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Westworld last won the day on June 17 2017

Westworld had the most liked content!

About Westworld

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    Munich, Germany

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  1. DOF don't merge several actions on the same layer. If you want to have several effects on top of each other, you need to assign them to layers, the layer with the highest number will be drawn on top (so the background color needs to have L1). Don't think you can do that with combo.
  2. Hi, DOF ConfigTool uses for Night Rider the ROM name "nightrd". Launching the table fails to use DOF, I need to manually overwrite the .ini files with the ROM name nightrdr, as used in the table (and in PinMAME ROM list). Currently I help myself by manually overwriting the created ini files, but once in a while I forget and then wonder why DOF fails to load. I asume "nightrd" is a kind of short name which is not identified in my case, is there something I can do to solve that? thanks
  3. To illuminate my game room I created 3D printed lights, designed similar to pinball bumpers/towers. Inside they have ledstrips, connected via Wifi to the pinball cabinet (avoiding cables through the room) controlled with DOF. The lamps are a combination of background light and game actions. The video shows typical animations and background lights for several games: https://www.youtube.com/watch?v=zvUSc_3gUc8 If you do not have a 3D printer, you might use purchased lamps, etc. I'm using two bumpers mounted on a plate, two of these, one each side of the room. As I could run a (hidden) cable between both I needed only one Wifi controller + power supply for both. Of course you could use one controller/power supply per lamp, if needed. To build it, you need access to a 3D printer, material need is < 1 kg ($20) Two wood plates to mount it. 1 x Wemos D1 mini (ESP8266) ($4 in China via ebay) 1 x 2 channel relais board (for Arduino) ($1 in China) 1 x 5V 15A power supply ($20) 4 x "8x5-40-LED-Matrix-WS2812-LED-5050-RGB-Full-Color-Driver-Board-For-Arduino" ($8 China) 1 x IC 74HCT245 (20 Cent) some cables, some resistors... Build the controller on a breadboard, when working you might want to solder it on a prototyping board to get it small and fit into a case. 3D files to download and print are here: https://www.thingiverse.com/thing:2781747 There are some picture how the printed part looks and how to mount the LED's as well. Here is the source for the controller. You need to download and install Arduino IDE to upload the firmware. If you never did so before, search for "wemos arduino tutorial" example: http://www.instructables.com/id/Programming-the-WeMos-Using-Arduino-SoftwareIDE/ Start with a "blink" example. When ready, open the source. Enter your Wifi data to allow it to connect. Either check your router or use the serial monitor to learn the IP address of the device (and check if Wifi connection worked). If the ledstrips, relais, power are connected correctly, it will start by enabling the relais and run a green LED through the strip. BTW, the relais are used to shutdown the power supply. The Wemos (using a Power/USB adapter, 1Ah is fine) is always connected to power. It will "wakeup" as soon you start playing pinball. Then it will power on via the relais the 5V power supply, avoiding that this thing is always connected to power and burn energy (or burn your house on failure). After 60 seconds without signal it will shutdown the power supply automatically. The controller responds to Artnet universe 1+2 for pinball. If you have an Artnet controller on your smartphone (or your smart house, such as Homematic or Siri with Homebridge), it will respond to Universe 0. The first 3 lamps represent RGB, so you can setup a background light for your room even if you don't play. Finally you need to setup DOF. The cabinet.xml is huge, as you need to define all lamps, for each color. I upload mine as example, if you use the same number of LED's, you can just copy&paste. Finally you need to setup DOF and download the directoutputconfig100.ini file. An example how from my setup is enclosed. Good luck - and much fun. Artnetpinballlamp.ino cabinet.xml
  4. Westworld

    Addressable Rgb's

    Settings looks good for me - given you have only 20 LED's in the strip. Beside that mine look similar, just I don't set the timeout - I do not have <ComPortTimeOutMs>200</ComPortTimeOutMs> in my file. but this should not matter, as 200 is the default setting if not used. As the LEDs become white and then go off, maybe power supply issue? If you have only 20 LED's, you could charge them directly from the Teensy (5V pin), which get's its power via USB. That is not a solution forever of course, just for testing.
  5. Westworld

    B2S snippit steps change request

    > You can just type in a higher number and it does work! Super cool! it should work from 1-360 in 1 degree units. Following that way (using a text editor as the last step when your design is finished) would avoid to do changes in the code, while giving you the feature you want...
  6. Westworld

    B2S snippit steps change request

    Sorry, I never used rotation, no idea how that works... My skills with Basic is limited early Commodore times (VIC20), 35 years ago. I quickly checked Herweh's source about snippts and was unable to find any restriction. Did you tried it? Is there a message saying only steps of 4 are allowed - or limited to 90? Can you upload your b2s for testing? You could open the file with a texteditor (-> Notepad++), it is XML, clear text. It looks for me as if there should be an entry for a snipped named "SnippitRotatingSteps" which give the steps - or alternative an entry named "SnippitRotatingAngle". If the angle is given, it is calcuating: SnippitRotatingSteps = 360 / SnippitRotatingAngle which looks for me as steps would be in unit of 1 (the result from above is rounded to integers, no decimal point) If the designer limits you to enter values, you still could overwrite them using a text editor, just to try...
  7. Westworld

    B2S Server - new feature - aspect ratio

    thanks for testing. I'll edited the first post with updated source and build.
  8. Westworld

    B2S Server - new feature - aspect ratio

    was not so difficult, at least I hope, not so easy to test with a notebook and only one screen. An updated build is enclosed. Could you ask the user to test this version? If it works, I'll upload the source. Only modification is to store the original offset and reuse it later (when it calculates the DMD form position). thanks. B2SBackglassServerEXE.zip
  9. Westworld

    B2S Server - new feature - aspect ratio

    > it is also mis-aligning the DMD image meant for a third screen. oops... I have a real DMD, so I never noticed. Will take a look next weekend.
  10. Westworld

    B2S Server Update Request

    More news. Seems that everything is done already, I just looked at the wrong place. The way I described is the 'wrong' way, that's maybe why it was never finished or documented. The B2SServer, both DLL and EXE, includes already a way to handle alphanumeric LED's in original tables. Not by passing text as I described, but by defining a LED with directly specifying the segments (binary). This looks of course upfront for much more work - but it allows you to handle any symbol or combination. Suddenly I remembered that there is already a great original table using such as backglass, JPSalas Scarface. Load both table and backglass: http://www.vpforums.org/index.php?app=downloads&showfile=7467 Open the backglass with the designer. Open the DMD. You will notice that the DMD contains both alphanumeric LED's and some pictures, used for the 'DMD animation'. Just pictures, but looks much more impressive. Now open the table and look into the script. Look for DD or B2SDMD... There are already many subroutines handling all the work. Encoding of characters to segments, displaying characters, even blinking. All is there - and the table proves that it works great (as long you know how to do it).
  11. Westworld

    B2S Server Update Request

    to come back to the original request - adding alpha-numeric display for original type games. Browsing through the source code, it seems Herweh started but never finished, or thought it is not needed. The code is partly existing, but it is missing in documentation and not supported by EXE mode. Code says "TODO"... Before we start to modify and enhance the code, I would like to suggest to start with what's existing, to see if that would work and to have a better understanding what's missing. Missing today: - support for EXE mode - support for lowercase character or special characters (supported is A-Z and 0-9) to test it, simply create a backglass, add a 14 segment LED display and use as code: To set a single LED (specify the LED number, starting with 1): Controller.B2SSetLED 12,"A" ' to change the LED #12, set it to uppercase A To set a banch of characters, specify the display number (not LED), starting with 1: Controller.B2SSetLEDDisplay 4,"Test" ' set the 4th display to TEST, all uppercase Run it, remember to set the backglass to run NOT in EXE mode. If you forget that, the backglass will crash (you will get a .NET error and if you click on Details you see it fails for String to Number conversion). For me it works without EXE. Is that answering the concept of the need? What's missing? lowercase, special char and EXE support? More?
  12. Westworld

    B2S Server - new feature - aspect ratio

    no, that list is wrong. I assume the rom name is something like "dm_lx4" or so (don't remember the rom name). When you try to launch from PinballX, the error message shows either the table name (here VPX - Demolition Man 1.2 (Williams1994)) or - if you run into the issue that the name is not found - the Rom name, so dm_lx4.direct2bs not found. In that case, change the xml to: <rom>dm_lx4</rom> Save the XML. Now it will loop through the XML, find dm_lx4, and search for: dm_lx4.direct2bs OR Demolition Man (Williams 1994).direct2bs The name is identified based on the ROM name. Additional info: the naming convention for a direct2bs is normally: tablename.direct2bs (like in your case VPX - Demolition Man 1.2 (Williams1994).direct2bs) OR description.direct2bs (in your case Demolition Man (Williams 1994).direct2bs) tablename is not working in this case! Only romname or description name works. The benefit from using description as name is that you can have several tables using the same backglass and if you replace/update your table you do not need to rename the backglass. That was the original idea and it is still followed here.
  13. Westworld

    B2S Server - new feature - aspect ratio

    This was done in the gamex forum - but as it is not reproducible and happens only on some machines, how should he debug it? CarnyPriest's trick with running Task manager worked for me, 9 of 10 tables run suddenly. Still some did not - and that's why I started to try to find a reason. Of course on my notebook, with Visual Studio (so debugger) everything worked, it happens only on my cabinet and I don't want to install too much software there. That system should run pinball fast and nothing else... I tried to debug by writing logfiles. Doing so I realized that the code fails to read the window title, but I did not understand why. If I would be a professional developer, I would start debugging VPinball 10.2 next, as this application sets the window title. PinballX is not doing so, it calls VPinball with option -play and the table name. That's I do not really think it is pinballx... not so difficult. Just launch all tables from PinballX. I took it as good reason to play though my game list and try each. If one fails, it shows in the error message the ROM name. Then I open the XML file, look for that table (based on the description name displayed in PinballX) and entered the displayed rom name in the <rom> tag. Done.
  14. Westworld

    B2S Server Update Request

    Did some testing, maybe I was looking in the totally wrong direction... Your video FH.mp4, is it possible that you have set "glow" to maximum and LED skip to 3 or 4? I tried around, and if I set glow to maximum, it looked like your video. setting it to minimum or medium looked very different. Setting it to none or disabling glow gave a very clear (but not looking real) LED. Finally the video is either slow - or skipping some LED information. This can also be set for each backglass (click on backglass, press S). Maybe that was all?