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Dudemeister

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Everything posted by Dudemeister

  1. Well, I tested it and it seems to work. The few tables that were starting without focus now go full screen. So thanks again for your help. I pretty much got everything the way I wanted. Now if Tom can implement the mouse/trackball scroller thingy, I'd be a really happy man. Oh one last thing; How can I exit Pinball X with a single key press. Right now I have to hit ESC, the select exit. So it's technically 3 key strokes. Is there an hot key that exits immediately? I suppose I could map a button to ALT-F4, but I don't know if that leaves anything open or running in the background. Is it safe to use ALT-F4
  2. Yes, you're right. I meant to say I want to run different versions of Visual Pinball, not Pinball X. Anyway, the link you pointed me to helped. I ended up creating a new system and it works. The first time it didn't, whenever I would try to launch the table it would still run the original Visual Pinball (10.6). I then renamed the executable, put the media in the new folder it created for Visual Pinball 10.7 and it now work great, all the tables are blended together seamlessly in the UI, which is what I wanted. The only problem is that some games don't start with the focus on the window. I think that might have something to do with the "Full Screen Exclusive Hack". Can that function be enabled here? Can I simply add the "EnableFullScreenExclusiveHack=True" to the PinballX.ini, like this: [System_2] Name=Visual Pinball 10.7 Enabled=True SystemType=1 WorkingPath=D:\VPX_7_beta_rev338_rc TablePath=D:\VPX_7_beta_rev338_rc\tables Executable=VPinballX_107.exe Parameters=/play -"[TABLEPATH]\[TABLEFILE]" EnableFullScreenExclusiveHack=True
  3. I now have a quite a few tables that were built with Visual Pinball v10.7, but the majority of my tables run on v10.6 and some don't behave correctly on 10.7. Is there a way to tell Pinball X to run a specific version of Pinball X on a per table basis? Right now you can only associate one Visual pinball EXE. Can I associate more, and how do I control which version runs with which table?
  4. Hi there, I'm currently using a Joystick/trackball console for my retro gaming and pinball. Currently Pinball X selection is done using one of the joysticks, but my console also has a trackball as well as a spinner. The spinner is one of those devices that were used in arcade games like Tempest or Disks of Tron, and it's basically seen by the OS as a single axis (X) mouse. The cool thing about it is that it can spin freely for seconds on end, and also have extremely control when you control it in small increments. I would very much like to see an option where I could use the spinner for game selection. I really think this would make game selection much slicker and natural than using the joystick or flipper buttons. So much so, that some here might want to mod their own consoles to add a spinner just for this purpose. Anyway, enough of the hard sell, I would be grateful if someone (Tom?) would look into the possibility of adding mouse/trackball/spinner support to Pinball X. Thank you
  5. Thank you, I'll give that a try. At the moment though, I think I solved the problem by using a 3rd party app, Joy2Key. This app lets you assign keyboard strokes to the joystick and buttons, and you can create profiles based on each app. So I created a profile for Pinball X, and another for Visual Pinball, and now everything works as expected. But I will definitely try to disable the auto configure function and see if that helps. Anyway, I will put a feature request in to Tom for the spinner. I'm sure most users here have a cabinet setup, but I don't have room for one, so I had to settle for what I already have. but that spinner, just begs to be used in the UI as the game selector. It's free spinning, so a quick flick of the wrist could probably take me from one end of the list to the other.
  6. Here is my current setup: I have an Atari Fighting stick joystick console, I'm using for both MAME and Visual Pinball. Inside it I built an Intel NUC, and I'm trying to use this without a keyboard if possible. I'm having a problem with mapping keys to the buttons. Basically, I map the keys I need in Visual Pinball preferences, and as long as I launch the games individually (double clicking the table.vpx) everything works. But when I launch the game from within Pinball X , the mappings are completely overridden by the mapping from Pinball X settings. That wouldn't be an issue (usually), but Pinball X doesn't have an option to map the flippers (none that I can find), and it defaults to the left and right arrows on the keyboard. Moreover, it doesn't just temporarily overwrites the Visual Pinball mappings, it wipes them clear, so when I go back to Visual Pinball, under preferences, everything has been set to the Pinball X mappings, and since Pinball X does have any default button maps for the flippers and magna-saves, those mappings are now blank. So Ho do I go about doing this, or do I need to get a 3rd party app to map my buttons? One other thing, can the game selection scroller which is currently mapped Left and Right, be assigned to a trackball? I have a spinner on the board, and it would be perfect for game selection. The spinner basically behaves like a mouse or trackball that moves in the "X" axis only (left and right).
  7. And here is the "reconstructed" animated GIF, albeit at 4K resolution.
  8. Ultimately, since I can't use an animated PNG, the trick was to just make a larger (200%) version of the smoother PNG, then convert it to GIF. The image is a little soft, but I think it's an improvement over the original. I guess I can redo the animation from scratch at a higher resolution, then convert it to GIF, and that will look sharper on higher res monitors. In the meantime, here is the larger/smoother GIF, if anyone wants to try it. Place in the PinballX/media/images folder
  9. Yes, Scutters is correct. What I'm trying to achieve is the overlay that currently works with the Loading.GIF file. Take a look at the difference between the GIF and the PNG versions
  10. Well, I tried it and it's not working. Also, the video is stretched to fit the screen, it doesn't maintain the size and location of the original loading.GIF
  11. Yes, but then you would loose the transparency, unless the program is chromakey aware. Is this the case here? Can I create a video with chromakey (let's say # 00ff00 green) and will it drop the green backgound when played
  12. I made an animated PNG version of the "Pinball X" loading GIF. But the system doesn't recognize it. Is there a way to make Pinball X recognize it? The PNG would look A LOT better than the GIF, which looks blocky when it's scaled up. I attached the file below just in case anyone wants to try to make it work.
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