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Everything posted by freezy

  1. Hi all, I'm posting this because I'm kind of short of time and I think 95% of the work has been done. As you might know, Barnstorm lately added support for third-party executables to be called with Timeshock that allow for adding real DMD and force feedback support. With the former done with DMD extensions, I've spent some time interfacing DOF with the force feedback part. Tom was so nice to release the latest sources of DOF, so my fork basically compiles to an executable you can throw into the Pro Pinball installation folder and tell Pro Pinball to use it for sending force feedback info to. What signals are sent you can see here: Now, I'm wondering how to configure this. As far as I understood there are two ways of mapping the input signals to the output hardware. Is this all done in the XML? Are the .ini files only for VP ROMs? If any DOF configuration expert owning Pro Pinball wants to give it a try, I can post a (completely untested) binary of the executable. Cheers! EDIT: Yeah I'll read the doc when I get to it.
  2. Nope, not yet, it skipped down to position #4 of my ongoing projects, so it might take a while. Not forgotten though!
  3. Yeah that should be doable quickly. I'll take care of it next time I switch projects.
  4. Cheers and thanks for you patience!
  5. Fixed the last crashes (thanks sliderpoint). Get the update here. Season for new features is open again.
  6. Yeah the whole externalization happened thanks to Lucky1/PIN2DMD.
  7. Those folders contain the DLLs for native external DMD support written in C. If you have a PIN2DMD you won't even be needing dmdext's DmdDevice.DLL because Lucky1 already added support for everything in there. In order for the DLL to be actually used, you need to check "Use external DMD" in VPM's game options. I'd suggest having a try with dmddevice.dll from the PIN2DMD folder. If that works, you'll know it's a problem with dmdext's DmdDevice.dll. Then I'll need a log to tell you more.
  8. For those of you who didn't update the latest build I've posted here, it's now an official (bugfix) release: @Andypc: The "alwaysontop" parameter sets the window's Topmost property to true. That's a .NET thing. There might be better more reliable methods do achieve that. Feel free to open an issue at GitHub and I'll have a look at it when I have time.
  9. Is it the Direct2BS backglass or Hyperpin's background that stays on top?
  10. Oh, right. I thought that was included in Windows 7. Sorry, my bad, I'll add a note to the install instructions. Thanks @Thalamus!
  11. Really bad luck, huh. What bitness is your Windows?
  12. Yes, you can override the position on a per-game basis. See GitHub page. I don't have any particular idea about the capturing problem. It's kind of ironic though, given dmdext is based on screen capturing. Does OBS Studio have an API for input sources? If so, it probably wouldn't be very difficult to just create another output source for dmdext that sends data directly to OBS studio...
  13. I'm still pretty sure you're using an old version. I'll publish a new official release soon to get rid of that doubt. When using the exe, the log is what's displayed in your console.
  14. I've tested this. If it doesn't work I'll need your exact command plus the log.
  15. Sorry I was kind of slow these last weeks, but happy to see your issues resolved. And thanks for reporting your solutions, otherwise people would have spent time trying to resolve them in vain. EDIT: I'm posting this here as well: For those having crashes (probably quite a few), try this new build:
  16. There is a post-build script that copies DmdDevice.dll to the VPM folder, you probably need to update it: Right-click on the PinMameDevice project, Properties, Build Events and under Post-build update the folder 3 times. Maybe try putting the .dll into SysWOW64 instead of the VPM folder, otherwise I'll need a log, please.
  17. New version here! I've added two new things for you guys to test: 1. In DmdDevice.ini, add: [browserstream] enabled = true port = 9000 Want to check the score of junior's game in the basement? Open a browser and connect to the IP of your cab port 9000 (or whatever you put). It'll stream the DMD live to your browser. 2. In DmdDevice.ini, add: [vpdbstream] enabled = true Then open in a browser and run a game. You might even see someone else playing. There were some other fixes and additions as well, e.g. you can now override settings per game in the .ini, like positioning the virtual DMD slightly differently depending on its resolution and backglass. More details in the changelog and README.
  18. No it's not required. However, the default options have all displays enabled, so if you want to avoid all your ports being scanned for pin(2)dmd1-3, you turn them off in the .ini. Also if you want to customize the other options you obviously need it.
  19. Yeah sorry, I'll update GitHub with a fresher release in the next few days. There have been a lot of changes and new features since.
  20. The GitHub release is very old. Try the one in this thread: DmdDevice.dll
  21. In VPM, make sure coloring is checked for the game you're running, and that the table you're running uses the colored ROM. Also, don't take the DLL from the official VPX installer because it has coloring disabled, you'll need the last one I posted in this thread.
  22. Ah nice find! Will update accordingly. Been playing around with network streaming, something cool coming up soon!
  23. Thanks for the report, something with non-standard resolutions seems indeed to be buggy, I'm currently looking into it.
  24. I don't do anything fancy for segmented output. Have you been able to test with another dmddevice.dll as well? Would be cool if we can figure out whether the problem's on DLL or VPM side before we invest more time into this.
  25. Yeah something with the virtual DMD seems to be screwed up. Debugging as we speak.. PinDMD3 users: Is the sound still stuttering? EDIT: If it does, try this one. I've moved the output code to different thread so VPM doesn't get stalled while sending stuff to the DLL (also the virtual DMD bug mentioned above is fixed). DmdDevice.dll