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


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#101 koadic

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Posted 31 May 2012 - 11:41 AM

QUOTE (legtod2 @ May 31 2012, 05:50 AM) <{POST_SNAPBACK}>
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.


You can go in and disable the plunger axis if you want, just click on the dropdown box and choose '(disabled)', and then it shouldn't have any effect on anything.

#102 legtod2

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Posted 31 May 2012 - 07:54 PM

I beleive i have build 6 not 7. Because i did disable the z plunger when i noticed the plunger moving by itself

#103 ArcadiusMaximus

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Posted 15 August 2012 - 02:06 PM

Hello.

Is it possible to map the Tilt sensor to a game pad button too? Id like to hook up a mechanical tilt bob, but the the Key is set to 'T' and there is no drop down box to change it. Thanks !
~ Mr. John E. Smith III Esq.

#104 koadic

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Posted 15 August 2012 - 05:19 PM

QUOTE (ArcadiusMaximus @ Aug 15 2012, 09:06 AM) <{POST_SNAPBACK}>
Hello.

Is it possible to map the Tilt sensor to a game pad button too? Id like to hook up a mechanical tilt bob, but the the Key is set to 'T' and there is no drop down box to change it. Thanks !


I didn't map 'MechTilt' to a gamepad button because by itself it doesn't really have any effect in VP. The 'T' key is also defined in the VPMKeys.vbs file for 'BangBack' which is something else altogether. While it is possible to map a button to the actual tilt function for the rom, it requires more than just mapping a button to a keypress... It also requires going into the table script for each table you want to use it for, and then assign that key to trigger the switch number that is used for tilt, as it varies from table to table.

I had originally planned to create user mappable keys to assign to buttons, but I haven't even looked into how I might do that yet. Another option would be to instead set up 4 buttons to use 4 otherwise unassigned keys such as H, J, K, and L which can then be used to define whatever you want in the vbs files or table script, even map one of those keys to a VP assignment such as MechTilt (as an example).

While I still may do this, in addition to one other little thing I would like to add/change that I think would be nice for cabinet users (don't bother asking smile.gif ), it isn't very high on my list of priorities.

#105 ArcadiusMaximus

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Posted 16 August 2012 - 12:48 PM

QUOTE (koadic @ Aug 15 2012, 01:19 PM) <{POST_SNAPBACK}>
QUOTE (ArcadiusMaximus @ Aug 15 2012, 09:06 AM) <{POST_SNAPBACK}>
Hello.

Is it possible to map the Tilt sensor to a game pad button too? Id like to hook up a mechanical tilt bob, but the the Key is set to 'T' and there is no drop down box to change it. Thanks !


I didn't map 'MechTilt' to a gamepad button because by itself it doesn't really have any effect in VP. The 'T' key is also defined in the VPMKeys.vbs file for 'BangBack' which is something else altogether. While it is possible to map a button to the actual tilt function for the rom, it requires more than just mapping a button to a keypress... It also requires going into the table script for each table you want to use it for, and then assign that key to trigger the switch number that is used for tilt, as it varies from table to table.

I had originally planned to create user mappable keys to assign to buttons, but I haven't even looked into how I might do that yet. Another option would be to instead set up 4 buttons to use 4 otherwise unassigned keys such as H, J, K, and L which can then be used to define whatever you want in the vbs files or table script, even map one of those keys to a VP assignment such as MechTilt (as an example).

While I still may do this, in addition to one other little thing I would like to add/change that I think would be nice for cabinet users (don't bother asking smile.gif ), it isn't very high on my list of priorities.


That's fine. I mean on second thought the games keep track of how many time you nudge in any given time frame and issues a tilt warning so I guess a tilt bob isn't really necessary. Thanks !
~ Mr. John E. Smith III Esq.

#106 ArcadiusMaximus

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Posted 07 September 2012 - 03:39 PM

QUOTE (ArcadiusMaximus @ Aug 16 2012, 08:48 AM) <{POST_SNAPBACK}>
QUOTE (koadic @ Aug 15 2012, 01:19 PM) <{POST_SNAPBACK}>
QUOTE (ArcadiusMaximus @ Aug 15 2012, 09:06 AM) <{POST_SNAPBACK}>
Hello.

Is it possible to map the Tilt sensor to a game pad button too? Id like to hook up a mechanical tilt bob, but the the Key is set to 'T' and there is no drop down box to change it. Thanks !


I didn't map 'MechTilt' to a gamepad button because by itself it doesn't really have any effect in VP. The 'T' key is also defined in the VPMKeys.vbs file for 'BangBack' which is something else altogether. While it is possible to map a button to the actual tilt function for the rom, it requires more than just mapping a button to a keypress... It also requires going into the table script for each table you want to use it for, and then assign that key to trigger the switch number that is used for tilt, as it varies from table to table.

I had originally planned to create user mappable keys to assign to buttons, but I haven't even looked into how I might do that yet. Another option would be to instead set up 4 buttons to use 4 otherwise unassigned keys such as H, J, K, and L which can then be used to define whatever you want in the vbs files or table script, even map one of those keys to a VP assignment such as MechTilt (as an example).

While I still may do this, in addition to one other little thing I would like to add/change that I think would be nice for cabinet users (don't bother asking smile.gif ), it isn't very high on my list of priorities.


That's fine. I mean on second thought the games keep track of how many time you nudge in any given time frame and issues a tilt warning so I guess a tilt bob isn't really necessary. Thanks !


Finally started putzing around with nudging via the PBW. I kinda have it working but I had to bump the sensitivity up to about 8000%. Like I said this work but the percentage seems awfully high. Is there something else I should be changing instead of this? I do however want a pretty sensitive table since I don't really want people slapping the crap out of my machine.

Ive also noticed that a slap on the left side of the cab will shift the ball left and a slap on the right side will also shift the ball to the left sometimes... Is this a problem with my calibration?

*** I adjusted the nudge force to 3000 with sensitivity @ 8000% and now I'm getting the ball to cooperate. Also appears to be moving in the proper directions when slapped. Maybe the way I decided to mount it is adding to the reason I need to bump things up so high ( mounted tot he monitor frame). It still feels a bit arcade like to me (ball moves TOO much) so I will need to do some more tweaking to perfect it I suppose. Great job on this BTW.

Also just thinking about this maybe with the next release you could include a 'help' buttons that would explain the terminology used in the settings such as what nudge force is and sensitivity. May help to have a cheat sheet so to speak in case you haven't messed with the settings in a while and forgot what it is they do.

Edited by ArcadiusMaximus, 07 September 2012 - 06:09 PM.

~ Mr. John E. Smith III Esq.

#107 kiwi

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Posted 12 September 2012 - 07:09 PM

In the picture below you can see the ramp distorted (VP Build7), In the official version (VP 912) this problem does not happen.
The ramp is a normal flat ramp no alpha.



max

Edited by kiwi, 12 September 2012 - 07:09 PM.


#108 ArcadiusMaximus

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Posted 13 September 2012 - 11:01 PM

Noticed a strange issue recently. With pbw nudge working correctly I no longer need nudge buttons so I programed my left and right nudge buttons to manga save left and right respectively. However when I press the left or right magna save in game its still nudging left or right. I have:
Rewired and remapped the magna save buttons to different outputs on the nanotech board
Changed the left and right nudge joypad keys to unassigned buttons (not connected wires)
Changed the keyboard nudge keys

All of which still allow the magna save buttons to nudge. Also a strange is while playing Whitewater both buttons will nudge but in World Cup 94 only the left button will nudge ( magna save). Are the nudge commands hard coded in VP somewhere? My Build7 .exe is set to override default VP controls too. Thoughts?

Edited by ArcadiusMaximus, 13 September 2012 - 11:01 PM.

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#109 destruk

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Posted 13 September 2012 - 11:44 PM

Games that use MagnaSave in the script won't like nudging via magnasave keys, that's why nudge keys get their own declarations. I would suggest since it worked for you in the past, try resetting all the keys to default.

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#110 ArcadiusMaximus

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Posted 14 September 2012 - 01:57 AM

Games that use MagnaSave in the script won't like nudging via magnasave keys, that's why nudge keys get their own declarations. I would suggest since it worked for you in the past, try resetting all the keys to default.

I guess my wording was a bit confusing. When I said I programed my left and right nudge buttons to magna saves I mean the actual, physical button. In other words my left nudge was joy 11 and my right was joy 8. In the 'Keys' setting I changed the left nudge from joy 11 to none and the right nudge from joy 8 to none. I then programed magna save left to joy 11 and magna save right to joy 8. Is that what you meant? I suppose I could just redownload the EXE and start from scratch. Is there a config file somewhere that needs to be edited/ deleted?
~ Mr. John E. Smith III Esq.

#111 destruk

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Posted 14 September 2012 - 04:41 AM

You'd need to delete the registry key for visual pinball to set it all back to defaults for VP - and then if you edited extra files like vpmkeys.vbs you'd need to overwrite that.

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#112 ArcadiusMaximus

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Posted 14 September 2012 - 06:02 PM

You'd need to delete the registry key for visual pinball to set it all back to defaults for VP - and then if you edited extra files like vpmkeys.vbs you'd need to overwrite that.


As in the 'default' reg key? Thanks :D
~ Mr. John E. Smith III Esq.

#113 destruk

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Posted 14 September 2012 - 08:09 PM

No, as in the "Visual Pinball/Player" registry key, as that holds all the keycodes for Visual Pinball.

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#114 koadic

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Posted 15 September 2012 - 03:10 AM

HKCU>Software>Visual Pinball>Player>JoyLTiltKey and JoyRTiltKey

Although, setting them to none should change the entry to 0, which should disable it... you just have to make sure you are pressing ok afterwards otherwise it doesn't save,

Are you running any additional software such as joy2key or xpadder?

Edited by koadic, 15 September 2012 - 03:28 AM.


#115 ArcadiusMaximus

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Posted 15 September 2012 - 01:16 PM

HKCU>Software>Visual Pinball>Player>JoyLTiltKey and JoyRTiltKey

Although, setting them to none should change the entry to 0, which should disable it... you just have to make sure you are pressing ok afterwards otherwise it doesn't save,

Are you running any additional software such as joy2key or xpadder?


Nope no other software. I will try both methods today starting with hiting "OK". Ill delete the reg file as a last resort. Not by my machine right now but will post results. Thanks.
~ Mr. John E. Smith III Esq.

#116 destruk

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Posted 15 September 2012 - 04:41 PM

As with PinMAME, if any of VP's registry keys are deleted it will be recreated with defaults when you open VP again.

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#117 ArcadiusMaximus

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Posted 18 September 2012 - 01:54 PM

Thanks guys. entering a "0" for all the tilt keys in the registry did the trick.
~ Mr. John E. Smith III Esq.

#118 lizardking

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Posted 31 October 2012 - 06:34 PM

A very big Thank you for this exe Koadic :) I just had to use it for a pin controller I built. Works like a champ, ty ty ty :)

#119 koadic

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Posted 31 October 2012 - 08:03 PM

Actually, the new version, 9.13 includes all the changes that were put into this version, so if you want you can use that one instead.