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Everything posted by DJO Maverick
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The latest update with DBM recording feels like a watershed update; it is awesome, phenomenal, and appreciated. It also neatly sidesteps the present PBX recording bug. Thank you! One eccentricity I haven't figured out... While the videos are coming out fine, and in proper orientation... As soon as the recorder starts, it flips every screen 180, upside down for the duration of the process. Again, purely cosmetic problem during the recording process itself. Is that expected behavior?
- 374 replies
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- mikedaspike
- scutters
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Honestly, I'm not really inclined to keep messing with the .bat workaround after finding the break point... At least for personal use, I'll be sticking with the rollback until the next build comes out to try.
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Looks like I might have locked myself out of downloading after getting so many versions in a short span of time, haha... but luckily found the right one in the end. This regression happens between 6.29 and 6.30. This problem does not appear to exist in 6.29, and it does in all builds forward.
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Changing to DX version has no effect. Launch After batch with powershell -Command "Start-Process 'taskkill' '/IM pinupplayer.exe /T /F' -WindowStyle hidden -Verb runAs" ... Does technically work, but only after pulling up a UAC window after a several second pause, which is its own problem. Is there anywhere on the site that I'm just missing to download rollback versions of PBX? I'd be interested in finding where the perceived regression(s) happened...
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I had a minor flash of inspiration but all for naught. I remembered I have Tom's extra two lines for the ongoing debugging of video capture... Tried removing those (just in case), but, no change I'm afraid. Some normal tables DO exit without issue (see Indy in log 1). But mostly process killing, which leaves PUP going. log2.txt log.txt
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Cactus Canyon, still resorting to kill process. log.txt
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I'd venture to say this is no longer a one-off issue as it's now affecting every Pup table I'm playing, including ones that verifiably did not used to have the issue. Now Batman '66. I don't have a lot of PUP tables, so I haven't gone through and just tried all of them since this came to light. This now appears to be more like a current (or recent) build issue. log.txt PinballX.ini
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Yeah, definitely not the case for that table. Certainly possible to use a workaround, though still seems to be under the heading of a bug if it's unique to PBX... Did observe yesterday that the identical issue does happen for Marty's Willy Wonka Pro (also only from PBX) as well.
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Unfortunately no real solution in that thread... It does have a close controller command already in the exit sub; nothing is being run as admin; and on latest versions of all software. And saliently, it does close properly for me except through PBX. I don't have a wealth of pup tables (only those that specifically require it), but of those, yeah, it is ONLY this table. Futurama is fine; Blood Machines is fine; Batman 66 is fine; etc. Only this table has this issue, and only with PBX.
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Attempting to close VPW Iron Maiden in current build will exit it and return to the PBX menu, however it does not kill the PUP process. Even when exiting subsequently to Windows, Pinup Player continues running and must be manually terminated from Task Manager. Same issue does not happen running directly from VPX (10.8 64 Final GL) or from PBY. Seems unique to PBX. PinballX.ini log.txt
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So tried recording with the new build. I wasn't sure if I understood you correctly that you wanted me to add those two additional lines to the ini, so I tried it both ways: existing ini, and adding the two lines you provided to the [VideoCapture] section. In both tests, behavior is completely unchanged; continues to record from the wrong monitors in the same fashion.
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[PLUGIN] PinballX Loading Video & Image Changer (de-randomiser) V2
DJO Maverick replied to scutters's topic in User Projects
Would it be possible with the plugin to use the loading gifs over table video, as opposed to only stills? And at the same time, to specify an alternate table video folder? Thought would be, to have the normal table video continue to play, just with a loading animation overlay, seamlessly going into the game. This could have two advantages to doing it through plugin instead of the load video creator: 1) The load creator (as far as I can tell) can't go up to 4k quality; this would prevent jarring quality change during loading 2) Space saving, as one could use one pool of 4k table videos- 42 replies
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Alright, continuing to research this. So yeah, getting a better handle on the ini file structure, the line entries are in the order of your own personal ports (which is why your line doesn't work for me). RGB sets of ports are one entry. So key section for me would be here: ...and those are (should be) controlled by this part of the line, that's propagating correctly from DOF Tool: The first blink there is the fire button (working), followed by exit (not), how to play (not), start (not)... Finally figured out what's going on. It appears to be a DOF Configtool bug. For whatever reason, on only the pinballx line (when it appears to be working right for everything else?), it is making only one entry for the RGB Fire Button, causing everything else to shift up two entries. Those first two 'plain' ONs are going to the green and blue channels of the fire button, and the start button assignment is then seen as the exit... apparently. After a little bit of jiggery-pokery, adding in two more entries freehand into the line solves the issue, like so (with a little bit of experimental rainbow phasing on the fire button for good measure): Which in turn leads to: (blinking start and launch not apparent, but working) Good news is, I guess it really wasn't on PBX end! Obscure DOF Configtool bug, apparently? Bad news is, I need to save that line and updating table definitions is now less trivial, until I find who to report that to... Thanks!
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That is how DOF Configtool is generating it, every time. I'd noticed the game names before and was curious, but assumed it was being generated by the site. Do you have RGB flipper buttons? I'm just guessing that line is auto-generated to give the different color buttons for different games (which is functional) by the command @allrgb@. Deleting that section or turning it to 0 breaks the DOF that was working for PBX. Using your line also breaks it entirely for mine (likely because of our differing output maps). And yes, I use Notepad ++ for this stuff. PS: Those lines you pictured are entirely blank for mine as well.
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It has never created a GlobalConfig either, actually. Current setup guidance on that side makes it sound like those are only necessary for Teensy or SainSmart, so I'm guessing that's why it never generated them...? You're increasing my curiosity as to whether the plugin has some dependency on those older files for output mapping! Log attached, but it also seems regretfully unilluminating. log.txt
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Thanks! I was torn on how to theme it (and whether to have a full DMD or not) when the Futurama table came out, and that decided both for me. 😁 As to observations as I go... First, I'm upgraded to the latest unified x64/x86 install so it's using unified INIs No GlobalConfig_PinballX.xml existed at all. I did paste in yours to see if it altered anything other than the log complaining that it didn't find one... it did not. Mine is actually directoutputconfig51.ini, but it is updating the PinballX appropriately, and it does track what it shows in Config Tool, as updated (where Start should be blinking with the default command, etc). I have it with the default fu/fd timings. My working configuration has apparently likewise never had a bespoke cabinet configuration file, which the log points out (no cabinet.xml or the like). It's never been part of the config generation package since I built my cab. From cruising older forum posts, I gather it used to be a thing, but seems like it may have been deprecated for newer builds, with the possible exception if you're using addressable LEDs...? (I'm not) Made me wonder if the plugin is somehow still dependent on a separate, manual cabinet config file even though the framework otherwise isn't anymore? Wouldn't know why, just a brainstorm. Notwithstanding all that, and it being generated from the Config Tool, it is showing a few errors that haven't manifested as problems with any actual tables. This made me try parsing the config file LedControlFileTester and it is reporting the same errors... though I'm unclear on where the numbers are coming from (Line 301? Input 301? Error Code 301?) to try to follow back. Is it even referring to a global configuration error, or specific table configurations? No clue- I take that back, as I keep looking as I go, that whole section of errors is because whoever did the fouraces config has a raft of errors in that table. Managed to accidentally debug somebody's table config for a table I don't have and submit a fix, huzzah. Did something productive here! After fixing that, my log is utterly uneventful. Which is a stream-of-consciousness way of saying, I've got nothing, ha. My config package always includes only diredoutputconfig51, directoutputshapes (png and xml), and tablemappings.xml. directoutputconfig51.ini DirectOutput.log There's my current config and latest log from just turning on PBX and turning it off (deleted the globalconfig back out for that test). Maybe you'll catch something glaring I'm missing.
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A delayed response for you sir... haven't had the time to go collate screen shots for you. Port mappings... Relevant table mappings (not much has been changed here)... Reality on the ground in PBX. Not obvious since it's a still, but the exit button is blinking, as opposed to just being lit. Start, How to Play, Launch, not responding to the mapping at all. RGB fire button does, flashers do, RGB flippers do... just the front buttons that don't, and it's only in PBX. I don't feel like taking a ton of extra screen shots right this second, so please take my word for it that they are all mapped to the correct ports (I know this because they work in real tables as intended, and as a sanity check, I retested those outputs in the Pinscape tool before drafting this post). And just in case there's something obscure in PBX config to blame, here's the ini... PinballX.ini Thoughts?
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Was just referring to everything on face of cab (start, info, exit, launch). I follow that the behavior of the lamps is configured through the pinballx 'table' in DOF Config. That's what I was referring to editing. My question is how PBX is reporting the IDENTITY of buttons; I'm asking what is determining which button IS the Start or Exit (etc) button for PBX. In real tables that is assigned in the individual table scripts, but obviously that doesn't exist in that form here. To restate the example: the DOF Config Tool currently has Start set as a blinking light, and Exit as merely illuminated. In reality, Start is completely off and Exit is blinking. Basically, whatever layer is communicating to DOF which button is which (in PBX), is not accurate for some button lamps. I don't know if the plugin is supposed to be reading from the current key map (which makes sense), or if it is buried in a text file somewhere, or if it is hardcoded and ignores remaps... Etc. Does that make more sense?
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So this was indirectly raised in another thread back in 2021 by someone else (re: strobes) and never seems to have been resolved... Where are DOF buttons identified/assigned in PBX? Using current PBX, DOF, and plugin. DOF works as intended in games, and the plugin is functional in PBX. Many things work fine in PBX, such as flipper SOLs, light bar, flipper buttons, and RGB fire button. However, face buttons are all being misidentified. Instead of a pulsing start button, I have a pulsing exit button, for example. Attempting to fix them in DOF Config doesn't work as intended. The Start button is assigned to blink, for example (not exit), however it stays dark. Same for info and launch buttons, setting them on has no effect. The key map for PBX appears to not jive with DOF Config's IDs/key map. So while I suspect I could just turn on random DOF devices one at a time in config until I figure out what output device PBX is treating these button lamps as... I thought maybe I should ask if there's some user-facing way to figure that out or remap them in PBX? Thanks-
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I have not seen it happen yet in RC5, knock on wood.
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Been a minute (was out of town), but here's a fresh example from first day back, this time with Chrono Trigger. This is a slight variation on the theme though, that I've seen a few times with FS Windowed; here PBX crashed while loading the table in the first place, and without ever bringing the player window into focus (VPX and everything launched, B2S and Freezy were up, but black window and doom-loop cursor of frozen PBX remained over the player window until I tabbed to it). PBX had to be alt-F4'd. log.txt PinballX.ini