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scrivy
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Everything posted by scrivy
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PinballX Enhancements/Features Requests
scrivy replied to Draco1962's topic in FAQs, Guides, & Other Useful Information
Based on my estimation, we need support for about 75 Company Logos in total. Is this possible to add? -
I know this problem was brought up before..... but is there any way to increase the number of Company Logos that can appear on the menus? There currently is a limitation to this and it would be nice if this could be increased so more manufacturer logos could be displayed for various tables. If the limit was around 70 logos, that should be sufficient to handle anything that might come up. My current logo list is now at 65 and I have added a few myself that were not present in the Company Logo original installation folder but I don't even use all the logos that were originally there so in my estimation, you must have the limitation set at somewhere around 50 to 55 logos and when this is exceeded, entire manufacturer categories of tables will have no logos. Thanks.
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Yes, I just noticed if I deleted two unused company logos, I now can see Williams and Zaccaria appearing. This is disappointing because I have added some logos that were missing in the bunch just to make things look more consistent and professional. Obviously there is a maximum limit.
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I have noticed that Williams and Zaccaria Company Logos won't display on the wheel table overlay and even though I have these two png logo files in my PinballX\Media\Company Logos folder. I have checked the png files and they are correct and not blocked in any way and even tried switching them out with new ones and nothing works. My game xml files are correct and the spellings of Williams and Zaccaria all match and are spelled correctly. PinballX - Version 2.02 is what I am running. Below are two examples. Manufacturer is correct on both and the logos have the exact same file names. Why won't they display and replace the default which is the picture of a "pinball"? For that matter, ratings don't display either. Thanks <game name="Algar (Williams 1980)"> <description>Algar (Williams 1980)</description> <manufacturer>Williams</manufacturer> <year>1980</year> <type>SS</type> <hidedmd>True</hidedmd> <hidebackglass>False</hidebackglass> <enabled>True</enabled> <rating>0</rating> </game> <game name="Circus (Zaccaria 1977)"> <description>Circus (Zaccaria 1977)</description> <manufacturer>Zaccaria</manufacturer> <year>1977</year> <type>EM</type> <hidedmd>True</hidedmd> <hidebackglass>False</hidebackglass> <enabled>True</enabled> <rating>7.2</rating> </game>
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I have assigned the Key Assignment setup "Pause" key to this function in order to pause during a game. What is happening is that when attempting to Pause, this causes the screen to go black and it is impossible to return to the game because the window that allows this is hidden behind a black screen. This window that is hidden is the one that gives three options: Exit Game, Return to Game, and Information. The hidden window can be revealed by a CTRL ALT DELETE and shutting down the pinball game itself which leaves me back at the wheel but with the three option window sitting on top of it. Setup has the option to show ratings when set to "Yes" but the ratings do not appear when using the wheel. Shouldn't the ratings be coming from the XML database file in the field named "rating" as in the example below? Thanks for taking a look at these issues. <game name="Agents 777 (Game Plan 1984)"> <description>Agents 777 (Game Plan 1984)</description> <manufacturer>Game Plan</manufacturer> <year>1984</year> <type>SS</type> <hidedmd>True</hidedmd> <hidebackglass>False</hidebackglass> <enabled>True</enabled> <rating>10</rating> </game> I would be very much interested in PinballX having a better filtered menu selection as follows: 70's Tables 80's Tables 90's Tables 2000's Tables (the Modern Tables Category) EM Tables SS Tables Bally Tables Data East Tables Gottlieb Tables Stern Tables Williams Tables Other Company Tables (not originals type OG, or the 5 listed above) All Company Tables (everything not coded as type OG) Original tables (those that have a type OG in the type line of the xml database) High Rating Tables (those rated 7 and above as user defined in the rating field of the XML file)
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I have set up a temporary upload on my own ftp site for testing the Faeton table that runs a back glass that is UVP. Go here and download it: www.nyx.net/~sscrivan/UVP-TABLE-TEST.zip There is a readme pdf file so you can set it up the way I have it and see if you get a VP error window or if the UVP server does not shutdown. Thanks
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I forgot to mention, I am now updated to version 1.92 PinballX and am experiencing the error described in the above post.
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Ok, so in order to fully rule out other problems, I have tested my memory and hardware, and reinstalled all software. I have even upgraded to the next version of VPINBALL991. I have installed a script that closes UVP as well. Even with a script that closes UVP, I get the error: VPinball991.exe - Application memory error window (with or without the script, it doesn't matter). Only tables running UVP generate this error when a table is closed from PinballX. It is true I have an older CPU and an older XP machine (3 gb of memory) with a good graphics card running PinballX, but this problem of just closing VP without an error upon exit back to the menu should not take a super fast machine. There are no errors to be found in the PinballX log file because it is VPINBALL that is generating the error window and somehow it doesn't like the way PinballX is shutting it down when the UVP server is running as well. This error problem started after graduating from 1.7? versions of PinballX. PinballX is still far superior to Hyperpin and when configured correctly along with certain XP services and features turned off, I do get acceptable performance even on my older machine.
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This problem was also in version 1.91. My company logo for Zaccaria have always displayed when I was last using version 1.7??. Now it no longer displays even though all other logos do. It is not a defective png file as I have even tried replacing the png (for example renaming a Williams logo that I know works as Zaccaria). No luck. It is not the png but it is PinballX. What I am thinking is that since Zaccaria is the very last logo in the "Company Logos" folder, PinballX can't display the last one in the alphabet.
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Unfortunately some tables don't have a B2S backglass created for them so I am pretty much stuck with UVP on those particular ones. The other reason for using UVP is because UVP takes less resources so even if I wanted to use a B2S and considering my machine does not support two graphics cards (one for the table and one for the backglass), I have to install my tables so that I don't have ball and graphics stutter by picking the installation that makes this possible. There are some cases in which a particular B2S has not been programmed correctly to enable all the necessary scoring elements but the UVP version does. In some of these cases I have had to use UVP on these as well. For these reasons, I don't see UVP ever going away. The case for using UVP on older equipment will remain especially considering that B2S consumes huge amounts of resources when using a single video card due to it's flashing lights and solenoids, etc, and even turn this down doesn't help in many cases. The delay I am experiencing is the the time it takes for the table image and backglass to appear while rotating the wheel. If I rotate and then stop at a particular table and then time how long it takes, sometimes I find that it will first attempt to draw images that I just passed by before drawing the one I am stopped at. This could actually be many seconds for it to finally catch up and draw the correct table and backglass.
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For now I have found a remedial solution to this problem of windows error reporting popping up when exiting a UVP table. I have completely turned off error reporting in Windows XP, however, if sometimes UltraVPServer.exe doesn't shutdown, this would still be a problem.
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Visual Pinball990 has encountered a problem and needs to close is the error I receive on all UVP back glass tables when exiting from VP in PinballX. The standard Microsoft reporting error window will pop up when exiting a table. I have tested 1.91 on every other type of back glass configuration and it affects only UVP. This is disappointing because I was previously running version 1.7? and had none of these problems when coupled with my own scripts used to close back glasses, but this version creates this error and I was forced to install this version because the previous version expired. Attached is my log file but I it doesn't reveal any errors from within PinballX itself. Brave Team (Industria 1985) is the last table played that crashed VP upon exit. It crashes every UVP table however and the UVP server may or may not close out if I wait long enough for the Microsoft error Window to close on its own and then return back to the wheel menu. I have verified this via CTRL ALT DELETE. The other problem that is a bit of a disappointment is that I don't really have a powerful machine and I had it running really nicely previously but now I have to deal with a slightly bigger delay when rotating the wheel. I have everything unnecessary turned off in the set up. There is only the standard wheel logo, fixed back glass/table along with music files for each entry on the wheel and nothing more enabled. log.txt
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At this point I have had to roll back to 1.73 version because even if I did get another game pad to work with 1.78, it would not solve the problem of the Microsoft error window popping up when exiting out of a VP table (this happens with no game pad even). With 1.73, I don't have the Microsoft error window problem and I have checked my windows event log just to make sure no errors are being logged. 1.73 is perfectly stable with my own scripts to make sure things close. Although with 1.73, PinballX does crash to windows when closing a program with my game pad attached.
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Unfortunately even with every script and plug-in turned off, the Gamepad still crashes PinballX and it goes to windows. My pincab is totally stripped to bare essentials with only the absolute necessities of XP running. Nothing runs in the background except windows and hardware services and no additional hardware or services to the outside world. The other problem I am having is most of the time when I close out of a VP table, the windows error reporting program dwwin.exe, pops up its window to send an error to Microsoft stating that VP closed inappropriately. I have tried everything to make this problem stop even assigning other keys to close the emulator. Nothing works. These errors do not happen when I am running a table outside of PinballX so something is closing the table inappropriately. When closing a table outside of VP, a mini window pops up asking to resume game, debug window, or quit to editor. How is PinballX dealing with this two stage process? If VP is the parent process and the mini window it forked is its child process, is it possible that closing the parent process creates this error? In my way of thinking, PinballX needs to send a "Q" to quit to the editor and then kill the editor that is running the table.
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I have spent about 30 hours testing and trouble shooting possible causes for this problem and can't find any user solutions. I am attaching my log and configuration file. The problem is this: when my Gravis Gamepad Pro is plugged into my USB port, exiting a table or game does not return me to PinballX but instead crashes to windows with a directx error logged. This crash to windows will occur for every system (VP, FP, Mame, and all other personal additions). When the game pad is unplugged, the problem goes away. This problem is not exclusive to just version 1.78. I run PinballX on Windows XP SP3 in a pincab with an IPAC board connected and keyboard (just added the gamepad as well). Recently I installed Mame so I wanted a game controller that would be useful for this and the game pad works fine for Mame as long as I am not running it in PinballX. Here are a list of tests I have run and none of these options worked: 1. Unplugged my IPAC board to see if multiple devices cause a conflict. 2. Disabled all plugins and personal scripts. 3. Ran PinballX with and without Xpadder operational. 4. Reinstalled all software including the latest Directx version for XP 5. Temporarily ran a virus scan to make sure I have no viruses. No virus software is permanently installed to disrupt gaming. 7. Tested the problem with version 1.73 and got same results. The Gravis Gamepad Pro is just a joystick device. I have to use the "ESC" button on my pincab no matter what. FP demands this and VP sees "ESC" as a "Q" in its key assignments. "ESC" is fixed in FP and it can not be changed. Within the PinballX settings, if I assign "Q" to exit an emulator, pressing the "ESC" button on my pincab while running a VP table causes the mini VP "Paused" window to pop up with options to "Resume Game", "Debug Window", or "Quit to Editor". This is unacceptable because now, I can't get back to PinballX unless I quit to the editor and use my mouse to close VP and then click back on PinballX on the taskbar. This means the setting for exiting the emulator in PinballX has to be "ESC" as well and not "Q". So the question is this: With a joystick device attached and considering I am exiting a program, why does the joystick disrupt PinballX and cause a crash to windows? log.txt PinballX.ini
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Xpadder Plugin (PinballX Edition)
scrivy commented on Adultery's file in Apps-Config-Map Files-Plugins
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If you haven't tried BAM for Future Pinball, you should. It works well in PinballX. Below is what is in my PinballX.ini file. I have BAM installed in C:\GAMES\Future Pinball\BAM. Your top level directory could be different. PinballX works perfectly for this. [FuturePinball] Enabled=True WorkingPath=C:\Games\Future Pinball TablePath=C:\Games\Future Pinball\Tables Executable=BAM\FPLoader.exe Parameters=RunWait, /STAYINRAM /open "[TABLEPATH]\[TABLEFILE]" /play /exit /arcaderender,,hide UseErrorLevel LaunchBeforeEnabled=false LaunchBeforeWorkingPath= LaunchBeforeExecutable= LaunchBeforeHideWindow=False LaunchBeforeWaitForExit=True LaunchAfterEnabled=False LaunchAfterWorkingPath= LaunchAfterExecutable= LaunchAfterHideWindow=False LaunchAfterWaitForExit=True MouseClickFocus=True FPRAMPath=C:\Games\Future Pinball\fpRAM For several months I have had BAM installed in my cabinet and there is no reason why not to and here is why: The physics in any pinball table may not be correct and it doesn't matter what version of FP you are running or even if you are running the correct version. You may install a table and then you notice that the bumpers, slingshots, nudging, gravity, dampening, FPS, ball mass, flippers, plunger, kicker, etc. may not be accurate. Maybe you watched a real pinball game on Youtube and you see how the ball is moving as it strikes objects and it what direction. Now I don't know about you, but I just hate having to go back into the editor on a table and start messing with all the powers that be. I would much rather tweak an XML file and have BAM's fploader inject into the default FP executable and now the game plays entirely different. This is what I call "real" customized control. You could have custom physics for every table and never have to deal with "one size fits all" ever again. Below is a snippet from the flipper settings in one my ZED XML files for FP. Normally, all the settings for the flippers that end in "Xoff" or Zoff", are set to "0". It is this way in every version of FP as well. I have been experimenting by setting these to "2". This makes your flippers slightly less rigid on their pivots and gives them a little bit of "play" which is kind of like holding a baseball bat in your hands loosely instead of tightly. Now test this out yourself and compare. Does it seem like when the ball is in motion that you are able to absorb the ball's energy and direct it in the right direction more times then not? Maybe you notice that when the flipper is slightly loose, it is a little easier to direct the ball far right or left. I was working on a particular table that was giving me very poor right/left shots. I didn't want to mess with changing the angle of the flippers. I changed these settings below, and instantly I was able to aim to extreme right or left without messing with the editor. Test this out and see what you think. Modify Xoff and Zoff. <flipper mass="99999.0" omega="45.0" moeMethod="0" leftXoff="2" leftYoff="1500" leftZoff="2" rightXoff="2" rightYoff="1500" rightZoff="2"></flipper>
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Within PinballX\Config\PinballX.ini, you can manually alter this file to create many different versions of FP or VP as separate systems but in some cases, this is not necessary. Please be aware that if you are someone using BAM, and you think you can run the earliest version of FP and just because you are loading an appropriate xml file to alter the physics that all is well, you may be mistaken. Until altered later versions appeared, Future Pinball only supported 800 objects on a table. This limitation was not surpassed until version 2.5 when the objects went to 2989. If your default version doesn't start with 2.5, I believe there is a problem. The other thing to think about while running BAM to load your xml files, is that you don't have to settle for any particular physics. You can even alter the xml yourself and create your own physics. Go on Youtube, watch how a real table plays and notice where the ball goes when it hits the slingshot, bumper, kick out hole , etc. How fast does the ball move on the table due to gravity? When the ball hits a slingshot, is it directed down the side drain, or does it deflect higher? If I have an FP table that is not behaving according to proper physics, it is much easier to make the changes in the XML that matches the table, then to have to go into the table itself and change the power of all of its objects. I can create a custom XML for every table so it plays correctly. This means no more bouncy/floaty ball but I may have to make some manual adjustments to the flippers because the XML doesn't control all of this. I like to keep my installation simple. For FP, all tables look better when loaded with BAM so it makes no sense that all tables are not loaded with it. I created a default.xml that works with most tables until I have the time to get through all of them and install a custom XML. All my tables are in one folder.
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Can't find sound clips? Here is a suggestion: Instead of messing with ROM sounds, use your imagination and think about how easy it is to find pinball tables that were recorded in an actual state of play that have been uploaded to your favorite video upload site, some with high quality sound. Maybe your ROM sounds are all scratchy, but what about the sounds from the "real" pinball table recorded during play? Web browsers like Firefox have add-ins available that will allow you to download these videos in mp4 format after which, you can then drag and drop them into a free audio editor like Audacity, edit it, and then export it as an mp3. Edit out the flipper noises and/or find portions in the track containing a few of the tunes that exist during play and you are good to go. Now think about what to do with those old tables that don't have music but just a lot of noises with the ball striking objects. Again, use a sound editor like Audacity with one track containing a few introductory "bells, dings, or dangs", and then a clip of some appropriate sound effect music or other favorite matching music clip and put it on a second track. Like for example you have an old table that has a western or space theme but no music, you can find something in this category that will be appropriate. Export as an mp3 and you have created your own sound clip. This way you make your own "attract" music if your table lacks this so at least your wheel sounds are complete. Audacity is good free program for doing this, but don't forget to download and install the FFmpeg and Lame plugins that are available for it so you make the conversions from mp4 video to mp3 sound export.
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Just a reminder that if you plan on having the program PINemHI score keeper program installed and working, it can't navigate sub-folders anyway. It is best not to use sub-folders. My solution was to to create a secondary folder system where I could just stored the complete table package for future reference, but then I dragged the essential table files out of it and put them in the Tables folder.
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When making a decision to move from Hyperpin to PinballX, here is what to think about: Hyperpin requires far more resources to run then PinballX. I have run tests on my cabinet system. I have an AMD Sempron 3200 ancient processor, 3 GB DDR ancient memory, GE Force GTX 560 TI graphics card. Except for the graphics card, my system is really poor. I have BAM (Better Arcade Mode) loaded for Future Pinball and this can decrease FPS as well. With Hyperpin, I was constantly struggling to get enough performance for many games. Now that I have abandoned Hyperpin, games that would not run smoothly, now run just fine. Embryon and Apollo 13 are now the only FP games that I can't run smoothly. For Virtual Pinball, depending on the game, sometimes I can run a back glass program and sometimes I can't if I experience stuttering. I just use PinballX with the option set in the XML to leave the backglass image on the second screen in my cab, and then I drag the DMD to the right spot. Before I installed PinballX, the stuttering problem with Visual Pinball games was really bad. Much of this problem has now cleared up. Now for the simple answer to how easy it is to install PinballX..... Examine where the media and database files are in Hyperpin and now look over in PinballX. Notice the similarities and just drag and drop folders from one location to the other as follows: Hyperpin\Media\Hyperpin\Instruction Cards to PinballX\Media\Instruction Cards Hyperpin\Media\Hyperpin\Flyer Images to PinballX\Media\Flyer Images Hyperpin\Media\Future Pinball to PinballX\Media\Future Pinball Hyperpin\Media\Visual Pinball to PinballX\Media\Visual Pinball Hyperpin\Databases to PinballX\Databases If you have PINemHI score keeper program installed over in Hyperpin\ then put it over in PinballX\ Now for the major quirks between both systems: In Hyperpin, you can have Future Pinball tables in sub-folders located in your Games\Future Pinball\Tables . You can't do this for PinballX. If you have set tables up in sub-folders, this will be the only time consuming problem you will have to set up PinballX. PINemHI did not work with sub-folders either so this is one more reason not to use them. Below is a clip of what my Games\Future Pinball\Tables folder now looks like after the conversion with sub-folders removed and all the table files dragged out of their sub-folders and put in Games\Future Pinball\Tables. Now fpl files are moved to Games\Future Pinball\Libraries. (get them out of the sub-folders) Now fps files are moved to Games\Future Pinball\Scripts. (get them out of the sub-folders) Notice that I have BAM XML and ZIP files in the same Tables folder by the same table name so they execute and replace the physics of the game when the BAM FP loader executes Future Pinball. 4 Square (1971 Gottlieb).fpt 4 Square (1971 Gottlieb).xml 24 (Stern 2009).fpt 24 (Stern 2009).zip You can use the Game Manager.exe file in PinballX to edit your XML database files or just edit them directly in notepad. Be careful because the Game Manager has limitations on how many tables can be handled and you can overwrite your database and lose tables. Make an extra copy of it just in case you zap it out. If you use the Game Manager, your XML files will be converted and will look like this below. Notice how I don't want the backglass hidden because sometimes I don't use a backglass program in Visual Pinball but I just drag the DMD to the right place on the image. This option is available in Game manager that toggles "hidebackglass" to "False". This doesn't mean you have to use the Game Manager and it doesn't mean you need to convert your XML database files brought over from Hyperpin, but if you plan on having this additional feature, you will need to make the change. <game name="Airborne (Capcom 1996)"> <description>Airborne (Capcom 1996)</description> <manufacturer>Capcom</manufacturer> <year>1996</year> <type>SS</type> <hidedmd>True</hidedmd> <hidebackglass>False</hidebackglass> <enabled>True</enabled> <rating>0</rating> </game> In Hyperpin, you can take table and backglass snapshots and they will go straight to the correct folder and overwrite the original files. This does not happen in PinballX. You will have to go to your media screen grabs folders, rotate the table snapshot and move them both over to the correct folders manually. In Hyperpin, you can drop to the table editor make a change, and then go back to Hyperpin. You can't do this in PinballX, but who cares if some features are missing but other better ones are available. Nobody wants so much bloat that now this is like Hyperpin. UVP media and the UltraVPServer for Visual Pinball must still reside over in Hyperpin. Look here to see how to synchronize between both systems: http://www.gameex.info/forums/topic/14210-synchronize-visual-pinball-ultravpserver-in-pinballx/ I had some difficulties with servers not closing out in Visual Pinball when exiting a table. Check out this Jukebox article and you will find info about how to solve the server closing problem and also install DWJUKEBOX: http://www.gameex.info/forums/topic/14162-guide-for-installing-dwjukebox-for-pinballx-in-your-pincab/ There are many differences between Hyperpin and PinballX, but in general, PinballX has more features that overshadow what is missing. The wheel rotates very fast if you are not loading playable videos for each table. Each table preview can have it's own sounds plus you can have a default sound that plays in absence of the table version. Everything is customizable. I even have the wheel matching the color of my cabinet.
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This information below assumes PinballX is installed in "C:\PinballX" and Hyperpin is installed in "C:\Hyperpin". As I transition from Hyperpin to PinballX, it has been my goal to make the installation that I have in PinballX be fully compatible with what still has to be installed in the Hyperpin folders. This creates a problem needing solutions. For example the "UltraVPServer.exe" is installed in "C:\Hyperpin". It has to be there and won't run in the PinballX folder. Locations of the UVP files, back glass files, and database xml files must be in located in Hyperpin. Likewise, the UVP files are located in the folder "C:\Hyperpin\UltraVP". They must reside here. Similarly, the backglass file that it goes with it resides in "C:\Hyperpin\Media\Visual Pinball\Backglass Images" and my "Visual Pinball.xml" file has to be in "C:\Hyperpin\Databases\Visual Pinball". It is very irritating when installing a new Visual Pinball table to have to deal with two folder structures and two databases. "UltraVPServer" won't load a UVP backglass when its supporting files are not in the right places. I have come up with a solution for this. It is not the only solution as there seems to be a "symlink" (symbolic link) solution as well that someone else has implemented. For me, I don't want to deal with Hyperpin anymore and I want transparency. When I install a table in PinballX that uses UVP, I want it to be automatically installed in Hyperpin so the back glass will work. Here is my solution: Create a folder in PinballX called "C:\PinballX\UltraVP". Copy all of your UVP files located in "C:\Hyperpin\UltraVP" to this folder just so you will have a complete set in its new location. From now on, this is the only place you put your UVP files. You just want your UVP installation in PinballX to look like the way it does in Hyperpin. Create a batch file called "UltraVPServer.bat" with these lines it: XCOPY C:\PinballX\Databases C:\Hyperpin\Databases /E /Y /D XCOPY C:\PinballX\Media\"Visual Pinball" C:\Hyperpin\Media\"Visual Pinball" /E /Y /D XCOPY C:\PinballX\UltraVP C:\Hyperpin\UltraVP /E /Y /D C:\Hyperpin\UltraVPServer.exe Take this one step further if choose to do so and utilize a batch compiler like the one located at jitbit.com and turn your batch file into an executable. Place this batch file or executable in "C:\PinballX". Going forward you put your UVP files in "C:\PinballX\UltraVP", all of your media files in the appropriate folders in PinballX, and you install your new table in "C:\PinballX\Databases\Visual Pinball\Visual Pinball.xml". Execute the batch file or the compiled batch file on first run before you try to play the table, and it will copy everything over to Hyperpin and then run the "UltraVPServer" that is in Hyperpin. Close out of the server, and then execute the table. You will notice that this batch file copies all media files and all database files to Hyperpin. It does have one disadvantage in that if you were to delete a file in PinballX, it does not delete the same one over in Hyperpin. It does not synchronize so if any other programming gurus are out there that can solve this problem, please post your solution. Maybe add to the batch file script so it can compare after the copy what is in the copied folders that went to Hyperpin and if they don't match PinballX, then delete them. What is the best solution you have found for this? Is there a better solution that will run using scripting and be compatible to every version of Windows? When I installed PinballX and saw how much less resources it required as compared to Hyperpin, there was no way to go except forward. All of my media files and database files were copied over to PinballX and now the plan is just to keep the two synchronized so UVP will work.
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Go into the \PinballX\Databases\Groups folder and create a Future Pinball.xml file that contains these lines making sure to match the names of your xml files in the \Databases\Future Pinball folder (I have assumed below what yours must look like in this example): <group name="FP COMPLETE"> <<<<<<< This is what appears on the menu - you decide what to say so it fits properly on your display <database>Future Pinball\Future Pinball.xml</database> <database>Future Pinball\Future Pinball ZED.xml</database> <database>Future Pinball\Future Pinball ULTIMATE.xml</database> </group> Unfortunately the "ALL" selection on the built in menu is not really all, but only what you have placed in \Databases\Future Pinball\Future Pinball.xml. If you really wanted the built in "ALL" to show all the tables, this is quite a pain in that you would really have to put all the ZED and ULTIMATE games in here as well as maintaining separate xml files for ZED and ULTIMATE as well. For me, I would rather remember that the built in "ALL" is not really all except for the one I create in the "Groups" folder that points to all three of them.
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Look here and download this guide for jukebox. It contains instructions on how to compile and run a mouse click program http://www.gameex.info/forums/topic/14162-guide-for-installing-dwjukebox-for-pinballx-in-your-pincab/ This is a strange problem you are having as I have XP and don't have this problem. But you can create a autohotkey mouse click program that runs when a table is loaded to make sure it stays focused in the current window. It's a good precaution to have.
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You will need to go into C:\Games\Jukebox\dwjukebox\controls.ini and make some changes to get your buttons to work for you the way you want them. There is a bit of a trick to this. On my cabinet system I am using flipper buttons and left/right side bump buttons to navigate the jukebox. It's a bit crude but works. Below is what the upper half of my controls.ini file looks like (I have omitted the joy stick and mouse portions). You can program this the way that suits you. For example in the first two sections of the controls.ini file, you can see that specific keys can be mapped to specific functions appearing in the second section. For example if KEY_Z = BTN_GUI_UP, you will notice in the second section of this file that KEY_UP = BTN_GUI_UP so this means you have mapped your "Z" key to navigate the graphical menu "up". If you have a bump button on your cabinet, "Z" is left. So in short, map the first section that address the keyboard to communicate with the assignments in the second section of this file. [Controls] # The Controls section assigns a jukebox function to a # key. Although this seems backwards, it allows more than # one key to perform a particular function; this is useful # on cocktail cabinets. All key assignments are shown # here as an example, but for clarity you may delete any # key assignments that you're not using. # # If you do not assign a function to a key, that function # will not be available. On a coin-operated jukebox, # for example, you would probably not want to assign the # BTN_SKIP and BTN_RADIO functions. KEY_A = BTN_A KEY_B = BTN_B KEY_C = BTN_C KEY_D = BTN_D KEY_E = BTN_SHUTDOWN KEY_F = BTN_F KEY_G = BTN_G KEY_H = BTN_H KEY_I = BTN_I KEY_J = BTN_J KEY_K = BTN_K KEY_L = BTN_L KEY_M = BTN_M KEY_N = BTN_N KEY_O = BTN_O KEY_P = BTN_P KEY_Q = BTN_Q KEY_R = BTN_R KEY_S = BTN_S KEY_T = BTN_T KEY_U = BTN_U KEY_V = BTN_V KEY_W = BTN_W KEY_X = BTN_X KEY_Y = BTN_Y KEY_Z = BTN_GUI_UP KEY_0 = BTN_0 KEY_1 = BTN_1 KEY_2 = BTN_2 KEY_3 = BTN_3 KEY_4 = BTN_4 KEY_5 = BTN_5 KEY_6 = BTN_6 KEY_7 = BTN_7 KEY_8 = BTN_8 KEY_9 = BTN_9 KEY_0_PAD = BTN_0 KEY_1_PAD = BTN_1 KEY_2_PAD = BTN_2 KEY_3_PAD = BTN_3 KEY_4_PAD = BTN_4 KEY_5_PAD = BTN_5 KEY_6_PAD = BTN_6 KEY_7_PAD = BTN_7 KEY_8_PAD = BTN_8 KEY_9_PAD = BTN_9 Below is the second section of the control.ini file. Observe how the upper section can map to the lower section. KEY_F1 = BTN_CLEARQUEUE KEY_F2 = BTN_FREEPLAY KEY_F3 = BTN_RADIO KEY_F4 = BTN_SHUFFLE KEY_F5 = BTN_LOOP KEY_F6 = BTN_TOPTUNE KEY_F7 = BTN_POPULAR KEY_F8 = BTN_PAUSE KEY_F9 = BTN_SKIN_PREV KEY_F10 = BTN_SKIN_NEXT KEY_F11 = 0 KEY_F12 = BTN_SCREENSHOT KEY_ESC = BTN_SHUTDOWN KEY_TILDE = BTN_VOL_MUTE KEY_MINUS = BTN_VOL_DOWN KEY_EQUALS = BTN_VOL_UP KEY_BACKSPACE = BTN_BACKSPACE KEY_TAB = BTN_GUI_NEXT KEY_OPENBRACE = BTN_VOL_MIN KEY_CLOSEBRACE = BTN_VOL_MAX KEY_ENTER = BTN_GUI_SELECT KEY_SEMICOLON = 0 KEY_QUOTE = 0 KEY_BACKSLASH = 0 KEY_BACKSLASH2 = 0 KEY_COMMA = BTN_PREVALPHA KEY_PERIOD = BTN_NEXTALPHA KEY_SLASH = BTN_GUI_DOWN KEY_SPACE = BTN_GUI_SELECT KEY_INSERT = BTN_COIN1 KEY_DEL = BTN_SKIP KEY_HOME = BTN_FIRSTPG KEY_END = BTN_LASTPG KEY_PGUP = BTN_PREVPG KEY_PGDN = BTN_NEXTPG KEY_LEFT = BTN_GUI_LEFT KEY_RIGHT = BTN_GUI_RIGHT KEY_UP = BTN_GUI_UP KEY_DOWN = BTN_GUI_DOWN KEY_SLASH_PAD = 0 KEY_ASTERISK = 0 KEY_MINUS_PAD = BTN_SKIPLAST KEY_PLUS_PAD = BTN_CLEARQUEUE KEY_DEL_PAD = 0 KEY_ENTER_PAD = BTN_SELECT KEY_PRTSCR = 0 KEY_PAUSE = 0 KEY_LSHIFT = BTN_GUI_LEFT KEY_RSHIFT = BTN_GUI_RIGHT KEY_LCTRL = 0 KEY_RCTRL = 0 KEY_LALT = 0 KEY_RALT = 0 KEY_LWIN = 0 KEY_RWIN = 0 KEY_MENU = 0 KEY_SCRLOCK = 0 KEY_NUMLOCK = 0 KEY_CAPSLOCK = BTN_PLAYSTIMULATOR
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