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Styling contest with dmdext 1.9


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#21 freezy

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Posted 08 March 2021 - 09:57 AM

Thanks, the unset-texture thing I've noticed too but forgot about it. Will fix.

 

About the flickering, you remember which tables so we can try to reproduce?



#22 wiesshund

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Posted 08 March 2021 - 10:11 AM

Too cool, great to have all these aesthetic options for our on screen DMD!

 

2 bugs, one could be an unrelated error

Can't seem to remove frame or glass once it's on there without restarting the GUI - not a big deal just a clear button or something would help.

The other was some weird issue going between an ultradmd table and a vpm table, when I switched to ultradmd table it flickered back and forth between the last frame (I think) of the VPM table and the currently running ultradmd. This could be a FlexDMD issue, I have minimal experience with it, but hadn't seen it before 1.9.0

 

Remove glass, save the style, then apply to running DMD, works most of the time, but some ROMs not so much

Sometimes, VPX wont unload the DLL and so basically does not reread the INI
Does the same thing with VPM, it does not unload DLL's too well with out a full exit.

Think freezy is working on an update that will basically force a reload of the ini when ever the table is restarted.

 

On the other bug, does it do it when switching table in a running VPX session, or with a full exit of VPX?

I have seen the bug you describe, even in 1.8 dmd extensions, not in ultraDMD, but when switching tables with out a full vpx exit, after running a ROM that uses a pin 2 dmd colorization (VNI file)
If i exit VPX, which is how i normally run tables anyway, then it does not do it.
Sounds like same thing you saw happen, guessing it is because the DLL does not actually get unloaded until VPX exits, maybe some junk gets left in the frame buffer or something and maybe the table's script did no uninit ultradmd on exit might be a possibility also?


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#23 freneticamnesic

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Posted 08 March 2021 - 09:51 PM

 

Too cool, great to have all these aesthetic options for our on screen DMD!

 

2 bugs, one could be an unrelated error

Can't seem to remove frame or glass once it's on there without restarting the GUI - not a big deal just a clear button or something would help.

The other was some weird issue going between an ultradmd table and a vpm table, when I switched to ultradmd table it flickered back and forth between the last frame (I think) of the VPM table and the currently running ultradmd. This could be a FlexDMD issue, I have minimal experience with it, but hadn't seen it before 1.9.0

 

Remove glass, save the style, then apply to running DMD, works most of the time, but some ROMs not so much

Sometimes, VPX wont unload the DLL and so basically does not reread the INI
Does the same thing with VPM, it does not unload DLL's too well with out a full exit.

Think freezy is working on an update that will basically force a reload of the ini when ever the table is restarted.

 

On the other bug, does it do it when switching table in a running VPX session, or with a full exit of VPX?

I have seen the bug you describe, even in 1.8 dmd extensions, not in ultraDMD, but when switching tables with out a full vpx exit, after running a ROM that uses a pin 2 dmd colorization (VNI file)
If i exit VPX, which is how i normally run tables anyway, then it does not do it.
Sounds like same thing you saw happen, guessing it is because the DLL does not actually get unloaded until VPX exits, maybe some junk gets left in the frame buffer or something and maybe the table's script did no uninit ultradmd on exit might be a possibility also?

 

 

This was opening two different tables in VP and opening launching one, closing that table then launching the other while VP was left open. It fixed itself once I closed VP and restarted it. I'll see if I can replicate it tonight. You may be right about the ultradmd uninitialization too.



#24 Felsir

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Posted 20 March 2021 - 09:18 AM

I love it! My DMD monitor is a bit larger than the DMDs with the right aspec ratio. With the padding and overlay options it now feels the DMD can fill the entire monitor area. 

Some DMDs are nice with the overlays (I have the broken glass version for Metallica, a dust look on  Junkyard for example).

 

This is my Metallica overlay with the padding.

http://youtu.be/VtxfzyTlHxE

style.green-broken.dotsize = 0.85
style.green-broken.dotrounding = 1
style.green-broken.dotsharpness = 0.8
style.green-broken.unlitdot = #FF102010
style.green-broken.dotglow = 0.5
style.green-broken.backglow = 0
style.green-broken.gamma = 1
style.green-broken.tint = #0040ff40
style.green-broken.glass = C:\Visual Pinball\VPinMAME\dmdext\textures\glasses\broken2.jpg
style.green-broken.glass.color = #ff969696
style.green-broken.glass.lighting = 0.4
style.green-broken.glass.padding.left = 0
style.green-broken.glass.padding.top = 15
style.green-broken.glass.padding.right = 0
style.green-broken.glass.padding.bottom = 15
style.green-broken.frame = null
style.green-broken.frame.padding.left = 0
style.green-broken.frame.padding.top = 0
style.green-broken.frame.padding.right = 0
style.green-broken.frame.padding.bottom = 0

Thanks Freezy (and Vincent)- keep it up!

 

Just a question about the "tint" option; is that the multiplication value with the pinMame colors? Should I tint the vPinMame DMD (the "F1" options) as well or keep those in a grayscale?


Edited by Felsir, 20 March 2021 - 09:21 AM.


#25 wiesshund

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Posted 20 March 2021 - 09:33 AM

I believe if you tint in freezy you just leave vpm be?


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#26 Felsir

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Posted 20 March 2021 - 05:55 PM

I think you're right Wiesshund- if I understand to code correctly the default is a 4 color grayscale- which is the base of the tinting. I'll see if I can reproduce the effect that made me think it was a multiplication.



#27 toxie

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Posted 20 March 2021 - 06:41 PM

 


there are a few that induce dmdext to spawn a huge number of digits
when i remember which ones, i will make a note of it also

 

 

 

Yes, if I interpret "none" as  "2x20Alpha" in dmdext, I'm getting that behavior (dozens of alphanum panels spawned) for this particular game. Need to dive into it a bit more unless @toxie confirms it's a bug in VPM.

 

No clue. I just made sure that code survives by including it into PinMAME main directly via russdx (AFAIR, it has been some years) and cleaned it up a bit.

But then i think only lucky1 substantially touched it after that. (sorry if i forgot somebody else!)

 

So i fear you'd have to reach out to lucky1.


Edited by toxie, 20 March 2021 - 06:42 PM.


#28 Schlabber34

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Posted 23 March 2021 - 09:28 PM

Finally had time to test this out and it looks awesome! All my DMD tables run this beauty with no issues!

Two questions:

Is the ini overwrite bug (alpha numeric) still in the beta?

2nd question, is it possible to add a value for the space between the AN digits? Otherwise it's close to impossible to make it look good on all b2s because of the squeezed translite on 16:9 monitors or when you are using the grill.

Thanks, man!

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#29 freezy

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Posted 24 March 2021 - 02:56 PM

Well, starting a new game will re-read the config, if that's what you mean by the overwrite bug. So if you manually change the .ini while VPX is running, your changes shouldn't get lost. It's in and should be in the build I've posted (latest is here).

 

About spaces: Yes that might be a good solution.



#30 Schlabber34

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Posted 24 March 2021 - 05:03 PM

Great stuff! Space value would be cool!

 

Yes, i was talking about the re-read thing. I wasn't sure if it already made it into v1.9!

 

Thanks!



#31 tgx

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Posted 24 March 2021 - 09:43 PM

Dude, this is awesome. Seriously. I have what most would describe

as a pretty low end rig. AMD Atlhon X2 @3500 4GB memory and this new

dll flies. It has solved all of the lag I used to get with PuP packs and Freezy, problems with

multi-layers (TNA) etc. Thanks a million, you rock!



#32 wiesshund

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Posted 24 March 2021 - 10:27 PM

@Freezy
Do you happen to have a 64bit build?

i only see the 32bit in appveyor unless i am looking wrong


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#33 freezy

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Posted 24 March 2021 - 10:32 PM

@wiesshund: Both are there.

 

The tint works like that: For 2-bit and 4-bit games, it defines the color of the DMD. Basically the same effect as choosing it in VPM. For colored games, it's ignored.



#34 wiesshund

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Posted 24 March 2021 - 10:38 PM

@wiesshund: Both are there.

 

 

Ah, Danke

I had wrong link, was dropping me already into the 32bit area


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#35 wiesshund

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Posted 24 March 2021 - 11:09 PM

Just a little frame i made for AFM
Nothing fancy, just makes it kind of look like a factory Bally table

 

UUpAoyS.png

 

STYLE

style.afm.brightness = 0.95
style.afm.dotsize = 0.85
style.afm.dotrounding = 0.85
style.afm.dotsharpness = 0.8
style.afm.unlitdot = #00000000
style.afm.dotglow = 0.3
style.afm.backglow = 0.4
style.afm.gamma = 1
style.afm.tint = #00ff5820
style.afm.glass = 
style.afm.glass.color = #00000000
style.afm.glass.lighting = 0
style.afm.glass.padding.left = 0
style.afm.glass.padding.top = 0
style.afm.glass.padding.right = 0
style.afm.glass.padding.bottom = 0
style.afm.frame = textures\frames\AFM.png
style.afm.frame.padding.left = 2.4
style.afm.frame.padding.top = 0.9
style.afm.frame.padding.right = 1
style.afm.frame.padding.bottom = 15.03

FRAME IMAGE
WJzjeM3.png


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#36 xantari

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Posted 24 March 2021 - 11:14 PM

Thats awesome. I can envision this would be really nice to add some 1080P frames for those of us who have went ahead and exposed the entire 15.6" LCD Screen instead of showing just the 4:1 ratio traditional DMD size.


Edited by xantari, 24 March 2021 - 11:15 PM.


#37 wiesshund

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Posted 24 March 2021 - 11:43 PM

Thats awesome. I can envision this would be really nice to add some 1080P frames for those of us who have went ahead and exposed the entire 15.6" LCD Screen instead of showing just the 4:1 ratio traditional DMD size.

 

YES, it will work
But
You will have to do a bit of figuring to get the image right

 

here is a rough test, and you can see that i did not get the image exactly right

too much top opening, not enough bottom

 

remember, this is not the quite intended use freezy has in mind

All the orange is part of the frame

 

fsz3fqd.png


What i would do is screen shot the entire DMD screen with the DMD in the size etc you want it to be

then use that screen shot as a layer to build your frame on top of.

 

And then see how it works


Edited by wiesshund, 24 March 2021 - 11:41 PM.

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#38 apophis

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Posted 26 March 2021 - 06:20 PM

So I tried the 1.9 beta this morning and it was causing some micro stutter in my gameplay. As soon as I reverted back to 1.8 that micro stutter went away. My GPU is a 1070, so it might be on the edge of being capable of handling the updated DMD. Is there something I should try to fix this?

Edited by apophis, 26 March 2021 - 06:21 PM.


#39 wiesshund

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Posted 26 March 2021 - 06:27 PM

So I tried the 1.9 beta this morning and it was causing some micro stutter in my gameplay. As soon as I reverted back to 1.8 that micro stutter went away. My GPU is a 1070, so it might be on the edge of being capable of handling the updated DMD. Is there something I should try to fix this?

 

I dont think it should be too much for your GPU

I run it on a laptop with no GPU


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#40 Schlabber34

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Posted 28 March 2021 - 10:41 AM

GTX970 runs fine!

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