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flexdmd's Introduction

FlexDMD

FlexDMD is a DMD renderer extension for Visual Pinball and Pinball front-ends like PinballY. It can also be used as a drop-in replacement for the great UltraDMD from Stephen Rakonza, solving some of its rough corners since its development seems to have stopped.

Example Video

Documentation :

Features

The main features are summarized below:

  • Flexible rendering library, allowing to create any style of DMD animation, including so called "Video Mode" (like saucer attack in Attack From Mars)
  • Rely on dmddevice.dll for rendering (see Freezy's DMD extensions), therefore supporting output to real DMD devices, virtual DMD, network,...
  • Allows to render inside VPX embedded DMD renderer, therefore allowing desktop DMD integration, with support for clean exclusive fullscreen mode (see docs).
  • In process server (as opposed to out of process), to avoid spilling orphan processes everywhere, with the same object lifecycle management as B2SServer to guarantee that closing the table will close the DMD.
  • Drop-in replacement for UltraDMD (strictly compatible API with nearly identical rendering).

Installation

Download the latest release or snapshot build:

Release Snapshot
GitHub Releases GitHub Actions

It comes with the following files;

  • FlexDMDUI.exe, an application to install and test it,
  • FlexDMD.dll, the FlexDMD library itself,
  • FlexUDMD.dll, the UltraDMD replacement,
  • FlexDMD.log.config, a file that instruct FlexDMD to produce a log file.

Beside these files, you will need DmdDevice.dll for 32 bits rendering, and DmdDevice64.dll for 64 bits rendering. There can be different flavors of these. The ones used for developping FlexDMD are Freezy's DMD Extensions, where you can find the needed files in the Release section. Just place them alongside the FlexDMD files (the 64bits version need to be renamed to DmdDevice64.dll).

You can place these 6 files where you want. It happens that VPinMame also uses DMDDevice.dll and requires it to be placed alongside itself. Therefore a good place to place FlexDMD and DMDDevice files would be in your VPinMame folder (usually C:\Visual Pinball\VPinMAME).

The FlexDMDUI.exe application allows you to install the different parts and test them. So just launch it, check it finds all the needed files (first panel), then simply press register (second panel) for the FlexDMD extension, and, if you want it, just press register (third panel) for the UltraDMD replacement.

To check that everything is fine, switch from the 'Installer' tab to one of the 'Designer' tab and press 'Run'.

A VPX table which demonstrates some of the capabilities of FlexDMD is provided with each release; just open & run it with Visual Pinball X version 10.6+ to see examples of what can be done.

Finally, you will also find a Scripts folder with a few prepared scripts;

  • to add DMD for some popular tables: download and place them in your 'Table' directory alongside the .vpx table file and VPX 10.6+ will detect and use them,
  • for PinballY front-end: download and place in the PinballY's "Scripts" folder (there are a few options at the beginning of the script),
  • to show some of the features offered by FlexDMD for more advanced users.

Configuration

FlexDMD does not have any configuration file:

  • The DMD is entirely defined in the table script (monochrome/colors, number of dots,...),
  • The output is configured using the DmdDevice configuration file (target output, position on screen, size of dots,...).

Therefore to position the DMD, if you are using Freezy's DMD, simply run the table, right click on the DMD and select the option to save its position.

When using FlexDMD as an UltraDMD replacement, you may want to edit UltraDMD options regarding DMD's coloring. This is easily done using the FlexDMD companion application (FlexDMDUI.exe) in the configuration tab.

Build Instructions

  1. Download and install Visual Studio 2019
  2. Clone the repo: git clone https://github.com/vbousquet/flexdmd.git
  3. Open the .sln file in Visual Studio and build the solution.

Architecture

The following diagram shows the overall architecture of Visual Pinball and where FlexDMD sits.

Overall Architecture

Installing from the command line

Whilst it is not the preferred way of using it, FlexDMDUI.exe can also be used from the command line with the given commands:

  • FlexDMDUI.exe /register path will unblock the FlexDMD's DLL (FlexDMD.dll) at the given path and register it. If needed, it will also unblock Freezy's DMD at the given path (dmddevice.dll and dmddevice64.dll).
  • FlexDMDUI.exe /register-udmd path will unblock the FlexDMD's UltraDMD bridge DLL (FlexUDMD.dll) at the given path and register it.
  • FlexDMDUI.exe /unregister will unregister FlexDMD.
  • FlexDMDUI.exe /unregister-udmd will unregister FlexDMD's UltraDMD bridge.

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flexdmd's Issues

Tweak Menu - where's the documentation or how-to?

I've searched all over but cannot find any docs or how-to on creating a tweak menu to add to a legacy table

I'm very new and spent a ton of time learning to do some table mods. I've looked at several tables with Tweak Menus but cant figure out thing much of anything. For instance...

What are the script/code prereqs?
Does the .option method only render the menu or does it also read and then save the entries to the INI automatically?
etc

thx

Dark Crystal

Hello, can you add the script for the table Dark Crystal 1.2 of JP'Salas

FlexDMD Issue??

Hi, I am running everything 64bit with a 32bit build (that I no longer use) side by side. I am seeing several FlexDMD errors with tables in VR only and wonder if anyone can make sense of the errors. I am running the latest FlexDMD 1.9 and the install shows all checkmarks and the VR-GL 64 bit v913 (I see Mike Da Spike has posted a similar issue over at the vpinball Github)

The last couple have said this....

FlexDMD.log error....Abnormally long elapsed time between frames of 0.1065902s (rendering lasted 106.59ms, sleeping was 0ms), limiting to 66ms

And a script error......line 3580 "Asked to load a bitmap from a resource type unknown"
With the script line reading ".AddActor FlexDMD .NewImage ("Back". "VPX.DMD_Background")

Any help would be greatly appreciated. Note, that I use a PInDMD3 and have virtualDMD set to false in my DmdDevice.ini

GIFs and Videos won't load, or won't load right at all.

FlexDMD GIFs and Videos will not load after the first time running the table, or they won't load right at all.

Attached are the GIFs I'm trying to use in question.
Animated_Fire_1
CrimsonHot
Fireball
Fireball_Attract
Hellfire_Slogan

Whenever I use the first one in particular as a background, it just shows up as a black background and not an animated fire background.

I even tried reloading Visual Pinball X, reloading the table, and reinstalling this software.

My name on VPForums is OctoChris. I also posted this issue there:

https://www.vpforums.org/index.php?showtopic=43569&page=32#entry476150

Won't Register

I have tried to install Flex DMD a few times and no matter what when I try to hit the register button it thinks for a second and does not register. Everything is up to date on my computer and on the software side. What can I do?

Change logger minlevel to "error" by default

I humbly request that the FlexDMD.log.config file be updated such that the default rules have minlevel set to "error". For the common user, this will tend to minimize disk access during gameplay and provide a better performance experience.

<rules>
    <logger name="*" minlevel="error" writeTo="console" />
    <logger name="*" minlevel="error" writeTo="file" />
  </rules>

Modded JPSalas Tables

When using the instructions for using FlexDMD with JPSalas' tables (e.g. "Miraculous") it works flawlessly.

When using the same instructions for using FlexDMD with a modified table based on JPSalas' tables (e.g. "The Last Unicorn") I get an error.

the code

If Not FlexDMD is Nothing Then DMDScene.GetImage("Back").Bitmap = FlexDMD.NewImage("", "VPX." & dLine(2) & "&dmd=2").Bitmap

returns the error

Object reference not set to an instance of an object.

Any advice on how I can make it work?

(64 bit) Error ActiveX Component Can't Create Object FlexDMD.FlexDMD

Hi, not sure where my issue is but my 32bit VPX and FlexDMD work great but with the newer tables demanding more memory I have installed a 64bit build beside my 32bit so I can use 64bit with the demanding tables and also for VR-GL (64bit).

When launching with the 64bit VPinballX.exe, tables "with FlexDMD" crash showing the error in the title, tables that do not use FlexDMD work fine.

I have a PinDMD3 and have the 64bit VPX, VPinMAME (registered as well), B2s and Freezy (maybe the issue is something to do with Freezy) but I am pretty sure I have all of the 32 and 64bit files installed that are required.

Same goes with "some" VR-GL tables that use FlexDMD, JP's Serious Sam VR tables work fine but the new Game Of Thrones crashes with the error in the title.

Also, I have de-registered FlexDMD and re-registered a few times and have checkmarks beside all four categories.

Any help/suggestions would be greatly appreciated. Thanks

virtualdmd rendered very blotchy

Having installed FlexDMD (v1.8.0), DMD Extensions (v2.0.0) on my Win 11 PC with Visual Pinball, the virtual dmd is not rendered well.

Screenshot 2023-04-20 122931

Rendering may lag on PinDMD devices

Following this post, there seems to be situation where FlexDMD sends to much images to dmddevice.dll which in turns flood PinDMD device.

The problem seems more on the way dmddevice.dll sends the data, processing one after the other even if it is lagging behind. Here is a Freezy's DMD build wich only sends the latest one to try to avoid this lag for testing with the video mode of the FlexDemo table (I do not have a PinDMD myself): DmdDevice.zip

Feedback will be welcomed !

Default Font Style

Hi vbousquet,

I have a simple question

Is it possible to make the default FLEXDMD fonts to look exactly the same as VPINMAME?

The comma and somes number are slightly different and it is more dificult to distinguish on my real DMD.
Tested Legacy mode instead of Default and the fonts stay the same.
FLEXDMD
FLEXDMD

VPINMAME
VPINMAME

Lunelle (Taito) FLEXDMD
LunelleFLEXDMD

Lunelle (Taito) VPINMAME
LunelleVPINMAME

Thanks for your hard work!

Much appreciated !

Feature Request: Dot filtering disable

This is not a bug, but a feature request

Would it be possible to have FlexDMD disable the dot mask and filtering entirely
and display when it is being given, just as it sees it, with out the DMD type post processing?

I realize that for a PinDMD or Pin2DMD this would be absolutely useless

but on an LCD display, it could be a simple fast and light weight alternative to resorting to PUP
Flex, a person unzips, runs 1 app, clicks 2 buttons and it works, end of story
PUP, not so much.

And table programming with flex is so much simpler, again, it simply just works, and can even be done using ultraDMD language
everything works right from the table scripts, what to play, when, for how long, can continually inject info to it, like scores or event messages

Be great if you could have the script do FlexDMD.DOTfilterProcessing = False

PS: sorry i could not find the discussion or features area, only bugs
so feel free to close this after you see it

PinballY integration is broken

I recently updated FlexDMD to 1.0.0 and Freezy's DLL to 1.8.0.
While FlexDMD still works perfectly well with VPX tables, the Pinball Y integration seems to be broken.
The DMD doesn't appear anymore, even if I replace my enhanced main.js with the latest one you provide.
BTW I run the 64Bit version of Pinball Y.

BTW How can I access log files?

Flex DMD 1.9 Text Alignment Issues - Latest action is better, but still has some issues

This is what was in https://github.com/vbousquet/flexdmd/actions/runs/4332019741 . You've already seen it, but for reference purposes, I'm adding a screenshot for comparison:
example1

This is comparison screenshot from the latest action (https://github.com/vbousquet/flexdmd/actions/runs/4640337250) in which issue 33 was closed.
example2

The left side doesn't seem to be cut off anymore. However, the top is still being cut off some. I did verify that it wasn't being cut-off in 1.8 to rule out the table as the issue.

It is better than what it was, but not quite there yet. Progress :) SIDENOTE - Thanks for all your work on this. It is much appreciated by the VP community.

Police Force (Williams 1989) DMD is broken

The DMD rendering for Police Force (polic_l4.zip) is not working correctly. See screenshot.
Right is vpinmame, left is Flex.
However, Earthshaker, another Williams table with the same type of DMD, works fine with Flex!

Not sure if this is a table script bug or a Flex bug.
I also ran it from the vpinmame tester program, and it still looks like that, so I guess it's not the table's fault.
I would just use the standard vpinmame DMD, but it won't start with this VPW table for some reason.

Screenshot 2023-12-22 071729

BMP files within VPX could cause a hang during adding images from VPX image manager.

Trying to replace the system 80 vpinmame by flexDMD on multiple Visual pinball tables, as Freezy's DMDdevice.dll doesn't shows the complete line and misses some characters on the (virtual) DMD,

2 tables (Surf 'n Safari v1.3.3 by Kiwi and Robo-War (Gottlieb 1988)_Bigus(MOD)1.3 by Bigus1) contains some BMP images.
Creating the flexDMD object and setting the table file FlexDMD.FlexDMD.tablefile to the filename itself, it was able to initialize the VPX file.
But when adding an image from the vpx to the scene with AddActor, it causes that the table is hanging.

It is not hanging on the file it tries to add to the scene, but just on a BMP that is in the GameStg store with the name staring Image
Looks like when FlexDMD.FlexDMD.NewImage is called, that all images from the zip file are read.
During this process, it could happen that BMP files that are stored in the .vpx file could hung the .newimage

I could identify that from Surf 'n Safari v1.3.3 .vpx the image file MetalPeg.bmp was causing the issue and from Robo-War (Gottlieb 1988)_Bigus(MOD)1.3.vpx the 2 files flipper-t5-white-red.bmp and sidewood_v-Black.bmp.
Strange part is that the robo-wars VPX also contains sidewood_h-Black.bmp and this file didn't cause any issue.
I hope this make sense and could be fixed without changing an image within the Visual Pinball table file

Conflict with DMDext when trying to configure alphanumerics (FlexDMD 1.6)

I am not sure if it comes from the flexDMD side or the DMDext 1.8 side
but it seems you can not use the external DMD extensions, without flexDMD
displaying its DMD window also
Which is fine for other things but not alpha numerics

You can put
[table name]
virtualdmd enabled = false

into dmddevice.ini, but it will not honor it
the flexDMD window still appears anyways.

And this is with table with no call to flexDMD at all, so they are not loading flexDMD or anything
In fact, the only way i got it to not show the flexDMD window was to have the table init flexDMD
and then have the table set flexdmd show to false

The flexDMD window looks quite nice and all, but is not appropriate for a segmented LED display

Avoid stats for certain table

I am using PinballY as frontend and I have enabled the script to display game stats in the DMD for all my tables before launching them, but I would like to know if there is any way around it only for certain tables where I have videos and I don't want that overlap.

VPX Table Stuck at "Starting Game Scripts" after saving the table in the editor

Hi,
I'm currently trying to run the table: "John Wick (BABAYAGA Pinball edition)" and I've heard I need to update my FlexDMD in order to be able to save the table in the editor.

I've installed the newest version of FlexDMD. I've also updated my Freezy's DMD Extensions. When launching the FlexDMDui.exe all points are checked with a green checkmark so I assume everything should be installed correctly.

However once I "save" my table in the VPX 10.8 editor, it doesn't launch anymore and gets stucked at "Starting Game Scripts".

Any idea what I'm doing wrong?

Best regards,
Luca

Always stay on top?

Is it possible to make the dmd stay on top while in exclusive fullscreen mode?

Strange output on Farfalla, Close Encounters

FlexDMD doesn't spawn alphanumeric windows for Farfalla, so here's a comparison to VPinMAME's output:

explorer_CUDGiLudlE

Whereas VPinMAME doesn't seem to have any output for Close Encounters, so here's a comparison with FlexDMD's own alphanumeric.

image

Some other old tables I've tested (Gorgar, Xenon) seem to behave fine, and DMD tables work great—it's just these two so far. Any pointers? Am I missing something silly?

ArgumentOutOfRangeException for a specific table when loading a VPX image via NewImage

I am working on an original VPX table, and no matter what I try, FlexDMD.NewImage throws the following when trying to load an image in VPX (that does, in fact, exist):

[1] 2023/06/27 23:30:36.404 ERROR | Exception while resolving image: 'VPX.d_border' System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at OpenMcdf.StreamView.Read(Byte[] buffer, Int32 offset, Int32 count)
at FlexDMD.VPXFile.VPXReader.ReadUInt32()
at FlexDMD.VPXFile.ReadImage(CFStream stream, Boolean nameOnly)
at FlexDMD.VPXFile.<.ctor>g__visitor|3_0(CFItem item)
at OpenMcdf.CFStorage.<>c__DisplayClass13_0.b__0(IRBNode targetNode)
at RedBlackTree.RBTree.DoVisitTreeNodes(Action1 action, IRBNode walker) at RedBlackTree.RBTree.DoVisitTreeNodes(Action1 action, IRBNode walker)
at RedBlackTree.RBTree.DoVisitTreeNodes(Action1 action, IRBNode walker) at RedBlackTree.RBTree.DoVisitTreeNodes(Action1 action, IRBNode walker)
at RedBlackTree.RBTree.DoVisitTreeNodes(Action1 action, IRBNode walker) at RedBlackTree.RBTree.DoVisitTreeNodes(Action1 action, IRBNode walker)
at OpenMcdf.CFStorage.VisitEntries(Action`1 action, Boolean recursive)
at FlexDMD.AssetManager.FileExists(String path, String siblingPath)
at FlexDMD.FlexDMD.ResolveImage(String filename)

I've tried all of the following to get it to work, to no success:
re-importing the images, renaming them, using standalone Subs / Dims (as originally from JP DMD) instead of within a Class like I'm doing now, using images from a working FlexDMD table as a test [The Matrix] (Flex loads them in the Matrix fine, but again failed to load them in the table on which I'm working), restarting VPX, using VPX 10.7.3, setting FlexDMD.NewImage to a separate variable before adding it to the actor, literally deleting all of the images in the manager and then importing them again, deleting all but one image and trying to load just that one image, moving the VPX table file to ensure it is in the same Tables folder as the VPX folder (when testing across VPX versions).

I have given up trying to figure this out. I'm obviously stupid and doing something wrong because this is the only table I have this issue. But I'm too stupid to figure out what it is I'm doing wrong.

VPX version: 10.7.4-beta (also tested with 10.7.3 and 10.8-beta)
FlexDMD Version: 1.8 I think? (whatever came with Baller Installer)

FlexDMD not always works as a replacement for UltraDMD

With Champions League vpx tables (require UltraDMD) it is impossible to advance (enter/0-key) through the game options menu (remains stuck on saving settings) when FlexDMD is configured to replace UltraDMD. With UltraDMD in place it works fine.

Turn off flexdmd for a defined table

Dear Vincent,

i have flickering with one particular table... with all my other 314 tables it runs great.... and i enjoy your develompemnt very much. thank you!

Would it be possible to disable flexdmd on a table via script/config (so that only Freezy's DLL runs as external DMD)?

Look forward for your feedback.

Best regards
Ralf

Color Rendering in PinballY Script

Hello,
I'm interested in rendering the PinballY DMD object in a different color (white) ... not the standard orange. I tried including the following lines of code in my main.js file, but when I did the DMD did not render at all.:

	if (dmd == null) {
		dmd = createAutomationObject("FlexDMD.FlexDMD");
		dmd.GameName = "";
                dmd.Color = RGB(255,255,255);   //<--- new code
                dmd.RenderMode = 0;             //<--- new code
                dmd.Width = 128;
		dmd.Height = 32;
		dmd.Show = true;
		dmd.Run = true;
		udmd = dmd.NewUltraDMD();
	}

What am I doing wrong?
Thank you,
Dan

Feature request: Hide FlexDMD window from Windows Task Switcher

FlexDMD is great! I love it already enough for its brilliant integration into PinballY! Thanks a lot!
Currently, while running - FlexDMD is shown like a 'main' application in Windows Task Switcher. I would prefer if it behaves like e.g. PinAffinity, having only a task tray symbol and not being shown in Task Switcher at all. For 'regular' use (playing a table) it's just managed by VPX, right? Alternatively - if its preferable to have it still accessible by ALT + TAB ( e.g. while developing a table), this could be a configurable option.
Longer explanation: While working on my cab (configuring tables, managing assets and such) - which is in general not very comfortable (landscape orientation, having to turn my head) - i would prefer to have as few apps as possible inbetween i have to switch using ALT + TAB. It's really mostly about convenience. Hope this sounds reasonable.

FlexDMDUI.exe crashes when opening it

After opening the file one time, pressing "Register FlexDMD" and gettting a cryptic error I didn't screenshot, the file now just crashes every time I open it and WerFault.exe says this:
image
"Problem details":
Problem signature: Problem Event Name: CLR20r3 Problem Signature 01: FlexDMDUI.exe Problem Signature 02: 1.5.0.0 Problem Signature 03: f5020f52 Problem Signature 04: System Problem Signature 05: 4.8.3928.0 Problem Signature 06: 5d390174 Problem Signature 07: 2ebc Problem Signature 08: 21 Problem Signature 09: System.Windows.Markup.XamlParse OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 2057 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

Tried redownloading the file, opening it with admin permissions, in different locations, with compability mode, nothing worked so far. OS is x32 Windows 7, FlexDMD version 1.5.0. Sorry for lack of any reproduction info, this is all I can get about the issue right now,

PinballY Manufacturer-Animation shows only 1 frame with flexdmd 1.8.0

Salut Vincent,

thank you very much for your development into 1.8.0 - i like it a lot.

I have a little issue... since 1.8.0 (worked before) in PinballY with main.js Script, the animation (GIFs) from the manufacturer logos only show the 1st frame now (so no animation is shown anymore).

If i exchange (only) the FlexDMD.dll with 1.7.1 it works again.

Best regards
Ralf

Cannot right click

I installed latest FlexDMD and it seems to be working. In VPX It only appears on the top right corner of my playfield, I can resize it and drag it but can't right click to save or rather when I do nothing appears to happen. All of my UltraDMD's have been relocated off the second screen to the top right corner of the playfield screen and it is the same I can't pull up the menu to save by right clicking. If I run UltraDMD on it's own outside of vpx the screen appears where I originally had it on the second screen and I can also right click to pull up the menu and save. If I unregister in the FlexDMDUI menu and try to run a table with UltraDMD it does not revert, instead I get a message about not being able to detect UltraDMD. Also if I select the UltraDMD Designer tab it closes out FlexDMDUI and nothing else happens. What am I missing?

External DMD issue under 32 and 64 bit

Hi

VPX 10.8.0-1408 is installed.
WIN10 PRO

My configuration:
32" playfield monitor
19" backglass monitor
PC:

i5-6400 CPU 2.7 GHz
Nvidia Geforce GTX 1500 Ti GPU
16 GB RAM
500 GB SSD + 500 GB HDD
My problem:
I am using virtual DMD on the 2nd monitor.

When I run VPX GL in 32 bit and open a table using normal VPMDmd, the DMD appears on screen 2. This is the good monitor, but when I save the DMD position as global setting, the DmdDevice64.dll file size decreases from 12.33 Mbytes to 3 bytes.
When I open a table using FLEX DMD, the DMD is displayed on monitor 1. I moved it to monitor 2 and then save globally. Then the size of the DmdDevice64.dll file changes from 3 bytes to 277 bytes. For both table, the next time I start the DMD, it appears on monitor 2.

When running the 64 bit version (GL64) on a normal table, the DMD does not appear on screen 2 but on screen 1. If I reload and save the global setting, the DmdDevice64.dll file size does not change (remains 12.33 Mb) and the next time I start the DMD will be displayed correctly on screen 2. After closing the board, the DMD will close.

If I open a table using FLEXDMD in 64 bit version, the DMD will be displayed on screen 1. I move it to screen 2, save it as global setting. At this point the DmdDevice64.dll file size does not change (remains 12.33 Mb) and the next time I start the DMD it will reappear on screen 1. After closing the board the DMD does not close.

ini.and.log.zip

possible issue when relaunching a table multiple times with out closing VPX, like when editing and testing

the DMD will cease playing, and kind of lock up VPX, have to end task everything.

it's fine if you just launch it and play it, can run it for days.
can also close and reopen vpx all you want, no issues

but if you are going in and out of same table, like when editing etc, it will freeze up, like it is maybe not releasing or clearing something when it shuts down.

I will give a table that should be guaranteed to trigger the issue
just launch the table, return to editor then relaunch the table a few times.

https://www.vpforums.org/index.php?app=downloads&showfile=15165

It also seems to be more prone if flexDMD is displaying any kind of video content as opposed to still images

Freezy's 1.8 DMD extensions are installed

FlexDMD 1.9 - FlexDMD.FontDef Removed

Hi,
Has the FlexDMD.FontDef class been removed from flex 1.9 intentionally?. It's used by some plugins in PinballX to display table data in the front end using different fonts on a DMD and works ok in flex 1.8 by setting a font using FlexDMD objects .FontDef.Path

Difference can been seen in object browser comparing flex 1.8 and flex 1.9;

image

Show manufacturers "colored" in PinballY

Dear Vincent,

i´ve created some "manufacurer" animations for your very cool script.

I think about render the stuff in a little higher resulution (896x224) and try a few things... but before i do all this work: do you think it´s possible to use "colored animations" with flexdmd at PinballY?

I (have to) use PinballY like a rom:

instead (part of main.js):

function UpdateDMD() {
    if (updater !== undefined) clearTimeout(updater);
    updater = undefined;

    if (dmd == null) {
        dmd = createAutomationObject("FlexDMD.FlexDMD");
        dmd.GameName = "";
        dmd.Width = 128;
        dmd.Height = 32;
        dmd.Show = true;
        dmd.Run = true;
        udmd = dmd.NewUltraDMD();
    }

this:

function UpdateDMD() {
    if (updater !== undefined) clearTimeout(updater);
    updater = undefined;

    if (dmd == null) {
        dmd = createAutomationObject("FlexDMD.FlexDMD");
        dmd.GameName = "PinballY";
        dmd.Width = 128;
        dmd.Height = 32;
        dmd.Show = true;
        dmd.Run = true;
        udmd = dmd.NewUltraDMD();
    }

and in dmddevice.ini:
[PinballY]
virtualdmd left = 358
virtualdmd top = -369
virtualdmd width = 703
virtualdmd height = 337

this brings me to the Idea/Question... how could we handle this as "color rom" in PinballY...

Any Idea/Direction is welcome

Best regards
Ralf

dmd position not saving

Therefore to position the DMD, if you are using Freezy's DMD, simply run the table, right click on the DMD and select the option to save its position.

using three different pinup popper baller installer updates and I cannot either disable this thing or force it to any position other than what appears to be a 0,0 default? I dont see any negative number shenanigan's

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