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Visual Pinball 9.1.2 w/ integrated gamepad configuration (NOT OFFICIAL) (build7)


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#81 CPSNine

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Posted 26 April 2012 - 12:44 AM

QUOTE (blur @ Apr 25 2012, 03:13 AM) <{POST_SNAPBACK}>
yup there is a tilt sensitivity in every table - it goes from 0 to 10, 5 is default (middle), 10 is very sensitive table (tilts easy)


Thanks for the tip!
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#82 Bob5453

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Posted 26 April 2012 - 02:17 AM

QUOTE (blur @ Apr 25 2012, 04:13 AM) <{POST_SNAPBACK}>
yup there is a tilt sensitivity in every table - it goes from 0 to 10, 5 is default (middle), 10 is very sensitive table (tilts easy)



You mean every table that uses a Rom and then only if the author didn't script it to do something different.

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#83 jpsalas

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Posted 26 April 2012 - 04:31 AM

In VP9 vpm tables I have to lower the sensitivity to 1, if not it tilts with just one nudge. This is using the keyboard. I guess it is because of the changes that were done to the nudge in VP9, which somehow affect it the sensitivity in the vpm tables when using the keyboard.

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#84 CPSNine

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Posted 26 April 2012 - 04:21 PM

Would it be possible to have VP to override any tilt sensitivity scripted in the table so all the tables behave the same?
Otherwise you would have to change the tilt sensitivity (in the keys preference) for every table so you get them to tilt at the same level.

Right now I am really enjoying having the table to tilt with analog nudging It is one step closer to the real thing.
Would just be cool to have all the same.

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#85 blur

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Posted 26 April 2012 - 09:10 PM

QUOTE (jpsalas @ Apr 26 2012, 06:31 AM) <{POST_SNAPBACK}>
In VP9 vpm tables I have to lower the sensitivity to 1, if not it tilts with just one nudge. This is using the keyboard. I guess it is because of the changes that were done to the nudge in VP9, which somehow affect it the sensitivity in the vpm tables when using the keyboard.


three keyboard nudges for me, on most of the tables on sensitivity 5

it doesn't depend much on vp source - for keyboard nudge all is in vbs scripts - part in table code, part in core.vbs, nudge class



QUOTE (CPSNine @ Apr 26 2012, 06:21 PM) <{POST_SNAPBACK}>
Would it be possible to have VP to override any tilt sensitivity scripted in the table so all the tables behave the same?
Otherwise you would have to change the tilt sensitivity (in the keys preference) for every table so you get them to tilt at the same level.

Right now I am really enjoying having the table to tilt with analog nudging It is one step closer to the real thing.
Would just be cool to have all the same.


you can do that in core.vbs, once for all tables



#86 CPSNine

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Posted 27 April 2012 - 06:53 PM

QUOTE (blur @ Apr 26 2012, 04:10 PM) <{POST_SNAPBACK}>
you can do that in core.vbs, once for all tables


sad.gif I am afraid this is out of my calabilities but thanks anyway. I can live with the things the way tey are.
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#87 rickeb

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Posted 05 May 2012 - 11:40 PM

This works pretty well so far, but has someone compiled a list as to what button numbers correspond to those on a specific controller? I'm using a 360 pad, but I've only been able to figure out the first 8. They are:
(Button) 1 = A
2 = B
3 = X
4 = Y
5 = LB
6 = RB
7 = Select
8 = Start

Nudging is assigned to the left stick automatically, without needing to configure at all. What about the rest? Inputting numbers higher than 9 does not have any effect. I don't know numbers what the triggers, or right stick, are assigned to. Has anyone figured it out?

#88 KEG

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Posted 06 May 2012 - 12:53 AM

QUOTE (rickeb @ May 5 2012, 06:40 PM) <{POST_SNAPBACK}>
This works pretty well so far, but has someone compiled a list as to what button numbers correspond to those on a specific controller? I'm using a 360 pad, but I've only been able to figure out the first 8. They are:
(Button) 1 = A
2 = B
3 = X
4 = Y
5 = LB
6 = RB
7 = Select
8 = Start

Nudging is assigned to the left stick automatically, without needing to configure at all. What about the rest? Inputting numbers higher than 9 does not have any effect. I don't know numbers what the triggers, or right stick, are assigned to. Has anyone figured it out?


Thanks for that info.
Hope someone else will chime in with the rest of the answers


#89 koadic

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Posted 06 May 2012 - 05:31 AM

QUOTE (rickeb @ May 5 2012, 06:40 PM) <{POST_SNAPBACK}>
This works pretty well so far, but has someone compiled a list as to what button numbers correspond to those on a specific controller? I'm using a 360 pad, but I've only been able to figure out the first 8. They are:
(Button) 1 = A
2 = B
3 = X
4 = Y
5 = LB
6 = RB
7 = Select
8 = Start

Nudging is assigned to the left stick automatically, without needing to configure at all. What about the rest? Inputting numbers higher than 9 does not have any effect. I don't know numbers what the triggers, or right stick, are assigned to. Has anyone figured it out?


If you go into the 'Game Controllers' settings in the control panel, how many buttons does it show? If it only shows 8, than that is all you will be able to assign to key presses inside VPinball. And it is very possible that the triggers (and most definately the right stick) are assigned to analog inputs, though which ones I am not sure. You will probably need to use an additional program to assign analog inputs to operate as a digital input.

Additionally, I am still looking into making the directional buttons (aka POV/Hat buttons, Up, Down, Left, and Right) assignable in the gamepad settings in VPinball, which should offer 4 more inputs if I can get it working properly, and when I do so, I will probably add at least 4 additional user specified keys that can be assigned to gamepad button presses.

#90 powerchisper

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Posted 06 May 2012 - 04:10 PM

I am really looking forward for something like this .

It is one of the most important improvements in VP.

I will show you pictures of the "VP specific joystick" I'm working in......the only issues left to me are the plunger and the nudge systems , as it only accepted digital inputs until now.

I like very much the last menu you've shown us , where you can also set the pinMAME buttons , as they are essential to my joystick build.


So...no more Joy2Key will be needed ?? YEEE HAW !!!!

Please correct my English if it is necessary.

Any funny words or sentences you can teach me are welcome too !!!

This way I'll learn about pinball but English as well.

#91 COY

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Posted 21 May 2012 - 06:23 PM

Hello,

I'm Gerald (COY) from belgium...

I have read somewhere that THIS version work only with an "english version" of XP... Is that true ???

Also, is it supposed to work only for the shooting or is it also working good with nudging ???
(I have tested it, and it's not "really" responding here !)

Thanks for helping...

I really appreciate your work !

THANKS (this is a BIG thanks)


#92 koadic

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Posted 21 May 2012 - 09:06 PM

QUOTE (COY @ May 21 2012, 01:23 PM) <{POST_SNAPBACK}>
Hello,

I'm Gerald (COY) from belgium...

I have read somewhere that THIS version work only with an "english version" of XP... Is that true ???

Also, is it supposed to work only for the shooting or is it also working good with nudging ???
(I have tested it, and it's not "really" responding here !)

Thanks for helping...

I really appreciate your work !

THANKS (this is a BIG thanks)


Come to think of it, I did only update the 'English' version of the resource file, so that may very well be the case... let me update the others and will release a 'build 7' with a working french/german/spanish menu.

As far as nudging, you may have to adjust the gain levels to see any response.

UPDATE: Have gone ahead and edited the necessary files. The new 'Keys' menu should be available in French/Spanish/German versions instead of just English. Translations are incomplete though, as I was only able to copy over the existing available translations.

build7 - http://www.mediafire...44cvxvbddxb9ejr

First post updated to reflect the same.

Edited by koadic, 21 May 2012 - 09:37 PM.


#93 COY

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Posted 22 May 2012 - 06:10 AM

Hi Koadic, thanks for this new version.
If french translation is needed, feel free to ask... (btw, I still can't see any french option in this build7 but ... I don't really care myself)

I can't get my controller working at all ! I'm more than probably missing something ! (if this is working for you, can you please tell which version of what you're usuing such as motioninjoy version, your profile (if you made one) and maybe some necessary information, in order to get it working ! Your option looks really promissing)

I noticed that in "some cases" and for no particular reason vpinmame build7 stopped working after editing keys, or just visualizing the keys options.

Have a nice day, and thanks for spending some times for all of us here !

Gerald (COY)


#94 bundyboss

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Posted 22 May 2012 - 07:06 AM

Thanks you, with the Build6 I have configured perfectly my pinballWizard (for the nudge) and now I can use it perfectly.
Thanks for this good work.

#95 zocken23

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Posted 22 May 2012 - 12:01 PM

QUOTE (rickeb @ May 6 2012, 01:40 AM) <{POST_SNAPBACK}>
This works pretty well so far, but has someone compiled a list as to what button numbers correspond to those on a specific controller? I'm using a 360 pad, but I've only been able to figure out the first 8. They are:
(Button) 1 = A
2 = B
3 = X
4 = Y
5 = LB
6 = RB
7 = Select
8 = Start

Nudging is assigned to the left stick automatically, without needing to configure at all. What about the rest? Inputting numbers higher than 9 does not have any effect. I don't know numbers what the triggers, or right stick, are assigned to. Has anyone figured it out?


The missing numbers are:

9=L3
10=L2
11=R2
12=R3

But i dont know if you can assign them in vp

#96 blur

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Posted 22 May 2012 - 01:17 PM

with this exe from koadic you can assign any button from 1 to 24.



#97 jhoff80

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Posted 22 May 2012 - 04:26 PM

Right stick on 360 controller is rY axis if you want to do the plunger with it.

It doesn't work with most tables though.

#98 koadic

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Posted 22 May 2012 - 05:25 PM

QUOTE (COY @ May 22 2012, 01:10 AM) <{POST_SNAPBACK}>
Hi Koadic, thanks for this new version.
If french translation is needed, feel free to ask... (btw, I still can't see any french option in this build7 but ... I don't really care myself)

I can't get my controller working at all ! I'm more than probably missing something ! (if this is working for you, can you please tell which version of what you're usuing such as motioninjoy version, your profile (if you made one) and maybe some necessary information, in order to get it working ! Your option looks really promissing)

I noticed that in "some cases" and for no particular reason vpinmame build7 stopped working after editing keys, or just visualizing the keys options.

Have a nice day, and thanks for spending some times for all of us here !

Gerald (COY)


If you still can't see any french option, there may be more that needs to be changed/added to the code to switch languages, I am just not sure what that may be, so build7 may be superfluous and unnecessary as it doesn't seem to change anything functionally. Oh well...

As far as my PS3 controller is concerned, I use driver 0.6.005 with the optional offline files (doesn't change any functionality, just allows it to work 'offline'). Just choose the PS3 or custom profile and edit to suit.

This is the first I have heard any mention of ANY issues with my changes causing any issues... does it also happen in build6?




And as far what input might be seen by VPinball, there is a small sample program included with the directx sdk that might be better to see input (rather than the game controller control panel)... attaching it if anyone finds a use for it...

Attached File  joystick.zip   51.98KB   24 downloads


#99 COY

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Posted 22 May 2012 - 06:45 PM

Joystick.exe is really nice ! and with it, I was able to check that my settings looks OK ! (I say looks OK because I don't know what the results need to be, I will try to find on the net, but I may need your help again for that...)

Regarding the fact that the software stop working, it happened also with build6 ... I thouhgt that you knew it already !

I have this problem on W7, and I need to do some more testing but I'm quite sure that I've seen it in xp also !
I will try to find when this occurs and tell you more... I'm quite sure that this "could" be related to option menu but...
Regards,
Gerald (COY)




#100 legtod2

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Posted 31 May 2012 - 10:50 AM

Question,

I am seeing a few posts with people saying that the ballis rolling on the table as though the table was un level.
The fix suggested was to recalibrate the game pad and tweak the dead zone.

My question, could we not disable the z axis altogether. I dont have a plunger or plan on using an anologue plunger.
After i calibrate my machine my z axis is always jumping arround like a frog on a hot frying pan, but my x and y are steady and centered.

Edited by legtod2, 31 May 2012 - 10:51 AM.