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UltraDMD WIP


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#221 freneticamnesic

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Posted 25 July 2015 - 12:45 PM

does it play badly or is it just the image? I just opened it in 2112 and the ball reflection looked really far away, is that what you mean? or does the ball move too fast?



#222 akiles50000

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Posted 25 July 2015 - 02:45 PM

The ball moves too fast,It plays fine it,s only the image of ball.

Also other thing,the bottom image of the flippers see totally transparent.



#223 RYSr

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Posted 25 July 2015 - 11:26 PM

The ball moves too fast,It plays fine it,s only the image of ball.

Also other thing,the bottom image of the flippers see totally transparent.

 

What CPU and Graphics card are you using? What screen resolution is the full screen table set to?

 

Press Function Key F11 during play and tell us what the average FPS value is on the first line of the readings.

 

Perhaps your system is to slow,causing the ball to disappear and then reappear giving the illusion of the ball moving to fast..

 

Make a UTube video of the play if you can so we can see what you mean.

 

Rich


Edited by RYSr, 25 July 2015 - 11:35 PM.


#224 lucky1

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Posted 26 July 2015 - 07:19 PM

First big thanks to all who made UltraDMD possible. Great piece of work.

I have started my first original build and I use current Visual Pinball X beta.

So far no problems during gameplay but when I exit back to my frontend

PinballX the scoreboard stays on the DMD driven by PinDMD2 until I start

another table. Since PinballX and UltraDMD both use XDMD it seems that

UltraDMD doesn't close the XDMD connect. Any idea ?

 

Here is a link to my project

 

Captain Future WIP

 

Lucky1



#225 akiles50000

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Posted 27 July 2015 - 01:56 PM

Rysr I use a 9800GT of 1Giga of Ram card.

When I press F11 gives a value in the first line of  60 (62,9 avg 65max)

 

Also the flippers have a delay of 1 second after I press each buttom. How does it made to fix the physics of the flippers?


Edited by akiles50000, 27 July 2015 - 02:23 PM.


#226 RYSr

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Posted 27 July 2015 - 09:38 PM

Rysr I use a 9800GT of 1Giga of Ram card.

When I press F11 gives a value in the first line of  60 (62,9 avg 65max)

 

Also the flippers have a delay of 1 second after I press each buttom. How does it made to fix the physics of the flippers?

 

I'm surprised your getting 60 fps on that older card,you may need to upgrade to a newer more powerful card for some of these newer VP10 tables to get a good ball and flipper response.

 

Rich



#227 akiles50000

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Posted 28 July 2015 - 08:47 AM

RYSr what graphic card do you recomend me? for example a GeForce GT 730 ?



#228 hmueck

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Posted 28 July 2015 - 09:25 AM

no x20, no x30, no x40. this means no 720, 730 or 740. no 630. no 640. etc.
start with at least a x50. better a x60. 560, 660, 760, 860, 960.
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#229 akiles50000

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Posted 28 July 2015 - 09:32 AM

Ok Hmueck thanks.



#230 RYSr

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Posted 28 July 2015 - 09:42 PM

RYSr what graphic card do you recomend me? for example a GeForce GT 730 ?

 

 

You said you were getting 60 fps with your current card, I don't know what PC CPU and screen resolution you are running. You may be able to lower your screen resolution to get a speed increase in the VP10 tables, to see if it's enough to get a better ball and flipper response. Also make sure all FXAA and AO options are turned off in the video settings they will slow you down.

 

I have a ASUS GeForce GTX760 DirectCUII OC card (1006 Core clock and 1072 boost clock, 2gb 256-bit GD5 ram) on my cab presently. This card is a couple years old and ran then around $300.

 

On Fren's AMH  with my screen resolution at 1920X1080 and a B2S back glass running off the same card, with Extreme FXAA on and AO and 4XAA off I get around 98FPS with only 1006mhz core speed, If I run the boost software at 1072 I get 210 fps average.

 

Today you could get a ASUS STRIX-GTX970-DC2OC-4GD5 for about the same amount at Newegg.com. It has a core clock 1114 mhz and boost 1253mhz and 4gb 256-bit GD5 ram. Both cards come with the boost software to load to activate the boost performance. They are also PCIE 3 connectors so your motherboard would have to support this standard to get the full speed of the card. It will run on a PCIE2 bus at lower performance. Also consider you'll need at lease a 650W Power Supply with the proper connectors to run it, and see if there is room in your case for a full size card.

 

At the very lease I would say get the GTX version (not a GT version), with at least 2gb ram on whatever card you decide on.

As  hmueck suggested above go with an X60 or even an X70 series card.

 

Rich



#231 UltraPeepi

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Posted 09 August 2015 - 01:28 AM

goodnewseveryone-professor_zpsd9f36e14.j

 

I finally got my DMD, PinDMD, and power supply.  Today I got it all running.  I have to say, it looks pretty awesome.  I tried out AMH - it was very cool.

 

I do not see a crash when I exit the table.  However, it does leave the DMD with the last thing displayed.  I will make sure it clears the display before exit.

 

Also, I will install PinballX, and HyperPin to make sure everything behaves as expected with a front end.

 

It's a really busy time for me at work.  So please be patient.


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#232 Shoopity

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Posted 09 August 2015 - 03:11 AM

Ideas for future development:

 

**Disclaimer** These ideas are based purely on my experience with coding AMH, so in know way am I suggesting these should be implemented because they are highly desirable features.  I'm just one person who's looking at one other person's personal implementation of a fairly recent DMD (but, this also may be common, how real DMD programming has been done, I have no idea).

 

You currently have the ability to add text or whatever to the top and bottom of a Scene.  What about the four corners?  Or even the six sides (that is top, middle, and bottom left, top, middle, and bottom right)?  Or even still, what about being able to place the text where you want (and while we're at it, what about defining size of the text)?  Or what about just auto sizing the font to always remain inside the DMD (e.g. if I pass in "top left _ top right", it'll be mostly in the middle, but if pass in "top left___________top right", it's too big to fit and goes off screen; if you were to auto adjust the font size to shrink-to-fit, then I could program in my own four corners, especially if you're using fixed character sized font).  In AMH (in the real table that is),  Ben makes frequent use of the corners to indicate stuff like how many hits of the ghost are left, and he doesn't always use the same corner.  Or the final match animation has potentially (depending on how many players were playing) four scores on the right side while the match animation runs.  I don't know if original authors are that interested in making use of different areas of the screen to display text over an animation.

 

What about a built-in progress bar of some sort, or at least some block character.  In AMH (and I know lots of other tables that use progress bars, so I don't think it's out of the question an original author would want a progress bar), Ben has two modes with progress bars (Bar and War Fort).  It's great that there's a method for updating the text of the scene without interrupting the animation, but I don't need to change the text, I need to change the progress bar.  Currently I did this by creating ~26 images of the same animation with a hand drawn increasingly partially filled bar, but that also means every time the bar progresses the animation resets (and there's a slight blink).  Even if you don't have a built-in bar, I could probably do this by simply changing the bottom text if I knew of some character that was simply a block, so for the first call I could pass in "*___", then the next would be "**__" and so on.

 

An option to show, or possibly just change since it's not that common to not have, scores with commas for the thousand, million, billion, etc. places (is this currently possible by selecting a different font... are different fonts even currently possible?).  OR... the ability to show whatever on the score screen.  Currently it's limited to an Int type, but maybe if you allowed a string type, then we could code in our own commas.  I tried it already and it doesn't work.  Something like, if PlayerScore = 12345678 would be:

commascore = Int(PlayerScore/1000000) & "," & Int(Mod(PlayerScore/1000000)/1000) & "," & Mod(PlayerScore/1000)

Then you just pass in CommaScore, which is now a string "12,345,678" to DMDScore.



#233 UltraPeepi

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Posted 09 August 2015 - 07:30 PM

Good stuff Shoopity

 

>>font size to shrink-to-fit

I have that in a couple of places; but I what I don't have is the ability to place text wherever you want.  That would be easy to add.

 

>>What about a built-in progress bar of some sort

Good suggestion.

 

>>scores with commas for the thousand, million, billion

I started to implement this, but it didn't look right.  XDMD is based on fixed width font.  In order for this to look good, we'd need to get XDMD moved over to a variable width font system - OR have a variable width font system implemented within UltraDMD.

 

What I have tried to do is look at a bunch of DMD animations of real pinball machines, and tried to support as many scenes as I could while still maintaining an approachable interface.  I always new that there would eventually need to be a more comprehensive/flexible interface.  Notice the UltraDMD "splash" screen - where each bit of text (and the hamster) animates in from a different direction, then animates back out?  XDMD has an interface to do this, but UltraDMD doesn't expose this level of control.

 

We'll get there. :)


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#234 Guus

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Posted 13 August 2015 - 12:27 AM

Hi UltraPeepi, Thanks for the GREAT UltraDMD, the DMD looks great in AMH.

 

But we always play on 1 screen with the DMD rotated, for that reason we couldn't play this table yet / we could not use UltraDMD yet.

 

Is there any ETA for the rotate function? We would really appreciate that !



#235 UltraPeepi

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Posted 13 August 2015 - 01:08 AM

Hmm.  I know I need to add "flip Y", but this is the first I've received the request for rotate. I'll make sure it's on the list. Thx. :)


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#236 lodger

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Posted 14 August 2015 - 11:40 AM

Hi all

 

Thanks to Shoopity's feedback a while ago re: GIMP, I was able to get my dmd animations together!!! I did however have one question with the call to play an animation. if I have my gifs in my table folder and try to make a call like

DMD_DisplaySceneEx "doubledragonlogo2.gif", " ", 14, 2, "", -1, -1, UltraDMD_Animation_ScrollOnUp, 4000, UltraDMD_Animation_ScrollOffDown
 

i get a file not found error. however if i add the specific location, like this

DMD_DisplaySceneEx "C:/vp10/table/doubledragonpinball.UltraDMD/doubledragonlogo2.gif", " ", 14, 2, "", -1, -1, UltraDMD_Animation_ScrollOnUp, 4000, UltraDMD_Animation_ScrollOffDown
 

it works fine. Being that people have their own configurations, is there anything i need to do to get the first way to work? What's the most appropriate way to fix this issue? Thanks!

 

-Lodger


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#237 Shoopity

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Posted 14 August 2015 - 05:49 PM

Just to make sure, did you SetProjectFolder?



#238 fuzzel

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Posted 14 August 2015 - 09:59 PM

I have big performance issues with AMH and UltraDMD. On my cab system (win7 / AMD HD7770) I get only 4-5fps on AMH all other VPX tables run butter smooth. I downloaded UltraDMD/xDMD from the web site but once I installed/unpacked everything and I start just UltraDMD and do a right click on the empty DMD it shows the version 1.0.130115 instead of v1.1.150215. Is it just a typo or do I miss something here?



#239 Shoopity

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Posted 14 August 2015 - 10:42 PM

Ultra will answer this better than me, but did you download the XDMD Beta 0.3?  It's the link on the page "Latest Test Build binary only download"



#240 Outhere

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Posted 14 August 2015 - 10:48 PM

I have big performance issues with AMH and UltraDMD. On my cab system (win7 / AMD HD7770) I get only 4-5fps on AMH all other VPX tables run butter smooth. I downloaded UltraDMD/xDMD from the web site but once I installed/unpacked everything and I start just UltraDMD and do a right click on the empty DMD it shows the version 1.0.130115 instead of v1.1.150215. Is it just a typo or do I miss something here?

Mine says the same thing and as far as I know its working fine