The download link takes you to 7.04
Edited by Outhere, 14 March 2020 - 11:40 PM.
Posted 14 March 2020 - 11:32 PM
The link in post #1 leads to DOFLinx 7.04....
I uploaded V7.11 yesterday and deleted the broken V7.10. For some reason the upload V7.11 isn't there, it all looked good, but ultimately its usually the human that stuffed it up (me). Anyway, we're just checking out the fix for FP as well, so might wait until then rather than confuse things more.
Thanks for pointing it out, and thanks for the patience.
Posted 15 March 2020 - 02:44 PM
Thx for fixing the Link (with 7.12).
Maybe there´s a little bug.. now (with 7.12) i have an LED animation on the right Playfield Leds which stays the most time (and was not there before).... kind of rainbow like.
Looks like this:
Best regards
What emulator and what game?
If FP do you have a link to the game?
Posted 16 March 2020 - 05:32 AM
I don't know if its an issue with my FP install but with 7.12 tested with Terry Red MOTU doflnx table and randomly lights are delayed or staying on as prev poster when launching ball. I also noticed sometimes doflinx not initiating when launching future pinball tables pbfx3 seems fine. Randomly get windows jit error when running doflinx
Posted 16 March 2020 - 07:11 AM
I don't know if its an issue with my FP install but with 7.12 tested with Terry Red MOTU doflnx table and randomly lights are delayed or staying on as prev poster when launching ball. I also noticed sometimes doflinx not initiating when launching future pinball tables pbfx3 seems fine. Randomly get windows jit error when running doflinx
What version are you upgrading from? Around 7.04 there was the need for a new DOFLinx.vbs in the FP\scripts folder. Perhaps check you have the correct one of those. If the problem persists, take a log file and start a new support thread with all the details. It doesn't immediately sound related, but no matter what we'll sort it out with you.
Posted 16 March 2020 - 11:40 AM
Are any of you guys using the DOFLinxMsg HOLD_ACTIVATION command to pause FP when launching PinEvent tables possibly?
I was having crashing problems with DOFLinx prior when using it as part of my Launch Tables script.
This is an example for a FP launch script in Pinup Popper:
cd /d c:\directoutput if "[custom3]"=="NO_DOFLINX" (DOFLinxMsg HOLD_ACTIVATION=1) START "" "[DIREMU]\FutureDMD.exe" table="[GAMENAME]" close=1 START "" "[STARTDIR]Launch\VPXSTARTER.exe" 10 5 60 "BSP Software*" START "" "[DIREMU]\FPLoader.exe" /open "[GAMEFULLNAME]" /play /exit /arcaderender /STAYINRAM
Then you add a command to your Close Script to allow DOFLinx to resume its normal operation. Here is an example for Popper:
"[STARTDIR]LAUNCH\PUPCLOSER.EXE" WINTIT "Future Pinball" 2 1 cd /d c:\directoutput DOFLinxMsg HOLD_ACTIVATION=0
Then in Popper’s Game Manager, just add NO_DOFLINX to Custom Var #3 for any PinEvent tables.
This means that Popper will HOLD / PAUSE DOFLinx only for FP tables that have NO_DOFLINX in the Custom Var #3 field.
However, I haven't completely resolved my DOFLinx crashing problem when doing the above with FP.... so I just wondered if maybe others were getting crashes by doing the same.
Edited by TerryRed, 16 March 2020 - 11:41 AM.
Posted 16 March 2020 - 07:34 PM
Thx for fixing the Link (with 7.12).
Maybe there´s a little bug.. now (with 7.12) i have an LED animation on the right Playfield Leds which stays the most time (and was not there before).... kind of rainbow like.
Looks like this:
Best regards
What emulator and what game?
If FP do you have a link to the game?
It´s Pinball FX3. And i found out... if i install 7.12 package (incl. DDLs etc.) and just change only 'DOFLinx.exe' (replace the 7.12 EXE file with 'DOFLinx V7.05 Beta 3' EXE) the Error is gone.
So must be related to DOFLinx.exe file in some way.
Edited by fR33Styler, 16 March 2020 - 07:35 PM.
My VPIN
Posted 16 March 2020 - 08:00 PM
Are any of you guys using the DOFLinxMsg HOLD_ACTIVATION command to pause FP when launching PinEvent tables possibly?
I was having crashing problems with DOFLinx prior when using it as part of my Launch Tables script.
This is an example for a FP launch script in Pinup Popper:
cd /d c:\directoutput if "[custom3]"=="NO_DOFLINX" (DOFLinxMsg HOLD_ACTIVATION=1) START "" "[DIREMU]\FutureDMD.exe" table="[GAMENAME]" close=1 START "" "[STARTDIR]Launch\VPXSTARTER.exe" 10 5 60 "BSP Software*" START "" "[DIREMU]\FPLoader.exe" /open "[GAMEFULLNAME]" /play /exit /arcaderender /STAYINRAMThen you add a command to your Close Script to allow DOFLinx to resume its normal operation. Here is an example for Popper:
"[STARTDIR]LAUNCH\PUPCLOSER.EXE" WINTIT "Future Pinball" 2 1 cd /d c:\directoutput DOFLinxMsg HOLD_ACTIVATION=0Then in Popper’s Game Manager, just add NO_DOFLINX to Custom Var #3 for any PinEvent tables.
This means that Popper will HOLD / PAUSE DOFLinx only for FP tables that have NO_DOFLINX in the Custom Var #3 field.
However, I haven't completely resolved my DOFLinx crashing problem when doing the above with FP.... so I just wondered if maybe others were getting crashes by doing the same.
I have not experienced any crashes and I've Been using these settings since you posted them quite a while ago, But when I was doing my testing with DOFlinx It was outside of a front end
Edited by Outhere, 16 March 2020 - 08:00 PM.
Posted 17 March 2020 - 02:51 AM
Thx for fixing the Link (with 7.12).
Maybe there´s a little bug.. now (with 7.12) i have an LED animation on the right Playfield Leds which stays the most time (and was not there before).... kind of rainbow like.
Looks like this:
Best regards
What emulator and what game?
If FP do you have a link to the game?
It´s Pinball FX3. And i found out... if i install 7.12 package (incl. DDLs etc.) and just change only 'DOFLinx.exe' (replace the 7.12 EXE file with 'DOFLinx V7.05 Beta 3' EXE) the Error is gone.
So must be related to DOFLinx.exe file in some way.
So, here we go .....
So now we need more information ....
The ball launch effect is on the MX Right until the ball launches or a flipper is pressed. If you get a ball saved by the game that goes to sit in the launch lane the launch ball trigger does not fire hence the effect stays until you press a flipper. This was a historical situation that caused a symptom like you described, but it was fixed a fair while ago. Just explaining in case you are seeing this effect and not knowing when it will turn off.
The other thing to do is test the various effects using the right-click ROM test routine so we can find out what effect is "sticking". If we need to do this I'll post a game ROM name and the "E" codes to try.
DOFLinx only turns on / off effects through DOF for MS LEDs, its pretty unsophisticated. None of this has changed recently, so I don't immediately have any suspect areas to look at. The recent issue with MS LEDs not starting was just that, a complete failure to run the startup step, nothing about individual effects, run times or conditions.
I know you are an exacting individual, so I look forward to some great detail ![]()
Posted 19 March 2020 - 06:41 PM
hello,
looks like there is some troubles with FX3 but does anybody notice any wierd stuffs with VPX ???
Since i updated my cab to 7.12 (yesterday) i experiment some strange things with some table.
For exemple with the Flinstones, (amazing table btw) it looks like the blinking of the PF lights (in the game) triggers my contactors and the same goes with the ssf sounds !!! what a mess...
Any ideas ?
Thanks
Laurent (France)
Posted 19 March 2020 - 09:30 PM
If you have any thing in this line to do with visual pinball remove it --> PROCESSES=Pinball FX3,Pinball FX2,Future Pinball
Otherwise try running visual pinball without this running in the background
First, thanks for your answer.
Simples ideas are often the best, indeed, i will try to stop DOFlinx and then run vpx so i would be able to check if there is a link between the update and the strange things that i'm facing.
But i should say that i don't understand what you mean by "If you have any thing in this line to do with visual pinball remove it --> PROCESSES=Pinball FX3,Pinball FX2,Future Pinball"
sorry english isn't my first language
Thanks again for your help
Laurent (France)
Posted 20 March 2020 - 06:53 AM
OK, some people cleverer than me (and I write the damn code!) have figured out that in V7.12 for FX3 the AUTO_MX=1 is causing addressable LEDs to do silly things. Clearly its a bug, but also note, that unless you are using FP tables having AUTO_MX=0 is fine for FX3 as 100% of tables have FX3 files and the auto function is not needed. So changing it to 0 is a short-term work-around, I'll sort this out in the next day or so.