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joyrider3774

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Everything posted by joyrider3774

  1. only way i have ever gotten pinball FX from epic to work with epic services activated (so you are online and can submit scores to leaderboards) and do table launch is by using legendary but if your cabinet is always offline just link to epic's version exe directly as thats much easier but if you want to be online and have online score submission try this : Basically you can use legendary https://github.com/derrod/legendary to do this. First you download legendary.exe from release somewhere and run a cmd prompt. Then you normally do legendary auth to authorize yourself with epic games, once authorized you normally do legenday list to find the pinball FX game's appname but i know it's 56a31432931740cdb0112d237d7d65aa so what i did then is import my current Epic's pinball FX install location ("i:\Games\Epic Games\PinballFX") using legendary import 56a31432931740cdb0112d237d7d65aa "i:\Games\Epic Games\PinballFX" it should say it imported the game fine Once that is done you can launch the epic version using legendary using following command to launch wild west rampage table in classic mode legendary launch 56a31432931740cdb0112d237d7d65aa -Table 75 -GameMode Classic and basically thats the command you use in your frontend as well. Or you could also check which command legendary uses to make this work by running legendary launch 56a31432931740cdb0112d237d7d65aa --dry-run -Table 75 -GameMode Classic and it will show you the parameters it passes to pinballfx.exe intermediatary launcher (for unreal engine games), suffice to say never share that commandline with anyone as it will contain login credentials you only need to do the import and auth once (unless you get logged out or so) and then you can always do the 3rd launch command and use that in your frontends in theory once you did the authorization and import of the game you can then use always the last command to make it work from within pinballx but i never bothered with that. Steam version is way easier to use and i switched from epic to steam at the time early access ended
  2. i'm not sure but if i remember correctly they released a new file (not sure if it was the ocx file) that had a permanent block inside it to load it but i'm not sure this whats causing it. potentially the older file did not have this block yet if it is the cause
  3. there is a special bundle containing all 4 tables that gives a slightly higher discount than when you pay for all 4 table dlc seperately. In my region the 4 dlc's for the tables are -10% each but the death save bundle gives you -18% for all 4 tables
  4. @Mike_da_Spike related to freezy did you try copying Settings.ini from FX to the same location for pinball M ? normally that setting is written in that file so potentially if the code is there but no UI it might work
  5. direct table launch does not seem to be implemented yet in M at least i could not get it working with the FX commands
  6. @Mike_da_Spike here are the other game modes, they seem to be working now and they had enough time to fix the issues so i'm telling them now. I've gotten these directly from the exe and i tested the challenge modes, they seem to be working (again) now at least if i tested them with biolab table Challenge_BallLimited -> 1 ball challenge Challenge_TimeLimited -> 5 minute time challenge Challenge_DistanceLimited -> distance challenge Challenge_FlipLimited -> flips challenge Hotseat_2 -> 2 player hotseat Hotseat_3 -> 3 player hotseat Hotseat_4 -> 4 player hotseat Practice -> practice Pro -> pro mode (not sure if this one works but it was in the exe) Classic -> classic mode
  7. It's a spin off of zen pinball, with adult themed tables, i'm guessing they made this spin off so they don't have to change the age classifications of the normal zen pinball. From what i've read it should have cabinet support, but i did not test it yet https://store.steampowered.com/app/2337640/Pinball_M/ Edit: tested, the game is nice but unfortunately no working direct table launch commands or at least the ones from pinball fx don't work. But it does have cabinet mode (best to copy your settings.xml from pinball fx over as the cabinet mode does not stick otherwise after restart) these should be id's of the tables (in case you want todo backglasses using ingame system) Duke Nukem's Big Shot Pinball 176 Dead by Daylight™ Pinball 174 The Thing Pinball 175 Chucky's Killer Pinball 171 Wrath of the Elder Gods - Director’s Cut 147
  8. i own retro pinball, unless something has changed it has no support for direct table launch, i looked at the game once to make a script but did not do it because the game does not support keyboard input (ONLY) for selecting and launching tables, so i never did it. In theory it is possible to create a script that simulates the mouse clicks at certain locations but this very finicky because if people use different resolutions that what the script was made for it will fail but autohotkey certainly supports simulating mouse clicks so its definatly possible but not in a generic way that would work for most people. Besides all of that the game also does not support portrait mode correctly, it seems to squish the main screen in a landscape view in portrait mode
  9. as always test in cmd.exe i just tested it with latest version of the game and it still works fine for me. You are using the game's build in loading support right and not some old script i might have made in the past as that used different tablenames? i:\Games\Steam\steam.exe -applaunch 678310 -loadTable golf is what i tested and it launched the table directly. Also I'm not sure but certain tables might need to be unlocked first by playing the game. I'm not certain if the loadTable command can override that, i think it started the tables but you could not choose to replay a table if you did not had it unlocked
  10. option 3 should be multiselect as i use both, so i selected game manager My cabinet was not made by me and windows 10 was preinstalled, it works fine and i don't want to upgrade to windows 11 because it would be too much hassle and probably take some performance away also i doubt i have a TPM 2 module on the motherboard so upgrading is not an option as it is a requirement for windows 11, i don't change whats working.
  11. the scripts expects the steam version of pinball hd collection and nothing else, so the game must be installed already and steam must also be installed you can write in a cmd prompt were launchpinballhdcollection.Exe (from the autohotkey script) is located the following command: where you can replace [tablefile] with the following writen exactly like this: wildwest fantasy zombie deep jungle halloween davinci snow arcade pirates redplanet tanks streetracing dreamland mafia vikings for example if you want this into batch files per game create a new text file by right clicking in explorer in a directory and choosing new -> text file. Rename the new.txt to vikings.bat (make sure you can see file extension in explorer.Exe or it won't work). The edit the batch file and place the commands inside it.
  12. try playing with the "1" value in last command it dictates on which monitor the backglass should display. Also make sure you downloaded / got image_monitor_view.exe from my github, if you don't have the file it won't work and also make sure to set on wait on exit for the batch files to true
  13. Thanks for this, There used to be more game modes listed, i think all were accessible at least at the time i tried them out it and i could run all challenges but there was a typo in 2 game modes and they asked me not to disclose those 2 until they fixed it in a patch. I see they fixed the typo's now but I just tested it out and it seems they block the other game modes now so probably they are still working on it and don't allow running those until finished. Also "Pro" does not seem to work it always starts classic but Practice does work. You can see in what game mode your if you pause the game, it will list it at the top then. I'm sure the other game modes will arrive in a patch sometime soon, if takes them a while i'll ask someone from zen i talked with earlier related to these game modes (who asked me also to wait until disclosing the other names because of typo's).
  14. - added Verne's Mysterious Island - added A Samurai's Vengeance - added Whirlwind pinball also uploaded to ftp
  15. - added Verne's Mysterious Island - added A Samurai's Vengeance - added Whirlwind pinball Also uploaded to FTP
  16. Yeah i was not sure about the names as well, but i think game manager searches on table name so i think i had to use the numbers for it to find them. I don't know why zen went with the numeric way, but i figured if they 100% match it would be fine About the database, in the database i had i had also added "release year" and i used the date of availability listed here https://pinballfx.fandom.com/wiki/Pinball_FX_Wiki so not pinball FX release year, but year it first appeared in any pinball FX games, but for the williams tables i took release year of original table. I will see if i can somehow add them to your database as well and then it will be easier to add them when new tables release, as the years are kinda needed if you want to generate the topper videos (i use), using your other program
  17. I just uploaded my renamed media to the ftp to the "official location" this means you can use both game manager and mike's database manager to download the data from FTP and they will 100% match because i used the numeric game names. So it will be very easy to download the media. see '/-PinballX-/Media/Pinball FX' directory on ftp I uploaded: for wheels i uploaded Tarcisio, logo and docklet wheels, but took the docklet wheel as 100% match However it seems the names i took for the tarcisio and logo wheels do not show by default in mikes database manager but you can untick this option to see them : Game manager should be able to download these also but i did not test it. Table Audio is incomplete, i have not tried extracting table audio from pinball FX i know there is a way some people did it already with beta versions, but the game's data files are aes encrypted so we need the decrypt key. Also i did not do anything yet for the 3 newly released tables so their media is currently missing also
  18. @Mike_da_Spike small typo in your database, fantastic four is 38 not 8
  19. hey @Mike_da_Spike i have not updated or created anything new. Just wondering, i can easily rename my media that is in my github to the numbered names, should i upload those to a "Pinball FX" directory in the official place on ftp ? Btw you don't need an external program to rotate playfield anymore, you can do it in the ingame settings
  20. just offtopic and i broke it now but what were chances of this ever happening lol (that nr is total nr of posts posted) pcteknic had exactly 555 and i had exactly 777 and we even posted in same topic right after each other reaching these numbers
  21. ok it seems there is still as in issue that pinballx closes the script, making pinballx return immediatly even though the launchafter batch file may still be running. but i have no idea how i can fix this. If games and exe's close rapidly and the launch after batch file does not take much time it will be fine, but if it the game takes a while to quit and the launch after script also takes a while it's in theory possible that pinballx has already killed the script before it can launch the launch after script or that it will return to pinballx before launch after script has finished. I have no idea how to fix this because pinballx seems to kill an application. If this is an issue for anyone and you have a spare button on your cabinet, set a different quit key in the script for quiting the games than the quit emulator key that pinballx uses and always use that key to quit the application, everything will run normally then as i don't think i can fix this issue (i tried on a few ways but if pinballx kills the process there is no way around it). Unless there is somehow a way in autohotkey to prevent the key being pressing being seen in pinballx (and the script just closes) but i can not find such option Edit: solution found by remapping the emulator quit key to F24 (which most keyboards won't have) and then making F24 quit the game / application. This way pinballx will never seen the emulator quit key being pressed, but the script will see it (as F24) and quit the Exe then pinballx will see the script is no longer running and return to the game selection (after the launch after script had run no matter how long it takes to run) I updated the script in 1st post with the changes and made new screenshots. It's absolutely vital that you set this key inside the script to your emulator quit key or the script won't work
  22. Based on @PcTeknic request in #general to launch multiple exe's but put them inside a single system i made a new launch script that can launch .lnk or .url or .bat files (or even .exe or .com files but it's better to create a .lnk (shortcut) file to it then). This makes it easy to put single application or games inside a single system, you can even make multiple such systems and folders if you like to group them or so. The way it works is you need to create a directory with shortcut or url or .bat files named like so : [game.exe].[idenitifier].lnk the [game].exe needs to be the exe filename of the program you are launching using your lnk (url or bat) file, it's the process we will monitor. The [idenitifier] can be anything you like it's been mainly added just in case you have multiple games using same [game.exe] filenames so you can still create multiple shortcut files just never use a point inside the identifier name. For example Malzbies pinball collection exe is named PinballCollection.exe, create a shortcut (or url in this case of steam, you can use steam to create the shortcut on the desktop, in case of shortcuts to exe files, goto the folder of the exe file and right click and drag it to an empty spot and choose create shortcurt) afterwards name that shortcut "PinballCollection.exe.Malzbies.url" and copy it to your launch files folders this is also the game name you need to use inside gamemanager. the script will then extract [game.exe] from the filename and launch the shortcut or url or batch file, wait for [game.exe] process to start and then wait for it to stop and quit the script. You can and WILL NEED TO setup a key in the script here, being the same one as the key you use for quiting games inside pinballx. The script will then close the game and stop running. also DO NOT set process to monitor to the script.exe filename if you do that the launch after script will never work because pinballx will kill the script before it can run the launch after batch file. Launch before and after bat files are also supported. the script will check if [game.exe].[identifier].launchbefore.bat exits and launch it (while waiting for it to finish) before starting the shortcut. The same is applied for the launch after bat file, it checks for [game.exe].[identifier].launchafter.bat and launch that either when the game exits naturally or when you press the key i spoke of earlier (the script closes the game / exe file when you press that key and it will no longer wait on the process to end and then run the launch after script). this is the script: LaunchLnkFile.ahk this line you need to change the key to your quit key (same one as you use in pinballx) This is how my launch files folder look like: This how to set it up in pinballx (note do not put process to monitor.exe the script handles this if you do set it to the script filename, the launchafter bat file stuff will not work as pinballx will kill the script then) these are the games are setup for the system inside game manager If you want to add commandline parameter for some games add them to your LNK files for example: if you need more control over a specific file use a [game.exe].[identiefier].bat file to launch the game and put all required commando's inside the batch file i did not test this but this should work also
  23. I have a version with launch before and launch after batch file support i'm currently documenting it in the user projects section will tag you Edit here is the link to the improved version of the script with launch before & after support as well as going around the issue if multiple exe filenames have the same name (or in case someone stumbles on this topic)
  24. sure will do but will first see if it suits pctechnics needs, for me at least it works but i could probably expand it a bit to do what i suggested in case multiple games use same filename for exe files as well perhaps add launch before and after batch file support
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