Jump to content



Photo

The VPM alpha/beta thread


  • Please log in to reply
1790 replies to this topic

#121 KieferSkunk

KieferSkunk

    Enthusiast

  • VIP
  • 96 posts
  • Location:Seattle, WA area

  • Flag: United States of America

  • Favorite Pinball: Twilight Zone

Posted 24 April 2015 - 07:13 PM

still dx7, but the purpose is to not use directx at all and vp handles the display of vpm directly, like unity is doing it

 

How soon until DX7 is completely out, then?  It seems like it would be to your advantage to get that out of the dependency chain sooner than later.



#122 Slydog43

Slydog43

    Pinball Wizard

  • Platinum Supporter
  • 3,008 posts
  • Location:Hackettstown, NJ

  • Flag: United States of America

  • Favorite Pinball: Addams Family, All Williams 90's Games

Posted 24 April 2015 - 07:14 PM

Toxie, could you add a switch to VPM to force which controller is used?  Say Use VPinmame or B2S.  New feature to disable DMD is great as its one less thing to mod on every table since I use a PinDMD.  I also always switch to use B2S.Server and was wondering if that would be possible or not.  Thanks for all you do, your the best Dev Team! 



#123 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 24 April 2015 - 10:03 PM

 

still dx7, but the purpose is to not use directx at all and vp handles the display of vpm directly, like unity is doing it

 

How soon until DX7 is completely out, then?  It seems like it would be to your advantage to get that out of the dependency chain sooner than later.

 

 

Feel free to modify the VPM source.   ;)

 

Its a lot of work (not as much as with VP back then though), so nobody so far wanted to do that.


Toxie, could you add a switch to VPM to force which controller is used?  Say Use VPinmame or B2S.  New feature to disable DMD is great as its one less thing to mod on every table since I use a PinDMD.  I also always switch to use B2S.Server and was wondering if that would be possible or not.  Thanks for all you do, your the best Dev Team! 

 

The thing is that this is steered via the script code for each table. So neither VP nor VPM 'knows' about B2S running (or not).

What was once discussed though is that the core.vbs files could contain this, but nobody so far implemented that (and i myself suck at programming vbs files).

 

Volunteers? :)



#124 arngrim

arngrim

    DJ Force Feedback

  • VIP
  • 2,188 posts
  • Location:Charleroi, Belgium

  • Flag: Belgium

  • Favorite Pinball: Monster bash



Posted 24 April 2015 - 11:52 PM

we encourage every builder to script the controllers of the vpm tables like mfuegemann tables and vp tables like loserman76 tables, and it can also mute the mech sounds for dof users, without changing the script, just changing one value in a txt file in the user folder or vp folder

Edited by arngrim, 24 April 2015 - 11:53 PM.


#125 james hellings

james hellings

    Hobbyist

  • Members
  • PipPip
  • 36 posts

  • Flag: United States of America

  • Favorite Pinball: vector

Posted 27 April 2015 - 02:18 PM

at the beginning of this thread there are 2 zip files, "vpinmame" and "vpinmame_pindmd1".  if i were a betting man based on the nomenclature i would guess the later is for folks using a vpindmd product, in my case i'm using a vpindmd"2" product.... correct, no maybe?



#126 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 28 April 2015 - 04:19 AM

pindmd1 is for people who have the first generation pindmd hardware. if you don't have that (or a second generation pindmd), then use the first.



#127 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 28 April 2015 - 06:54 AM

Hi Toxie,

 

thank You for releasing 2.6 containing Gerrit's IDSA fixes so soon. Now I can upload my new tables when they are finished.

 

Regards

Michael


Edited by mfuegemann, 28 April 2015 - 06:56 AM.


#128 kiwi

kiwi

    Pinball Fan

  • VIP
  • 2,672 posts

  • Flag: Italy

  • Favorite Pinball: Star Trek 25th Anniversary



Posted 28 April 2015 - 08:09 AM

I don't know if this post has been noticed.

http://www.vpforums....179#entry297596

As I say, I think I have scripted right, but I'm not sure.
The VBS v3.19 say the switches of flippers have been fixed and now you can use the standard SolFlipper function.

 

Thanks

 

Max



#129 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 28 April 2015 - 09:25 AM

Should be like that, yes.. But then again i don't know much about the core.vbs in general and basically just fix/add things as they come up..

So if somebody has a clue why this happens, speak up..  :)

 

@mfuegemann: As soon as something new is added to VPM, i usually have a new build up here..  :)

So you mean the changes Gerrit did to the lamps and solenoids for IDSA?



#130 The Loafer

The Loafer

    Pinball Wizard

  • VIP
  • 3,471 posts
  • Location:Embrun, Ontario, Canada

  • Flag: ---------

  • Favorite Pinball: Superman, Firepower & Tron



Posted 28 April 2015 - 12:03 PM

On the issue of pindmd and vpinmame.dll, there are a few tables not supported by the pindmd such as Hercules, Raven and Victory. Does anyone know how to add support to the vpinmAme.dll/pindmd for these missing games? There are several other pins too that are not supported, I think in the case of Raven/Victory, it's the same hardware that is shared by all the same Gottlieb premiere motherboard that isn't supported, same may be true of the atari hardware that is shared amongst several games.

#131 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 28 April 2015 - 12:45 PM

What i know about this:

Astro, Hankin, Zaccaria are unsupported

Some Ballys and Gottlieb GTS80B should also be unsupported

And maybe some other types/manufacturers that were added in the last years?!

 

If you look into the pindmd.c file, at the function renderAlphaNumericFrame, there is the central place where things get converted.

So if someone is up to it, please add support there or increase compatibility, and i'll include the patch to VPM (i don't own a PinDMD myself, so all my fixes there i did so far were shots in the dark that needed to be verified by PinDMD owners which wasn't exactly efficient).



#132 The Loafer

The Loafer

    Pinball Wizard

  • VIP
  • 3,471 posts
  • Location:Embrun, Ontario, Canada

  • Flag: ---------

  • Favorite Pinball: Superman, Firepower & Tron



Posted 28 April 2015 - 01:53 PM

Unfortunately, I know nothing about programming but thanks to your clear direction of where to look, someone is bound to have a look at it. Thanks !

#133 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 28 April 2015 - 05:53 PM

Hi Toxie,

 

are the pinmame Game Settings stored on a per table basis now? I have to untick the "Use PinDMD" for all tables I tested - even in cabinet mode.

Could this be defaulted as "false"?

 

If someone wants to reenable the pinmame display after unticking "Use DMD", just add the following line to Your Table_init section before Controller.Run:

 

Controller.ShowWinDMD = 1

 

Otherwise it is hard to access the pinmame Game Settings. The Controller.Hidden command is still active and both settings compete against each other.

 

Edit: Toxie, the new pinmame.dll still returns "02050000" as version string. Could this be changed to "02060000" to allow a version check on my IDSA tables?

 

Regards

Michael 


Edited by mfuegemann, 28 April 2015 - 06:00 PM.


#134 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 28 April 2015 - 07:12 PM

The game settings are stored for each ROM separately, same as always before.. And the default for PinDMD is false, but maybe you changed it in the defaults (pinmame setup)?

 

Then i also changed the version number to 2.6 really everywhere (i forgot some spots :/), will upload a new build soon



#135 arngrim

arngrim

    DJ Force Feedback

  • VIP
  • 2,188 posts
  • Location:Charleroi, Belgium

  • Flag: Belgium

  • Favorite Pinball: Monster bash



Posted 28 April 2015 - 10:04 PM

a lot of users reported to me that after they upgrade to a new build, pindmd becomes checked for all tables, but i never experienced that myself, i click on install button from setup.exe for every new dll installation

#136 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 28 April 2015 - 10:22 PM

thats a good point! pressing install in the setup is a must with each new build!



#137 ICPjuggla

ICPjuggla

    Early Retirement

  • VIP
  • 1,193 posts

  • Flag: United States of America

  • Favorite Pinball: Star Wars

Posted 28 April 2015 - 11:11 PM

When I upgraded I had to go though all my tables and switch the pindmd off.. Actually even just adding a new rom I have to do it too. It's like it audimaticly sets it after 1st run of the table. On second run its set then I have to go in and fix it.

I did click on install in the setup but it didn't help.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#138 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 29 April 2015 - 05:37 AM

Hi Toxie and Arngrim,

 

thank You for the Setup hint. Of course I was too impatient to run the setup.exe.

 

Michael



#139 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 29 April 2015 - 07:54 AM

i also added a sentence in the first post that setup.exe->install and ->setupDefaults should be run each time..



#140 arngrim

arngrim

    DJ Force Feedback

  • VIP
  • 2,188 posts
  • Location:Charleroi, Belgium

  • Flag: Belgium

  • Favorite Pinball: Monster bash



Posted 29 April 2015 - 07:58 AM

that means your default setting has pindmd checked, you can uncheck it from setup.exe by changing the defaults settings for roms that never ran before with setup defaults button.

 

and if you remove a registry of a rom, it will also take the default settings again

Actually even just adding a new rom I have to do it too. It's like it audimaticly sets it after 1st run of the table. On second run its set then I have to go in and fix it.