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 Post subject: Re: Simple FutureDMD Illustrated Tutorial
 Post Posted: Fri Oct 03, 2014 8:02 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2858
Location: Ontario, Canada
Just a note about determining which of your DMDs gets picked up by FutureDMD

The FutureDMD.pdf suggests deleting redundant DMDs or downgrading
the resolution of undesired DMDs to 128x16

While this may give you your desired DMD on the
third monitor, you end up with a dumbed down inferior one elsewhere. Also deleting DMD's can cause conflict if the script is calling for them.

After some experimenting, here's how to pick which DMD is being used on your third monitor: The DMD that was created first has the priority.

1. Play the game and see if FutureDMD is already picking up the right one
(Say DispDmd1)

2.If not (ie FutureDMD has picked DispDmd2) then do the following:
Change the name of the undesirable one ie change DispDmd2 to DispDmd3

3: Create a new DMD and call it DispDmd2

4.Delete the one you changed to DispDmd3

5.Now your table should work with your desired DMD ( ie DispDmd1) being used
on your third monitor, as it has priority in the pecking order.

This has worked successfully in all my tests so far

Cheers


Last edited by Gimli on Tue Nov 18, 2014 4:54 pm, edited 3 times in total.

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 Post subject: Re: Simple FutureDMD Illustrated Tutorial
 Post Posted: Wed Oct 22, 2014 4:57 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2858
Location: Ontario, Canada
I am working on a tutorial for background
animations imported from other games

ie Dripping Blood from Dracula
Starfields from Star trek NG and Big Bang Bar
Flowers from Austin Powers

Please tell about animations from other tables

I hope to have a pooled resource list
for Bacground DMD Fonts
Cheers


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 Post subject: Re: Simple FutureDMD Illustrated Tutorial
 Post Posted: Sun Nov 02, 2014 9:04 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2858
Location: Ontario, Canada
Tutorial for background animations has been released
"Simple Background Animated DMD's for FutureDMD"


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 Post subject: Re: Simple FutureDMD Illustrated Tutorial
 Post Posted: Tue Nov 18, 2014 4:40 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2858
Location: Ontario, Canada
Updated Tutorial

1.Less script to copy (more efficient scripting)
2.Final Score DMD has winning score in centre as opposed to last player score
3.one player games simplified to remove redundant references to other players (no "last player" on current score DMD, no "GoPlayer" before each ball, and only one score on final score DMD)

Hope it works !! :D


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 Post subject: Re: Simple FutureDMD Illustrated Tutorial
 Post Posted: Thu Nov 20, 2014 11:37 am 
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Joined: Tue Sep 02, 2014 11:11 am
Posts: 148
Sorry, i must be blind. What part of the turtorial is updated? I can't seem to tell.


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 Post subject: Re: Simple FutureDMD Illustrated Tutorial
 Post Posted: Thu Nov 20, 2014 11:47 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2858
Location: Ontario, Canada
You can't see it because it's transparent :D LOL

I just edited the stuff within, so the steps are the same but the results should be different....I think :D Give it a try.
(you'll notice a diff if you play with just one player and in one player only tables, and you'll notice the final score DMD has the winner in the center in multiplayer games)

(the cyclefuturedmd script I shortened by 40 lines or so.. and then added Gamewinner script.
Also the GoPlayer() script is gone as I figured away around that.)

Hope it works

Cheers


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 Post subject: Re: Simple FutureDMD Illustrated Tutorial
 Post Posted: Thu Nov 20, 2014 3:22 pm 
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Joined: Thu Jul 01, 2010 3:02 pm
Posts: 302
Gimli - First off thanks for making your DMD tutorial!
Can I recommend a small change in it -- Can you put the script in your post in "code" blocks? This will make it easier to see. For example:

Code:
If PlayersPlayingGame > 1 then
MyNewDMD.Text = "[f2][xc][y9]" & FormatNumber (nvscore(CurrentPlayer), 0, -1, 0, -1) & "[f1][x82][y2]Balls: " & (BallsRemaining(CurrentPlayer)) & "[x2][y2]PLAYER: " & currentplayer & "[x2][y25]LAST PLAYER: " & FormatNumber(nvScore(LastPlayer), 0, -1, 0, -1)
End if
If PlayersPlayingGame = 1 then
MyNewDMD.Text = "[f2][xc][y9]" & FormatNumber (nvscore(CurrentPlayer), 0, -1, 0, -1) & "[f1][x82][y2]Balls: " & (BallsRemaining(CurrentPlayer)) & "[x2][y2]PLAYER: " & currentplayer & "[x2][y25]Credits: "& nvCredits
End if


-mark


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 Post subject: Re: Simple FutureDMD Illustrated Tutorial
 Post Posted: Thu Nov 20, 2014 5:57 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2858
Location: Ontario, Canada
Thanks for the tip mark.

Done. Hope that is helpful

Cheers


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 Post subject: Re: Simple FutureDMD Illustrated Tutorial
 Post Posted: Thu Nov 20, 2014 7:48 pm 
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Joined: Thu Jul 01, 2010 3:02 pm
Posts: 302
Wonderful! thanks!


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 Post subject: Re: Simple FutureDMD Illustrated Tutorial
 Post Posted: Thu Apr 23, 2015 7:04 am 
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Joined: Mon Feb 27, 2012 10:39 am
Posts: 1908
Can someone point me to a video tutorial or give me some assist. I must be the only human on earth who's not able to make that thing work at all. It doesn't start, freezes pinballx, and doesn't stay in place nor keep it size.

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add me to SKYPE : steve.paradis49


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