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directoutput's Introduction

DirectOutput framework R3 for virtual pinball cabinets

DirectOutput framework R3 for virtual pinball cabinets ======================____=============================

DirectOutput is a framework to control the toys which are installed in a virtual pinball cabinet.

Please read the documentation at http://directoutput.github.io/DirectOutput/

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directoutput's Issues

TableFileNames .vpt

I'm trying to find where the incoming table file name for a plugin is always set to .vpt?

DOF R3 Beta 1 firing events on PacLed64 randomly

See here:

http://vpuniverse.com/forums/forums/topic/2765-how-to-limit-knocker-usage-in-certain-tables/

Basically what appears to be happening is that the PacLed64 driven virtual output kit from Zebsboards.com is firing events a lot more in DOF R3 than in DOF R2.

I have reverted back to DOF R2 for now, but it appears there might be an issue with the new PacLed64 code in DOF R3.

Not only do knockers fire off wildly, I also noticed brief LED light up during table initliazation that activates an LED light upon bootup of STTNG, these brief momentary lightups do not occur on DOF R2. I can provide a video that effect if necessary.

Add toy layer option for SplitMatrix LED Displays

The matrices I have are leftrightalternatetopbottom, which means if I go through and incrementally light up leds, it goes through the first matrix, in entirety, then the second one.

See the following the topic on VPForums for more information and an introductory solution.

https://www.vpforums.org/index.php?showtopic=43643&hl=

"The changes were to 2 files.

In \DirectOutput\Cab\Toys\Layer\StripArrangementEnum.cs I added an additional enum,

LeftRightAlternateTopDownSplitMatrix

Then in \DirectOutput\Cab\Toys\Hardware\LedStrip.cs I added

 case LedStripArrangementEnum.LeftRightAlternateTopDownSplitMatrix:

                            if ((X >= (Width / 2))) //right side

                                LedNr = (Width * Height)/2 + (Width/2 * Y) + ((Y & 1) == 0 ? (X - Width/2) : (Width - 1 - X));

                            else //left side

                                LedNr = (Width/2 * Y) + ((Y & 1) == 0 ? X : (Width/2 - 1 - X));

                            break;

I don't have access to Visual Studio to compile the new option and I'm sure others may run into the same issue eventually.

Question About License

Hi
I have a question about license.
i plan to use DirectOutput / DirectOutput PinballX Plugin / IniFile.cs Files in our project.
what is the license type of that code and can i use that commerial purpose?

hope you hear you soon.
bye~

Help : Slow loading VPX tables (with DOF enabled)

This has been bothering me for a while, my VPX (10.7.4) is very slow at rendering tables. When loading withing popper for example, most loading videos loop 1 or 2 times before I can finally see the table.

Yesterday I made an interecting discovery while testing VPX 10.8 in a separate folder. I had only the files taht came with the latest package on GitHub (SCRIPTS, TABLE, and DLLs). No "Plugin" folder hence no "DOF" shortcut...

This setup is a blast! Tables load and display withing seconds. Initially I taught this was due to 10.8, hoever if I remove the "plugins" subfolder in my VisualPinball folder where 10.7.4 is, I obvisouly no longer have DOF (No LEDS and No toys) but tables are extremely fast to load.

So this proves DOF starting makes VPX stall after the "Rendering Table..." phase. With no DOF evrything is lightling fast. What is going on here? Please share any insight you may have.

I have a very decent PC, 13th Gen i7, M.2 SSD, 32Gb RAM, Gost Spectre W11 (Bare bone).

Thanks

Artnet support for multiple universes?

I have an ESP8266 that can support up to 680 LED's per output, but across 4 universes, DOF only allows to define 1 Universe, Other Artnet control software treats universes as "Start" universe and will continue to control LED's in the next universe based on the total number of LED's defined.

This this something that could be looked into for DOF?

Thanks so much

Feature Request: Set a baudrate for TeensyStripController

My goal is to use a TeensyStripController without having to buy a Teensy. But I have lots of ESP8266 controllers lying around. So I'd like to use one of those.

I've written the firmware for the ESP based on the original Teensy one and got it working quite fine. In DirectOutput it's configured as TeensyStripController. Only problem is that the ESP doesn't have that fancy "connect with USB speed (12 MBit/s)" feature but instead I'm stuck with old-school serial-port-via-USB-stuff. Which does work fine - except the fact that the connection is only with 9600 baud, which get choosen by the SerialPort library because there is no other baudrate set. Which is okay for the Teensy because the buadrate is just ignored.

So, by setting the baudrate to a higher level, my ESP8266StripController would gain more speed, without anything changing for the TeensyStripControllers. (I think.)

So I'd like to propose a change to DirectOutput/Cab/Out/AdressableLedStrip/TeensyStripController.cs: Adding following line somewhere between lines 372 and 387 would fix this:

ComPort.BaudRate = 115200;

This would raise the speed of my ESP8266StripController by a factor of more than 100x.

Sorry for this not being a Pull Request, but I don't have a development environment for Windows at hand. :-/

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