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DJRobX

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Everything posted by DJRobX

  1. Oh man! Hopefully I didn't throw it out. My pinball wizard controller died a couple years ago, but I really wanted to use the optical sensor which, unlike the nudging, actually worked well. Would be interesting to modify the pinscape sources to support it.
  2. Very nice work! Thank you for sharing the project so others can build upon it if needed. In case you weren't aware, VPX has a ball control option so you can manually move the ball around with the mouse, so you can get to modes without being a good player. Hit "D" (or esc and enable debug mode) and check the ball control box. Now you can click on the table to grab the ball and drag it around. Cheers!
  3. I was at the California Extreme pinball show this weekend. I played a WCS that had a colorized DMD on it, but it wasn't a LCD like most of the other pins running official ColorDMDs. Didn't really think too much of it at first. As I played the machine I got to one of the "teacher" sequences that I knew we hadn't colorized yet, and saw it go white, and realized that this pin had OUR colorization running! It was very surreal but it was SO cool to encounter our work on a real pin at a pinshow!
  4. No signatures required here. VPM and VPX are both fully open source and the distributed binaries are unsigned. Most pinball ROMs do not have internal signature checks, in some cases VPM might poke hacks into code after they're loaded also. As for the slowdown bug itself, I'm going to tag @mjr as he's pretty amazing with low level stuff like this. You might bring this up on VPForums too, I think a few of the VPM devs are only there.
  5. The PinUp Player is a relatively lightweight extension to VPX that enables enhanced multimedia support and advanced backglasses for tables like Stranger Things. There are also packs that augment existing tables. PinUp Popper is a front-end that lets you launch games. You can use either/or. You can use PinballX as your FrontEnd and still use the PinUp plugin for tables. Or you can use Popper as your front-end but never load any PUP packs. If you like your ROM-based games as "stock" as possible - not to worry, having PinUp won't change anything, but you probably are still going to want it for excellent tables like Stranger Things and other originals that require it. It offers features not present in the older B2S standard and not in VPX itself, so it's particularly useful to original table authors. Think of it as another tool in the tool box.
  6. The LE has color changing GI, moving Iceman ramp, a turntable, and nightcrawlers (like Medeival Madness' trolls). What is it you don't like about our table exactly? We worked quite hard on it.
  7. If the table author eventually integrates the changes, we'd probably remove it from the repo since it's no longer needed. Otherwise if the table gets updated we would endeavor to update what we have in the repo as well since having out of date scripts would be confusing for people.
  8. I think it's a great idea for Arngrim to have write access. I'm sure he regularly runs into situations where he makes DOF edits/fixes after a release was done. This would allow him to combine his improvements with ours so they don't get lost and so others don't need to figure out how to combine them. All three types of changes (SSF, Fast flip, DOF) are either beneficial or benign to everyone, no good reason to try and keep those improvements separate.
  9. That's... strange, maybe David grabbed an older version to do his mods. When I finish making his mod optional and merge it to official that should come back. I do know his version picks up custom .res files though as I used it recently with his version. It shouldn't "sometimes" revert to non-exe mode and there aren't changes around that, that I can see. As you say I don't know of any good reason to not use EXE mode, I'd honestly remove non-exe mode if I was going to touch something there, as the way it's implemented there are two copies of all the UI code (one non-exe, one exe) which makes this project harder to maintain.
  10. Yes, Toxie and I maintain the official B2S repo, so this fix will become "permanent" once I check it in. Toxie usually kicks out a new official version at the same time VP is updated, so this will probably become 1.3.0.4 when VPX 10.6 gets released. I need to clean up some of David's additions to make a "fuzzy match" feature he removed optional before I commit, but glad to hear it worked for you. And even more good news that Herweh might get back into it! And thanks, I had no idea my PM box was full. Cleared out some space, LOL.
  11. So the crash with your test B2S is unrelated to solenoids. There is a longer list of lights coming into a function than the EXE is expecting. There is a sanity check that's supposed to check this, but it wasn't implemented fully. I've increased the capacity and fixed the sanity check. I can't really say for sure why this is any different in 1301 vs 1303 as I don't believe that area of code is different, but I've modified it so it doesn't crash. Please note this version also contains David Pavia's PinUP updates. It does not put B2S on top by default. You may need to set the "on top" option, depending on how you're using it. https://drive.google.com/file/d/1RpQiokTC_yYw1nAxaAF9NCpTVro9BQ0Y/view?usp=sharing Replace your two binaries with these and let me know how it goes.
  12. The DLL included with 1302 and later contains the fix. So the issues you have with 1301 are expected, 1301 is not compatible with these newer tables. We need to focus more on what happens when you use 1302+. Going to check out the tester file from the first post and see what I get.
  13. UseVPMModSol changes the way VPM reports solenoids. They change from being on/off to being 0-255 gradients so tables receive light intensity effects generated by the ROM. For example, in Scared Stuff the flashers slowly fade up and down. Without that option turned on you cannot see the effect as the ROM intended. This was added a few years ago. B2S DLL was patched in 1302 to convert these 0-255 values to 0-1 in the section of code that passes the solenoid states along to the EXE. If this patch is missing the larger numbers confuse DB2s and you'll see lots of wrong solenoids light up and it will intermittently crash, just as outhere's screenshots demonstrate. Are you running DB2S in EXE mode? It's very possible non-EXE mode is broken or there are other methods that need fixing. Pretty much everyone runs EXE mode since non-exe mode is prone to stutter. Be sure that you are using the patched DLL, and that it is the one registered.
  14. If SAM fast flip support is missing for a specific rom, it does not break the table. VPM won't send the "fast" signal, and you get "regular" flippers all the time. So if you're getting an error popup you have some other issue. If you can take a screenshot of the exact error it may be helpful. ACDC 170 and 170h both have fast flip support.
  15. Once the color ROM patch is updated, then I"ll work on it. The instructions to determine the FF address are in the source if anyone is more motivated to do it sooner. @stumblor also knows how to do it, if he wants to take a stab at it.
  16. Unfortunately I really haven't had any VP time lately and am not sure when I'll be able to get back into it full swing...
  17. Yep we decided to tackle this table. That way I can work on the colorization keyframing while testing the table code itself.
  18. Remember that you can double click to "jump" the ball somewhere. Also you can point and shoot across the ramp so it will go in a straight line - you don't have to always drag it with the mouse
  19. That works out because I enjoy keyframing way more than coloring dots. I just wish there were a VPX of this table as it's much easier for me to debug with. Maybe this will help inspire someone to create it though. The XL ones are really amazing looking. The Baywatch colorization is gorgeous.
  20. Another thing to check is that you don't have an uncalibrated game controller plugged in. If VP thinks it's a motion sensor it may be prohibiting the ball from making it out of the trough.
  21. These colorizations are definitely a tedious process, it's not at all surprising to me that many of them are incomplete. Just coloring the dots requires a ton of hard work and stamina. Then you get to keyframing, which can be quite a problem solving adventure; I can't wait to see cb3's tutorial chapters on this. I think we're starting to pick up steam as more people understand the tools and we're all able to help each other out. Exciting to see projects like this come to life for sure.
  22. On p5, about the plane selection: You can try checking the other plane to see which one is the most clearly defined. As you state 90% of the time it won't matter, but if you encounter something that's only a couple of dots, you may find that the other plane could be a more reliable choice. I would also probably make a short note here that whenever this frame is seen, the keyframed animation will play. So if there is any repetition in the animation it might restart the sequence from the beginning. I sure you'll dedicate whole chapters to gotchyas, but this is a big one that we probably want to get into people's heads sooner rather than later so they start to understand how they need to break scenes and frames up.
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