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  1. Version (1.02 - PinEvent 1.31)

    729 downloads

    Prepare for the creepiest pinball game ever! My new "Big Bloody Mike" mod to my PinEvent update of SLAMT1LT's Halloween table now has Michael Myers literally stalking you on the playfield and in your game room! You can try to run away in VR.... but he will always follow you and find you wherever you hide! Using the newest features of BAM for custom animated FBX models and "real" spotlight flashers, allows for a pinball horror experience only seen before in AAA PC games. SLAMT1LTs original Halloween Ultimate Pro table has also been slashed up with an awesome new PinEvent update. This table now has PinEvent support for DOF / MX Leds / PuP-Pack / SSF / PUPDMD / PUP Stream REQUIREMENTS - PinEvent 1.4 or higher installed - Future Pinball - you MUST update to BAM 1.5-318 or higher! - Pinup Player 1.45 or higher (for optional PuP features) INSTALLATION INSTRUCTIONS and MORE INFO: - the table, PuP-Pack, and new Install Instructions PDF are all included at the new download link - everything you need to know is included in the Install Instructions PDF (included in the table's ZIP file) PinEvent Features for this table: - DOF - MX Leds - PuP-Pack - SSF - PUPDMD - PUP Stream PUP-PACK OPTIONS: Option 0 - DMD - Backglass Option 1 - Real DMD - Backglass Option 2 - Full DMD - Backglass Option 3 - Full DMD on Backglass Option 4 - Backbox AIO - Square - Speaker Panel, Full DMD, Backglass Option 5 - Backbox AIO - 4x3 and 5x4 - Speaker Panel, Full DMD, Backglass Option 6 - PUP Stream - Desktop - Full DMD, Backglass TerryRed's "Big Bloody Mike" mod: new animated Michael Myers, on the playfield and in the game room (he will follow you wherever you go during attract mode) new moving "real" spotlight flashers that act as flashlights looking for Michael in the dark (very cool effect) new flashlight ball in The Chase game room wall shows tv signal in Stop It new bloody effects during Stop It (playfield and game room wall) Michael Myers will hide and appear at different events in most modes creepy as F**K in VR! TerryRed features and fixes - automatically hide HUD DMD when VR mode is used - adjusted Post Processing and Inserts Lighting (can be changed in TABLE OPTIONS) - added option for adjusting brightness for light inserts - added option for adjusting brightness for flashers - added full PinEvent support (DOF, MX Leds, PuP SSF, PuP DMD, PuP Videos) - added PUPDMD options for 4:1 LCD DMD, Real DMD, 16:9 FullDMD - added a "Game Completed" that resets all modes (after all ladder modes are completed) - changed Attract mode if PUPDMD is being used (for PUPDMD attract mode music) - many many fixes and updates to allow all game modes to work properly and finish Thanks to: - SLAMT1LT for so many amazing FP tables! - ravarcade for the amazing updates to BAM and FP he has brought us over the last few years - Nailbuster for Pinup Player - Chris Leathley for Future Pinball For SLAMT1LT's latest Future Pinball tables, goto his website: https://speak1970.wixsite.com/slamspinballemporium Video demo of the "Big Bloody Mike" mod
  2. Version (1.4 - PinEvent 1.1)

    449 downloads

    This is Rom's classic Future Pinball table the lets us jam to classic Arcade and Amiga tunes. Only now it has been completely revolutionized with a massive TerryRed update now called BAM Edition. Now featuring brand new Pac-Man, Speedball and Outrun modes and various new BAM features and updates that completely change how the table looks and plays! This was also the first FP table to use my new PinEvent standard with support for DOF, MX Leds, PuP-Pack, SSF, PUPDMD and PUP Stream. New BAM features and table updates: - new BAM dynamic physics - adjusted flipper, bumper settings in editor for strength and elasticity (in editor) - adjusted table slope (in editor) - added new adjustable BAM lighting for playfield inserts - added new adjustable BAM lighting for GI ("detached" nano flashers) - BAM shadow maps - BAM RGB flashers (on the slingshots) that change colour to match the game's progress - detached coloured flashers for launch ball rainbow light sequence - changed bumpers to coloured ghost matching the ghost toys - changed ghost toys to only move when their matching ghost bumper is hit - added smoke's ZBRrollingballsoundslib (FP ball rolling function) - added new Pac-Man mode! (eat pills, avoid ghosts to eat Power Pill, then hit Bumpers to eat ghosts) - added Custom Balls for Default, and Pac-Man - added new Speedball mode (hit all Opponent targets, then avoid random Opponent and get the Power Ball) - added new Outrun mode (avoid cars, hit Checkpoint ramp 3 times to change Outrun tunes to complete the mode) - added new marquee images for left sign that change for each game tune - added full PinEvent support for DOF MX PuP-SSF - added new PUP SSF 3D positional Ball Rolling support for 5.1 / 7.1 sound setups - added PinEvent PUPDMD support to display the score, text and animated videos - various fixes - added option for colour changing G.I and flashers - added full PUP stream support to be able to show the PUP FullDMD on the Desktop HUD, Apron Cards, FP Backbox, and playfield min screen REQUIREMENTS - PinEvent 1.4 (or higher) vbs files installed in "Future Pinball\Scripts" - BAM 1.5-290 or higher (the zip update with the newer pup plug-in) - (optional) Pinup Player 1.45 or higher for PuP features INSTALLATION INSTRUCTIONS and MORE INFO: - the table, PuP-Pack, and new Install Instructions PDF are all included at the new download link - everything you need to know is included in the Install Instructions PDF (included in the table's ZIP file) PinEvent Features for this table: - DOF - MX Leds - PuP - SSF - PUPDMD - PUP Stream PUP-PACK OPTIONS: Option 0 - DMD, Backglass Option 1 - Real DMD, Backglass Option 2 - Full DMD, Backglass Option 3 - Full DMD on Backglass Option 4 - Backbox AIO - Square - Speaker Panel, Full DMD, Backglass Option 5 - Backbox AIO - 4x3 and 5x4 - Speaker Panel, Full DMD, Backglass Option 6 - PUP Stream - Desktop - Full DMD, Backglass TABLE OPTIONS: The table script has options at the top for: - BAM Post Processing and Light settings - ramp alarm sound options - enable startup music - enable colour changing G.I. and flashers DESKTOP Users: For desktop users who just want to play the table without any DOF or PUP features, you only need: - BAM 1.5-290 or higher (the zip update with the newer pup plug-in) - PinEvent 1.4 vbs files installed in "Future Pinball\Scripts" - the table files - after that the table will play like a normal Future Pinball table - you do not require the PuP-Pack files just to play the table Thanks to: - Rom for so many amazing FP tables! - ravarcade for the amazing updates to BAM and FP he has brought us over the last few years - GeorgeH and Gimli for support of BAM functions - Nailbuster for Pinup Player - Chris Leathley for Future Pinball Here is a video preview of this table in action using PinEvent features:
  3. In preparation for an upcoming build, I was going-through the DOF docs and wiki and was wondering, if I could create an Addressable RGB Flipper pair + Addressable RGB Left- and Right-Magnasaves from WS2812s. I'm thinking so, since there are MX types for these. So, out of curiosity, I started checking-out the stats to see which, and how many tables were using the MX types. I was surprised that the number of tables between the regular Flippers and MX Flippers were so different; not sure if this is because they need to be coded in the table scripts, or if someone hasn't yet coded/colored it on the DOF site. I have attached an Excel Spreadsheet noting the differences. What is also a bit unusual (if it's just a matter of entering into the DOF site, is that there are some tables where there is an MX type, but not the regular RGB type, and there are also some tables where the color is different between the two--Cosmic Princess comes to mind, and I think both are actually wrong. I think the color is supposed to be white for the flips (as per photos), but the RGB is YELLOW and the MX is BLUE (I think that's because the flyer has a blue hue to it). MAGNASAVE LEFT RGB missing 1 (i.e., Magnsave Left MX has this) MAGNASAVE LEFT MX missing: 11 MAGNASAVE RIGHT RGB missing 3 MAGNASAVE RIGHT MX missing 14 FLIPPERS RGB missing 5 FLIPPERS MX missing 77 Not sure if this is a mountain of work to get the MX versions in-sync with the regular versions, but these are what I noticed DOF_Button_Spreadsheet.xlsx
  4. My basic idea was that I wanted a Beacon on top of my backbox. Then I wanted a red one, and a blue one, and a yellow one, and a purple one. I want them all, but that would not fit so... This is a MX beacon with full color support by WS2812 LEDs!! There is DOF support already, but not many tables are configured (yet). Attached is STL files for 3D-printing and simple assembly info. MX Beacon_20210417_223237.mp4 MX_Beacon_Pt4.stl MX_Beacon_Pt3.stl MX_Beacon_Pt2.stl MX_Beacon_Pt1.stl
  5. Version 1.01

    1,167 downloads

    The Grid's most awesome addressable leds make for Light Cycle ramp effects, Light Jet Cannons, Explosions and the coolest de-resolution effects you have ever seen in a real pinball cabinet! A video demonstration of this table can be seen here in my cabinet: This table has complete cabinet feedback and lighting support for the following: – 10 solenoids for flipper, slingshots, bumpers, etc.. – 5 RGB flashers – Blower Fan – Shaker – Gear motor – Strobe – Beacon – Start button – Coin button – Launch Ball button – RGB Undercab Lighting – Addressable Leds Requirements: - DOF R3 installed (for DOFLinx cabinet feedback and lighting) and addressable leds already setup and working (for MX led effects). - DOFlinx 5.20 or higher is REQUIRED, even if you don't have addressable leds. - addressable leds are NOT required to play this table, but they are HIGHLY recommended. - to use the addressable leds with this table you must have your DOF "config" files updated by using DOF Config Tool! (just like you would for Visual Pinball) To play a Future Pinball table with addressable leds support (DOFLinx MX): - update DOFLinx as per normal (must be 5.20 or higher). Make sure you copy over the new DOFLinx.vbs to "Future Pinball Scripts". - add DIRECTOUTPUTGLOBAL=c:DirectOuputConfigGLobalConfig_b2sServer.xml (assuming you have it there) to your DOFLinx.ini file. - download the awesomeness of a Future Pinball DOFLinx MX table - check DOF Config Tool to see if support for that table has been added to it yet (you will see FP tables start with "FP:") If there are no DOF commands showing for that table, its not supported yet. - "Generate" a new Config File (containing directoutputconfig30.ini in the zip) and copy the new files to your "DirectOutput Configs" folder. - play the epicness that is Future Pinball with DOFLinx cabinet feedback and addressable leds! DOFLinx 5.20+ download link: http://www.vpforums.org/index.php?app=downloads&showfile=12318 Consult the DOFLinx guide included in the download link for more information on setting up DOFLinx.
  6. I am unable to find clear instructions on how to install Direct Output Formatter in my FX3 Windows 10 system. I've looked here, on vpforums, and on vpuniverse. They have ones for visual pinball, etc, but are confusing because they don't directly apply to FX3 unless you are able to translate the directory names & structure - making it easy to mess up. Existing tutorials don't directly address pinball FX3, installation, Can someone help? Thanks.
  7. Version 1.0.0

    288 downloads

    Retroflair: DOFLinx MX Cabinet Edition Witness a modern light show in a retro theme, thanks to the new DOF addressable led MX support in DOFLinx 5.20! A video demonstration in my cabinet can be seen here: This table have the complete cabinet feedback and lighting support for the following: - 10 solenoids for flipper, slingshots, bumpers, etc.. - 5 RGB flashers - Blower Fan - Shaker - Gear motor - Strobe - Beacon - Start button - Coin button - Launch Ball button - RGB Undercab Lighting - Addressable leds Requirements: - DOF R3 installed (for DOFLinx cabinet feedback and lighting) and addressable leds already setup and working (for MX led effects). - DOFlinx 5.20 or higher is REQUIRED, even if you don't have addressable leds. - addressable leds are NOT required to play this table, but they are HIGHLY recommended. - to use the addressable leds with this table you must have your DOF "config" files updated by using DOF Config Tool! (just like you would for Visual Pinball) To play a Future Pinball table with addressable leds support (DOFLinx MX): - update DOFLinx as per normal (must be 5.20 or higher). Make sure you copy over the new DOFLinx.vbs to "Future Pinball \ Scripts". - add DIRECTOUTPUTGLOBAL=c:\DirectOuput\Config\GLobalConfig_b2sServer.xml (assuming you have it there) to your DOFLinx.ini file. - download the awesomeness of a Future Pinball DOFLinx MX table - check DOF Config Tool to see if support for that table has been added to it yet (you will see FP tables start with "FP:") If there are no DOF commands showing for that table, its not supported yet. - "Generate" a new Config File (containing directoutputconfig30.ini in the zip) and copy the new files to your "DirectOutput \ Configs" folder. - play the epicness that is Future Pinball with DOFLinx cabinet feedback and addressable leds! DOFLinx 5.20+ download link: http://www.vpforums.org/index.php?app=downloads&showfile=12318 Consult the DOFLinx guide included in the download link for more information on setting up DOFLinx.
  8. I updated my Documentation: VPIN – build your own Virtual Pinball in a old cabinet. This documentation summarizes two stages of development and round about: 1.25 years (duration) of the last 5 years (time) maybe there´s some helpful information for a few of you. have fun... ? Greetz fR33Styler
  9. I inserted an RGB LED into my launch ball button so now i can have 3 colors for 3 different modes PinballX and VP10. The issue I have is this: I want green to be PInballX start button, Red for VP10 Launch Ball, and Blue for VP10 Fire button but the start button in PinballX is to launch a table and the start button in VP10 is to start a game. Could the PinballX Start be moved over to the Launch Ball button for DOF? In the few vpin cabs I have seen, these are the same keyboard inputs and physical buttons. Thanks in advance for any info.
  10. DOF now has support for Philips Hue through PhilipsHueController and AutoConfigurator classes. Massive thanks to arngrim for providing example libraries to start with, and support in DOF Configtool for the Hue, and the I-Pac Ultimate I/O while I'm at it. Please note, this is a fork off the original R3 by lizardking / swisslizard as I've been adding ScheduledSettings, UIO support, tweaks to the I-PAC portion of DOF etc for some time now. Check the link below, and use the latest build if you're feelin' lucky. Backup your entire DirectOutputFramework-directory before toying with this! I take no responsibility for issues, fire, damages, earthquakes etc. https://github.com/rambo3/DirectOutput/tree/ultimateio/DirectOutput/Builds Swisslizard: huge thanks for putting the project on GitHub. I love my I-PAC Ultimate I/O, and with the sources I was able to add in support for it. That is huge. Introduction The Philips Hue family consists of Zigbee / wireless controlled lights, sensors, remotes etc. using a bridge (the Philips Hue "hub"). The framework supports auto detection and configuration of these units. Philips Hue is made and sold by Philips. The class was based off PacUIO.cs, and implementation makes use of Q42.HueApi. It retains the 3-channel RGB style inputs, but converts that over to a single-channel #rrggbb hex string. Pretty much like normal RGB-bulbs in a pincab. Technically a single bridge can control about 50 lights x3 = 150 input channels (sensors are additionally ~60). Distance is covered either directly, or through ZigBee device-hopping where signal travels along devices to reach the finale device. Each device acts individually, but a LED-strip cannot have its LEDs individually controlled; the entire LED-strip acts like a single RGB device, and will light up with the same color value. Setup Before DOF can start communicating with the bridge it will need a valid key. To get a key off the bridge the Link-button on the bridge needs to be pressed, and an dof#pincab "user" needs to be registered in the bridge (whitelist) within 30 seconds. This will return a unique key (for instance "2P4R5UT6KAQcpOjFaqwLDrbikEEBsMIHY6z6Gjwg") which can then be used from that point on. The same registration on another bridge, or even the same, will create a new key and is required if you want to crossfire/SLI two hubs for reducing latency per bridge as more bulbs on the same bridge will introduce latency. To avoid duplicates / spamming the whitelist, and to avoid bugs crashing the bridge, currently this is the suggested approach for getting a key: Step 1: set static IP to bridge Get IP of the bridge. Check your phone Hue App -> Settings -> My Bridge -> Network settings. It should default to DHCP. Change this to a static IP, and make note of it, or check your router for IP. Step 2: whitelist DOF using a browser Open up the bridge API in a browser using your IP, example (replace IP with your static IP): http://10.0.1.174/debug/clip.html In the "CLIP API Debugger" it should say something like URL: "/api/1234/" with GET, PUT, POST, and DELETE-buttons. Copy&paste the following line into URL-field (not in your browser, but in the CLIP API Debugger): /api Copy&paste the following into the Message Body textfield: {"devicetype":"dof_app#pincab"} Next, walk calmly over to your bridge and press the physical Link button. You now have 30 seconds to hurry back to your browser, and press "POST"-button. Prepare for a second ride. Eventually you should get a username in the Command Response textbox, for example: "ywCNFGOagGoJYtm16Kq4PS1tkGBAd3bj1ajg7uCk". Make note of this. If you need more help, or images, see the Philips Hue API getting started tutorial with screenshots and replace the text with your own. The Name can also be adjusted. Step 3: add IP and key to Cabinet.xml Open up your Cabinet.xml, and add the following lines in the OutputControllers section, replacing the IP and key with your own: <PhilipsHueController> <Name>PhilipsHueControllerPincab</Name> <BridgeIP>10.0.1.174</BridgeIP> <BridgeKey>ywCNFGOagGoJYtm16Kq4PS1tkGBAd3bj1ajg7uCk</BridgeKey> </PhilipsHueController> Step 4: add lights using http://configtool.vpuniverse.com A bridge can handle about 50 lights. Each light will multiplex RGB (3 channels) on each send, similar to using RGB-buttons on a PacLed64 or UIO. To match your output channels to a specific light, use your Android / iOS Philips Hue app and decide which light you need to control. Each light should have a number in it, for instance "10. Hue lightstrip 1". That 10-number is the light ID. Mapped to the individual RGB-outputs in DOF Config Tool port assignments this means: ((light ID -1) * 3) + 1 = ((10 - 1) *3) + 1 = 27 +1 = 28, resulting in port 28, 29, 30 (R, G, B). If your light ID was 3, you'd map it to port 7, 8, 9. If your light ID was 1, you'd map it to port 1, 2, 3. If you want to delete the key from your bridge, open up CLIP URL again from the URL below, then enter the API-URL (replace both keys with your own, they're the same used twice), then press DELETE: http://10.0.1.174/debug/clip.html /api/ywCNFGOagGoJYtm16Kq4PS1tkGBAd3bj1ajg7uCk/config/whitelist/ywCNFGOagGoJYtm16Kq4PS1tkGBAd3bj1ajg7uCk Shutdown of lights DOF will shut down lights that have been affected, not the entire light array like an UIO or Teensy. If you have a house / apartment controlled by the same Hue bridge, it should only power down that one light or LED-strip that was affected when exiting a table. The feature was implemented as I found myself in complete darkness after quitting Attack from Mars way too often. Latency This is where things get complicated, and I try to cheat, trick and compensate for wireless issues. Signal communication is reduced as much as possible. Results will vary greatly. I'll try and detail what is going on, why, and how I tried through testing to compensate for it. Latency in milliseconds varies depending on wireless distance and signal strength, device-hopping, LED affected (R, G, or and brightness. A worst case scenario would be to adjust all RGB-channels, including brightness. A connection takes a few hundred ms (done once at init using BridgeKey and BridgeIP), and color sends per-light about 40-800ms+. Typically about 100ms. The latency becomes the DOF Philips Hue bridge refresh rate. Note that Phlips Hue does support controlling a group of lights at the same time using the same color change (not individiaully controlled); I'm not doing that right now, everything is per-bulb. The bridge will at worst case queue commands; this introduces more latency and inconsistencies (colors stuck, stuttery fades). To avoid overloading the bridge, DOF will check connection every 3s and use the last known latency as a transition time for the device to smooth out color changes much like TVs introduce frame interpolation from ~film to native panel refresh through synthesized pixel data. Color transition is a Hue API native command, and once set in motion adjust smoothly regardless of latency. The same latency (say 120ms) will become the DOF Hue refresh rate until the next connection check 3 seconds later, at which point the latency might be 300ms. If latency at any time is below 100ms, this gets reset to 100ms to avoid overloading the bridge. In practice 50ms works, 40 even, for a while. Breathing room and bridge stability has absolute priority. If any color changes occur between refreshes it gets stored locally but not actually sent to the bridge / light until the next color change. This is where colors can get stuck until the next change if latency is also high when that happens. Compensating for latency Any off-states in either R, G or B channel uses a fade the amount of current latency. Any on-states from black in either R, G or B is sent instantly without a fade to attempt to have light on as soon as technically possible. Any R, G, B changes not 0 will transition using fade time the amount of current latency. Using Hue color transitions produces smoother pulsating LAUNCH-button for instance, or color changes in general. Without it colors would change inconsistently due to latency changes of 100, 400, 200, 800ms etc while trying to set the color in a varying time span. Using Hue transitions will attempt to smooth out those changes giving the bulbs something to do while DOF is fighting latency. Practical use Start with one light. Do some testing and benchmarks, and see how far you can push it. First thing I did was crossfire / hook up two bridges and 17 devices; RGB, white, ambience, spots, two LED-strips. Then mapped them all to Undercab RGB complex in configtool. It was an interesting experience. 17 devices is 51 ports and about 6000 lumen. One bridge had 16 lights, the other 1 LED-strip. The single LED-strip was close to ~100ms and responded very well to changes, almost hiding latency completely. The other 16 lights were different; Hue will affect one light at a time when controlled individually, and in this case it took about 2 seconds for all lights to light up one by one. For undercab light, it wasn't bad, and the whole apartment flashed vividly, including the bedroom. I then tried mapping all lights to left (red) and right (blue) flipper. Due to the quick changes, the lights could not keep up. Some commands were ignored as they were issued turn off commands before having a chance to light up. Splitting the lights between the two bridges would have reduced latency, but the Hue API does have support for groups. This increases latency, but will attempt to sync and set all lights simultaneously instead of gradually for each command. Start with 1, take it from there. arngrim suggested undercab light. It's a very good match with one of the newer +1000 lumen LED-strips. Debugging Check your DirectOutput.log file for details if nothing works. It should say PhilipsHueController for those specific commands, whether connection was made, whether your IP and key was read of Cabinet.xml, and connection status so you can check your actual latency to the bridge after a game. Wear and tear The bulbs are not cheap. They will break a whole lot quicker being controlled like flashers. Use common sense. I take no responsibility for broken hardware, damages, risks, downtime, pissed off better halfs etc. Example Config.xml attached, with some extra bonuses. Cabinet.xml pincab_dofhue_20170529_1.mp4
  11. I currently have an addressable LED strip hooked up to an Arduino Uno attached to my PC. I'd like to use the lights with DOF so that they interact with FX3, VP and FP. Is there a way to do this? I can't use a Teensy board because the LEDs are APA102s and the Octo board does not support them, so I'm kinda scratching my head how to go about this. Any guidance appreciated!
  12. 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: https://github.com/freezy/DirectOutput/tree/propinball/ProPinballSlave#configuration 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.
  13. Hi, new to the forum, a great amount of info on here. I'm having an issue getting my DOF to work. Currently port 1 output is connected to a transistor, the output of the transistor is connected to a 8ch relay board. 5v+ is connected to the transistor and the vcc of the relay board. 5v- is connected to the transistor. Gnd on the transistor is connected to gnd on the relay board and gnd on the pinscape. On the load side of the relay Com is connected to 12v+, NO is connected to the solinoid, and the solinoid is connected to 12v-. There is a diode, a long way away from the solinoid, connected in parallel to the solinoid with the line in the diode on the 12v+ side. Now the issue I'm having is that after a few fires of the solinoid, the pinscape controller disconnects from the PC, windows 10. The pinscape is being powered directly from the PC. At a stage I had the pinscape 5v+ pin powering the transistor and the relay board. This made the pinscape disconnect every time the solinoid fired. My next step is to try powering the pinscape from a powered USB hub as the PC I'm using is a little old.. I think it's a Gen 2 core i5 and the USB slots are well used. I'm only going to be able to get a powered USB hub in about 2 weeks time. Is there anything else I can try while I wait?
  14. After weeks of failed attempts, I am now ready to draw from your massive collective pool of knowledge. I have been over my config and researched possible solutions many many times and cannot get my addressable LEDs functioning with DOF/DofLinx. They are connected to a Teensy 3.2/OctoWS2811. I must be overlooking something obvious - or I am missing something. I have 2 strips of 67 LEDs - one on the orange pair and one on the blue pair - both on the TOP connector of the OctoWS2811 board. The board was set to COM3 - then I tried changing it to COM6 then COM2 with no change. I also changed the USB cable just in case. The Teensy is loaded with TeensyStripController.Beta.V1.02.1601021351.hex Other Teensy test sketches run perfectly and light all the LEDs properly. I have bridged Teensy pins 15 & 16 to solve the "all white" problem. DirectOutput MJR Grander Unified DOF R3++ edition - Version 3.1.6968.21374 built 2019.01.29 11:52 - Installed using the Windows Installer - Installed to C:\DirectOutput DofLinx Version 6.62B - VBS file copied to Future Pinball\Scripts B2S Backglass Server Version 1.3.0.1 Cabinet config is named ForbisManor.ini In DOF Online Config: Combine Toys - Combo2 = RGB Addressable (PF Left Flashers MX + PF Left Effects MX) - Combo3 = RGB Addressable (PF Right Flashers MX + PF Right Effects MX) Device WS2801 1 - directoutputconfigini30 - Port 1-3 = Combo2 - Port 4-6 = Combo3 Other devices working perfectly: - PacLed64 - 2 x SainSmart 8 Port USB Boards Testing with Future Pinball Tables: - Tron Legacy (Stern) (Ultimate 1.01) (p2.7) (DOFLinx MX) - Star Wars DSA (Ultimate 1.04) (p2.7) (DOFLinx MX 1.1) - RetroFlair (p2.5) (DOFLinx MX) - Masters of the Universe - Mastered Edition (p2.5) (DOFLinx MX) Including all relevent config files and logs here: https://www.dropbox.com/sh/77w0ssku5inavfg/AADXK4UBLjOZXoiYL2mK6Iaea?dl=0 THANKS!!! - Chris
  15. I have my system fully functional using Visual Pinball but when I use PinballX my addressable LED strips (2) one each side are not working, everything else works in Pinballx including rear flasher bar. Of course I am not an expert on the coding or xml, I do see there is an error loading the plugin in the log but can’t figure out how to fix it. I can register the object in Direct Output, I run the plugin manager in PinballX and it shows up but when I go to Configure it gives me an error that it can find path. I am sure this is something simple but I just need another set of eyes to look at it. I have attached files and logs. As always thanks to everybody for your help! Scott. PinballX.ini PinballXlog.txt PinballX DirectOutput Plugin.log DirectOutput.log Cabinet.xml directoutputconfig.ini directoutputconfig30.ini
  16. Hi! I'd like to suggest to somehow implement an "import function" into the DOF Config Tool. The reason is that i helped a lot of people setting up their cabs again. Some of them had NO clue, and i mean litterally ABSOLUTELY NO clue how their DOF config works. They wanted to upgrade or modify their cabs, which they bought used, got set it up by other "gurus" or for whatever else reason they don't have access to the original DOF config tool page and therefore were not able to tell nor edit their system configuration. Getting into their system and adding toys was always a huge pain in the butt because we had to figure out everything from the start again... Is there any chance we can read back from a directoutputconfigXX.ini into an existing account? or does it already exist and i just overlooked it? greetings, Dom
  17. Version 1.0.0

    867 downloads

    The most amazing lighting in a pinball cabinet allows for particle effects, great explosions, electrical effects, and machine gun fire, thanks to the new DOF addressable led MX support in DOFLinx 5.20! A video demonstration can be seen here in my cabinet: This table has complete cabinet feedback and lighting support for the following: – 10 solenoids for flipper, slingshots, bumpers, etc.. – 5 RGB flashers – Blower Fan – Shaker – Gear motor – Strobe – Beacon – Start button – Coin button – Launch Ball button – RGB Undercab Lighting – Addressable Leds Requirements: - DOF R3 installed (for DOFLinx cabinet feedback and lighting) and addressable leds already setup and working (for MX led effects). - DOFlinx 5.20 or higher is REQUIRED, even if you don't have addressable leds. - addressable leds are NOT required to play this table, but they are HIGHLY recommended. - to use the addressable leds with this table you must have your DOF "config" files updated by using DOF Config Tool! (just like you would for Visual Pinball) To play a Future Pinball table with addressable leds support (DOFLinx MX): - update DOFLinx as per normal (must be 5.20 or higher). Make sure you copy over the new DOFLinx.vbs to "Future Pinball Scripts". - add DIRECTOUTPUTGLOBAL=c:DirectOuputConfigGLobalConfig_b2sServer.xml (assuming you have it there) to your DOFLinx.ini file. - download the awesomeness of a Future Pinball DOFLinx MX table - check DOF Config Tool to see if support for that table has been added to it yet (you will see FP tables start with "FP:") If there are no DOF commands showing for that table, its not supported yet. - "Generate" a new Config File (containing directoutputconfig30.ini in the zip) and copy the new files to your "DirectOutput Configs" folder. - play the epicness that is Future Pinball with DOFLinx cabinet feedback and addressable leds! DOFLinx 5.20+ download link: http://www.vpforums.org/index.php?app=downloads&showfile=12318 Consult the DOFLinx guide included in the download link for more information on setting up DOFLinx.
  18. Version 1.0.0

    395 downloads

    Wipeout: DOFLinx MX Cabinet Edition Witness a modern light show in a retro theme, thanks to the new DOF addressable led MX support in DOFLinx 5.20! A video demonstration in my cabinet can be seen here: This table has the complete cabinet feedback and lighting support for the following: - 10 solenoids for flipper, slingshots, bumpers, etc.. - 5 RGB flashers - Blower Fan - Shaker - Gear motor - Strobe - Beacon - Start button - Coin button - Launch Ball button - RGB Undercab Lighting - Addressable leds Requirements: - DOF R3 installed (for DOFLinx cabinet feedback and lighting) and addressable leds already setup and working (for MX led effects). - DOFlinx 5.20 or higher is REQUIRED, even if you don't have addressable leds. - addressable leds are NOT required to play this table, but they are HIGHLY recommended. - to use the addressable leds with this table you must have your DOF "config" files updated by using DOF Config Tool! (just like you would for Visual Pinball) To play a Future Pinball table with addressable leds support (DOFLinx MX): - update DOFLinx as per normal (must be 5.20 or higher). Make sure you copy over the new DOFLinx.vbs to "Future Pinball \ Scripts". - add DIRECTOUTPUTGLOBAL=c:\DirectOuput\Config\GLobalConfig_b2sServer.xml (assuming you have it there) to your DOFLinx.ini file. - download the awesomeness of a Future Pinball DOFLinx MX table - check DOF Config Tool to see if support for that table has been added to it yet (you will see FP tables start with "FP:") If there are no DOF commands showing for that table, its not supported yet. - "Generate" a new Config File (containing directoutputconfig30.ini in the zip) and copy the new files to your "DirectOutput \ Configs" folder. - play the epicness that is Future Pinball with DOFLinx cabinet feedback and addressable leds! DOFLinx 5.20+ download link: http://www.vpforums.org/index.php?app=downloads&showfile=12318 Consult the DOFLinx guide included in the donwload link for more information on setting up DOFLinx.
  19. Version 1.0.0

    692 downloads

    Masters of the Universe: Mastered. DOFLinx MX Cabinet Edition You have the power of the ultimate light show in a pinball cabinet! This is the first Future Pinball table to use addressable leds thanks to the new DOF led MX support in DOFLinx 5.20! You have never seen a light show quite like this in a pinball cabinet! Amazing effects and animation that surround the playfield! A video demonstration can be seen here in my cabinet: This table has the complete cabinet feedback and lighting support for the following: - 10 solenoids for flipper, slingshots, bumpers, etc.. - 5 RGB flashers - Blower Fan - Shaker - Gear motor - Strobe - Beacon - Start button - Coin button - Launch Ball button - RGB Undercab Lighting - Addressable leds Requirements: - DOF R3 installed (for DOFLinx cabinet feedback and lighting) and addressable leds already setup and working (for MX led effects). - DOFlinx 5.20 or higher is REQUIRED, even if you don't have addressable leds. - addressable leds are NOT required to play this table, but they are HIGHLY recommended. - to use the addressable leds with this table you must have your DOF "config" files updated by using DOF Config Tool! (just like you would for Visual Pinball) To play a Future Pinball table with addressable leds support (DOFLinx MX): - update DOFLinx as per normal (must be 5.20 or higher). Make sure you copy over the new DOFLinx.vbs to "Future Pinball \ Scripts". - add DIRECTOUTPUTGLOBAL=c:\DirectOuput\Config\GLobalConfig_b2sServer.xml (assuming you have it there) to your DOFLinx.ini file. - download the awesomeness of a Future Pinball DOFLinx MX table - check DOF Config Tool to see if support for that table has been added to it yet (you will see FP tables start with "FP:") If there are no DOF commands showing for that table, its not supported yet. - "Generate" a new Config File (containing directoutputconfig30.ini in the zip) and copy the new files to your "DirectOutput \ Configs" folder. - play the epicness that is Future Pinball with DOFLinx cabinet feedback and addressable leds! DOFLinx 5.20+ download link: http://www.vpforums....&showfile=12318
  20. This tutorial should help beginners to create their own RGB led strip configurations. I started making notes for myself and thought sharing could help others. You should already have led strips installed and DOF configuration working. Use http://configtool.vpuniverse.com to setup and download your directoutputconfig.ini file. After some trial&error, doing changes on Notebook in living room, running down to cabinet to test, going back, etc, I’ve created a mini matrix, just to see how effects work. This mini matrix is here used for the videos: The matrix has 24 pixel on left and right side, with 4 x 12 for the center matrix. I’ve used one meter of 96/m strip to build that. The tutorial will be published step by step, each handling a topic.
  21. Hi folks Please read the following points before asking for help with DOF issues: General As always RTFM! I know, reading manuals is maybe not the most interesting thing to do, but it often helps!DOF R2 Documentation: http://directoutput.github.io/DirectOutput/ Latest DOF WIP Documentation: http://pinball.weilenmann.net/docu/DirectOutputWIP/index.html In particular please make sure you read the pages on Installation and Configuration, Cabinet Configuration, Built in Toys, Built in Output Controllers. They contain a lot of sample xml structures which you can use for your own configs and there are explanations on most settings as well. Last but not least, here is a tutorial on the XML basics: http://www.w3schools.com/xml/default.asp DOF Installation Problems If DOF doesnt work, please check if it is installed correctly. Here are a few things to do: Double check your installation Instructions are on http://directoutput.github.io/DirectOutput/installation.html Make sure you really follow these instructions step by step. Check if DOF is visible for the B2S.Server Go to the B2S.Server settings screen and click the plugin settings button. This will open a new window, which should list DOF. If DOF is not visible there, check if DOF is in the right place (as explained in the installation instructions) and if the right B2S.Server instance is called (see next paragraph). Check B2S.Server installation(s) If the B2S.Server is working (backglass visible), but DOF is not visible in the settings window, your problem is probably that you have more than one B2S.Server instance on your machine and that VP calls a different B2S.Server instance than the one you think it is calling. Visual Pinball doesnt find the B2S.Server by its location in the filesystem (it is actually not relevant where you install the B2S.Server). Instead VP is looking up the B2S.Sever by its COM object name (that is the Createobject("B2S.Server") thing in the table scripts). This name is resolved by the system using a bunch of registry lookups, which will finally return the path to the B2S.Server dll file. If this path doesnt point to the B2S.Server which has DOF configured as its plugin, DOF will not be called. To fix this, try to reregister the B2S.Server instance for which you have installed DOF. Dont register any other B2S.Server instances on your machine. As a general rule of thumb, there is no reason to have more than one B2S.Server installation one a machine. IMHO it is bet to get rid of all duplicate installations if you have any. Unblock the files This is another typical installation problem, depending on how you put the DOF files into their installation dir, windows thinks that they might be dangerous (becaus you have downloaded them) and will block access to the files. This will stop DOF from working. Check if all DOF files are unblocked. Details can as usual be found here: http://directoutput.github.io/DirectOutput/installation.html#installation_unblockauc Enable Logging / Create a Global Config file For installations which only use a ledwiz or some other automatically detected controllers a global config file is not mandatory. However, if you have problems with your installation you should create a global config file, so you can enable the logging function of DOF. Instruction for global configs are overe here: http://directoutput.github.io/DirectOutput/globalconfig2.html Cabinet Configuration problems Most problems with config xml files are caused by a bad file structure resp. So before calling for help, please make sure your file contains valid XML. To check this open your xml file in Firefox, Chrome or even Internet Explorer. All those browsers are able to show properly structured xml in a nicely formatted fashion and even allow to expand and collapse parts of the file. If there are structural problems present, the browsers will not show the nicely formated structure and a error message (more or less helpful) is displayed. Use a tool which knows about XML to edit your files (plain text editors usually dont know xml by heart). There are quite a few XML editors available on the internet (I'm using Microsofts Visual Studio, but that is a full development IDE). These editors will help you to produce valid xml structures and typically they will also produce nicely formated files (which makes them much easier to read). Try to reduce the number of potential problems. E.g. if you try to extend your cabinet config for ledstrips and a Teensy controller get rid of everything you dont need to get that new stuff running (remove all ledwiz configs, all ledwizequivalent toys whiche are not related to the teens controller and so on) or start a new config file from scratch. This will make it much easier to detected the cause of a config problem. Once you have your new toys working or fixed the problem you can put all the other stuff back in place. If you still have trouble with your config files, please upload them to dropbox, Google drive or any other service you like and post the links instead of the file content! Dont post lengthy XML structures to the forums directly. It is much easier to just download a file and open it in a suitable xml editor instead of scrolling through long xml structures which are in many cases no even formated nicely. Posting help requests Dont ask for help using PMs Everybody should be able to learn from problems that occured earlier. For this reason I kindly request, that ask for help in the forums instead of private messages. Create your own thread Create your own thread with a decriptive name (e.g. Pinballwizard Ledstrip Config Problems) instead of reusing/hijacking another thread. It much simpler to keep track of things if they are in their own place. Threads where problems of several users are dicussed are becomming hard to follow pretty fast and it is more benefitial to concentrate on the actual problem solving than on trying to keep track of several different topics in one thread. Only reuse another thread if you have exactly the same problem as the one described in the thread first. "DOF is not working" is probably not the same problem for you as for someone else. Explain what you have tried Please explain in detail what you have tried already and what the outcome was. This will make it much easier to narrow down the possible causes of problems and will save us a lot of questions. Dont post lengthy file content It is much easier to just download a file and open it in a suitable tool, than to scroll through many pages of data in the forums. Therefore, please upload anything thats more than just a bunch of line to dropbox, google drive, one drive or any other service you like and post the link instead of the file content. If uploading several files or putting serveral file in one zip file, please give them a meaningfull name (Screenshot{Number}.jpg isnt a helpful name, B2SServerPluginSettings.jpg would be a good name). Be patient Everyone who is trying to help is only doing this a a hobby and we all got real life jobs and other duties as well. Therefore answers do sometimes take a bit longer. Nagging will not improve response times! Thanks and all the best Tom / Swisslizard
  22. Version 1.0

    577 downloads

    Gottlieb's Road Race (1969) Table primary build/scripted by Loserman! Thanks to the following for their contributions (whether they know it or not!) If I have missed anyone, let me know as this table would not exist without the folks in the community. Dazz - Playfield resources Freneticamnesiac - Playfield redraw (not used on this particular version) Grizz - Playfield and plastics redraws JPSalas - gameroom backdrop and methods gleaned from his fantastic tables EalaDubhSidhe - table object templates Black - HS save/load routines Itchigo - table templates which gave me ideas on how to accomplish what I wanted in this table CONRAM - various code ideas learned by tracing through code on his tables akiles50000 - for that totally awesome tutorial on table building. So much stuff I now understand because of the work put into this tutorial Inkochnito - scorecards/instruction cards Pinuck - Gottlieb chimes and score motor routines Herweh - directB2S designer and tools JimmyFingers - rolling ball and other objects' sound routines Bendigo - routines for rotating arrow target Knorr - Physmod 5 Arngrim - DOF scripting! Message from Dazz - Thanks to loserman76 and everyone for helping out with this build weather they know it or not. This game has been noted as one of the worst pinball games by Gottlieb. For the complete story about why this game means a lot to me check out my post on BYOAC.
  23. I have mapped a lot of tables for DOF, including originals, and these are the most tricky, so I have created a method that makes the change of the table script of the originals less painful, The idea was not to copy everywhere this command (That allows to send an info from the table to B2S.Server and then to DOF) Controller.B2SSetData 1**, nr everywhere, to have a easier command to call. Secondly, i didn't want to copy the same line twice for a pulse of a switch of solenoid And lastly, I wanted to be able to disable the DOF E events with just one change of one variable, and to not put conditions to check on every DOF call if the variable is set to true to false. Here is the method: '*DOF method for non rom controller tables by Arngrim**************** '*******Use DOF 1**, 1 to activate a ledwiz output******************* '*******Use DOF 1**, 0 to deactivate a ledwiz output***************** '*******Use DOF 1**, 2 to pulse a ledwiz output********************** Sub DOF(dofevent, dofstate) If dofstate = 2 Then Controller.B2SSetData dofevent, 1:Controller.B2SSetData dofevent, 0 Else Controller.B2SSetData dofevent, dofstate End If End Sub '******************************************************************** That can be placed just before Table_init(), here are two examples on how to use it flipper example If keycode = LeftFlipperKey and InProgress=true and TableTilted=false Then LeftFlipper.RotateToEnd PlaySound "FlipperUp" DOF 101, 1 End If If keycode = LeftFlipperKey and InProgress=true and TableTilted=false Then LeftFlipper.RotateToStart PlaySound "FlipperDown" DOF 101, 0 End If Bumper example Sub Bumper1_Hit If TableTilted=false then PlaySound "bumper1" DOF 107, 2 bump1 = 1 Bumper1.TimerEnabled = 1 If Bumper1.state=1 then AddScore(100) Else AddScore(10) End If ToggleBumper end if End Sub What happens here is, 107 means E107, and this info is intercepted by B2S.server, but to have the effect escalated into your ledwiz, you need to map the E event on the mapping of the table in the configtool. So when you generate a directoutputconfig.ini, the line will contain these events and DOF will be able to trigger the event that B2S.Server intercepted. Far_Out_1974,E114 Blink fu500 fd600,ON,0,0,E103,E104,E107/E125 300 I32,E109/E126 300 I32,E101/E105/E127,E102/E105/E106,E108,0,E115,E115 300/E131 400 10,0,0,E107 Yellow/E119 Red f200/E123 Orange f200/E125 Blue f50/E127 Yellow/E129 Yellow w400 f200,E103 Red/E116 Cyan f200/E120 Orange f200/E129 Orange w200 f200,E105 White fd800/E108 Red/E117 Yellow f200/E129 Cyan f200/E130 Red f200,E104 Red/E118 Cyan f200/E121 Orange f200/E129 Orange w200 f200,E109 Yellow/E122 Red f200/E124 Orange f200/E126 Blue f50/E129 Yellow w400 f200,0 Now if you want your table to be fully compatible without B2S, you can add a constant variable on top of the table script: Const B2SOn = True 'True/False if want backglass And The DOF method becomes this: '*DOF method for non rom controller tables by Arngrim**************** '*******Use DOF 1**, 1 to activate a ledwiz output******************* '*******Use DOF 1**, 0 to deactivate a ledwiz output***************** '*******Use DOF 1**, 2 to pulse a ledwiz output********************** Sub DOF(dofevent, dofstate) If B2SOn=True Then If dofstate = 2 Then Controller.B2SSetData dofevent, 1:Controller.B2SSetData dofevent, 0 Else Controller.B2SSetData dofevent, dofstate End If End If End Sub '******************************************************************** If you change the variable from true to false, all the DOF calls will be ignored This constant variable can also be used to define the call of the B2S.Server or not, so here's a very practical way to use that constant if B2SOn then Set Controller = CreateObject("B2S.Server") Controller.B2SName = "Far_Out_1974" Controller.Run() If Err Then MsgBox "Can't Load B2S.Server." end if Just as a reminder, the part i put in bold is the way to call B2S.Server for an original table, that can be placed on the table_init() method of the script. And the B2SName must match the rom name of the table of the configtool, in order for DOF to take the respective line in your directoutputconfig.ini If you have other questions
  24. Version 1.0

    284 downloads

    Added DOF mapping in the script and needs to be combined with DOF ini version 1318 at least Added 2 digits to the backglass to go upper than 10.000.000 Moved non mech sounds to backglass output for users with 2 sound systems, the others are not affected Added option to disable mech sounds line 17 of trigon_engine.vps ' dofS constant removes the mech sounds, redundant with DOF and noisy toys Const dofS = 1
  25. Version V0.8.5307.01702

    5,967 downloads

    During the past few month a lot of new things have been added to the DirectOutput framework (DOF). Since most of my new ideas have been integrated by now it is time for a second release (R2). Watch the following video to see some of the new features, in particular the addressable ledstrips, in action: While I have been busy with the DOF extension Arngrim has added a lot of new functionality to the config tool, so the new functionality can be configured through the config tool. The config tool also got a new name and logo, but it still resides in its old location. Please be sure to read the following paragraphs for download and update instructions. Keep (virtual) pinball alive and all the best! Swisslizard / Tom Upgrading your installation To upgrade your DOF installtion just download DOF R2 and copy all the files in the package to the directoy where you have installed DOF and say yes if you are prompted to overwrite files. For new DOF installtions, please consult the documentation. Important note: DOF R2 uses a new global config structure. So if you use a global config file, please create a new global config file using the global config editor in the package. If DOF does not work for you, be sure to unblock the DLL and EXE files. Sometimes windows tends to block downloaded files. For instructions read: http://directoutput.github.io/DirectOutput/installation.html#installation_unblockauc Documentation The documentation of the framework is available on GitHub. It contains a lot of information on the installation, architecture and the configuration of the framework, as well as the fully documented object model. The pages about the installation and supported hardware might be a interesting starting point. http://directoutput....tput/index.html Support & Forum If you have questions about the framework (please read the docu first) or want to discuss something, please visit the support forum. http://vpuniverse.co...tput-framework/ Source Code The source code of the DirectOutput framework is available on Github: https://github.com/D...ut/DirectOutput
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