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Found 4 results

  1. Updated script slightly to make changes easier. First, edit the user settings block: 'Set this to the ROM name. If alias is in use, this is the original ROM name Dim ROMName:ROMName = "originalROMname" 'Set the following options you prefer Dim DMD_Sound:DMD_Sound = 0 '0 = ROM Sounds off 1 = ROM Sounds on 'Only turn on one of the following Dim DMD_ShowDMD:DMD_ShowDMD = 0 '0 = No standard DMD 1 = Standard DMD Dim DMD_ExternalDMD:DMD_ExternalDMD = 1 '0 = No external DMD 1 = External DMD 'End User Options Second, add a function call to table_init and table_exit <original post> Ever turned off sound on a table using an aliased ROM only to find that all tables using that parent ROM now have sound turned off? Want the DMD off one table and turned on in another table both using the same ROM? Aliased ROM tables do not seem to save their F1 settings separately and they overwrite each other. There may be other ways to achieve this, but this mod might help you out. It is certainly an option to hitting F1 every time you open one of the tables to change settings. This lets you make some settings changes via the table script that are only active during the session. Before changes are applied, the current settings are saved so they can be restored when the table exits. This is a starter framework that could be expanded to work with other settings for the DMD/ROM, such as AltSound, etc. Note: There are assumptions made for the use of this script mod. The script must have a Controller object declared. You will have to move parts of this script mod to other locations in the script. You will also have to know how to determine the original ROM name for the table you are modifying. You must be able to work with the table script. I am offering no support beyond the help in the text file. DMD Settings via Script Mod 1.2.txt
  2. Hello everybody! I'm not much of a forum poster, but there's a slight nagging issue with my cab I'd like y'all's take on. My specs are as follows: MB: ROG-STRIX B550-F CPU: Ryzen 7 3700X 3rd Gen RAM: Teamgroup T-Force Vulcan Z DDR4 RAM - 32GB 3.6 Ghz GPU: RTX 3090 24GB On most every physics-script heavy table, I encounter some annoying stutter and would like to end it once and for all. If I were to upgrade my CPU to a Ryzen 9 5900X, would that kill it? My aim is to not only end the stutter, but "future proof" my cabinet. Thank you!
  3. I'm hoping someone can help. I'm trying to set up the open and close script on pinup popper for Big Race USA. I'm using Aubrels PinCabView Thank you
  4. Version Beta 1.1

    120 downloads

    History: shivaEngine is part of the full install with Visual Pinball done by Cold1 and myself. It is labeled "Tutorial" in Visual pinball's full install, but it's included with the top gear table, so it's part of the standard package. A couple years later, I wrote shivaEngine2, which was aimed at the advanced user as a System 9 engine, and mid 80's Bally. It was very full featured, and could do just about anything even System 11 games could do in terms of a feature set. shivaEngine 3 was a middle ground, in that it had all the main features of se2, but using the modern scripting style of pre-made scripts with "hooks" inserted into the main engine. In it's own right, it is just as powerful as se2, and was designed to emulate all arcade games up to 1985 as perfectly as possible, without needing VPinMAME. There are 4 tables that used the se3 engine, Star Trek se3, Playboy se3, Kiss se3 and Power Play se3. The system is a modular concept, so you can in fact mix and match external scripts if you wanted to, setup took less than 5 minutes in most cases se4: The se4 engine builds on these concepts from before, but already, there are some major new features that are in place, with a lot more to be added. One of the biggest features of the xse engine is it will adds multiple preset scoring and control routines to standard objects and parts of a common table, (such as drop target banks, lanes etc) using a collection based system. Like the engine itself, this will contain multiple settings for each section, so there will be multiple types of scoring and routines capable for each section. But most importantly, there is a new menu system, that will allow you to adjust and set any of it's routines, settings, scoring, and rules while in game. In theory (and so far) there is no need to do any scripting at all! There are preset styles in case you don't want to change the settings yourself, and now a navigation and help menu that helps you in case you do. No more long text files that people don't read anyway in other words. As it Stands: At the moment, due to time, health and real life issues, se4 has stopped development. There are quite a few things that are missing from the table example, but lack of time prevents me from doing them, if ever. It would be such a shame though to waste this, as it could have such a dramatic effect on the community, and actually get a lot more people to make their own tables, so the table is out, and hopefully, people who do know how to script, and table devs, will step forward and help finish the engine. People who do can just contact me, I will help as much as possible, and still handle keeping track and organizing things, but to help, I have written a "to do" list as a guide of the things I had planned to add myself. Next planned version (beta 2) Keys and VBscript menus ' - In se4 b1, the system has a menu based system outline using display and text boxes. Though this does work, it's a bit clunky, hard to work with, and very inflexible. I am presently looking at alternate ways, that will give far more flexibility and ease of use. At the moment, the new menu will be more than likely HTA based, as a dedicated webpage system, with far more options and capabilities. As well, it will be far more adaptable with changes caused by new releases of visual pinball. All work on the engine and example table will stop till a new menu system is done, so if there are people who want to add to the engine, hook up missing elements, or improve the engine, they can do so, as the menu system is completely seperate from the rest of the engine and table. Just submit the changed table to me, and I will incorporate the changes into future releases, with proper credit.
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