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This Plugin uses the statistics.ini file, database xml files along with High Score text files to display System data (summarised) in the System Menu screen and / or Table data on the Table selection screen in its own window (not visible after a game is selected to play). Some of the information is the same as you'd see if you open the Information screen on the Table menu, but is displayed as an overlay so is more readily available. Note, If you have changed table names in game manager you may have duplicate entries in the statistics.ini file - this may lead to incorrect information being displayed (e.g. total games per system). The data can be displayed on any screen and the plugin allows a selection of font, colours and transparency to be used to suit preferences. The text will scroll upwards line by line if it doesn't fit into the window size selected. Example Table and System Menu display information (with black background for clarity here but could be transparent to show a backglass image etc behind. or resized to show only the top x rows and scroll, with text centred etc - this is just to show what type of information can be displayed as you probably wouldn't display it like this); And optional attract mode summary; The Configuration Screen Display Options Display options control how the information is displayed. Classic Window - Displays as a windows form. This allows use on any screen with rotation and background options. XDMD - For virtual DMD users only. Displays an UltraDMD style window using the XDMD library that is installed with PinballX (note the 'Preview' will not work if using PinballX Core V5.39 and later for this option) FlexDMD - For virtual DMD users only. Needs FleXDMD installed, along with freezys dmddevice files (if using 64bit PinballX also install 64bit dmddevice). Game name used by the plugin in dmddevice.ini is PBX_STATSPLUGIN. Extra Options for virtual DMD users; Use VPM Colour - when set for visual pinball tables for the DMD font colour will match the vpinmame primary colour for table data display. This option needs the rom information set in database xml, and 'colorize' option set in vpinmame. Add DMD Drop Shadow - adds a drop shadow to virtual DMD displays. If using the XDMD or FlexDMD virtual DMD options then you should turn off options like 'use pinmame in front end' in PinballX display settings. Display Window Details Section Use the options in this section to change the location and appearance of what is displayed. All sections are enabled for the 'classic window' display option, some options are greyed out for the virtual DMD options (Background image/colour options are disabled for both DMD diplays, FlexDMD also has position disabled as is controlled by drag drop). The Display Font button is left enabled for both virtual DMD options but is used only to select the forecolour used on the DMD's. Use same system menu display settings for table menu display - If selected only one style of display window is used by the plugin, the system menu display. System Menu Display & Table Menu Display Options - If 'Use same system menu display settings for table menu display' is not selected these options allow you to change the settings of the two different displays. Select the one you want to change. X Position, Y Position - Top left co-ordinates for the window to be displayed from Width, Height - Display window size. If you set a screen size too small to display all lines of the selected data then the text will scroll upwards. This is useful if you want a single line displayed with changing text, in that case size the window according to your selected font and Preview the window to fine tune sizing. Rotation - Use the up/down arrows to rotate the displayed window (0,90,180 or 270 degrees), useful to display on Playfield screens (note that if doing so this will not be compatible with PinballX running in exclusive fullscreen mode) Display Font - Font type, colour and size used. Note that if using the XDMD or FlexDMD display options the colour selected here will still be used as the default DMD colour (but the font will be ignored). Display Text in Upper Case - Make all text displayed appear in CAPS. Note that some text like high score information will always be in CAPS regardless of this setting. Centre Text Horizontally - Centre align text in the display window Colour, Transparent, Image - Set background Colour, to Transparent or use Image (note that images are stretched/squeezed to fill your selected display window size) Opacity - Overall opacity of the displayed window Ticker Style Text - Choose to scroll text right to left on a single line instead of multiple lines scrolling upwards (note - for smooth scrolling this option is best used with fixed width / monospace fonts) Scroll Speed - Set how fast scrolling occurs (text will scroll when it doesn't fit in the display window) System Display Data Section & Table Display Data Sections What data to display, check the boxes for the information you want displayed. You can also set the number games shown for most/least played in the System menu. Note that the Play Count options display how many times a game has been launched from PinballX, not how many times it has been started in game. Some data will only be displayed if it is available in the database xml (e.g. IPDB table information fields which can be populated using Database Manager - see https://forums.gameex.com/forums/topic/23840-app-pinballx-database-manager-2211220-supports-touch-play-and-pbx-w7vista-version-as-well/?do=findComment&comment=210359) Section Spacer Lines - If checked blank lines will separate the data sections selected (or add more space between them if Ticker Style display is selected) Enable For System Types Use these options to disable (hide) the display for systems by type. Note, this only affects the 'table' level display. Attract mode and System level summaries will still be visible. Attract Mode Check this box to display summary information in Attract Mode (unchecked and the display will continue with system or table data displayed). Summary information will be displayed using settings for the current PinballX wheel (system or table) and will only summarise sections you have selected in System Display Data. Display Text Change the default section header text to something more to your liking, e.g. Change 'Play Count' to 'Games Played' Preview Click to preview the display location and selected font and colour options Installation Extract the contents of the zip file into your PinballX\Plugins folder, unblock the dll files if required (https://www.limilabs.com/blog/unblock-dll-file) and then enable the Statistics Display plugin in PluginManager. Make sure you change the display config to match your setup and preferences. From version 2.0 two dll's are included in the zip file and the plugin will appear twice in plugin manager. You do not need to activate both, two are provided so that you can split what data is displayed and where if required by having two instances running (can be on different screens with different fonts etc). Issues If you have any issues then please attach the PinballX.ini, Log.txt & statistics.ini files as well as the all the plugins PBXStatsDisplay.ini & PBXStatsDisplay_log.txt files along with a description of the problem. Thanks Thanks to Mike_da_Spike for testing, ideas and generally giving me more to do than I'd planned with this, Tom Speirs for PinballX and sound advice along the way with this plugin, Adultery for the plugin template and Dna Disturber for high score data. Changes 22/09/19 V1.0.0 Initial release 23/09/19 V1.0.1 High scores now prefixed with place 29/09/19 V1.1.0 Added more optional display items. Fixed issues with pausing and game count for last entry in statistics.ini 02/10/19 V1.1.1 .Net 4.0. No need to update from V1.1 if that was working for you (.Net 4.5) 12/10/19 V1.2.0 High score data now uses data from high score text files (more game special score information), allow text centre alignment, allow use of background images. Also change all display text to uppercase for consistency. See https://www.gameex.info/forums/topic/23213-plugin-pinballx-statistics-display/?do=findComment&comment=190215 post for more info. 24/11/19 V1.3.0 Added rotation option, attract mode summary, fix to regional formatting in ini and now also refresh system level data in PinballX attract mode (rather than just at startup). See https://www.gameex.info/forums/topic/23213-plugin-pinballx-statistics-display/?do=findComment&comment=190993 16/02/20 V1.4.0 Added Table Author / Version and Comment opions. Note that your database xml needs to include these fields to be populated. 22/10/20 V1.5.0 Added support for PINemHi Leaderboard data see https://www.gameex.info/forums/topic/23213-plugin-pinballx-statistics-display/?do=findComment&comment=198823. If updating from previous version copy only the dll file from the zip, don't overwrite your ini file. 01/05/21 V1.6.0 Added XDMD & FlexDMD display option for virtual dmd users. See https://forums.gameex.com/forums/topic/23213-plugin-pinballx-statistics-display/?do=findComment&comment=201882 17/07/21 V1.6.1 Small update for Application Menu (Added in PinballX 5.15). 13/03/22 V1.7.0 Fixes compatibility with .net core for PinballX V5.39 and later for XMD & FlexDMD virtual DMD displays and xml reading. Add vpinmame colour and drop shadow dmd options, upper case text choice (was default before) and Display Text options See https://forums.gameex.com/forums/topic/23213-plugin-pinballx-statistics-display/?do=findComment&comment=206521. 06/09/22 V1.8.0 Added 'Enable For System Types' options. Thanks @davy33 for the suggestion and doing some tests. 08/12/22 V2.0.0 Added IPDB data display options, news ticker style display option, scrolling speed setting, virtual dmd drop shadow colour changed to use the pinmame 33% colour when VPM Colour selected, and zip now includes two instances of the plugin which can be enabled and run simultaneously or individually via Plugin Manager. 09/02/22 V2.1.0 Fixed issue where display could be blank if game name not selected as a display field. Added padding to first entry of ticker style display, so stays on screen longer and doesn't scroll off before it can be read. Added code to handle display window placement on screen after a resolution change and restore (as part of game launch and exit scripts) 02/08/23 V2.2.0 Added compatibility for FlexDMD V1.9 (currently in beta) as well as FlexDMD V1.8 as some functionality changed which could cause crashes. PBXStatsDisplay V2_2.zip
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*** NOTE - PinballX V4.88 and later has the option to display date & time on the playfield screen so this plugin is partly superseded, but it may be of use to you if you want more customisable options than the inbuilt PinballX version (location, font etc) *** This plugin will display a clock (time or date & time) in PinballX. If you've seen the statistics display plugin then this plugin will look familiar, like that plugin you can choose the location and appearance of the clock, with background as transparent, image or colour etc. You can choose to display the clock in PinballX all the time or only in attract mode, it is always hidden when a game is launched. That's pretty much all there is to it. No more excuses for not having the tea ready when your better half returns home from the bingo! Installation Extract the contents of the zip file into your PinballX\Plugins folder, unblock the dll file if required (https://www.limilabs.com/blog/unblock-dll-file) and then enable the Clock plugin in plugin manager. Make sure you change the display config to match your setup and preferences. Configuration Display Window Details Section Use the options in this section to change the location and appearance of what is displayed. X Position, Y Position - Top left co-ordinates for the window to be displayed from Width, Height - Display window size. If you set a screen size too small to display all lines of the selected data then the text will scroll upwards. This is useful if you want a single line displayed with changing text, in that case size the window according to your selected font and Preview the window to fine tune sizing. Rotation - Use the up/down arrows to rotate the displayed window (0,90,180 or 270 degrees), useful to display on Playfield screens (note that if doing so this will not be compatible with PinballX running in exclusive fullscreen mode) Display Font - Font type, colour and size used Centre Text - Centre align text in the display window horizontally. Approximates centre vertical alignment. Colour, Transparent, Image - Set background Colour, to Transparent or use Image (note that images are stretched/squeezed to fill your selected display window size) Opacity - Overall opacity of the displayed window Preview - click to preview the display location and selected font and colour options Date Time Format Pick the format of time (or date & time) you want to display. Note that exact formats will depend on your region, and can be adjusted in Windows. Alternate Display - If you select to display a date and time format you can check this box to alternate between the two. Attract Mode Check this box to display the clock only in PinballX attract mode. Issues If you have any issues then please attach the PinballX.in & Log.txt files as well as the plugins PBXClock.ini & PBXClock_log.txt files along with a description of the problem. Thanks Thanks to Mike_da_Spike for testing and suggestions, Tom Speirs for PinballX and Adultery for the plugin template. Changes 28/11/19 V1.0.0 Initial release 28/01/20 V1.1.0 Fix format issue 21/10/20 V1.2.0 Centre text option now also aligns text vertically as well as horizontally. 11/05/23 V1.2.1 Fixed clock disappearing behind PinballX playfield on game exit and makes sure a 'rotated' clock updates correctly. ** if updating from a previous there is no need to replace the PBXClock.ini file (you'll lose your settings if you do), copy the PBXClock.dll file from the zip only ** PBXClock V1_2_1.zip
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CPWizBiz is a multi-system game info and controls generator. Use it to display the controls for any game on any system. It also creates dynamic layouts, leveraging media such as images, video, flash, youtube, gifs and scrollers. More Details and Download Here: https://magoarcade.org/wp/cpwizbiz/ https://archive.codeplex.com/?p=cpwizbiz
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Version 1.4.23
961 downloads
MarqueeMasher For: Displaying Marquees or other single image stuff on displays additional to your main display. Install: Download. Unzip. Put the file in your GameEx/Plugins folder. Configure it and boom. Use: Searches for image in folders 1-4 (1 being prioritised) for both primary and secondary displays. Searches for image matching Gamename or Romname in jpg or png format. Options: Area: constrain image to a specified specified area on the display. Area Offset: Use image at specified co-ordinates relative to 0,0 of the display. -
I am running a 3-monitor system and using PinballX as my frontend. I have PinballX set to it automatically launches when I turn the computer on and Windows starts up. Problem I am having is that when the system first boots up, the displays are all mixed up. I get the Playfield on the backglass monitor, the Backglass on the DMD monitor, and the Playfield monitor (my main display) shows the windows desktop. Then....when I ignore all this mixed up mess, and proceed to hit the key to launch table, it loads the table and like magic it displays everything as expected - table on Playfield main display monitor, Backglass on backglass monitor and DMD on DMD monitor. From there I exit the game, and PinballX acts like it is supposed to. My system will behave normally as I enter and exit tables all day long. But when shut down the system and turn the computer back on again...AAAARRRGGG! The mixed up mess appears on my displays again. Any one else had and solved this problem? Any ideas on how to fix it? Help from community is appreciated.
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It seems rules/instruction cards are not displaying correctly (for me) when in-game. I can bring them up normally in the PinballX menu, but if I want to view them while playing a game - by going to the exit menu and selecting "Intructions" - nothing is displayed. I do hear the sound that normally plays when displaying the instruction card, though. So maybe they're actually displayed behind the backglass or something... I'm using swf instruction cards.
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MarqueeMasher View File For: Displaying Marquees or other single image stuff on a specified display. Install: Download attachment. Unzip. Copy/drag Plugins folder to GameEx Root Directory. Use: Searches for image in folders 1-4 (1 being prioritised). Searches for image matching Gamename or Romname in jpg or png format. Area: contrain image to specified area Area Offset: Use image at specified co-ordinates relative to 0,0 of the display. Submitter stigzler Submitted 04/30/2016 Category Plugins
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hello, I recently installed pinballx and have gotten several tables to run properly along with the active backglass. running windows 7 64, 3 monitors. this was how I had my displays setup and numbered main -3 bg - 2 dmd - 1 I was trying to find a b2s bg for a certain table and it was only available for UVP. If I read the directions correctly it said that UVP bg will auto display on monitor 3 so I tried redoing the cables on my graphics card so that my bg was monitor 3. and redoing the setting to correspond to my new windows settings. in doing so it caused the pinballx menu to display the dmd and bg on the same monitor new setup main - 1 bg - 3 dmd - 2 when loading the actual table through the menu it worked fine, but in the actual menu the bg and dmd shared the same space. I tried doing everything that other similar forum topics said like running in admin, setting compatibility settings for win 5 nt. I don't have a second video card nor onboard. and I'd rather not purchase one. I went ahead and moved everything back to the way it was. guess another solution would to be to figure out how to create a new dbs for that table. if anyone has any suggestions I'd appreciate it
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{Tthurman - King of the Sourcers} -- {Stigzler - Chief Nag and Despot} - {Draco - The Original Elvis} The Developer Logos Project > What's this?? Front Ends and the Emulation scene in general is getting bigger and bigger and the methods and systems running them flashier and flashier! Some Front-ends and plugins allow dynamic image display alongside holding huge databases of info for each game. This means that given the right resources, developer images can be displayed for each game alongside the standard screenshot, video, marquee and boxart. Difficulty is that there is no full set of developer images anywhere. That is what this project's all about! You can see the progress to date, here: https://sites.google.com/site/alienarcade74/logos > What's the plan? To have a full set of developer images available, named in a specific standard format. Two sets - one bitmaps, the other vectors. There may also be scope to extend this to other naming conventions at a later stage. > Sounds easy - why don't you do it? Well, there are 2,000 different developers. Each one involves sourcing an image, editing it and uploading it. By my calculations if 1 man did 1 per day - it'd take 7 years!!!! > Ah, so where do we come in? You, my friends can be part of an historic project that will be revered and lauded by the young bucks of today, when retro gaming is as big as original film reels and first editions in 20 years time!! You can also share in the jubilation of conquering the emulation equivalent of Everest. 100 of us could crack it in under a year > Sounds good, I'm in - where do we start? These images can be really hard to source! So, to start, the priority will be to try and get all the images against all the developers. Top quality (more on that later) would be preferable at the start, but the focus will be getting something against each developer. This also needs tracking and co-ordination to make sure no-one's doubling up. We've developed a collaborative document on google docs for this purpose. > Gimme an ABC of what I need to do... A) Sign up to the project here: https://docs.google.com/forms/d/1R-f35bcO-gwyEEEc7zkDt5VvU0CmSoa6ba82BLYOP20/viewform?usp=send_form * If you have a gmail or google account use this... it makes life much easier. If you haven't I really would recommend getting one. Despite all the criticism, I find google stuff really useful in this hobby! Oh and don't worry - your email is in a separate, protected sheet - so no one will get it! B ) Click the link on the email you receive to access the editable spreadsheet and also links to dropbox folders shared between the project members. As a contributor, you'll be able to access the "Contributors" part of the document. Also, I will send you three links to a dropbox space where you can upload your images.... As a contributor, there are 3 folders you can upload to: Source - The unedited, original version of the image (best to save here once sourced on web to ensure it doesn't disappear for good!). Sometimes, all you can find is a boxart - that'll do to enable yourself or others to edit. Try and find the best quality (largest, crispest) source image you can. Failing that, anything will do, but it has to have some degree of fidelity to the original publisher. Source Edited - Sometimes, with really obscure developers, original/pre-edited logos are hard to find. If you got the skills - you can upload lightly edited images here (e.g. if on boxart - logo cut and pasted, resized if small) Pending Approval - These are for contributor-created logos from the source materials. Please see the guidance below on minimum requirements. **HUGELY Important: make sure you your filename matches the text in the "Name" column exactly - including all symbols etc and do mind spaces - this is to preserve format. ** (I would suggest when you find your image > Save as > [change filename to the sheet entry before saving] > save directly to the relevant folder in the dropbox account) C) Pick a developer and put your name against it - This tells people that you are working on a specific logo. Choose from the dropdown (please only pick a few at once - no shotgunning logos for later!). Obviously, this holds other users from tackling that logo. If you're finding Sources, please return this to blank once finished. (n.b. Picture is one of old version of sheet) D) Work your sourcing/graphics magic trying to stick to the standards detailed further below. You don't have to do both - at the moment, the priority is identifying and uploading all of the Source images. However, if you want to work on these and produce finals, that's also great **AGAIN: make sure you your filename matches the text in the "Name" column exactly** E) Upload your finished graphic/s (To Source, Edited Source and/or For Approval) This would be vastly preferred within the shared dropbox folders. This makes my administration tasks a hell of a lot easier. E) Revisit the sheet and change the columns as appropriate. Guide to this below: 1 - Put your name here if you're working on a logo. If you're just sourcing logos - return this to blank once you have completed the sheet and uploaded the image/s. 2 - Identifies you as the Logo Sourcer. 3 - The interweb link that points to the original image source (wikipedia for e.g.) 4 - If uploaded to dropbox - put Y here 5 - If there are alternative versions available that you know of on the web - put Y. You can also put the other links in 3 (press return after first link) 6 - Edited version uploaded to dropbox? (Only upload to the Edited Source folder, please) 7 - If you're submitting a Final logo for approval - put your name here. 8 - Would really prefer these to be uploaded to the dropbox folder, but if not possible - place a link to your work here. 9 - If uploaded final version for approval to the dropbox folder - put Y here. OH!! and notes - Try and put any general notes against the game name itself in column A (right click>Add Comment). This notes column is reserved for something (for what, I am not yet sure of! :/) Rows in GREEN represent completed logos with a final version approved. An example: I have sourced a Yanoman Corporation logo, put the direct link in 3, uploaded it to dropbox. No alternative versions, but I did produced edited version and upload to the Edited Source dropbox folder (as indicated in 6). I also produced a Final version for approval and uploaded it to the Pending Approval folder. F) That's it! We'll do the rest! :) > What Happens then? You can view the fruits of your labour, here: https://sites.google.com/site/alienarcade74/logos Final versions for Approval: Your pics will get graded from A to D. As I say, don't worry too much about this at the start. In time, once we have all pics done, we'll start reviewing pics and upgrading the final collection to the highest quality images (with the other versions still available under 'Alternatives' folders). But if you can, aim for the top on first go!! Absolute requirements on Final Versions: Some images may be more horizontal in layout while others are more vertical. Resizing them to fit 800x600 specs, and ensure that the width is no more than 800 and height no more than 600. Please center within an 800x600 transparency.Where logos are hard to source - up-scaling allowed, but please use good re-sampling algorithm.Preservation of original logo - no modifications/effects (e.g. lighting/drop-shadow/bevels etc) apart from image enhancements (despeckle,cleanups etc)Preferred aspects of Final Versions: Here's the considerations, scaled from worst to best: Up-scaled <----------------> No scaling No Transparency <-------> Transparency Raster/Bitmap <-----------> Vector bmp, jpg <------------------> .png Rough editing <-----------> Tidy editing (no white edges on magic-select; nicely anti-aliased) Artifacts/speckle <--------> Smooth/sharp images > What's in it for me? Kudos, esteem and a free bag of peanuts. Oh, and eventual access to the complete collection of developer logos! There's also a sheet on the document that gives contributor stats. Maybe we could think of a community prize for the top uploader? > Don't forget: This is for newbs and pros alike! Don't be daunted - have a go! Sourcing is needed just as much as graphics prowess!Filename, filename, filename.... it's gotta match the "Name" column exactly!This is a project of faith. Let's hope for no vandalism.We'll only get out what we put in.To credit Draco1962 with the original idea and lots of work to get the ball rolling.> What's the quickest way to work through sourcing images? I've got it down to a fine art of couple of minutes (where logos easy to source!). Here's how: Setup: Have your shared dropbox Source folder in your favorites.Open all the sourcing resources in separate tabs in your browser.Then: Bring up sheet Copy game name (highlight>R Click>copy to ensure matches exactly) Bring up browser. Search for logo/source. Once have image up, R Click>save as. Choose the dropbox Source folder from your favourites In filename box, R Click>paste (pastes the game name) Save image R Click in the browser address bar - copy url Bring up sheet R Click in the URL column + paste the copied URL. Fill out the rest.(looks long - but in practice very quick!) Resources: There's a resources tab on the sheet for you to add any good sites where to find logos. Free Graphics Editors: GIMP (Bitmaps): http://www.gimp.org/ Inkscape (Vectors): http://www.inkscape.org/en/ Free cloud stores: Dropbox: https://www.dropbox.com/home GoogleDocs: https://docs.google.com Now, go get your GIMP on and hack up some logos! ------------------------------ UPDATES: 11.6.14: Redesigned tracking sheet to include Source and For Approval imagesSet up Shared Folder in dropbox for collaborative space for image upload. Few changes in guide.14.6.14: New website to view all of the uploaded images and Source/pending images:https://sites.google.com/site/alienarcade74/logosShows numbers of logos uploaded by user21.6.14: Some updates to sheets.Some updates to websiteSome updates to this OP.
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Hi folks, MId-build + also on-the-fly modifications! Have a space below the monitor bezel (about 5" deep) just asking to be filled with a small LCD to display things on. Seen another guy put a small LCD on his CP to display game controls. So.... assembling cab this weekend - last minute advice required!!! My thinking: This small lcd could show button controls/configurations. Building a modular unit with multiple emulators, so whole range of permutations - light guns, trackball, steering wheel etc. Be nice on game boot for the relevant controls to come up. Also, they will vary game to game within each emultor... So - any way to achieve this? Seen CPWiz talked about and also MameHooker?? GPU has two outputs. Would GameEx support this? Recc'd plugins/software? Cheers chaps!
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Got a very strange issue. Have a registered copy of Game EX. Using it on an old 4:3 monitor, vertical. If I rotate my windows display in order to properly see windows, and then leave the settings alone with no rotation on the monitor - menu loads fine, games load fine - except vertical games load small - they only use about the top 2/3rds of the screen. Strangely enough - if I rotate my windows display so it is horizontal (and I am looking at windows sideways), then I go into Game Ex config and rotate the display -90, the menus come up fine again... But here is the interesting part. In any given vertical game then I must go into game settings - display - and rotate that game to be vertical... when I do this - it positions it perfectly/fully on the screen - not 2/3rds like above. Bizarre. I'd like to not have to do this and view the full screen vertical with windows being vertical instead of horizontal. When on horizontal the screen saver and attract mode then go sideways as well - so games can be adjusted properly but a lot of other issues go wrong. Any idea how to expand that screen when in vertical mode? I've tried messing with the screen resolution, all kinds of stuff like that already. Driving me nuts! EDIT: Tried going into actual program launch options (windows interface). When I run in 640-480 mode (done by windows) all sizing works properly - but the playback is glitchy. Meaning that it hangs every now and then while playing games, audio is scratchy. Clearly it can work - has to be something simple I am missing.