Currently, there are 0 users and 0 guests visiting this topic.
Viewing 12 posts - 1 through 12 (of 12 total)
  • Author
    Posts
  • #94329
    grendelrt
    Participant
    @grendelrt

    I started working on Doflinx support this week and I have it working in game on Fx3 with no issues. I turned on DOF in Pinup by using var useDOF = true; and doflinx is running, my configtool data was updated last week, but I see no lighting or effects when browsing Pinup, was there another setting I was supposed to change?

    Second question, is there a way to turn off the LED blink affect that turns on with flipper action in Fx3? I prefer to not have the lighting fire everytime I hit the flipper button (assuming this is an intended effect :O )

    Thanks!!!

    #94332
    coreduo0099
    Participant
    @coreduo0099
    Member

    I had the same issue, spent hours trying to figure it out and just posted what I found on my table…

    launching from this path give me no DOF

    E:\Emulator\Pinball_emu\Tables\PinUpPlayer

    launching from this path does give me DOF

    E:\Emulator\Pinball_emu\Tables\PINUPP~1

     

    Now if somone could answer my sql questions in the other thread I’d be golden…

     

    #94335
    grendelrt
    Participant
    @grendelrt

    I am launching from the default location using the batch file in startup,

    cd “C:\PinUPSystem”
    start “” PinUpMenu.exe

    #94336
    NailBuster
    Moderator
    @nailbuster
    ModeratorMember

    useDOF=true is really all thats needed.  (and updated dofconfig files)

    did you use the new r3++ dof installer?

    try changing the admin=rights on/off of pinupmenu.exe to see if dof works…

    #94525
    grendelrt
    Participant
    @grendelrt

    useDOF=true is really all thats needed. (and updated dofconfig files)

    did you use the new r3++ dof installer?

    try changing the admin=rights on/off of pinupmenu.exe to see if dof works…

    Tried running in admin, still no DOF :/ I am on newest version of DOF R3+++ from about a month ago, Ill check and make sure there hasnt been an update.

    #96787
    KiwiBri
    Participant
    @kiwibri
    Member

    Did you get this issue resolved?

    #96858
    bartzenegger
    Participant
    @bnelson4kc-rr-com

    hi guys,

    where is the r3 dof installer located ?

    thank you

    bart

    #96863
    outhere
    Participant
    @brucev

    Grander Unified-er DOF R3++

    https://www.vpforums.org/index.php?showtopic=39557&hl=

    #96864
    bartzenegger
    Participant
    @bnelson4kc-rr-com

    thank you so much

    #97271
    grendelrt
    Participant
    @grendelrt

    Did you get this issue resolved?

    Not really, at one point DOF just started working in Pinup without changing anything and stayed working until I upgraded to Windows 10 and then it stopped again lol. I am not that worried about it, everything else works fine.

    #97783
    coreduo0099
    Participant
    @coreduo0099
    Member

    I noticed on mine, my left flipper triggers right solenoid and right flipper triggers left solenoid.

    Where are the DOF commands at so I can switch?

    #97818
    TerryRed
    Moderator
    @terryred
    MemberContributorModerator

    I noticed on mine, my left flipper triggers right solenoid and right flipper triggers left solenoid.

    Where are the DOF commands at so I can switch?

    Popper doesn’t use any “solenoids” at all for DOF. (and most people prefer it that way) If you have real solenoids going off then its not Popper doing it. Maybe DOFLinx?

    If you are talking about SSF sounds when navigating being backwards, then you must have mapped your Game Next and Game Prior backwards in controls.

     

    The settings for the sound files being used are in the pupMenuScript.pup file (it’s just a text file).

    Look for:

    function MenuEvent(fIndex){
    //sample dof
    if (fIndex==2) {PuPlayer.PuPSound(‘fx_flipperup.wav’,100,1,-100,100,”);}
    else if (fIndex==1) {PuPlayer.PuPSound(‘fx_flipperup.wav’,-100,1,-100,100,”);}
    else if (fIndex==5) {PuPlayer.PuPSound(‘fx_bumper.wav’,100,1,0,100,”);}
    else if (fIndex==6) {PuPlayer.PuPSound(‘fx_bumper.wav’,-100,1,0,100,”);}

     

    …and make whatever changes you prefer.

     

Viewing 12 posts - 1 through 12 (of 12 total)
  • You must be logged in to reply to this topic.

©2020 VPinBall.com

Log in with your credentials

or    

Forgot your details?

Create Account