It will not write to the log no matter what game I play, no matter what version of VP I run..
If I run the DirectOutputConfigTester, that writes to the log...
Posted 14 December 2016 - 09:14 PM

Posted 14 December 2016 - 09:20 PM
I had the same error before, about the log not writing.... I forgot what I did.... I think you are missing one of the steps. Some kind of registration or something. I know that I posted the solution somewhere. Sorry.... I'm getting old and my memory fail ![]()
It will not write to the log no matter what game I play, no matter what version of VP I run..
If I run the DirectOutputConfigTester, that writes to the log...
I had the same experience before, but I fix it.
Posted 14 December 2016 - 10:09 PM
did you update b2s.server and dof from djrobx versions in his v p u thread? --- No
It will not write to the log no matter what game I play, no matter what version of VP I run..
If I run the DirectOutputConfigTester, that writes to the log...
2016.12.14 15:59:39.126 DirectOutput Logger initialized
2016.12.14 15:59:39.126 DirectOutput Version 0.9.5812.27024 as of 2015.11.30 15:00
2016.12.14 15:59:39.127 Global config loaded from: E:\DirectOutput\config\GlobalConfig_B2SServer.xml
2016.12.14 15:59:39.127 Loading Pinball parts
2016.12.14 15:59:39.127 Loading cabinet
2016.12.14 15:59:39.128 Will load cabinet config file: E:\DirectOutput\config\Cabinet.xml
2016.12.14 15:59:39.176 1 output controller defnitions and 1 toy definitions loaded from cabinet config.
2016.12.14 15:59:39.177 Cabinet config file has AutoConfig feature enabled. Calling AutoConfig.
2016.12.14 15:59:39.177 Cabinet auto configuration started
2016.12.14 15:59:39.189 Debug: Ledwiz devicelist content. Handles: 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, Num devices: 1
2016.12.14 15:59:39.189 Debug: Disposing LedWiz instance -01.
2016.12.14 15:59:39.191 Debug: Ledwiz devicelist content. Handles: 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, Num devices: 1
2016.12.14 15:59:39.191 Detected and added LedWiz Nr. 1 with name LedWiz 01
2016.12.14 15:59:39.191 Added LedwizEquivalent Nr. 1 with name LedWiz 01 Equivalent for Ledwiz Nr. 1
2016.12.14 15:59:39.191 Cabinet auto configuration finished
2016.12.14 15:59:39.191 Autoconfig complete.
2016.12.14 15:59:39.191 Cabinet config loaded successfully from E:\DirectOutput\config\Cabinet.xml
2016.12.14 15:59:39.191 Cabinet loaded
2016.12.14 15:59:39.191 Loading table config
2016.12.14 15:59:39.192 Warning: No table config file found. Will try to load config from LedControl file(s).
2016.12.14 15:59:39.192 Will try to load configs from DirectOutput.ini or LedControl.ini file(s) for RomName afm
2016.12.14 15:59:39.193 Loading LedControl file E:\DirectOutput\config\directoutputconfig.ini
2016.12.14 15:59:39.345 Loading LedControl file E:\DirectOutput\config\directoutputconfig40.ini
2016.12.14 15:59:39.391 2 directoutputconfig.ini or ledcontrol.ini files loaded.
2016.12.14 15:59:39.392 Config for RomName afm exists in LedControl data. Updating cabinet and config.
2016.12.14 15:59:39.410 Table config loading finished
2016.12.14 15:59:39.410 Pinball parts loaded
2016.12.14 15:59:39.410 Starting processes
2016.12.14 15:59:39.411 Initializing cabinet
2016.12.14 15:59:39.411 Debug: Initializing output controllers
2016.12.14 15:59:39.412 FT245RBitbangController Sainsmart 1 with serial number AH035EZ9 has been initialized and the updater thread has been started.
2016.12.14 15:59:39.412 Debug: Initializing LedWiz Nr. 01
2016.12.14 15:59:39.414 LedWiz Nr. 01 initialized and updater thread initialized.
2016.12.14 15:59:39.414 Debug: Output controllers initialized
2016.12.14 15:59:39.414 Updater thread for LedWiz 01 started.
2016.12.14 15:59:39.417 Cabinet initialized
2016.12.14 15:59:39.419 Loading shape definition file: E:\DirectOutput\DirectOutputShapes.xml
2016.12.14 15:59:39.455 Connection to FTDI chip AH035EZ9 established.
2016.12.14 15:59:39.462 Framework initialized.
2016.12.14 15:59:39.462 Have fun! ![]()
2016.12.14 15:59:42.876 Finishing framework
2016.12.14 15:59:42.878 Finishing cabinet
2016.12.14 15:59:42.878 Debug: Finishing output controllers
2016.12.14 15:59:42.990 Connection to FTDI chip AH035EZ9 closed.
2016.12.14 15:59:42.990 FT245RBitbangController Sainsmart 1 with serial number AH035EZ9 has been finished and the updater thread has been terminated.
2016.12.14 15:59:42.991 Debug: Finishing LedWiz Nr. 01
2016.12.14 15:59:42.992 Updater thread for LedWiz 01 terminated.
2016.12.14 15:59:42.995 LedWiz Nr. 01 finished and updater thread stopped.
2016.12.14 15:59:42.995 Debug: Output controllers finished
2016.12.14 15:59:42.995 Cabinet finished
2016.12.14 15:59:42.995 DirectOutput framework finished.
2016.12.14 15:59:42.995 Bye and thanks for using!
Posted 16 December 2016 - 09:18 AM
And I have a question for you: do you think it is too easy to get multiballs? For example, when you get Storage multiball, the lock light keeps on so you are able to build a new multiball while still on the multiball.
I know real pinballs don't do that, but I thought it should be nice, just to have more fun, but is it too easy? What do you think?
Hi JP - I haven't seen an answer yet from anyone. People maybe missed it due to the long list of DOF questions.
My take on this - for me it is not easy at all to get multiballs. I think the first multiball is even quite hard to get. I am not a very good pinball player though, so take it with a grain of salt.
After you obtain your first multiball the table becomes a totally different beast though, then the score and playtime increases a lot and it indeed makes the table easier because you can drain a lot of balls without dying and you also obtain extra balls with random shots. So from a balanced gameplay point of view, I wouldn't mind having a table with not as much balls
Maybe add an expert mode that provides a max of 3 balls in play?
Would be interesting to see what better players than me think of this.
It is an awesome table looks and plays fantastic with fun animated toys. The physics feel great, the ball is a bit heavy and seem to respond like a real table. Pro-quality fun. Thanks
Posted 16 December 2016 - 10:17 AM
Thanks TedB, I take note
I guess I'll limit the multiballs by allowing one multiball at a time, as most people do in real tables. This will also limit the number of balls. But I'll need to test it first ![]()
I was waiting for some bug reports, but it looks like there aren't many, at least they are not very important since nobody has complained about them ![]()
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 16 December 2016 - 10:26 PM
I've been waiting for a week or two for someone else to post the same issue I'm having, but nobody has. When attempting to load the table, VPX crashes out and closes. A buddy had said something about needing to update B2S to the latest version, but I haven't seen that mentioned anywhere. Anybody else have issues loading this table? I've kept updating to the latest VPX beta, VPinmame, and Sam. Still crashes. Any advice?
Posted 17 December 2016 - 10:39 AM
I haven't had those issues, but of course it is always best to update to the latest directb2s version. As far as I know the latest server version is 1.3.0.1 and already pretty old (Nov 02 2013) so it would surprise me if you haven\t had that one installed.
You can rule out VPinmame as the root cause, because this is an original and doesn't use any roms. Did you also copy all the scripts from the last beta version? There are some updates in those as well.
Posted 17 December 2016 - 11:44 AM
I haven't had those issues, but of course it is always best to update to the latest directb2s version. As far as I know the latest server version is 1.3.0.1 and already pretty old (Nov 02 2013) so it would surprise me if you haven\t had that one installed.
You can rule out VPinmame as the root cause, because this is an original and doesn't use any roms. Did you also copy all the scripts from the last beta version? There are some updates in those as well.
There is a new b2s server version but it's not on this site..
Posted 17 December 2016 - 02:52 PM
I finally updated my cab with this amazing table. Well done JP! Well done!!! The action is smooth, the shots are great, cool sound effects and lighting, great call outs. Amazing job my friend!!
Angrim the DOF is marvelous! It really lights up the cab in RED and YELLOW during so many events and adds to the excitement of this game. Love it guys!!!!!!!
Edited by luvthatapex, 17 December 2016 - 02:52 PM.
Posted 18 December 2016 - 01:25 AM
Windows 10
Running VPX 10.2 rev. 2847 and this file JP's Ghostbusters Slimer v1.0.1_DOF
running Dof-3
Ledwiz works fine
With this game my Sainsmart board will not work and if I quit this game and run another game the same results but if I close VPX 10.2 restart run the other game everything works fine...
So as soon as I run this game the Sainsmart board Will no longer work for any game unless I restart VPX 10.2 and don't run this game
I thought this had to be added to the script to get the back glass to work but I was wrong.... I re-download the game didn't do anything to it and everything works fine...
Dim Controller
set Controller = CreateObject("B2S.Server")
Controller.b2sname = "xxx"
Controller.run
Posted 18 December 2016 - 08:52 AM
os you didn't have the last version?
if you see loadem after table_init, then you have the right script
hey luv, your definitely need to have more toys in your cab than the flashers, undercab rgb, strobe, contactors at least, this is a total different experience, then you can add a blower, beacons, shaker, gear motor... ![]()
Edited by arngrim, 18 December 2016 - 08:53 AM.

Posted 19 December 2016 - 01:53 AM
JP I tried to play this game multiplayer, and I can only get a single player going no matter how many times I hit the start button at the beginning of the game. ASide from that the game works great, so not sure whats going on. I see the maxplayer = 4 in the script and it appears multiplayer is setup. I am running the latest version 1.01 DOF.
Posted 19 December 2016 - 03:31 AM
JP I tried to play this game multiplayer, and I can only get a single player going no matter how many times I hit the start button at the beginning of the game. ASide from that the game works great, so not sure whats going on. I see the maxplayer = 4 in the script and it appears multiplayer is setup. I am running the latest version 1.01 DOF.
I have just tried the 1.0.1 DOF version and the multiplayer works. I have not added any special sound or display when you add a new player (there is always something that can be added to a table
), but when you loose the ball you'll see that the next player will be announced, and "PL 2" will be shown in the DMD.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 19 December 2016 - 01:37 PM
Thank you for checking. Its strange, Pokemon is setup very similar to Ghostbusters and I have no problem with multiplayer in Pokemon.
I also tried to set Ghostbusters to FREE PLAY and get the same results - only single player. I'll keep at it and try to figure it out.
JP I tried to play this game multiplayer, and I can only get a single player going no matter how many times I hit the start button at the beginning of the game. ASide from that the game works great, so not sure whats going on. I see the maxplayer = 4 in the script and it appears multiplayer is setup. I am running the latest version 1.01 DOF.
I have just tried the 1.0.1 DOF version and the multiplayer works. I have not added any special sound or display when you add a new player (there is always something that can be added to a table
), but when you loose the ball you'll see that the next player will be announced, and "PL 2" will be shown in the DMD.
Posted 19 December 2016 - 01:51 PM
ok JP I got it to work in multiplayer. I selected my skillshot, plunged the ball then hit the start button for more players.
Previously I was adding players before selecting my skillshot and this didn't work. Thanks again, great game!
Thank you for checking. Its strange, Pokemon is setup very similar to Ghostbusters and I have no problem with multiplayer in Pokemon.
I also tried to set Ghostbusters to FREE PLAY and get the same results - only single player. I'll keep at it and try to figure it out.
JP I tried to play this game multiplayer, and I can only get a single player going no matter how many times I hit the start button at the beginning of the game. ASide from that the game works great, so not sure whats going on. I see the maxplayer = 4 in the script and it appears multiplayer is setup. I am running the latest version 1.01 DOF.
I have just tried the 1.0.1 DOF version and the multiplayer works. I have not added any special sound or display when you add a new player (there is always something that can be added to a table
), but when you loose the ball you'll see that the next player will be announced, and "PL 2" will be shown in the DMD.
Posted 26 December 2016 - 06:39 PM
Heres a directb2s ( from senseless ) with some Lights ... based on JPs Table V1.0, use this DEMO-Script to get some Rollover-based and Bumper-Hit-based Light-Animations ...
( Tablename & directb2s-Name = "Ghostbusters" )
JP, if you want to add it, the main Sub is: startB2S, called from some Hits ... thats all.
Maybe with a check, If B2S = true ...Ghostbusters-Illuminated.jpg
This worked Great, Thanks!
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