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Backglasses not showing with VP9 tables


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#1 trantornator

trantornator

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Posted 20 March 2019 - 01:59 PM

Hi everyone,

 

I'm having an issue with some backglasses not loading with VPT files.

 

My VPX tables load backglasses without a problem, both in the editor and with PinballX but all but one of my VPT tables load without the backglasses (in both the editor and PinballX).

 

The lone working table is Indiana Jones, but the others are loading sans backglass.  I alt-tabed to make sure it wasn't just loading behind the playfield (I'm working with a two monitor setup.  Curiously the backglasses will load when I turn the backglass preview option in PinballX on but will then dissapear upon loading the table.  (I currently have that feature turned off just because it was taking too long to load and it seemed to not catch up if I moved through the tables too quickly.)

 

I'm including a screenshot of my vpt table folder.  Am I missing something in the naming conventions?

 

Kind regards,

 

Karl

Attached Files


Edited by trantornator, 20 March 2019 - 02:01 PM.


#2 STAT

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Posted 20 March 2019 - 02:08 PM

Try to search for a B2SOn=false, in Script and set it to true
or
sometimes we had to add missing Commands to start B2S.

#3 trantornator

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Posted 20 March 2019 - 03:21 PM

STAT:  Thanks!  That solved almost all of the problems.  Only table that is still holding out on me is Star Wars, but I'll figure that out later.

 

And also, your Indy Jones toy mod table is awesome!



#4 gtxjoe

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Posted 20 March 2019 - 05:58 PM

Troubleshooting tips for VP9 backglass topics are here:   https://www.vpforums...als&article=136



#5 HUGOMAG

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Posted 11 April 2020 - 05:18 PM

Hello friends ! Sorry in advance for the very basic knowledge in VP, since I started very recently. Can someone advise me on how to enable 2 monitors in ”Doozie (Williams 1968)”? I have tried in many ways but in all cases only 1 monitor only enables me (it has already happened to me with other VPT tables) I have ”Doozie_RC1.1.vpt” and ”Doozie_RC1.1.directB2S”, as suggested, I looked for " B2SOn = false "in the Script (attached), but none of that is listed. I would appreciate if someone would guide me in a not very complex way. I hug everyone
 
Hola Amigos ! Perdón de antemano por lo muy básicos conocimientos en VP, ya que hace muy poco que me inicié.  Alguien puede asesorarme en cómo habilitar 2 monitores en ”Doozie (Williams 1968)” ? He intentado de muchas maneras pero en todos los casos solo me habilita 1 solo monitor (ya me ha ocurrido con otras tablas VPT) Tengo ”Doozie_RC1.1.vpt” y ”Doozie_RC1.1.directB2S”, tal cual lo sugerido, busqué "B2SOn = false" en el Script (adjunto), pero nada de eso figura. Agradecería si alguien me guiara de manera no muy compleja. Abrazo a todos
 
Attached :
dim ballinplay
dim ballrelenabled
dim rst
dim eg
dim credit
dim score
dim truesc
dim match(9)
dim rep
dim tilt
dim tiltsens
dim state
dim cred
dim plm
dim update
dim digit
dim tempscore
dim scn
dim scn1
dim bell
dim points
dim matchnumb
dim replay1
dim replay2
dim replay3
dim hisc
dim xv
dim bv
 
sub table1_init
    replay1= 5500
    replay2= 7500
    replay3= 9500
    r3.text=replay3  
    r2.text=replay2
    r1.text=replay1
    loadhs
    if hisc="" then hisc=5500
    hstxt.text=hisc
    if credit="" then credit=0
    credittxt.text=credit
    if matchnumb="" then matchnumb=0
    matchtxt(matchnumb).text=matchnumb
    scorereel.setvalue(score)
    credtimer.enabled=true
end sub    
 
Sub Table1_KeyDown(ByVal keycode)
         
    if keycode=6 then
    playsound "coin3" 
    coindelay.enabled=true 
    end if
    
    if keycode=31 and credit>0 and state=false then
    credit=credit-1
    playsound "click"
    credittxt.text=credit
    tilt=false
    bumper1.force=5
    bumper2.force=5
    bumper3.force=5
    bumper4.force=5
    bumper5.force=5
    tiltseq.stopplay
    for i=0 to 12
    plas(i).isdropped=false
    next
    state=true
    rst=0
    ballinplay=1
    playsound "initialize" 
    resettimer.enabled=true
    end if    
          
If keycode = PlungerKey Then
Plunger.PullBack
End If
 
    if tilt=false and state=true then
If keycode = LeftFlipperKey Then
LeftFlipper.RotateToEnd
LeftFlipper1.RotateToEnd
PlaySound "FlipperUp"
playsound "buzz"
End If
    
If keycode = RightFlipperKey Then
RightFlipper.RotateToEnd
        RightFlipper1.RotateToEnd
PlaySound "FlipperUp"
playsound "buzz"
End If
    end if
    
If keycode = LeftTiltKey Then
Nudge 90, 2
        checktilt
End If
    
If keycode = RightTiltKey Then
Nudge 270, 2
        checktilt
End If
    
If keycode = CenterTiltKey Then
Nudge 0, 2
        checktilt
End If
    
End Sub
 
Sub Table1_KeyUp(ByVal keycode)
 
If keycode = PlungerKey Then
Plunger.Fire
        playsound "plunger"
End If
    
If keycode = LeftFlipperKey Then
LeftFlipper.RotateToStart
LeftFlipper1.RotateToStart
stopsound "buzz"
if tilt= false and state=true then PlaySound "FlipperDown"
End If
    
If keycode = RightFlipperKey Then
RightFlipper.RotateToStart
RightFlipper1.RotateToStart
stopsound "buzz"
        if tilt= false and state=true then PlaySound "FlipperDown"
End If
 
End Sub
 
sub coindelay_timer
    playsound "click" 
    credit=credit+1
    if credit>25 then credit=25
credittxt.text=credit
    coindelay.enabled=false
end sub
 
sub resettimer_timer
    rst=rst+1
    scorereel.resettozero 
    if rst=18 then
    playsound "kickerkick"
    end if
    if rst=22 then
    newgame
    resettimer.enabled=false
    end if
end sub
 
sub newgame
    bumper1.force=5
    bumper2.force=5
    bumper3.force=5
    bumper4.force=5
    bumper5.force=5
    lsling.isdropped=false
    rsling.isdropped=false
    score=0
    truesc=0
    eg=0
    rep=0
    xv=0
    sp1.state=lightstateoff
    sp2.state=lightstateoff
    sp3.state=lightstateoff
    sp4.state=lightstateoff
    go.state=lightstateoff
    bumper1.state=lightstateoff
    bumper3.state=lightstateoff
    bumper2.state=lightstateoff
    bumper4.state=lightstateoff
    bumper5.state=lightstateoff
    credtimer.enabled=false
    credtxt.text="Ported To VP By Leon Spalding" 
    gamov.text=" "
    tilttxt.text=" "  
    bip5.text=" "
    bip1.text="1"
    for i=0 to 9 
    butlight(i).state=lightstateon
    if i<6 then xlights(i).state=lightstateoff
    matchtxt(i).text=" "
    next
    nb.CreateBall  
    nb.kick 135,4 
end sub
 
Sub Drain_Hit()
    Drain.DestroyBall
playsound "drainshorter"
    if (topgate.isdropped)=true then
    topgate.isdropped=false
    playsound "relay"
    go.state=lightstateoff
    end if
if (rightflipper.visible)=false then flipopen
nextball
End Sub
 
sub nextball
    if tilt=true then
    bumper1.force=7
    bumper2.force=7
    bumper3.force=7
    bumper4.force=7
    bumper5.force=7
    tiltseq.stopplay
    for i=0 to 12
    plas(i).isdropped=false
    next
    tilt=false
    tilttxt.text=" "
    end if
ballinplay=ballinplay+1
if ballinplay>5 then
playsound "motorleer"
eg=1
ballreltimer.enabled=true
else
if state=true and tilt=false then
playsound "kickerkick"
ballreltimer.enabled=true
end if
select case (ballinplay)
case 1:
bip1.text="1"
case 2: 
bip1.text=" "
bip2.text="2"
case 3:
bip2.text=" "
bip3.text="3"
case 4:
bip3.text=" "
bip4.text="4"
case 5:
bip4.text=" "
bip5.text="5"
end select
end if
End Sub
 
sub ballreltimer_timer
    if eg=1 then
    matchnum
bip5.text=" "
state=false
gamov.text="GaMe OVeR"
if truesc>hisc then hisc=truesc
hstxt.text=hisc
savehs
cred=0
credtimer.enabled=true
ballreltimer.enabled=false
    else
    nb.CreateBall
nb.kick 135,4
    ballreltimer.enabled=false
    end if
end sub
 
sub matchnum
    matchtxt(matchnumb).text=matchnumb
    if (matchnumb)=(score mod 10) then
    credit=credit+1
    playsound "knocke"
    if credit>25 then credit=25
credittxt.text=credit
    playsound "click"
    end if 
end sub
 
sub scoreone (points)
    if tilt=false then
    scorereel.addvalue(1)
    if (sp1.state)=lightstateon and xv>5 then
    sp1.state=lightstateoff
    sp2.state=lightstateon
    else
    if xv>5 then sp1.state=lightstateon:sp2.state=lightstateoff
    end if
    matchnumb=matchnumb+1
    if matchnumb=10 then matchnumb=0
    tallysc (points)
    end if
end sub
 
sub tallysc (points)       
    score=score+points
    truesc=truesc+points
    if score=>10000 then
    score=score-10000
    rep=0
    end if
    checkreplay
end sub
 
sub addscore(points)
    if tilt=false then
    bell=0
    if points = 10 or points = 100 then scn=1
    if points = 10 then
    scorereel.addvalue(10)
    bell=2
    end if
    if points = 100 then  
    scorereel.addvalue(100)
    bell=3
    end if
    if points = 300 then 
    scorereel.addvalue(300)
    bell=3
    scn=3
    playsound "motorshort1s"
    end if
    scn1=0
    scntimer.enabled=true 
    tallysc (points)
    checkreplay
    end if
end sub
 
sub checkreplay        
    if score=>replay1 and rep=0 then
    credit=credit+1
    playsound "knocke"
    if credit>25 then credit=25
credittxt.text=credit
    rep=1
    playsound "click"
    end if
    if score=>replay2 and rep=1 then
    credit=credit+1
    playsound "knocke"
    if credit>25 then credit=25
credittxt.text=credit
    rep=2
    playsound "click"
    end if
    if score=>replay3 and rep=2 then
    credit=credit+1
    playsound "knocke"
    if credit>25 then credit=25
credittxt.text=credit
    rep=3
    playsound "click"
    end if
end sub
 
sub scntimer_timer
    scn1=scn1 + 1
    if bell=2 then 
    playsound "gigibump3"
    matchnumb=matchnumb+1
    if matchnumb=10 then matchnumb=0
    end if
    if bell=3 then playsound "gigibump4"
    if scn1=scn then 
    scntimer.enabled=false
    end if
end sub    
 
Sub CheckTilt
If Tilttimer.Enabled = True Then 
TiltSens = TiltSens + 1
if TiltSens = 2 Then
Tilt = True
tilttxt.text="TiLT"
playsound "tilt"
if truesc>hisc then hisc=truesc
hstxt.text=hisc
turnoff
End If
Else
TiltSens = 0
Tilttimer.Enabled = True
End If
End Sub
 
Sub Tilttimer_Timer()
Tilttimer.Enabled = False
End Sub
 
sub turnoff
    bumper1.force=0
    bumper2.force=0
    bumper3.force=0
    bumper4.force=0
    bumper5.force=0
    if (rightflipper.visible)=false then flipopen
    tiltseq.play seqalloff
    for i=0 to 12
    plas(i).isdropped=true
    next 
    if (topgate.isdropped)=true then
    topgate.isdropped=false
    playsound "relay"
    go.state=lightstateoff
    end if
end sub
 
sub flipclose
    if tilt=false then
    if (rightflipper.visible)=true then playsound "zclose"
    rightflipper.visible=false
    rightflipper1.visible=true 
    leftflipper.visible=false
    leftflipper1.visible=true
    fp1.isdropped=false
    fp2.isdropped=false
    end if
end sub    
                
sub flipopen
    if (rightflipper.visible)=false then playsound "zopen"
    rightflipper.visible=true
    rightflipper1.visible=false 
    leftflipper.visible=true
    leftflipper1.visible=false
    fp1.isdropped=true
    fp2.isdropped=true
end sub
 
sub lfo_hit
    scoreone 1
    flipopen
end sub
 
sub rfo_hit
    scoreone 1
    flipopen
end sub
 
sub lfc_hit
    scoreone 1
    flipclose
end sub
 
sub rfc_hit
    scoreone 1
    flipclose
end sub
 
sub tt_hit
    if (topgate.isdropped)=false then
    topgate.isdropped=true
    playsound "relay"
    go.state=lightstateon
    end if
    addscore 100
end sub 
 
sub gt_hit
    if (sp4.state)=lightstateon and go.state=lightstateon then
    credit=credit+1
    playsound "knocke"
    if credit>25 then credit=25
credittxt.text=credit
    playsound "click"
    else
    if go.state=lightstateon then addscore 300
    end if
    topgate.isdropped=false
    playsound "relay"
    go.state=lightstateoff
    if (rightflipper.visible)=false then flipopen
end sub          
 
Sub LSling_Slingshot()
PlaySound "Bumper"
scoreone 1
End Sub
 
Sub RSling_Slingshot()
PlaySound "Bumper"
scoreone 1
End Sub
 
sub bumper1_hit
    if (bumper1.state)=lightstateon then
    addscore 10
    else
    scoreone 1
    end if
    if tilt=false then playsound "jet2"
end sub
 
sub bumper2_hit
    if (bumper2.state)=lightstateon then
    addscore 10
    else
    scoreone 1
    end if
    if tilt=false then playsound "jet2"
end sub        
 
sub bumper3_hit
    if (bumper3.state)=lightstateon then
    addscore 10
    else
    scoreone 1
    end if
    if tilt=false then playsound "jet2"
end sub
 
sub bumper4_hit
    if (bumper4.state)=lightstateon then
    addscore 100
    else
    addscore 10
    end if
    if tilt=false then playsound "jet2"
end sub
 
sub bumper5_hit
    if (bumper5.state)=lightstateon then
    addscore 10
    else
    scoreone 1
    end if
    if tilt=false then playsound "jet2"
end sub
 
sub lout_hit
    if (sp1.state)=lightstateon then
    credit=credit+1
    playsound "knocke"
    if credit>25 then credit=25
credittxt.text=credit
    playsound "click"
    else
    addscore 100
    end if
end sub
 
sub rout_hit
    if (sp2.state)=lightstateon then
    credit=credit+1
    playsound "knocke"
    if credit>25 then credit=25
credittxt.text=credit
    playsound "click"
    else
    addscore 100
    end if
end sub        
 
sub llr_slingshot
    scoreone 1
end sub
 
sub lrr_slingshot
    scoreone 1
end sub
 
sub ulr_slingshot
    scoreone 1
end sub
 
sub urr_slingshot
    scoreone 1
end sub
 
sub but1_hit
    if (bl1.state)=lightstateon then
    bl1.state=lightstateoff
    bl1a.state=lightstateoff
    checkaward
    addscore 10
    else
    scoreone 1
    end if
end sub    
 
sub but2_hit
    if (bl2.state)=lightstateon then
    bl2.state=lightstateoff
    bl2a.state=lightstateoff
    checkaward
    addscore 10
    else
    scoreone 1
    end if
end sub
 
sub but3_hit
    if (bl3.state)=lightstateon then
    bl3.state=lightstateoff
    bl3a.state=lightstateoff
    checkaward
    addscore 10
    else
    scoreone 1
    end if
end sub
 
sub but4_hit
    if (bl4.state)=lightstateon then
    bl4.state=lightstateoff
    bl4a.state=lightstateoff
    checkaward
    addscore 10
    else
    scoreone 1
    end if
end sub
 
sub but5_hit
    if (bl5.state)=lightstateon then
    bl5.state=lightstateoff
    bl5a.state=lightstateoff
    checkaward
    addscore 10
    else
    scoreone 1
    end if
end sub
 
sub tl1_hit
    if (bl1a.state)=lightstateon then
    bl1.state=lightstateoff
    bl1a.state=lightstateoff
    checkaward
    end if
    addscore 100
end sub
 
sub tl2_hit
    if (bl2a.state)=lightstateon then
    bl2.state=lightstateoff
    bl2a.state=lightstateoff
    checkaward
    end if
    addscore 100
end sub
 
sub tl3_hit
    if (bl3a.state)=lightstateon then
    bl3.state=lightstateoff
    bl3a.state=lightstateoff
    checkaward
    end if
    addscore 100
end sub
 
sub tl4_hit
    if (bl4a.state)=lightstateon then
    bl4.state=lightstateoff
    bl4a.state=lightstateoff
    checkaward
    end if
    addscore 100
end sub
 
sub but5a_hit
    if (bl5a.state)=lightstateon then
    bl5.state=lightstateoff
    bl5a.state=lightstateoff
    checkaward
    addscore 10
    else
    scoreone 1
    end if
end sub
 
sub checkaward
    bv=0
    for i=0 to 4
    if (butlight(i).state)=lightstateoff then 
    bv=bv+1
    else
    bv=0
    end if
    next
    if bv=5 then
    playsound "bigbell"
    xv=xv+1
    if xv>9 then xv=9
    xlights(xv-1).state=lightstateon
    if (sp3.state)=lightstateon then
    credit=credit+1
    playsound "knocke"
    if credit>25 then credit=25
credittxt.text=credit
    playsound "click"
    else
    addscore 300
    end if 
    for i=0 to 9
    butlight(i).state=lightstateon
    next
    end if
    if xv=4 then bumper1.state=lightstateon:bumper5.state=lightstateon  
    if xv=5 then sp4.state=lightstateon:bumper2.state=lightstateon:bumper3.state=lightstateon
    if xv=6 then sp1.state=lightstateon:bumper4.state=lightstateon
    if xv=7 then sp3.state=lightstateon
end sub     
 
sub credtimer_timer
    cred=cred+1
    if cred=1 then credtxt.text="Ported To VP By Leon Spalding"
    if cred=2 then credtxt.text="'5' Add Coin 'S' Start game"
    if cred=3 then credtxt.text="Thanx LUVTHATAPEX (table pics)"
    if cred=4 then credtxt.text="Thanx Randy & Black (VP GODS)"
    if cred=5 then credtxt.text="Thanx All At Visual Pinball Forum"
    if cred=6 then credtxt.text="'5' Add Coin 'S' Start game"
    if cred=7 then credtxt.text="An 'IR Pinball' Preserved Classic"
    if cred=8 then credtxt.text="'IR Pinball' are:"
    if cred=9 then credtxt.text="Duglis, Steveir, JonPurpleHaze,"
    if cred=10 then credtxt.text="Robair, Ash, Danz & Leon"
    if cred=11 then credtxt.text="http://irpinball.ztnet.com"
    if cred=11 then cred=0
end sub
 
sub savehs
    savevalue "Doozie", "credit", credit
    savevalue "Doozie", "score", score
    savevalue "Doozie", "hiscore", hisc
    savevalue "Doozie", "match", matchnumb
end sub
 
sub loadhs
    dim temp
    temp = LoadValue("Doozie", "credit")
    If (temp <> "") then credit = CDbl(temp)
    temp = LoadValue("Doozie", "score")
    If (temp <> "") then score = CDbl(temp)
    temp = LoadValue("Doozie", "hiscore")
    If (temp <> "") then hisc = CDbl(temp)
    temp = LoadValue("Doozie", "match")
    If (temp <> "") then matchnumb = CDbl(temp)
end sub
 
sub ballhome_hit
    bb.isdropped=true
    ballrelenabled=1
end sub
 
sub ballrel_hit
    if ballrelenabled=1 then
    playsound "launchball"
    ballrelenabled=0
    end if
end sub
 
sub ballout_hit
    bb.isdropped=false
end sub


#6 Outhere

Outhere

    Pinball Wizard

  • Platinum Supporter
  • 4,788 posts

  • Flag: United States of America

  • Favorite Pinball: M M

Posted 11 April 2020 - 07:01 PM

 

Hello friends ! Sorry in advance for the very basic knowledge in VP, since I started very recently. Can someone advise me on how to enable 2 monitors in ”Doozie (Williams 1968)”? I have tried in many ways but in all cases only 1 monitor only enables me (it has already happened to me with other VPT tables) I have ”Doozie_RC1.1.vpt” and ”Doozie_RC1.1.directB2S”, as suggested, I looked for " B2SOn = false "in the Script (attached), but none of that is listed. I would appreciate if someone would guide me in a not very complex way. I hug everyone
 
Hola Amigos ! Perdón de antemano por lo muy básicos conocimientos en VP, ya que hace muy poco que me inicié.  Alguien puede asesorarme en cómo habilitar 2 monitores en ”Doozie (Williams 1968)” ? He intentado de muchas maneras pero en todos los casos solo me habilita 1 solo monitor (ya me ha ocurrido con otras tablas VPT) Tengo ”Doozie_RC1.1.vpt” y ”Doozie_RC1.1.directB2S”, tal cual lo sugerido, busqué "B2SOn = false" en el Script (adjunto), pero nada de eso figura. Agradecería si alguien me guiara de manera no muy compleja. Abrazo a todos

 

 

When posting large items like a LOG or ini files

After you paste - highlight it, Then click on this symbol above <> then post

 

 

Try adding this to the very to of the table script

Option Explicit
Randomize

LoadVPM "01210000","s11.vbs",3.1
Sub LoadVPM(VPMver, VBSfile, VBSver)
    On Error Resume Next
        If ScriptEngineMajorVersion < 5 Then MsgBox "VB Script Engine 5.0 or higher required"
        ExecuteGlobal GetTextFile(VBSFile)
        If Err Then MsgBox "Unable to open " & VBSfile & ". Ensure that it is in the same folder as this table. " & vbNewLine & Err.Description : Err.Clear
        Set Controller = CreateObject("B2S.Server")
    
        Controller.Run
        If Err Then MsgBox "Can't Load VPinMAME." & vbNewLine & Err.Description
        If VPMver>"" Then If Controller.Version < VPMver Or Err Then MsgBox "VPinMAME ver " & VPMver & " required." : Err.Clear
        If VPinMAMEDriverVer < VBSver Or Err Then MsgBox VBSFile & " ver " & VBSver & " or higher required."
    On Error Goto 0
End Sub

 

 


Is this game -- https://www.vpforums...s&showfile=5719

 

Did you have to do anything special to get the game to start?



#7 STAT

STAT

    Pinball and Arcade Freak

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Posted 11 April 2020 - 07:10 PM

Outhere and HUGOMAG, that doesnt matter - for me this Looks like a pure VP9 DT EM Table … there are no B2S Commands for Scores and so on,

in the Script … so if you really want this to Play with a directb2s, then you have to add "missing" Commands e.g. Controller.B2SSetScorePlayer 1, Score ...


Edited by STAT, 11 April 2020 - 07:11 PM.


#8 STAT

STAT

    Pinball and Arcade Freak

  • VIP
  • 4,978 posts
  • Location:Wels - Austria

  • Flag: Austria

  • Favorite Pinball: Twilight Zone

Posted 12 April 2020 - 07:32 AM

HUGOMAG, first i recommend, to Play VPX Tables,

VP9 Tables are "older Versions" and haven't the Benefit from the new VPX Versions ...

 

Otherwise if you Play VP9 Tables for any reasons, try to get "FS" Tables ...


Edited by STAT, 12 April 2020 - 07:33 AM.