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PROC VP 0.91
Started By
destruk
, Mar 11 2011 09:46 PM
68 replies to this topic
#23
Posted 19 March 2011 - 12:53 AM
I have tried to use the installer but when i lanch from the C:\P-ROC folder
c:\python26\python games/jd/jd.py
it gives me this error (i'm running in virtual machine with xp under seven 64bit)
Traceback (most recent call last):
File "games/jd/jd.py", line 977, in <module>
if __name__ == '__main__': main()
File "games/jd/jd.py", line 973, in main
game.run_loop()
File "build\bdist.win32\egg\procgame\game\game.py", line 501, in run_loop
File "build\bdist.win32\egg\procgame\game\basicgame.py", line 67, in tick
File "build\bdist.win32\egg\procgame\game\basicgame.py", line 92, in show_last
_frame
File "build\bdist.win32\egg\procgame\desktop\desktop_pygame.py", line 132, in
draw
ValueError: Can only assign sequence of same size
c:\python26\python games/jd/jd.py
it gives me this error (i'm running in virtual machine with xp under seven 64bit)
Traceback (most recent call last):
File "games/jd/jd.py", line 977, in <module>
if __name__ == '__main__': main()
File "games/jd/jd.py", line 973, in main
game.run_loop()
File "build\bdist.win32\egg\procgame\game\game.py", line 501, in run_loop
File "build\bdist.win32\egg\procgame\game\basicgame.py", line 67, in tick
File "build\bdist.win32\egg\procgame\game\basicgame.py", line 92, in show_last
_frame
File "build\bdist.win32\egg\procgame\desktop\desktop_pygame.py", line 132, in
draw
ValueError: Can only assign sequence of same size
Edited by bmiki75, 19 March 2011 - 12:54 AM.
#25
Posted 19 March 2011 - 02:43 AM
I'd encourage you to check the P-ROC forums when you encounter problems like these. Even if the problem hasn't been addressed before, you'll at least get the attention of more people who have been through the process before.
This specific error seems to be due to the fact that pyprocgame's graphic implementations are fixed at 32-bit as mentioned here. Can you adjust your color depth to 32-bit?
- Gerry
This specific error seems to be due to the fact that pyprocgame's graphic implementations are fixed at 32-bit as mentioned here. Can you adjust your color depth to 32-bit?
- Gerry
#26
Posted 19 March 2011 - 01:05 PM
QUOTE (gstellenberg @ Mar 19 2011, 03:43 AM) <{POST_SNAPBACK}>
I'd encourage you to check the P-ROC forums when you encounter problems like these. Even if the problem hasn't been addressed before, you'll at least get the attention of more people who have been through the process before.
This specific error seems to be due to the fact that pyprocgame's graphic implementations are fixed at 32-bit as mentioned here. Can you adjust your color depth to 32-bit?
- Gerry
This specific error seems to be due to the fact that pyprocgame's graphic implementations are fixed at 32-bit as mentioned here. Can you adjust your color depth to 32-bit?
- Gerry
Next time i'll use P-ROC Forum.
Solved changing to 32 bit color. (Under XP Mode disable integration function because it allow only 16 bit color)
Thanks a lot
Now i can try to understand this marvellous framework to create an original pinball with dmd.
I have started learning python.
#27
Posted 19 March 2011 - 06:47 PM
QUOTE (gstellenberg @ Mar 13 2011, 11:21 PM) <{POST_SNAPBACK}>
QUOTE (Joe @ Mar 13 2011, 09:43 PM) <{POST_SNAPBACK}>
does it do valid play field (ball saves) as well the full ball saves?
I don't know what you mean. Can you define each type in more detail?
the valid play field ones is when you don't hit any or just a few scoring switches (useful when trying for skill shot on some games) full ball save is for the ball save that starts after hitting the scoring switches and also does not let you get skill shot any more.
#28
Posted 20 March 2011 - 02:16 AM
QUOTE (Joe @ Mar 19 2011, 12:47 PM) <{POST_SNAPBACK}>
the valid play field ones is when you don't hit any or just a few scoring switches (useful when trying for skill shot on some games) full ball save is for the ball save that starts after hitting the scoring switches and also does not let you get skill shot any more.
Currently the ball save logic is activated by the game logic (in other words - whenever you want). In JD, I have it start the ball saver upon leaving the plunger lane at start of ball and at various times during gameplay (multiball start, ball save award). When starting the ball save logic, you can choose to enable multiple saves (keep saving until the timer expires) or have it disable after the first time a ball is saved (or the timer expires).
That said, pyprocgame is completely open source; so you can look at the ball save logic and change it as you want. Even if we go to a binary distribution, we've set it up to allow you to use any, all, or none of the stock functionality. It's very easy to use a custom module instead of a built-in one; so writing a custom ball save class (or any other class) is very easy to do and integrate into the framework.
- Gerry
#29
Posted 20 March 2011 - 05:02 PM
QUOTE (destruk @ Mar 11 2011, 10:46 PM) <{POST_SNAPBACK}>
copy core.vbs over your existing core.vbs in the visual pinball/scripts or visual pinball/tables folder
copy the judge dredd proc.vpt file into your tables folder for VP. - this table was originally created by Aurian and Mungo J.
copy the judge dredd proc.vpt file into your tables folder for VP. - this table was originally created by Aurian and Mungo J.
I am not able to find new core.vbs in package.
All other thing are ok even under win7 64 bit
Now Jd under VP start the dmd is up but it says ball missing i think it can be core.vbs?
#30
Posted 20 March 2011 - 07:19 PM
The ball missing is due to the core.vbs file changes.
I'm not sure why the core.vbs wasn't in the zip - but you can download them including the core.vbs file here:
http://www.pinballco..._scripts_v1.zip
I'm not sure why the core.vbs wasn't in the zip - but you can download them including the core.vbs file here:
http://www.pinballco..._scripts_v1.zip
Edited by destruk, 20 March 2011 - 07:20 PM.
Build a fire, vipers love the heat.
#31
Posted 20 March 2011 - 08:00 PM
QUOTE (destruk @ Mar 20 2011, 08:19 PM) <{POST_SNAPBACK}>
The ball missing is due to the core.vbs file changes.
I'm not sure why the core.vbs wasn't in the zip - but you can download them including the core.vbs file here:
http://www.pinballco..._scripts_v1.zip
I'm not sure why the core.vbs wasn't in the zip - but you can download them including the core.vbs file here:
http://www.pinballco..._scripts_v1.zip
Thanks a lot now it work perfect.
I have played jd with p-roc very amusing.
Now no excuse for me i have to study pyton
#32
Posted 25 April 2011 - 03:22 AM
http://www.vpforums....topic=13881&hl=
UPDATED - PROC Controller now has its own unique class guid and name - it is now called VPROC.Controller * This change allows you to have both VPROC and VPinMAME registered simultaneously.
The update is optional. If you prefer registering/unregistering vpm or the proc controller, then this update isn't necessary.
UPDATED - PROC Controller now has its own unique class guid and name - it is now called VPROC.Controller * This change allows you to have both VPROC and VPinMAME registered simultaneously.
The update is optional. If you prefer registering/unregistering vpm or the proc controller, then this update isn't necessary.
Build a fire, vipers love the heat.
#33
Posted 25 April 2011 - 09:47 AM
QUOTE (destruk @ Apr 25 2011, 05:22 AM) <{POST_SNAPBACK}>
http://www.vpforums....topic=13881&hl=
UPDATED - PROC Controller now has its own unique class guid and name - it is now called VPROC.Controller * This change allows you to have both VPROC and VPinMAME registered simultaneously.
The update is optional. If you prefer registering/unregistering vpm or the proc controller, then this update isn't necessary.
UPDATED - PROC Controller now has its own unique class guid and name - it is now called VPROC.Controller * This change allows you to have both VPROC and VPinMAME registered simultaneously.
The update is optional. If you prefer registering/unregistering vpm or the proc controller, then this update isn't necessary.
Great work!I love to have both already installed just a line change and JD work perfect.
#34
Posted 07 June 2011 - 06:20 AM
Just need a clarification... when you create a DMD animation to display
at an event (shoot a loop, hit a target, etc.), do you have to create a
seperate sound file to play with the animation? The two aren't a single
item, correct?
at an event (shoot a loop, hit a target, etc.), do you have to create a
seperate sound file to play with the animation? The two aren't a single
item, correct?
My Big Bang Bar cab build...
#36
Posted 07 October 2012 - 07:10 PM
Will proc work with the pindmd board and a real dmd
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#37
Posted 08 October 2012 - 12:52 AM
There isn't much reason to connect a 'pindmd' emulator board to a PROC board, as the PROC board is already emulating the output to any real dmd system. I think the software-only PROC emulator would need the same changes to it that the PinDMD version of PinMAME needed to drive a pindmd display. Regardless, it shouldn't be much of an issue since there's only the PROC version of Judge Dredd available as a complete game to play with PROC. Hopefully there will be more software releases of games to use with it, or more people will create some and release them.
Edited by destruk, 08 October 2012 - 12:54 AM.
Build a fire, vipers love the heat.
#38
Posted 19 December 2012 - 04:00 PM
There isn't much reason to connect a 'pindmd' emulator board to a PROC board, as the PROC board is already emulating the output to any real dmd system. I think the software-only PROC emulator would need the same changes to it that the PinDMD version of PinMAME needed to drive a pindmd display. Regardless, it shouldn't be much of an issue since there's only the PROC version of Judge Dredd available as a complete game to play with PROC. Hopefully there will be more software releases of games to use with it, or more people will create some and release them.
So epthegeek has just finished his Cactus Canyon Continued PROC project (he's calling it done, might get bug fixes etc) and is open to seeing it run on PROC VP. (See build thread here: http://pinside.com/p...n-p-roc-project ). It looks like he did a really nice job, and it's a very cool project since the CC code was never finished on the real table. I'm curious about it myself, and I could see the community here likewise being into it.
So it sounds like right now even if I had epthegeek's code and figured out how to install and set up PROC VP that right now it would be somewhat useless for my setup because I have a real DMD right?
#39
Posted 19 December 2012 - 05:23 PM
You could still use it, just the DMD would have to be dragged to the backglass display, or placed on the playfield display.
For it to show up on the real DMD I think you would need to merge the source code changes for PinDMD into the PROC simulator code.
Build a fire, vipers love the heat.



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