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#601 mjr

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Posted 05 March 2019 - 09:15 PM

If I update PinballY with the most recent Windows 32-bit installer, will it overwrite any of my current configuration files?

 

Nope - all existing configuration should be preserved.  The files are arranged in both the MSI and ZIP so that it doesn't contain anything that would overwrite your settings or database files.


Here is the video link that I did demonstrating the problem:

 

Thanks - that looks like it aligns with what I was guessing.  I'm still not sure why it's happening, since it doesn't look like you have anything unusual in your setup.  The only slightly unusual thing I see is that you have the DMD + backglass sharing a single physical monitor, but that really shouldn't be a problem.

 

Does this happen with all VP games?  Is there anything you've changed in the B2S configuration or your VPinMAME DMD configuration?



#602 LUCAS COLLODA

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Posted 05 March 2019 - 09:40 PM

 


Here is the video link that I did demonstrating the problem:

 

Thanks - that looks like it aligns with what I was guessing.  I'm still not sure why it's happening, since it doesn't look like you have anything unusual in your setup.  The only slightly unusual thing I see is that you have the DMD + backglass sharing a single physical monitor, but that really shouldn't be a problem.

 

Does this happen with all VP games?  Is there anything you've changed in the B2S configuration or your VPinMAME DMD configuration?

 

 

I thank you (and a lot), mjr.
If I have a functional cabinet today, I owe it to your teachings from the mjrnet.org portal.
Pinscape project is amazing.
 
I'm still in the beginning of the configuration, since I updated the hardware and made a new installation of everything.
 
I have installed only VPX 10.5, pinup player, p-roc and DOF, with only 3 tables: spiderman, stranger things and cactus canion.
 
All work OK running without the frontend.
 
I followed the installation instructions for each software, I do not remember having customized anything in the B2S configuration.
 
Anyway, I'll check it out.


#603 hlr53

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Posted 05 March 2019 - 10:09 PM

Hey MJR,

 

Love the Javascript extensions you have added. Didn't see that coming! I slapped the 130+ JS Doc pages into Word and saved as a PDF.

 

Recently _Caligula's VPX 10.6 modded VR build has come out of nowhere https://www.vpforums...showtopic=38417 (OLD thread that starts on page 2) and I think everyone agrees it will need a VR front end eventually.

 

One could do a standalone C++ app leveraging your code (If one is a Windows C++ expert that is) but I was thinking it would be more doable for amateurs like myself to hook your JS commands

into a maybe a VR browser interface? WebVR or something? Just thinking out loud here. 


Edited by hlr53, 05 March 2019 - 10:12 PM.

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#604 randr

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Posted 05 March 2019 - 10:23 PM

error in log...

 

 

[8] 2019/03/05 16:19:10.323 ERROR | LibDmd.Output.RenderException
   at LibDmd.Output.PinDmd2.PinDmd2.RenderRaw(Byte[] data) in C:\Development\dmd-extensions\LibDmd\Output\PinDmd2\PinDmd2.cs:line 137
   at LibDmd.Output.PinDmd2.PinDmd2.RenderGray4(Byte[] frame) in C:\Development\dmd-extensions\LibDmd\Output\PinDmd2\PinDmd2.cs:line 122
   at System.Reactive.AnonymousSafeObserver`1.OnNext(T value)
   at System.Reactive.ScheduledObserver`1.Dispatch(ICancelable cancel)
   at System.Reactive.Concurrency.Scheduler.<ScheduleLongRunning>b__72(Action`1 a, ICancelable c)
   at System.Reactive.Concurrency.DefaultScheduler.LongRunning.<>c__DisplayClassc`1.<ScheduleLongRunning>b__b(Object arg)
   at System.Reactive.Concurrency.DefaultConcurrencyAbstractionLayer.<>c__DisplayClass5.<StartThread>b__4()
   at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart() 

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#605 mjr

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Posted 05 March 2019 - 10:38 PM

error in log...

[8] 2019/03/05 16:19:10.323 ERROR | LibDmd.Output.RenderException

 

Hmm, maybe it's dmdext that's crashing the process then.  I wonder if this could be related to the crash that Thalamus mentioned - if you want to do some sleuthing, maybe take a look at issues #151 and #153 on the dmd-extensions github page...

 

https://github.com/f...ensions/issues/

 

...and see if anything there resonates.  Maybe you could do like Thalamus suggested and try with my 1.7.1 version?

 

https://github.com/m...nsions/releases


One could do a standalone C++ app leveraging your code (If one is a Windows C++ expert that is) but I was thinking it would be more doable for amateurs like myself to hook your JS commands into a maybe a VR browser interface? WebVR or something? Just thinking out loud here. 

 

I have no idea at all right off-hand, but yeah, it at least seems plausible.  Definitely let me know if you start looking into it and have some ideas for what would be needed.  The Javascript interface has a fair amount of functionality, but I think it's really just scratching the surface.  What I really spent time on with the JS setup was trying to make the interface between JS and C++ clean and extensible, so that it would be relatively easy to expand JS functionality to address things I hadn't thought of.  So keep me posted as you look into it - if there are specific Javascript hooks that would be helpful, let me know and we can figure it out.



#606 randr

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Posted 05 March 2019 - 11:13 PM

using your version i had same issue but i did find out what is causing it! If i set [virtualdmd]

enabled = false which i want false PBY crashes on table exit

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#607 Thalamus

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Posted 05 March 2019 - 11:21 PM

FYI. I disabled my libdmd.dll in vpinmame folder a while ago. Try rename it to libdmd.dll- or something.


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#608 randr

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Posted 05 March 2019 - 11:27 PM

@thulamas you disabled that for stopping virtual dmd?

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#609 mjr

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Posted 06 March 2019 - 02:13 AM

Here is the video link that I did demonstrating the problem:

 

Here, try this little snippet of Javascript.  Create a file called main.js in the Scripts folder inside your PinballY install folder.  Copy and paste this into the file.

 

mainWindow.on("gamestarted", ev => {
    if (backglassWindow.hwndFrame.isVisible())
        backglassWindow.setWindowPos(HWND.BOTTOM, 0, 0, 0, 0, SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOSIZE | SWP_NOOWNERZORDER);
});
That'll force the backglass window to the bottom of the Z order right after VP starts running.  That might actually be too soon, since the B2S window probably won't be open that quickly; VP takes a while between VP starting and the game window appearing.  So if that doesn't work, you can try modifying it to add some time padding, maybe something like this:
 
mainWindow.on("gamestarted", ev => {
    setTimeout(() => {
        if (backglassWindow.hwndFrame.isVisible())
            backglassWindow.setWindowPos(HWND.BOTTOM, 0, 0, 0, 0, SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOSIZE | SWP_NOOWNERZORDER);
    }, 5000);
});

 

Give that a try and see if it helps.


using your version i had same issue but i did find out what is causing it! If i set [virtualdmd]

enabled = false which i want false PBY crashes on table exit

 

So are you saying that if you do enable the virtual DMD, it doesn't crash? 

 

I think you've found a brand new crash mode if so - the ones I fixed in 1.7.1 were the opposite, that it would crash if the virtual DMD was enabled.  

 

If that's it, my wild speculation would be that it's something similar to what I fixed for the virtual DMD code, but in the separate code that handles your physical DMD.  That's why I wouldn't have run into it myself, not having the physical device to test with.  The problems I fixed had to do with errors in how the multi-threading code for the virtual DMD worked; there might be similar problems in the device code.  If you can come up with a nice reproducible test case (which it sounds like you have), maybe freezy can take a look at it and see if he can identify the cause of the crash in the DLL.


Edited by mjr, 06 March 2019 - 02:14 AM.


#610 randr

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Posted 06 March 2019 - 02:26 AM

Correct. Last I checked it works fine in the other frontends just not pby I’ll double check after grandkids get picked up.

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#611 randr

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Posted 06 March 2019 - 03:43 AM

yeah no matter what if i enable real dmd it crashes on table exit... a few times it will work(with virtual dmd enabled only) but eventually it seems pinbally wont let go of the dmd? I say this because i will then run pinballx and works fine exit pinballx then load up pby and will work for a couple times until yet again it crashes. then loading up PBX again it takes over the dmd and i can exit pbx and pby again works a few times but thats it then crashes on table exit. so for pindmd2 its not working for me thats for sure. I am running older version of nailbusters frontend and it works fine too so i assume its the 1.7.2 and your 1.7.1+ as neither my version of pbx or popper need 1.7.2. gosh i hope this help you figure out issue asid like to have all the front ends working for testing


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#612 mjr

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Posted 06 March 2019 - 03:47 AM

gosh i hope this help you figure out issue asid like to have all the front ends working for testing

 

Well, I think what you mean is that we hope freezy can figure it out. :)  I'm afraid I can't really look into it further myself, not having the hardware to test with.  Have you run it by freezy yet?



#613 randr

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Posted 06 March 2019 - 03:51 AM

No and I’m thinking I’m one of the few that prefer a pindmd2(plasma) for authentic emulation so I’m guessing it’s not going to be high on his list? I have a [Pin2DMD but just don’t look as nice and not a huge fan of the colorization. Let’s hope he sees this and maybe it’s an easy fix

Edited by randr, 06 March 2019 - 04:02 AM.

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#614 mjr

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Posted 06 March 2019 - 04:06 AM

No and I’m thinking I’m on of the few that prefer a pindmd2(plasma) for authentic emulation so I’m guessing it’s not going to be high on his list? I have a [Pin2DMD uses stolen and/or infringes IP. PinDMD is the genuine product ;) ] but just don’t look as nice and not a huge fan of the colorization. Let’s hope he sees this and maybe it’s an easy fix

 

I'm all but sure he's not reading this thread, if that's what you're hoping; if you want him to look at it you'll probably need to file an issue on his github project page.


One random, probably unrelated, thought: someone else reported having a problem with the 64-bit dmd-extensions clashing with the 32-bit dmd-extensions. Some kind of .Net caching issue that remains unexplained.  But there was a workaround:  put a copy of DmdDevice64.dll directly in the PinballY folder, so that PBY doesn't load the VPinMAME copy.  That seemed to defeat the weird .Net caching issue.  If you're using 64-bit PinballY, you might give that a try.


Reference: https://github.com/m...ballY/issues/41



#615 Thalamus

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Posted 06 March 2019 - 04:36 AM

No. I haven't disabled it because of the virtual. I have virtual if I want without that dll. Just a redundant dll for my setup.


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#616 LUCAS COLLODA

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Posted 06 March 2019 - 02:11 PM

 

Here is the video link that I did demonstrating the problem:

 

Here, try this little snippet of Javascript.  Create a file called main.js in the Scripts folder inside your PinballY install folder.  Copy and paste this into the file.

 

mainWindow.on("gamestarted", ev => {
    if (backglassWindow.hwndFrame.isVisible())
        backglassWindow.setWindowPos(HWND.BOTTOM, 0, 0, 0, 0, SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOSIZE | SWP_NOOWNERZORDER);
});
That'll force the backglass window to the bottom of the Z order right after VP starts running.  That might actually be too soon, since the B2S window probably won't be open that quickly; VP takes a while between VP starting and the game window appearing.  So if that doesn't work, you can try modifying it to add some time padding, maybe something like this:
 
mainWindow.on("gamestarted", ev => {
    setTimeout(() => {
        if (backglassWindow.hwndFrame.isVisible())
            backglassWindow.setWindowPos(HWND.BOTTOM, 0, 0, 0, 0, SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOSIZE | SWP_NOOWNERZORDER);
    }, 5000);
});

 

Give that a try and see if it helps.

 

 

 

 

Hello mjr.

 

I was going crazy trying to find something that I had changed in the settings and could cause the problem.

 

 

I used your script, and, great!!
 
I tested it quickly.
In spiderman it was OK. For cactus canion, even setting the time, still did not display the backglass. To test, set the time to 8000 and both were OK.
In the next few days I will add more tables and test.
Then I'll post the results, in case someone else has a similar problem.
 
Thank you very much for the answers and congratulations for the excellent work.


#617 jesperpark

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Posted 07 March 2019 - 01:59 AM

Hi MJR,

 

First off wanted to say thanks for putting all the hard work into this program.  I have switched over from pinballX this past weekend and loving it so far.  I have a couple of questions with a few small items I am encountering.

 

First when exiting a game that has pinup player files active (AFM and Avatar) when i close the table, pinup player stays active and running, as well PinballY loses focus and I have to click on the playfield to bring it back.  Even after this pinup player will stay running until another pinup table is launched.  Is there a setting I'm missing or proper version of pinup player I should be using?

 

Second if I want to use a different sound for next and previous table.  The new sound will play once and maybe twice, but then will drop out until I change directions on the wheel, or don't press the button for a few seconds.

 

Lastly is it possible to run mame games through pinballY?  I ask as i have another cabinet I would like to use PinballY and that has vertical mame games and FSS tables set up on it right now.

 

Thanks in advance for any help



#618 mjr

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Posted 07 March 2019 - 04:59 AM

First when exiting a game that has pinup player files active (AFM and Avatar) when i close the table, pinup player stays active and running

 

I've heard from a couple of other people who ran into the same thing - it seems that PinUp Player is a bit buggy about detecting when VP has exited.  Fortunately, it's pretty easy to work around.  You just need to kill the pup processes directly from PinballY.  I've actually added this to the help already for the next update, but it's not in the public release yet, so here's the formula:

 

1. Create a file called ClosePinUp.bat in your PinballY folder, containing the following:
taskkill /f /m PinUpPlayer.exe
taskkill /im PinUpDisplay.exe
2. Go to your system settings for the VP version you're using with pup.  In the "Run After 1" box, enter [MINIMIZE] cmd /c C:\PinballY\ClosePinUp.bat

 

Replace the C:\PinballY path with the actual path you're using if it's different.

 

Second if I want to use a different sound for next and previous table.  The new sound will play once and maybe twice, but then will drop out until I change directions on the wheel, or don't press the button for a few seconds.

 

I'm not sure what's going on there.  If you want to upload the sound files you're using somewhere, I could take a look at them.

 

 

Lastly is it possible to run mame games through pinballY?  I ask as i have another cabinet I would like to use PinballY and that has vertical mame games and FSS tables set up on it right now.

 

I don't see why not - it should be just another program to launch.  Go to the options, click on the Systems page, and click the big "Add a New System" button.  That'll add a blank system entry that you can set up.  Just fill it in with the parameters needed to launch MAME.  The key elements are the Program EXE (executable) name and the command line parameters for launching it.  There might be some details to work out with the other parameters - hopefully a little experimentation will turn up the right settings to use.


Edited by mjr, 07 March 2019 - 05:01 AM.


#619 jesperpark

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Posted 07 March 2019 - 05:19 AM

perfect, thanks for the work around and answers.  I will give the sounds another shot, I was just thinking it needs to be a certain length and maybe I was over the time length allowed. 

As for the mame setup can I use just the existing .xml games list from my pinballX setup?



#620 mjr

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Posted 07 March 2019 - 05:47 AM

perfect, thanks for the work around and answers.  I will give the sounds another shot, I was just thinking it needs to be a certain length and maybe I was over the time length allowed. 

 

It just plays the sounds asynchronously, so there's no fixed time limit.  If they're longish and you start a bunch of them quickly, I'd expect them to just play in a jumble on top of each, rather than not play.

 

 

As for the mame setup can I use just the existing .xml games list from my pinballX setup?

 

Should be able to.  Just point it to the right folder in the system setup, under Database Folder.