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True Full screen in VP 10.1 loses focus - requires Alt-tab


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#301 toxie

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Posted 31 October 2016 - 04:46 PM

We should rather go DX9 ;), until then i would prefer to leave ddraw on, simply as it sucks away too much CPU-performance otherwise.



#302 DJRobX

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Posted 31 October 2016 - 04:49 PM

We should rather go DX9 ;), until then i would prefer to leave ddraw on, simply as it sucks away too much CPU-performance otherwise.

 

VP needs to do that for fullscreen mode though.   :)   There's already D3D code.  I used to use it, it does work.   


Edited by DJRobX, 31 October 2016 - 04:50 PM.


#303 toxie

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Posted 31 October 2016 - 05:11 PM

Yup, but still there is enough work to keep one busy for a while to port everything over completely to DX9..



#304 gStAv

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Posted 31 October 2016 - 05:26 PM

Holy fiiikk MrKnister! And thanx Carny!!!

 

You're right! This actually works... but.. why!? *lol*

I made a .ahk which starts taskmanager from the autostart-folder and now I'm golden! :D

 

Attached the file here if anyone wants it

 

Worked at first, but know windows throws me error in vp baaa--

Should I abandon win7 maybe?

Attached Files


Edited by gStAv, 31 October 2016 - 05:42 PM.

3rs054-6.png


#305 osujd

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Posted 31 October 2016 - 08:35 PM

The Whitestar DMD thing has always bothered me.   I think those games just have an incorrect DMD size configuration.  The secondary DMD is an extra thing relayed to the table as lights, and shouldn't matter for the main DMD (just like it doesn't on [BLEEP] tables that use an almost identical IO board).


Any idea on where to get older versions of pinball x?  I only see 2.27

 

 

 

If you go to the PinballX download there's a drop-down box for a changelog.  If you pick 2.25 a download link will appear.   That version works fine for me, where 2.27 does not.  

I am still seeing issues even with 2.25 is there any where in pinballx to confirm which version is being used?



#306 gtxjoe

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Posted 31 October 2016 - 08:57 PM

It is really hard to see, but the version is displayed near the bottom.  Just look for the word "Version"   :8):

 

 

p.jpg



#307 Carny_Priest

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Posted 31 October 2016 - 09:48 PM

 

The Whitestar DMD thing has always bothered me.   I think those games just have an incorrect DMD size configuration.  The secondary DMD is an extra thing relayed to the table as lights, and shouldn't matter for the main DMD (just like it doesn't on [BLEEP] tables that use an almost identical IO board).


Any idea on where to get older versions of pinball x?  I only see 2.27

 

 

 

If you go to the PinballX download there's a drop-down box for a changelog.  If you pick 2.25 a download link will appear.   That version works fine for me, where 2.27 does not.  

I am still seeing issues even with 2.25 is there any where in pinballx to confirm which version is being used?

 

 

PinballX\log\log.txt



#308 Mirkin

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Posted 01 November 2016 - 07:47 AM

 

 

I have 3 screen setup and hate the look of the black bars around the dmd with ddraw 0. Is it possible to change my resolution on my dmd monitor so the black bars won't exist? Or any other suggestions?

 
Yes, that's what I do. I have Pinball X run a program that changes my middle "DMD" screen to a custom 820x462 resolution whenever a VPX table is launched. This allowed for the DMD to be set to 777x201 in PinMAME which is the maximum you can go with ddraw=0, without any black borders. This equals 768x192 for the actual DMD resolution, which is a perfect multiple of 128x32, which results in a clean DMD with square pixels.
 
 
This is my current workaround, combined with the "delay" feature of VPX 10.2 beta (that toggles VP out of focus and back in focus) in order to allow me to use VPX in exclusive fullscreen. It works great, and I can max out VPX graphics with no ball stutter and it looks and plays great.   For whatever reason though.... I cannot get some B2S files to load up when launched from Pinball X when using exclusive fullscreen.    For those tables I have given up and just use a static backglass image for now...
Great info thank you!

 

What is the name of the program you use please?


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#309 TerryRed

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Posted 01 November 2016 - 12:06 PM

I use "Multi Monitor Tool". You can save your entire screens layout (all 3 screens, position, rotation,etc) to a single file, then use "Multi Monitor Tool" as a command line or BAT file to change your entire layout in one shot. I use this for ALL of my systems in Pinball X.
 



#310 Sir Cheddar

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Posted 01 November 2016 - 12:33 PM

 

Ok, these are the candidate base size settings for VPM:

 

standard 128x32 DMD -> 257x65 

128x16 DMD such as hook_408 -> 257x33

Sega 192x64 DMD -> 385x129

 

And then for tables with secondary displays on the playfield

monopoly -> 257x83

nba_f31 -> 257x94

ripleys -> 257x83

simpprty -> 257x89

 

I'm guessing hirolcas will be the same as monopoly as it is also rendering a seven row matrix. I no longer have that table installed.

 

I'm sure that there are more but these are the ones that I'm aware of at the moment.

 

So, to get pixel perfect output you would multiply the width and height by some integer and change the settings in the registry. Try these out and confirm.

 

Thank you for reminding me about this.   I've fixed it for the listed tables and some others.   If people find more it's easy to fix now, just have to tag the mini-DMDs as " | CORE_NODISP" in the layout definition.

 

There is one - but since we don't have any good resources for the table it's hardly worth it.

 

Caveman (Gottlieb 1982 pinball/video game hybrid) has its numeric score display directly above its video screen so the numeric display gets displayed on both playfield and BG if you use FS with B2S. The VP8 desktop table doesn't use the VPM numeric display either so it might be best if the score display where hidden.

As said before - If it's an easy fix it would be nice to have the display hidden but if it's too much of a hassle don't bother. I have it only on my cab because it is an good way to torture my unsuspecting victims, er, guests - not because it looks good.

Same as Granny and the Gators :)



#311 toxie

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Posted 01 November 2016 - 12:51 PM

 

 

And its in PinMAME trunk.. Works pretty well.. And its not as blurry as ddraw=1, too..  :)

(although a bit slower though if you use it with a rather high resolution)

 

 

Looks awesome!  WAY better than ddraw=1.   We're going to make the ddraw=1 people jealous at this rate.   Thanks for doing that!

 

In case you wanna experiment some more, i also added some of my stone-old experimental leftovers to the blit code (the last commit i did, but undef'd), which does some rounded dots.

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#312 Carny_Priest

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Posted 01 November 2016 - 06:37 PM

 

 
And its in PinMAME trunk.. Works pretty well.. And its not as blurry as ddraw=1, too..  :)
(although a bit slower though if you use it with a rather high resolution)
 

 
Looks awesome!  WAY better than ddraw=1.   We're going to make the ddraw=1 people jealous at this rate.   Thanks for doing that!
 
In case you wanna experiment some more, i also added some of my stone-old experimental leftovers to the blit code (the last commit i did, but undef'd), which does some rounded dots.

Yes, please!


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#313 TerryRed

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Posted 01 November 2016 - 07:32 PM

 

 

 

And its in PinMAME trunk.. Works pretty well.. And its not as blurry as ddraw=1, too..  :)

(although a bit slower though if you use it with a rather high resolution)

 

 

Looks awesome!  WAY better than ddraw=1.   We're going to make the ddraw=1 people jealous at this rate.   Thanks for doing that!

 

In case you wanna experiment some more, i also added some of my stone-old experimental leftovers to the blit code (the last commit i did, but undef'd), which does some rounded dots.

 

 

Hell yes, pleeeeeeeease! I was hoping someone would add the dots for ddraw=0....but I'm starting to lose track here.... is this with a newer PinMAME, and do we need to enable the dots somehow?

 

How do I get me some dots??   :)


Edited by TerryRed, 01 November 2016 - 07:33 PM.


#314 toxie

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Posted 01 November 2016 - 09:07 PM

its currently undef'd as its still not perfect, but its in the ddraw=0 path..



#315 DJRobX

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Posted 01 November 2016 - 09:17 PM

Ooh I like it!    Now that you've given a screen shot you KNOW we're going to have to make it work now, right?   :) 

 

Especially since we now have a variety of modes (currently chosen by #defines) I think it would be best to have an output mode setting.   I kind of cringe at adding more settings, but there is already such a long list. 



#316 toxie

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Posted 01 November 2016 - 10:54 PM

I think we could slim it down a bit. I always wonder what this double size setting is really good for, for example.



#317 Carny_Priest

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Posted 01 November 2016 - 10:54 PM

Settings... well it would still be fewer than VP. Squares or dots, both would be "authentic" simulations. Real plasma are square pixels and real LED are round.


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#318 toxie

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Posted 02 November 2016 - 12:15 AM

the dots are only in one specific/rather slow path of the display routines currently, so thats why i never released it before so far.



#319 xantari

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Posted 07 November 2016 - 05:10 AM

Where is the latest VPM (Vpinmame) that fixes the ddraw issue discussed here?

#320 toxie

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Posted 07 November 2016 - 06:54 AM

Here: http://www.vpforums....=27063&p=256944