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Pinball FX2 and undercab RGB


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#1 greeze

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Posted 22 October 2016 - 09:23 AM

Yes, it's my ol' favourite; undercab lighting again!  :P

 

I've downloaded the new DOFLinx exe (V4) and it works great with Pinball FX2 (thank you!) with the bumpers and slings etc. firing off as expected. However, I have now lost the undercab lighting. Any ideas on how to remedy please?

 

Previously (prior to v4) I was using a sup_ini file to define RGB undercab lighting. I disabled the sup_ini file with the advent of the .fx2 files as I didn't want any conflicts.

 

This is my old sup_ini (now disabled):

 

#Change the defined colours (eg.WHITE) to suit table theme

 
#Key ID's:
#A2=left flipper
#20=right flipper
 
#RGB ID's:
#0D=strobe
#101=flasher outside left
#104=flasher left
#107=flasher center
#110=flasher right
#113=flasher outside right 
#133=undercab
 
#Strobe output:
KEY_TO_OUTPUT=0D 116
 
#Set the colour of the undercab lighting
BUTTONS_ON_COLOUR=133,YELLOW
 
#Flasher outputs - flasher outside left, flasher left, flasher ouside right, flasher right, flasher center
KEY_TO_COLOUR_TIMER=A2,101,RANDOM,50,A2,104,RANDOM,50,20,113,RANDOM,50,20,110,RANDOM,50,A2,107,YELLOW,50,20,107,YELLOW,50

 

I've tried having the BUTTONS_ON_COLOUR and also the  RGB_OUTPUT= command in the sup_ini file alone (or combined) but it doesn't work for me. I have also altered a line in the .fx2 file to attempt setting  the undercab lighting too:

 

[COMMANDS]

GAMEMODE|ON|FF_Colour Yellow,RGB_CH,0|FF_Flasher DV_FLOL,FL_FD,6,750,50,Orange|FF_Flasher DV_FLOR,FL_FD,6,750,50,Orange|FF_Flasher 

Unfortunately, no success :(

 

I'm using Bobs Burgers as the experimental table BTW.

 

If someone could point me in the right direction; it'd be much appreciated :)


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#2 Outhere

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Posted 22 October 2016 - 12:20 PM

Put up your

DOFLinx.ini and your DOFLinx.log



#3 greeze

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Posted 22 October 2016 - 12:44 PM

I have it sorted now, thanks. The sup_ini file was misnamed. D'oh.

 

A combination of a one-line sup_ini file: RGB_OUTPUT=133

 

...and...

 

a slight alteration to the .fx2 file on this line: GAMEMODE|ON|FF_Colour Yellow,RGB_CH,0|FF_Flasher DV_FLOL,FL_FD,6,750,50,Orange|FF_Flasher DV_FLOR,FL_FD,6,750,50,Orange|FF_Flasher 

 

...has done the trick :)


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#4 DDH69

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Posted 22 October 2016 - 11:27 PM

OK, I understand the RGB_OUTPUT=, but interested what FX2 file did you change and why? (still checking if bugs exist hence the questions)

 

It looks a bit like BobsBurgers where you've changed from Black,RGB_DF to Yellow,RGB_CH - how did I do?

 

If so what you've done will work.  It will have the effect of turning on Yellow until its overwritten by another command.  The original command would start your regular RGB lighting pattern cycling through all the colours in your GAME_COLOUR= palette triggered by RGB_TRIGGER= being TIME or FLIPPER


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#5 greeze

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Posted 23 October 2016 - 08:24 AM

You're correct, it was the Bob's Burgers .fx2 file I altered. And, you're spot on with the RGB_OUTPUT command. That on it's own cycles through the defined colours but coupled with the change to the .fx2 file, 'locks' it to yellow as there are no other RGB-related commands in that particular file.

 

Shotgun approach to debugging, I afraid. That's my style. I just throw things around until something sticks! lol

 

:)

 

*Edit* I do a similar exercise with Future Pinball tables (if you recall). I have the same one line sup_ini file for each table but then define the RGB colour in the table's script.


Edited by greeze, 23 October 2016 - 08:38 AM.

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#6 DDH69

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Posted 23 October 2016 - 10:27 AM

Thanks for the explanation.  If its doing what you want, then I'm happy.


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