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Baywatch (Sega 1995) [Visual Pinball X]

Baywatch Sega

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#81 monza

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Posted 11 January 2023 - 06:10 PM

Where is the option to turn on VR mode? It loads in VR but can only see the playfield floating in space....



#82 kiwi

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Posted 11 January 2023 - 07:20 PM

Where is the option to turn on VR mode? It loads in VR but can only see the playfield floating in space....

It's not really an option for VR mode, the table doesn't have a Cab or room,

in desktop mode it enables backglass and DMD (like FSS mode).

 

I have this on line script 91

Const BackG = 0

 

change it with

Const BackG = 1

 



#83 monza

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Posted 11 January 2023 - 07:28 PM

Thanks Kiwi, just a bit confused by this in the changelog then;

 

  • 1.0.1
  • add option to play VR in desktop mode
  • improved ball launch for skill shots
  • fixed a potential ball stuck in the subway
  • new Sega logo
  • add JP's LUT brightness control


#84 kiwi

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Posted 23 April 2023 - 04:14 PM

@Capturemike

 

Hi
Awesome table. I'm getting a vbs error when playing:

VPMFlips error:Variable is undefined" and then another after that that says

UseSolenoids = 2 error! GameOnSoleniod is not definded! 
System may be incompatible (Check the compatibility list) or your system scripts may be out of date.

I can play the game if I ignore these errors, but the game won't play in PinUP Popper FrontEnd.

I can't seem to find any vbs file for this table in the Scripts folder. Where could I get this file or can someone PLEASE help me with this error.

I am new to virtual pinball and have been watching so many tutorials my eyes are glowing.I think I'm getting the hang of how it all goes together (slowly) but this community is amazing. I can't wait until I get good enough to make my own tables to share. I think the first will be Big Trouble in Little China. :)

Thanks for the help!

Please use the support topic (this) for technical problems related to the table,

here the problem is visible to many more people.

 

Weird, the system isn't incompatible and if you get the error the scripts shouldn't be outdated either.

 

However, if you want to be sure you have the latest scripts, download them from here, https://www.vpforums...ads&showfile=17

unzip these scripts directly into the Scripts folder.

 

I don't use FrontEnds, let's see if anyone else can help you out.



#85 Thalamus

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Posted 19 June 2023 - 04:05 AM

Thanks for the update.


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#86 yvesstaub

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Posted 23 June 2023 - 06:37 AM

Thanks a lot for the update!

 

I have encountered a strange problem. At the start of each ball, you should be able to choose between the different skillshots by pressing the flipper buttons. But when I press a flipper button, the ball is launched and I allways have to use the Lane-Skillshot.

 

Is anybody else having this problem? Any help is welcome.



#87 kiwi

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Posted 23 June 2023 - 10:46 AM

I thought I tried the skillshot after the script changes, but probably not,

I'll post an update to the table later.



#88 Redwings13

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Posted 25 June 2023 - 05:38 PM

I just downloaded the newest version and now my dmd is behind the backglass when the table loads up.

the previous version was fine.

any help would be appreciated.

problem solved. For some reason I downloaded hauntfreeks newest backglass and the dmd was hidden behind backglass.  I downloaded Walterwhites backglass and the DMD stayed visible.

Attached Files


Edited by Redwings13, 25 June 2023 - 06:08 PM.


#89 wiesshund

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Posted 26 June 2023 - 03:26 AM

I just downloaded the newest version and now my dmd is behind the backglass when the table loads up.

the previous version was fine.

any help would be appreciated.

problem solved. For some reason I downloaded hauntfreeks newest backglass and the dmd was hidden behind backglass.  I downloaded Walterwhites backglass and the DMD stayed visible.

just set backglass to move to back


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#90 kiwi

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Posted 27 June 2023 - 11:26 AM

@Boosterboo

 

I have a strange ROM problem that is unique to my Baywatch table (Had the same issue with the previous version). When it loads I get " "VBScript: Machine Baywatch 4.00 terminated before initaized,, check the rom path or rom file". Dont have this with any other tables. 

 

I have "baywatch" rom (1389KB) from VPForums, "bay_401" (41kb), "bay_d300" (593kb), bay_d400 (34kb), bay_e400 (1810kb). All zipped and sitting in the Vpinmame / Rom folder. 

 

Anyone come across this and fixed it ?

 

Try to test the ROMS, launch the VPinMame setup and press Test, look for the ROM to test in the list and press Check ROMs.

 

checkroms.png

 

You can try a different ROM by going into the scripts at line 55 and change the name, for example to the unofficial ROM.

Const cGameName = "bay_401"

 

 



#91 yvesstaub

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Posted 28 June 2023 - 02:44 PM

I thought I tried the skillshot after the script changes, but probably not,

I'll post an update to the table later.

Thank you for this fix. Now the Skillshot Choice is working perfectly.

I have encounter another Problem with the skillshots. When i choose Side Ramp Skillshot, then the balls takes the same way as with the Shark Skillshot (it is like on the Shark Skillshot where you shoot for the shark hole). Normaly the ball should be "catched" by a mechanism and shoud be sent back to the top.

Any other is having this little issue. Thanks for your help.



#92 Joe

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Posted 28 June 2023 - 03:56 PM

 

I thought I tried the skillshot after the script changes, but probably not,

I'll post an update to the table later.

Thank you for this fix. Now the Skillshot Choice is working perfectly.

I have encounter another Problem with the skillshots. When i choose Side Ramp Skillshot, then the balls takes the same way as with the Shark Skillshot (it is like on the Shark Skillshot where you shoot for the shark hole). Normaly the ball should be "catched" by a mechanism and shoud be sent back to the top.

Any other is having this little issue. Thanks for your help.

 

what rom the custom rom https://www.pinballcode.com/bw401 changed the Gate timings have been adjusted to be more lenient so ball should be routed correctly more often.

the older rom things really need to spot on for the ball to be routed right.


Edited by Joe, 28 June 2023 - 03:56 PM.


#93 Cliffy

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Posted 29 June 2023 - 02:36 AM

Nicely updated kiwi, thanks!

baywatch1.0.4-pups.jpg



#94 kiwi

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Posted 29 June 2023 - 03:53 PM

 

I thought I tried the skillshot after the script changes, but probably not,

I'll post an update to the table later.

Thank you for this fix. Now the Skillshot Choice is working perfectly.

I have encounter another Problem with the skillshots. When i choose Side Ramp Skillshot, then the balls takes the same way as with the Shark Skillshot (it is like on the Shark Skillshot where you shoot for the shark hole). Normaly the ball should be "catched" by a mechanism and shoud be sent back to the top.

Any other is having this little issue. Thanks for your help.

 

Actually it doesn't work for very little, the ball arrives in front of the gate and it closes.

A delay of 2 tenths on closing the gate is enough to make the skillshot work,

I got the same result by modifying the friction of the launch ramp and the force of the ball launch.

 

I will update the table in the next few days.



#95 kiwi

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Posted 07 December 2023 - 11:59 AM

@M4dd4M

 

But I've got an issue with it : I'm playing with VPXOpenGL (with BAM), and the parameter "Const BackG = 1" didn't work, I steel have the backbox reflection on the playfield...

Do you know how can I removed it ?

 

At the moment I have no way to prove what you say, the main PC is KO,

the "Const BackG = 1" parameter moves the activation of the DMD and the backglass lights between the various modes, DT FS and FSS,

the other elements of the backbox are always visible,

you have to go to the editor and open the Select Element, Edit > Select Element or Ctrl+Shift+E,

look for the backglass and double click on it and in the properties panel deselect the reflection, repeat the operation also for the backbox if necessary.



#96 waitsnake

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Posted 20 June 2024 - 07:15 PM

 

Can someone give the values for each color patch, if it's possible ?

 

dmd.jpg

Thanks in advance !

 

This is the dmc file I import, baywatch.dmc. Since those files are so small I zipped all the files I have :). Import them using the SetDMD program, included in zip, in case you didn't have it.

 

attachicon.gif vpinmame_dmd_color.zip

 

I don't miss the colored DMD's, even if they look much better than simply 4 colors, but the normal vpinmame is easier for me to setup :) And for the desktop they are really nice :)

 

You need to do some changes to the table and script. I guess you know them, but in case others don't know. Do this:

 

- Backdrop: set color white to the text box ScoreText

- Script: find UseVPMDMD and replace it with UseVPMColoredDMD, it is only in 3 places at the beginning of the script.

 

That's all :)

 

Hello jpsalas,

I liked to try to colorize the DMD of the Baywatch table running in VPinballX.

I found that SetDMD program you mentioned in this forum. but nowhere this baywatch.dmc file you mentioned.

When I quoted you I could see there was once an attachment called "vpinmame_dmd_color.zip" on your post but that file seems to be gone. Can you re-upload this file please?

Best Regards  :)



#97 jpsalas

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Posted 21 June 2024 - 07:03 AM

Hello jpsalas,

 

I liked to try to colorize the DMD of the Baywatch table running in VPinballX.

I found that SetDMD program you mentioned in this forum. but nowhere this baywatch.dmc file you mentioned.

When I quoted you I could see there was once an attachment called "vpinmame_dmd_color.zip" on your post but that file seems to be gone. Can you re-upload this file please?

Best Regards  :)

 

Here you have again the SetDMD program and the dmc files I have:

Attached File  SetDMD_color.zip   566.21KB   10 downloads

 

I have been using these colors for many years, and I'm used to them. Anyway, it is a quick way to get some color on the dmd :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#98 waitsnake

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Posted 21 June 2024 - 10:32 AM

Thanks jpsalas to bring some colors to my DMD! :otvclap:

 
With to your files I could understand better what SetDMD does. 
It reads out the color definitions for each game where it finds a dmc file for and patches/changes the registry under "HKEY_CURRENT_USER\Software\Freeware\Visual PinMame" where also the color definitions are placed for each game.
 
After the first start of a VPinMame game there is a "Default Settings" dialog where you could define a custom color set or use a "gray style default" of 4 different orange shades.
I had already forgotten about this dialog since the dialog is never shown again for that game after it created the initial registry settings. I did not found a menu to open this dialog again? Except if I delete manually in the registry all entries of a game then I will show again for the first start only.
 
In the end the dmc files contain just the RGB color numbers for the 4 color/grays levels that UseVPMColoredDMD is capable of showing and the one int the attached ZIP file where defined by you and maybe exported by SetDMD from registry values back to a dmc file.
 
So now I have on Windows 4 colors on DMS for each game where it is defined for as dmc.  :dblthumb:
 
 
Do you have an idea if this also works somehow on other operating systems like macOS 
or is this a user defined DMD color feature not implemeted yet in Visual Pinball Standalone?
 
 
And another question, why shows the DMD in the screenshot from Cliffy more then 4 colors?
I can clearly see there at least 8 colors with that sonic on the surf board: black, light blue, blue, white, red, organge, yellow and white.
baywatch1.0.4-pups.jpg
 
How did this multi color DMD work?

Edited by waitsnake, 21 June 2024 - 11:39 AM.


#99 jpsalas

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Posted 21 June 2024 - 01:19 PM

I don't know if these vpinmame colors work on other OS, as I have never tried VP on other OS than Windows.

 

The multi color DMD is using a special rom that has been colored by hand by someone. If I'm not wrong, multi colored roms need the "sc" version of vpinmame, the color rom and it needs to use the dmd extensions program. 

 

The colored roms can be found at vpuniverse, although there is some patching that must be done, as they do not have the roms, but some data that needs to be patched into the original rom and it also need some extra color files. There are several systems for the colored roms, but I do not use those colored roms, so I can't explain it much better :)

 

The "sc" version of vpinmame can be found at the github: Releases · vpinball/pinmame (github.com)

 

And I guess you already have the dmd extensions, or dmdext as it is called, since I also guess you have the flexdmd too, but those programs can be found here:

 

Releases · freezy/dmd-extensions (github.com)

 

Releases · vbousquet/flexdmd (github.com)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#100 waitsnake

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Posted 21 June 2024 - 08:31 PM

I see VpinballX is complicated stuff with many subsystems (like B2S and external DMDs) and many different versions (like those "sc" versions) for different use cases.  :stunned:

 

Until now I only used VpinballX on one display of my PC (10.7.2) or Mac (Standalone version 10.8.something that I compiled) with only the intern DMDs (how ever they are called?). I guess that makes me an unusual user here where maybe the majority builds or uses real virtual pinball tables.

 

I looked around regarding my first question where are the registry entries for UseVPMColoredDMD are placed on the Mac with the Standalone version. I found in the home directory in the hidden folder ~/.pinmame/ini at least some of them.

E.g. for Baywatch there is the file ~/.pinmame/ini/baywatch.ini created after first run and it contained:

[settings]
cheat=0
sound=1
dmd_red=255
dmd_green=88
dmd_blue=32

I changed dmd_red, dmd_green and dmd_blue and it worked and changed the DMD color of UseVPMColoredDMD.

 

I added more values I know from the Windows registry:

[settings]
cheat=0
sound=1
dmd_colorize=1
dmd_red0=0
dmd_green0=0
dmd_blue0=0
dmd_red33=255
dmd_green33=0
dmd_blue33=0
dmd_red66=0
dmd_blue66=244
dmd_green66=244
dmd_red=255
dmd_green=204
dmd_blue=0

But dmd_colorize and all other new color values (e.g. dmd_green66) with it are ignored by Standalone and DMD stayed in mono color. 

I see in source code on github in vpinball/pinmame a lot of stuff is implemented regarding dmd_colorize, but maybe vpinball/standalone did not use all the features yet (like not forwarding all config values from ini file to pinmame)? The code base I way too big for me to overview and understand where the missing parts are.  :whtflag:  In any case the results of my experiments made it look like dmd_colorize is not supported by Standalone version right now.

 

And regarding the multi color DMD it sounds complicated with all it "sc" version, finding special patched roms and using external FlexDMD servers (and I saw all sw only available for Windows)...  ... I think I'll better leave this Pandora's box closed for now.  :seehearspeak: 

 

Ty for answering all my stupid newbie questions.  :) 


Edited by waitsnake, 21 June 2024 - 08:31 PM.