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UltraDMD WIP


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#241 freneticamnesic

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Posted 15 August 2015 - 05:52 AM

Can anyone recommend some software for modifying gifs to fit the resolution required? I don't know if this is accurate but it appears to be the first 128x32 pixels available in the gif, so if it's a larger gif the top left corner is all you see. 



#242 lodger

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Posted 15 August 2015 - 11:01 AM

http://ezgif.com/resize is a website that will do gif scaling and cropping- its user friendly and free. not sure how to do this within photoshop, gimp, etc though.

 

Odds are you'd first want to make sure it stays within the 4:1 aspect ratio (crop if it does not) and then rescale.


Edited by lodger, 15 August 2015 - 11:02 AM.

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#243 freneticamnesic

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Posted 15 August 2015 - 11:25 AM

that looks like exactly what I needed thank you



#244 lodger

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Posted 15 August 2015 - 05:13 PM

no worries.

 

Does anyone know how to stop an animation if a new one is triggered?


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#245 lodger

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Posted 15 August 2015 - 11:29 PM

nevermind- got it! I created a sub to easily trigger that

sub cancelrender()
UltraDMD.CancelRendering
ONSCOREBOARDCHANGED
end sub


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#246 Shoopity

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Posted 15 August 2015 - 11:33 PM

You might want to implement some sort of priority system.  You might not want to always trigger a new animation; let's say you have some mode start animation that gets interrupted by some piddly roll-over animation.



#247 lodger

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Posted 16 August 2015 - 12:17 AM

true- i think i'm going to be going back to the drawing board partially- my gifs are freezing at times with the technique i just described


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#248 Shoopity

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Posted 16 August 2015 - 02:36 AM

Feel free to take a look at my AMH table.  I have a couple steps because I left the system in I had for version 15, but I also wanted to make it compatible with the original coding.  So the original code calls

video "A", "B", "C", mostly ignored variable, actual frames of the gif, priority (1-255).

Then the video sub parses the first three variables into a single string gif, adjusts the pause time by multiplying the number of frames by the right number (which differs depending on what your gifs fps is; in AMH, it's 15 FPS), and calls the DMDScene sub.  The DMDScene sub will cancel a scene if its priority is >=, it's rendering, and start a new scene.  There's also a VideoQ in the original code which I defined as simply passing the the gif in so it'll play as soon as the pause time ends



#249 freneticamnesic

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Posted 16 August 2015 - 07:05 AM

I know there's not many of you, original table scripters who are also familiar with UltraDMD... I'm not comfortable with either. I've spent some time the past couple of days trying to learn UltraDMD and I can get animations to show up...... that's as far as I am. The next step is being able to script the table, and right now that's beyond me. 

I'm building a Futurama themed table, based on Stern's Star Trek Pro, that I want to have a UltraDMD scoring display. I'd like this be a modern designed and playing table. Anyone want to assist me in this journey?

 

L30UYiU.jpg


Edited by freneticamnesic, 16 August 2015 - 07:27 AM.


#250 fuzzel

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Posted 16 August 2015 - 12:30 PM

I did some testing with AMH/UltraDMD on my desktop pc (win10 and AMD R9-380). When I play tables like TFTC or KingPin I get  380+ fps (Vsync is disabled=0). Playing AMH without any scripting I get 486fps but with script/UltraDMD I only get 85fps. On my cab I use an older AMD HD7770 graphics card which isn't that fast but plays all tables without any problems but it seems that UltraDMD/xDMD slows down the complete rendering so dramatically that's unplayable on such a system. So it seems I have to wait for an optimized version before I can enjoy AMH on my cab ;)



#251 Kaan

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Posted 16 August 2015 - 02:15 PM

I did some testing with AMH/UltraDMD on my desktop pc (win10 and AMD R9-380). When I play tables like TFTC or KingPin I get  380+ fps (Vsync is disabled=0). Playing AMH without any scripting I get 486fps but with script/UltraDMD I only get 85fps. On my cab I use an older AMD HD7770 graphics card which isn't that fast but plays all tables without any problems but it seems that UltraDMD/xDMD slows down the complete rendering so dramatically that's unplayable on such a system. So it seems I have to wait for an optimized version before I can enjoy AMH on my cab ;)

 

I think we have the same problem, check my posts at the AMH thread. I'm almost quite certain that the fps problem is not caused UltraDMD/xDMD, at least not because of their rendering. As the fps remains the same even when I quit ultradmd after I start a game. Try to quit ultradmd when the fps is 85 by right clicking on it and exiting. The fps should stay exactly the same.

 

Oh and, that new Captain Future table also uses ultradmd and the fps is great on that one. No huge drops or anything.


Edited by Kaan, 16 August 2015 - 02:15 PM.


#252 lodger

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Posted 21 August 2015 - 10:42 AM

Hey all-

 

I wanted to get people's opinions on the best way to handle this display related concern. On my Double Dragon table, I have my bumpers set to trigger a punching animation. For the time being, i have it set that a bumper hit triggers the script to play that animation and that a trigger when the bumpers drain stops the animations from rendering. It seems like when i trigger animations, it creates a queue of things to render and that UltraDMD.CancelRendering command just stops the render for that particular video. is there a way to empty the que?

 

I am wondering if a better option would be to have my bumpers add 1 to a counter (with a max cutoff) and to set up a timer that retriggers the clip as long as the counter >0. hitting the trigger that would eliminate the cue would just set the counter to 0, would cancel rendering, and would then refresh to the score screen.Any suggestions?

 

Thanks!


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#253 Shoopity

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Posted 21 August 2015 - 01:21 PM

According to the Documentation, CanelRendering is supposed to empty the queue too.  Are you sure you're not use .Clear, or that there's not anything more that's trigger additional animations?



#254 cyberpez

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Posted 21 August 2015 - 07:22 PM

Yeah, like Shoopity said,  according to the documentation CanelRendering is supposed to clear the queue, but I'm not 100% sure it does??  I'm currently using this:      UltraDMD.CancelRendering()     I don't think It actually clears the queue though, things before the command still run after...  Is there more to it?  Granted I could be wrong and have another bug that keeps the rendering going...?  I'm curious if the CancelRendering will work for you.



#255 lodger

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Posted 22 August 2015 - 02:24 PM

Cyberprez, i think we're in the same boat. Right now, the good news is that I'm getting my gifs to trigger, just getting them to stop (and without artifacts) is the problem. ultradmd.cancelrendering() seems to leave artifacts in place if i have a gif running, trigger it, display the scoreboard, and then show another animation. If i do this, i get the tail end of the last animation and then the new one. Also, i am getting only a black screen if i have either the in/out animation for gifs as UltraDMD_Animation_None. this gets tricky of you're hoping to loop or repeat animations/have them feed into each other


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#256 Shoopity

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Posted 24 August 2015 - 09:16 PM

Just to verify this here, I did some testing on Lodger's table and .CancelRendering does indeed clear the queue.  If you're running that but stuff keeps running, there's something on your table/in your code that's running an animation after the cancelrendering command is executed.



#257 lodger

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Posted 24 August 2015 - 11:18 PM

Massive thanks to Shoopity for reviewing my code and helping to debug the issue!


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#258 gigalula

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Posted 25 August 2015 - 03:32 PM

Simple question is there any way to change color of UltraDMD from the script to have different color depending of the table played and/or  for Player (#) in multiplayer mode to have independent color during game play.... ?



#259 Shoopity

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Posted 25 August 2015 - 06:12 PM

I know, currently, you can't have multiple colors on one screen; I think that's more of an XDMD thing (which UDMD is based off of, so if XDMD gains the ability, then UDMD probably will too).  As for a per-game color setting, or a scriptable color, I don't think it's currently possible.



#260 gigalula

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Posted 25 August 2015 - 10:15 PM

Find a way to at least give personal color to tables by changing reg just before I starting it  ;) if we change it during game play it wont work until you restart vp ...

 

 

[HKEY_CURRENT_USER\Software\UltraDMD]
"x"=dword:00000cd9
"y"=dword:00000001
"w"=dword:00000400
"h"=dword:00000190
"hideVDMD"="False"
"color"="Green"     <-----------------Just in making multiple file and give them a color :tup: and you are good to go