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Everything posted by scutters
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Is it possible to carry over playlists from one VP version to another?
scutters replied to Quadrasputnik's topic in General
It might be worth attaching a zip file of your pinballx\databases folder, a copy of your pinballx\config\pinballx.ini file and a full description of what you are trying to achieve (is this adding new tables to PinballX, or changing existing table details?). I originally read the post as editing existing table entries in multiple databases (now i'm not too sure). For what it's worth i'd only bother with VP10 versions of tables and remove any VP9 duplicates. -
Is it possible to carry over playlists from one VP version to another?
scutters replied to Quadrasputnik's topic in General
You mean copy database entries between different system databases (like VP9 table data to a VP10 database)?. I don't think there's an easy way no. Too many unknowns / variables, different tables in each database, different file names etc. -
Can you open Task Manager to close applications from the ctrl alt delete screen?. Email playmoregames anyway and request the password maybe with a picture as proof of ownership, can't see any reason they wouldn't give it to you if the original owner doesn't know it. A fresh win10 install may be better as @simbamame suggests, but i guess that depends how dirty you want to get your hands..
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CTRL+ALT+DEL disabled?. Do have any information on the manufacturer / model?
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Animated system logo's / Wheels
scutters replied to Mike_da_Spike's topic in PinballX Media Projects
I did say you could have animated apng underlays. Here's an example, neon animated wheels with a very quick and dirty version of @Schreibi34's neon underlays merged into one apng file so the underlay neon colour changes every couple of secs; output.mp4 -
Animated system logo's / Wheels
scutters replied to Mike_da_Spike's topic in PinballX Media Projects
Added another app for people that might want a totally different style of animated wheel; Converts any text to spinning ball animated wheel apng, can be from entered text or with bulk mode from txt file or PinballX database xml file. -
Controller issue (one press causes multiple presses)
scutters replied to Quadrasputnik's topic in General
Under Joystick Input Settings in Pinballx\settings.exe (Launch and Page buttons) Please attach your pinballx.ini and log.txt files -
Is that with VP10 with full screen exclusive set, or is this VP9? VP9 you might have to live with it (someone else may confirm - i don't play many EM's or any VP9 tables)
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Don't think you can do it (i think PinballX crashes without the 'no image.png') You could change the 'no image' to something more generic, and/or make / find the mame company logos you're missing - Logos - Spesoft Forums (gameex.com) ?
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V1.1, added option for neon images to fill letters with dark transparency (probably best when used with no underlay) output.mp4
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This may well not be a factor, but it looks weird so worth ruling it out.. In your ini you have; [VisualPinball] Enabled=True WorkingPath=C:\Visual Pinball TablePath=C:\Visual Pinball\Tables Executable=C:\Visual Pinball\VPinballX.exe With the working path set and then included in executable path as well, so in the log on table launch you then get a launch string like; "C:\Visual Pinball\C:\Visual Pinball\VPinballX.exe /play -"C:\Visual Pinball\Tables\Attack from Mars (Bally 1995) g5k 1.1.vpx"" Remove the path from executable entry. Assuming that doesn't fix it, what happens when you delete an nvram and exit a table via pinballx - is a new nvram created? Pinballx running as admin, fine.. but no other compatibility settings set? Try running with EnableFullScreenExclusiveHack=True set to false for VP After that it as it sounds like you're pretty computer savvy running a procmon trace with a filter on the nvram folder may show if nvram is being locked by something, and if so what process.
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My guess is you had two dmd's on the same screen with just vpx running, but the colour version just happened to be on top. When running with PinballX you had another (pinballx) window on that same screen and that messed with the z-order(?) of the two dmd windows. More luck than anything in the order being correct in just vpx before maybe. Glad it's sorted anyway!
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There is a chance you have both external dmd (freezy in colour) and the vpinmame dmd being displayed at the same time, but the colour dmd is appearing behind the vpinmame dmd. Can you try ALT+TAB to confirm. If that's the case then you can change the vpinmame settings to hide the vpm dmd.
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Not 100%, but i thought it was h264. I'll check later on. Edit - videos i prev post now converted with ffmpeg so should now be more compatible
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An idea of what the different wheel types look like in use. Apologies for low quality, just a quick knock up on the test system using low quality video settings to keep size down. No underlay; nound2.mp4 Using one of @Schreibi34's excellent underlays; und2.mp4
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This was the log log.txt
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Indeed it is!. Thanks guys
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Looks like a media file error with an image, which i guess you suspect too. Might be the Mame system logo if you've already removed the other database media files?
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I did an app a while back that can help with the rotation of playfield to loading videos https://forums.gameex.com/forums/topic/24124-app-loading-video-builder/ , just choose to add no effects or text to rotate only. You'll also need to use a plugin for pinballx (details in the notes for the app) There will be a small transition time between playfield an loading video, but it should be fairly momentary (maybe you need to update lav codecs too if you're updating from a vintage version if your transition takes a long time)
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Hi Tom Just for info, i've removed the area that was getting cropped from the animated wheels above (just posted the app that builds them as they work well with 4.84), the same background effect could be achieved by using an underlay if desired anyway. So no pressure from me on this, but a probably good to get it resolved at some stage.
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Spinning Ball Animated Wheel Images View File Note - This is a not a pack of pre-built wheel images These are two apps that will allow you to easily build animated wheel images (.apng format) for all your tables, either as rotating plain, neon text (as seen in preview images above) or convert existing images to spinning spheres with options to bulk build all your existing tables or single file build for any tables you add later. No more searching for a wheel for the latest table release - just build your own!. The apps do not overwrite your existing wheel images. New images are created in a separate ('Made') folder where you can view them before deciding if you want to use them (at which stage you can backup existing wheel images if you wish and then copy the new wheel images across) Prerequisites The apps are 64bit only. They will not run on a 32bit OS (sorry!). They also needs .Net 4.5 to run. You should only use the images produced by this app PinballX with version 4.84 and later. Install No installer as such, just download the file and extract the contents to a folder somewhere and then run TextToSpinball.exe or ImageToSpinball.exe Using the Applications Hopefully the app is straightforward, but just in case; Text To Spinball Input Text Area Set the text to be converted to a spinning ball if building a single animation, with some options for formatting. Format options are used for both bulk and single animations. Output Image Font Select a font to use. You can have different fonts for different systems if you wish (or if you have time specific fonts for individual tables). I tend to go for 'chunky' fonts like compacta, or a small caps font like mech effects 2. Output Image Type and Format Set the resolution required and number of frames for animations. To produce a static single frame png image set Rotation Frames to 1. Larger resolutions may not necessarily look better (because of the animation and short time each frame is shown), but will increase file sizes (as will increasing the frame count). Then set the animation type required plain text front, front and back or neon. For neon you can also set to use a colour or leave it as Auto which will pick a colour based on the text being animated (rainbow colours as the PinballX wheel is rotated), and from v1.1 also choose if you want to 'fill' the letters with dark transparency (useful if not being used with underlays in PinballX) Overlay APng in Image - use this option to overlay the animation on top of an existing static image file. The static image will then be the background for the completed apng (the static image can be larger than the animation size and can be placed at x,y co-ordinates) Frame Timing Speed up or slowdown the animation as you wish. The variate timing option will offer a degree of randomness (0-50%) if you want to vary the speed of wheel image animations (variation is by animation not frame to frame, so that the wheels will 'spin' in PinballX at slightly different speeds). Image Compression Compress output images using pingo compression. Use the default auto option unless you need more compression to lower file sizes or less compression because artefacts are seen in output images. If using manual compression note that 1 is maximum compression, 100 is minimum. Overwrite Existing Files - If unchecked then existing files (in the 'Made') will not be overwritten and will save processing time in bulk mode if no output options are changed and you are just creating wheels for new tables. Bulk Build Apngs - Select either a text file or a PinballX database xml file to process. If database xml is chosen wheel images will be created using text of the Table Description filed and named as the Table Name field, for txt files the text and file name will be the same single line from the file. Using xml as source allows you to copy the processed wheels to your databases' Wheel Images folder with no need to import individually (backup existing wheel image first!). Use Esc key to stop processing if needed. Open Made Folder - Opens the output folder. Build APng - Single animation build using text for as entered in in Input Text area. Image To Spinball This application is mainly intended for use converting logo type images to spinning animations. A lot of the options are very similar to Text To Spinball. Exceptions are; Source Image Select an image to convert. For images with transparent backgrounds you can also select to 'auto pad' the image ensuring a transparent margin is present around the image (to help prevent warping around the top and bottom of the source image in the ball image, and wrapping the start and end of the image together as it rotates without having a gap. For images with solid backgrounds best results can be achieved be ensuring a tileable background is used (to prevent a visible seam during rotation) and by using a square canvas. Output Image Type and Format Underlay Colour - Select a solid colour for use as a background colour in the output ball. Use Suggested Underlay Colour - Intended for bulk build of apngs where a complementary RYB underlay colour is auto selected based on the dominant colours in the source image Rotation Axis - Control the angle of rotation for output images Add Light Overlay - Adds light/shadow highlights to sphere image produced. Full Sphere - Applies the light/shadow to transparent areas as well. Add Tarcisio Overlay - Adds Tarcisio style overlay around the sphere images. Thanks to Rajo Joey for the template used. Add Extra Overlay - You can select this to add an image as an extra overlay (top level) on the output image. Options allow for placement of the overlay location on the output image. Full control of the overlay location can be done by manually adjusting the overlay image using a canvas size of 1000*1000, the placement and sizing of the overlay will then be respected relative to the output resolution from that. Bulk Build Apngs - Select image files rather than from database or text files. Example outputs Source Image With 250*250 resolution set Tarcisio Non Tarcisio General Usage Tips Some files are used by both applications - don't run ImageToSpinball and TextToSpinball at the same time! Only use the wheel images produced by this app with PinballX 4.84 or later Refine / test your settings using single image output before running a bulk build. When bulk processing the app is likely to use 100% CPU so best to just let it run when you're not trying to do something else. Depending on CPU you can expect to process one or two wheels a minute. Different output types produce different file sizes, neon images are the largest. Different fonts also produce different file sizes. You may need to tweak combinations of output resolution, frame count and compression settings to a find file size range that suits your font and output type. Configuration options are saved on exit and restored on next use so any new wheels you make will match the style of ones you made last time. If you want to preview any of the 'Made' files before adding them to PinballX then right click to 'open with' and choose any modern browser like Edge or Chrome, or use MNGer Although intended for use as wheel images you can use apng files for other media areas in PinballX (Topper etc), and with the release of PinballX Database Manager 21.04.08.0 you can also convert them to mp4 format during the import (which will reduce file sizes) if being used in other media areas. The images will likely look stretched into an egg shape though if your defined screen area is not square. Sample PinballX Underlay and Overlay images for use with these wheel images are provided in the support thread. If the apngs produced by these apps do not play back correctly in GameEx apps then try building them with the compression option turned off (and then try alternate compression methods e.g. https://tinypng.com/). Any Issues Please attach the Log_TextToSpinBall.txt and Config_TextToSpinBall.ini files or Log_ImageToSpinBall.txt and Config_ImageToSpinBall.ini from the apps folder with a description of any issue. Other Notes The application uses PixelMap, Magick.Net, ColorPicker, apngasm and Pingo libraries, my thanks to their authors. Please visit their sites and support their work! Feel free to distribute any wheels made with the app as you wish, please don't distribute the app itself - for support reasons just include a link to this page instead, thanks. Submitter scutters Submitted 02/13/21 Category Wheel Images
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Version 1.4.1
191 downloads
Note - This is a not a pack of pre-built wheel images These are two apps that will allow you to easily build animated wheel images (.apng format) for all your tables, either as rotating plain, neon text (as seen in preview images above) or convert existing images to spinning spheres with options to bulk build all your existing tables or single file build for any tables you add later. No more searching for a wheel for the latest table release - just build your own!. The apps do not overwrite your existing wheel images. New images are created in a separate ('Made') folder where you can view them before deciding if you want to use them (at which stage you can backup existing wheel images if you wish and then copy the new wheel images across) Prerequisites The apps are 64bit only. They will not run on a 32bit OS (sorry!). They also needs .Net 4.5 to run. You should only use the images produced by this app PinballX with version 4.84 and later. Install No installer as such, just download the file and extract the contents to a folder somewhere and then run TextToSpinball.exe or ImageToSpinball.exe Using the Applications Hopefully the app is straightforward, but just in case; Text To Spinball Input Text Area Set the text to be converted to a spinning ball if building a single animation, with some options for formatting. Format options are used for both bulk and single animations. Output Image Font Select a font to use. You can have different fonts for different systems if you wish (or if you have time specific fonts for individual tables). I tend to go for 'chunky' fonts like compacta, or a small caps font like mech effects 2. Output Image Type and Format Set the resolution required and number of frames for animations. To produce a static single frame png image set Rotation Frames to 1. Larger resolutions may not necessarily look better (because of the animation and short time each frame is shown), but will increase file sizes (as will increasing the frame count). Then set the animation type required plain text front, front and back or neon. For neon you can also set to use a colour or leave it as Auto which will pick a colour based on the text being animated (rainbow colours as the PinballX wheel is rotated), and from v1.1 also choose if you want to 'fill' the letters with dark transparency (useful if not being used with underlays in PinballX) Overlay APng in Image - use this option to overlay the animation on top of an existing static image file. The static image will then be the background for the completed apng (the static image can be larger than the animation size and can be placed at x,y co-ordinates) Frame Timing Speed up or slowdown the animation as you wish. The variate timing option will offer a degree of randomness (0-50%) if you want to vary the speed of wheel image animations (variation is by animation not frame to frame, so that the wheels will 'spin' in PinballX at slightly different speeds). Image Compression Compress output images using pingo compression. Use the default auto option unless you need more compression to lower file sizes or less compression because artefacts are seen in output images. If using manual compression note that 1 is maximum compression, 100 is minimum. Overwrite Existing Files - If unchecked then existing files (in the 'Made') will not be overwritten and will save processing time in bulk mode if no output options are changed and you are just creating wheels for new tables. Bulk Build Apngs - Select either a text file or a PinballX database xml file to process. If database xml is chosen wheel images will be created using text of the Table Description filed and named as the Table Name field, for txt files the text and file name will be the same single line from the file. Using xml as source allows you to copy the processed wheels to your databases' Wheel Images folder with no need to import individually (backup existing wheel image first!). Use Esc key to stop processing if needed. Open Made Folder - Opens the output folder. Build APng - Single animation build using text for as entered in in Input Text area. Image To Spinball This application is mainly intended for use converting logo type images to spinning animations. A lot of the options are very similar to Text To Spinball. Exceptions are; Source Image Select an image to convert. For images with transparent backgrounds you can also select to 'auto pad' the image ensuring a transparent margin is present around the image (to help prevent warping around the top and bottom of the source image in the ball image, and wrapping the start and end of the image together as it rotates without having a gap. For images with solid backgrounds best results can be achieved be ensuring a tileable background is used (to prevent a visible seam during rotation) and by using a square canvas. Output Image Type and Format Underlay Colour - Select a solid colour for use as a background colour in the output ball. Use Suggested Underlay Colour - Intended for bulk build of apngs where a complementary RYB underlay colour is auto selected based on the dominant colours in the source image Rotation Axis - Control the angle of rotation for output images Add Light Overlay - Adds light/shadow highlights to sphere image produced. Full Sphere - Applies the light/shadow to transparent areas as well. Add Tarcisio Overlay - Adds Tarcisio style overlay around the sphere images. Thanks to Rajo Joey for the template used. Add Extra Overlay - You can select this to add an image as an extra overlay (top level) on the output image. Options allow for placement of the overlay location on the output image. Full control of the overlay location can be done by manually adjusting the overlay image using a canvas size of 1000*1000, the placement and sizing of the overlay will then be respected relative to the output resolution from that. Bulk Build Apngs - Select image files rather than from database or text files. Example outputs Source Image With 250*250 resolution set Tarcisio Non Tarcisio General Usage Tips Some files are used by both applications - don't run ImageToSpinball and TextToSpinball at the same time! Only use the wheel images produced by this app with PinballX 4.84 or later Refine / test your settings using single image output before running a bulk build. When bulk processing the app is likely to use 100% CPU so best to just let it run when you're not trying to do something else. Depending on CPU you can expect to process one or two wheels a minute. Different output types produce different file sizes, neon images are the largest. Different fonts also produce different file sizes. You may need to tweak combinations of output resolution, frame count and compression settings to a find file size range that suits your font and output type. Configuration options are saved on exit and restored on next use so any new wheels you make will match the style of ones you made last time. If you want to preview any of the 'Made' files before adding them to PinballX then right click to 'open with' and choose any modern browser like Edge or Chrome, or use MNGer Although intended for use as wheel images you can use apng files for other media areas in PinballX (Topper etc), and with the release of PinballX Database Manager 21.04.08.0 you can also convert them to mp4 format during the import (which will reduce file sizes) if being used in other media areas. The images will likely look stretched into an egg shape though if your defined screen area is not square. Sample PinballX Underlay and Overlay images for use with these wheel images are provided in the support thread. If the apngs produced by these apps do not play back correctly in GameEx apps then try building them with the compression option turned off (and then try alternate compression methods e.g. https://tinypng.com/). Any Issues Please attach the Log_TextToSpinBall.txt and Config_TextToSpinBall.ini files or Log_ImageToSpinBall.txt and Config_ImageToSpinBall.ini from the apps folder with a description of any issue. Other Notes The application uses PixelMap, Magick.Net, ColorPicker, apngasm and Pingo libraries, my thanks to their authors. Please visit their sites and support their work! Feel free to distribute any wheels made with the app as you wish, please don't distribute the app itself - for support reasons just include a link to this page instead, thanks. -
Fault is with the sellers mate. Just a shame you wasted money. Live and learn
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Not seen anymore crashes since updating to 4.84 Will open as new if i get a recurrence..
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I get this error when trying to login with a gameex id; COULD NOT LOGIN. Could not retrieve access token from GameEx: The request method must be POST when requesting an access token