add FREEPLAYdot for anyone who needs it - not worth your time if you use credits!
  7. I have just uploaded the complete project files for Real and Vpin - for anyone who already has the new VPX release, the latest colour project files (v1.0) are already included so no need to redownload again, but I have uploaded them here to VPU so there is a place to go in the event of any future updates. There is a super secret hidden thanks screen somewhere for a few of you who were not directly involved in the table creation, but have helped me in the past Also, if anyone ever sees the image of Halle Berry, please let me know how you found her Really happy with how this turned out, I hope everyone enjoys it as much as I did making it. As usual, massive shout out to @Wob because without him, none of this would be possible.
  8. The right hand side of the last initial letter is always aligned with the very left hand edge of dots in the O of "scores". The high score number + bracket will shift left/right according to the width of the initial letters selected. W is the widest letter at 7 dots, plus 1 for a gap. 8 + 8 + 7 = 23 dots maximum for three initials. Moving that number of dots left from the left hand edge of the O suggests the following mask: You can make the dots left of the blue line red, dots right of it green, this should cover all possible cases I believe.
  9. I don't have a real TNG pin myself so can't say for sure (I hope someone else may be able to confirm) but I would have thought that LG-7 should work, for the most part anyway. There might be one or two broken sequences but I would have thought most of it would be ok. What firmware version are you using? Has it been activated successfully?
  10. I am sorry to hear that; I am currently finishing off another project so don't want to try upgrading my own PIN2DMD at the minute, but no one else has mentioned any problems so far. Are you using vpin or real files? Is this a brand new display, or you upgraded from an older working firmware? I will try upgrading to v3 firmware as soon as I'm finished my current project, but don't want to risk causing any delays.
  11. You should post your feature requests to the github link lucky posted - https://github.com/sker65/go-dmd-clock/issues. Some kind of "folder" hierarchy view for managing scenes and triggers would be useful, I agree, that would help achieve what you describe for "finished scenes". I don't think this is practically possible though the triggers you created with the mask are tied to the hash generated by that mask. If you changed the mask shape, you (potentially) change the generated hash, and none of your previously set triggers would fire anymore. There might be cases where the new shaped mask doesn't change the trigger hash, but for the cases where it does, you would have to go back and retrigger everything and this might actually be more work than deleting the mask and starting fresh.
  12. Sometimes I turn google docs into a colour project too... Try this, you can now export the list of triggers and palettes to a CSV for easy import into google docs. There's probably a way to load the project XML directly into google docs if I really thought about it but this should suffice I think (no need to export the masks data, you can get that for free with the trigger list export and filtering) p2dprojectinfo.zip
  13. 829 frames. 277 sequences of 3 frames cut and coloured. 277 individual triggers added(!). Hours and hours of work in total, I added the last trigger last night and nervously loaded it up - it works great!... ...until you hit any shot on the table; at which point the none of my triggers reliably fire anymore, presumably the placement of the Enterprise vs. the purple background changes depending on when you hit the shot. It's hit and miss, sometimes it works great, but sometimes it just doesn't fire again. Alas my dreams of working magic may end here, assuming I could capture the "other" 829 frame sequence, I don't know if I have the heart to colour it again this was incredibly monotonous. I might try adding some "backup" triggers in line with how it used to be coloured but I have a feeling these will interfere with my existing 277 triggers... If anyone wants to try it, here is a (green borg) vpin version featuring the above sequence - it works sometimes, but not all the time. On the plus side, I think I have broken a new record here, the VNI comes in at over 10Mb! https://drive.google.com/drive/folders/1oCEbTS-fsV0Xle8aWge3d1p7-IQrxhtL?usp=sharing
  14. Thanks, glad you like it the fact people are willing to install and enjoy it is payment enough! Learned a new triggering technique/approach while working on a Flintstones scene recently and hoping to come back to this and work some magic on the wormhole status in the near future...
  15. @NetzZWerg Try the attached to help with your current problem; wish I'd written it sooner, it's very interesting to see trigger and palette counts on my projects TNG was 1100+ triggers! Probably not perfect but let me know if you run into any issues. @lucky1 As for ideas/suggestions for the editor, I definitely have a few I that in my opinion would help save masses of time - I will add some comments to github in the near future. NetzZWerg mentioned a tool I had sent to him that is ultimately nothing more than a dump browser, but it lets you see a list of hashes up front and do some analysis and planning outside of the editor with crucial keyboard navigation! For the record, there is a copy available below. I don't know how useful NetzZ has found it, but it's definitely helped me save some time when it comes to repeating scenes and working out efficient triggering. It's not without its faults and quirks, but it does the job I created it for, happy to share the C# sources if required, though there is nothing ground breaking here... https://drive.google.com/drive/folders/14EfpaVO5oAkja6wFe79BG-R0rc2Gtqcl?usp=sharing I did look into some "auto-analysis" type methods that are under discussion elsewhere on the internet for a rival product but in my opinion there were just too many variables to make it that viable. It would be easy to auto detect non-dynamic sequences, but without defining masks upfront and really restricting the number of frames to be analysed there was too big a chance of the wrong stuff being detected. By the time you've worked out the mask and restricted the frame sequence, you have already done all the hard work and the fun part of colouring it by hand can begin... p2dprojectinfo.zip
  16. I am always worried about the prospect of having to replace a mask and not knowing which scenes will be affected, so I always prefix my trigger names with a capital M and the mask number it used. It's a real pain to actually do this to be honest (time consuming clicks!), but it does give me a quick glance understanding of which masks would require the most work, in the event of having to recreate or drop one. However, I think you can extrapolate the information you want from the project xml, for example: <palMapping> <palIndex>66</palIndex> <durationInMillis>0</durationInMillis> <durationInFrames>0</durationInFrames> <hashIndex>0</hashIndex> <name>M1_brontocrane_border</name> <animatisonIndex>0</animatisonIndex> <animationName>gameplay1</animationName> <frameIndex>943</frameIndex> <frameSeqName>brontocrane_lit</frameSeqName> <crc32>AaFKlw==</crc32> <switchMode>ADD</switchMode> <withMask>true</withMask> <maskNumber>1</maskNumber> </palMapping> For sure this trigger was using mask 1 (I can tell from the name!) and the final node in the palMapping is the correct mask number... EDIT: Not saying this solves your problem, and I would agree a built in option in the editor to do this would be great (and save me lots of time consuming renaming), but in the interim, this might help if you are trying to track down one use of a mask... EDIT 2: In fact, lucky already raised an issue for this very request https://github.com/sker65/go-dmd-clock/issues/133
  17. I don't know this game very well but saw plenty of colour - some really nice and well done scenes here, great job!
  18. I had some strange behaviour with my PIN2DMD recently that I believe were caused by me using a USB 3 port; the problem went away when I moved it to USB 2...
  19. He has a knack for that; just when you think you are done he will drop a whole other mode ending on you Look forward to the update!
  20. NetzZWerg already put together a great video tutorial in another thread: And cb3's tutorial was what got me started, though I wish I had the above video back then, no offence cb3! Still, good reference material along side the video... Both or either of these will get you going with the current version of the editor. I think there is a tutorial from Malenko somewhere as well. Beware of older tutorials floating around that are directed at an earlier version of the editor and may confuse you.
  21. Happy to announce that I am progressing well with my next chosen project - Indianapolis 500 Still a long way to go, but a lot of the text and value screens are already covered and that is half the battle; really going to town and using gradients whenever I can, they look OK on the virtual DMD but they are just gorgeous on a real panel. Will post another update here again when there is more progress worth reporting
  22. lucky is right you should upgrade the firmware, though that will not fix all or maybe any of these issues Thanks for the bug report, that missing multiplier start was actually visible in an earlier video posted here too, I have just never got around to getting a dump for it and adding the trigger; I recall discussing that with Wob at the time, we never saw it on all our VPIN dumps; I think you need to have "spent" the 2 free locks, and used the warp factor beyond warp 9 before this will appear, so at least one EB needed too! Basically you are a much better player than me so I decided it was never going to be an issue I will add all these to my bug list and will try and squash them next time I'm editing that project - will post something here when it happens!
  23. Thanks everyone! Already spotted there is one missing mode, and a few other very minor things to try and pick up in the coming days, so expect a 1.1 update at some point soon. In the meantime, @Wob has put another preview video together to show the final 1.0 version for those not able to try it out for themselves:
  24. Excellent news, cant wait to try this. South Park was crying out for a colour project!
  25. After a slight delay, I am pleased to announce that my CFTBL project is now available for download! As is customary, I must first give a shout out to the legendary Wob - without his help, there is no way I would be even a quarter of the way through this... I mentioned previously this has been pretty challenging game to colour, there are some really dirty animations in the source and making them presentable has not always been easy. I will admit that there are still some minor flickers or colour ghosting in a handful of scenes, but Wob and I have already put in an awful lot of work and I feel it is time to put it out in the wild, rather than sit on it for a even more time just to tidy up one or two annoyances. I have had to take a few shortcuts in some places simply due to editor or time limitations, and I may pick up some of these in the future - I will post any updates here. Having said all that, I think there is still plenty to enjoy here Have fun!
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