Sujet: [ARCHIVÉ] Les logiciels essentiels Mer 30 Mar 2016 - 19:54
~ Les essentiels ~
B2S Backglass Server : Version : 1.3.0.3 du 30/07/18 ~ Lien officiel ~ Download : lien sur la page officielle.
Changelog:
v1.3.0.3 - Bug fix: Alternate tablename.res (replacing screenres.txt) failed for Server running as EXE - Bug fix/feature: support alternative ways to find direct2BS based on gamename - feature: proportional aspect ratio for backglass as option per table - add some more missing VPinMAME interface properties (NVRAM & SoundMode and more for the exe version) - Allow backglass display to be specified as the X coordinate instead of display ID#, to resolve issues on systems that don't keep a consistent display order. - CPUAffinity setting
DirectOutput Framework "DJRobX" : Version : 12/06/16 voir pack
Changelog:
- Contains a small fix to prevent over-firing when modulated solenoids are in use. - Fix to the fix - so combined effects like drop targets fire properly.
Visual Pinball X Standalone EXE : Version : 10.5 du 29/07/18 ~ Lien officiel ~
Changelog:
vp10.5 - add ScreenSpace Reflections to the global video and table user properties, strength can be changed in the table lighting panel This adds very fake, but also very fast local reflection effects to all table elements - make exclusive fullscreen the new default when using Windows 10 build 1803 and above - add option to the global video preferences to disable reflections of dynamic elements on the playfield (to help lower end PC systems) - static table elements are now over-sampled/better anti-aliased and always rendered at highest detail level (latter only applicable for rubbers and ramps) - improve quality of internal DMD shader, now it's almost resolution independent, especially when using it via flashers (e.g. FSS tables and the like) - fix issue with optimized dynamic group rendering of primitives, in general note that 1. if all elements in a group are dynamic primitives/meshes and all these use the same texture and same material, they will be grouped into one big render buffer/single render call to speed up the rendering of transparent meshes on the table (like the plastics for example) 2. if elements are grouped together they will be treated as a group in the editor. Click on it and all elements in that group are selected at once 3. if you group primitives you can't animate or move/rotate them dynamically via script! - throw balls in player: add support to change the default ball mass when throwing a ball. The user can also set the default ball mass in the editor options (menu: preferences) - built-in ball control: Enable in debug window (or via "ball control always on" in the global options) - left mouse click directs the ball towards the mouse cursor, left flipper key releases control - can also double click to make the active ball jump to the cursor - can hold left mouse button down to guide the ball - if "throw" and "ball control" are both checked, one can use the throwing action on the ball control instead of making a new ball - increase usable UI layers from 8 to 11 - script button can now both open and close the script editor - optionally make View->Script always show the script (see new option in Preferences->Editor Options) - add copy/paste feature for control points. Select a control point, press the "Copy" button or CTRL+C to copy the coordinates. Then select another control point of another element and press the "Paste" button or leave the mouse cursor over the control point and press CTRL+V. ATTENTION: you can also copy/paste control points of the same element but this can lead to bad shapes of the selected element - add units conversion feature from VPUnits -> inches/millimeters in the status bar for control points. If you select two control points of a wall/ramp the status bar shows the distance of X/Y in the selected unit. The unit used for the conversion can be set in the editor options dialog. - make the Edit->Search/Select Element un-minimize if minimized when selected - fix detection of used materials (bumpers, triggers & kickers were missing) and used images (color grading LUT was missing) - fix sound device selection/mapping for music (i.e. usually the backglass device) - add 'Set Defaults' button to the editor properties to reset editor changes and position/size of the script window - configurable global flipper physics sets: setting a negative value for a flipper physics setting in there will ignore that value and use the respective table flipper value instead - fix immediate player shutdown if global physics sets not setup/initialized by the user in the global options - fix wrong initialization order for global physics sets, leading to uninitialized physics parameters on the first run of a table (including potential crashes due to strange values) - fix EOS Torque and EOS Torque Angle not overriding the table flipper settings when used via the global (flipper) physics sets - rubbers now fully respect the element detail level slider, plus their hit shapes feature less triangles (=faster physics/collisions) - fix rubber triangulation issue leading to visual artifacts (especially in the editor) and rarely also weird physics behavior - fix ramp collision/internal walls reaching below and above the actual visible walls or wires, which was mainly an issue for rather straight and/or very steep ramps - improve gate swing physics, correct backwards initial swing, and expose new gravity factor parameter. Also add some "bounce back" for 1-way gates. Currently set up to use as-is defaults, but Wrd1972 recommends the following settings: Ideal setting for GATE motion: Elasticity = .4 (default) Friction = .02 (default) Dampening = .85 Gravity = 3 Ideal for SWITCH ACTUATOR motion: Elasticity = .4 (default) Friction = .02 (default) Dampening = .9 Gravity = 1 - animate bumper skirts depending on ball impact - add RingDropOffset to the bumper element - fix rendering of bumper base/skirt if ring is disabled - update bumper base, ring and skirt with better meshes provided by flupper1 - allow reels and textboxes to be moved via the script (and textboxes can also be placed at floating point precision level) - add 'Disable Lighting from below' functionality for Targets and Walls (0..1) to optionally disable light coming from below (e.g. from light elements) - handle corner case if a timer is disabled and then re-enabled within its own handler to prevent falsifying the timer interval - fix flipper element's EOS Torque and EOS Torque Angle and Elasticity and ElasticityFalloff and RampUp to be able to be changed by the script - draw also flipper thickness in the editor - fix triggers getting "stuck" when the ball is moving fast - fix kicker export bug - update builtin tables with 3 different sling arms (thanks bord and BorgDog) - fix obscure bug where starting the blank/built-in tables with the options pane closed causes the ball to levitate off the table - allow ESC-key to resume table if pause dialog is up - add -EnableTrueFullscreen (force enables/overrides the true fullscreen video preference) to command line - improve table exit performance (particularly when using Windows 10 build 1803) - log message in debug window when PlaySound is called for a sound that's missing in the sound manager - add VPTableStart broadcast message for frontends as notification that playfield should be shown - update BASS library to 2.4.13.8 *** CORE SCRIPTS *** ' New in 3.56 (Update by nFozzy, DJRobX, Fuzzel) ' - Add specialized sega2.vbs for Apollo 13 and GoldenEye ' - Update gts1.vbs and hankin.vbs so that the common coin keys (e.g. "5") also add coins on Gottlieb System 1 and Hankin tables ' - vpmFlips fixes / improvements ' - Fixed vpmFlips execute script error ' - Added extra error check for detecting outdated system vbs files when UseSolenoids = 2 ' - Change GameOnSolenoid from 16 to 19 for Hankin ' - Fixed an execute script issue that was causing dead flippers for some system languages ' - S.A.M. fast flips support: To activate, add InitVpmFFlipsSAM to the table init. ' Should work for most games (see PinMAME whatsnew for supported sets). May need additional configuration for two-stage flipper support. ' - Whitestar fast flips support ' - Capcom fast flips support ' - Fix WPC tables that use 'cSingleLFlip' (regression from 3.55) ' - Fix script errors if using NudgePlugIn.vbs ' - Add Rubber, Ramp, Flasher, Primitive and HitTarget support to vpmToggleObj ' - Add Rubber, Primitive and HitTarget support to vpmCreateEvents
vp10.4 - add support for loading POV/backdrop settings automatically: One can define an extra POV(.pov) file for each table, named like the VPX file. Example: you have some custom POV settings for the table "QBerts Quest (Gottlieb 1983).vpx". Save the POV settings into the file "QBerts Quest (Gottlieb 1983).pov" and place it in the same directory as the VPX file. VPX will then also load the POV settings automatically when loading the "QBerts Quest (Gottlieb 1983).vpx" (in the editor/player). Or if you like to have default POV settings that are used for any other tables, save it as "autopov.pov". - in addition, there is also -Pov [filename] to load, export POV settings and then close VPX (via the command line) - change context menu behavior of add/remove to collection: it's now possible to add/remove one or multiple elements to other collections. If you selected multiple elements but they are not part of the same collection/or are not part of any collection the context menu is greyed out and the check marks tell you which collections were found for these selected elements. - add Rotate/Scale around origin option to the rotate/scale dialog.Simply uncheck "Rotate around origin" or "Scale around origin" to rotate/scale around the mouse position.To use the current mouse position as rotate/scale reference use the following workflow:
1) select the element you want to rotate/scale
2) place the mouse cursor where the origin should be
3) press the context menu key on your keyboard (the one between "Alt Gr" and right "Ctrl") and select "Rotate" or "Scale"
4) uncheck the "Rotate/Scale around origin" and start the operation
- a selected element can be added/removed to/from a collection via the context menu - add a new "In Use" column to the material manager dialog - add a new column for the image manager to show the raw size in bytes for each image - let user change the scatter angle for bumpers in the editor UI - add additional thickness parameter to (transparent) materials,which interacts with the standard amount (and/or alpha channel of the image) and edge opacity to provide a more natural look - add (optional) legacy/VP9-like keyboard nudging code, can be enabled in the 'Keys, Nudge and DOF' preferences dialog - add internal/rudimentary GPU & table element profiling functionality (accessed as usual via the F11 statistics/debug info display variants)
the normal statistics/debug info display now features multiple modes, the first mode works as before,
the second features additional timings for each main rendering block (like timings for Ambient Occlusion, pure rendering of the table elements, playfield reflection, etc),
the third one shows separate timings for each table element type(s), which is only approximate though, as it can not render the table in exactly the same way
- extend 'Disable Lighting' functionality for HitTarget, Primitive and Wall from simple dis/enable to a blend value 0..1 - add 'Disable Lighting from below' functionality for Primitives (0..1) to optionally disable light coming from below (e.g. from light elements) - add new kicker meshes (KickerCup2, KickerWilliams, KickerGottlieb) - add surround sound options/configurations:
1) Basic 2CH audio - this should operate exactly as it did before. Forward/rear panning is ignored.
2) All effects to rear - Moves the table sounds to the back audio channels. This allows one to move the sounds into the cab like one was able before, but without needing a second sound card.
3) Surround, front is front - This is the best setting when using a dedicated card for the surround sound table sounds. It makes the front channels the front of the cab (closest to the player). This way if one uses older versions of VP, the old legacy output still works well.
4) Surround, front is rear - This is a pretty "vanilla" surround setup. If you were to play on a home theater or with virtual 3D headphones, it's the most appropriate. The "front" speakers are in the rear of the cab (furthest from you). If VPinmame also uses the same soundcard, it will share the audio with these front channels.
5) 7.1 surround (aka 6ch audio) - If one wants to drive the backglass, and 4 channel table sounds all off of one card, this is the setting to use. It shifts all of the table audio to the side and rear channels, leaving the fronts available for VPM and backglass sounds. This might also be a good setting to try if you are using just 2 speakers in the cab and 2 in the backbox, the table sounds will pan partially towards the front in 4 speaker mode, letting the backbox provide some of the surround effect.
Please note that these modes are used in conjunction with the Windows speaker configurations. You can use any mode on any speaker system.
Some sound cards even have virtual surround options that would work with this setup. You could set up a full 7.1 setup and dedicate it to just the playfield if you wanted with option #3 or #4, and use a separate card for VPM.
The 7.1 mode was tested and it works great, but we recommend using the #3 option for now(!) as it is the most backwards compatible when also using VP9.X and VP9.X/PhysMod5.
There's also a much revamped sound manager that lets you tweak the positions without touching the table script. - add tweaked ball rolling/collision PlaySound calls to the default table, to use the new surround/front_rear_fade parameter - extend all other PlaySound calls of the default table to use the respective elements X and Y position (on the table) for panning and front/rear fading - extend some PlaySound calls with DOF/Controller.vbs commands - new table extended by an additional stripped down version of the default table and an updated example table (Thanks to BorgDog and Hauntfreaks) - add nudge test and calibration table (by DJRobX, modded by Sir Cheddar) to tables directory - stop playing sounds when exiting the sound dialog, or exiting position dialog, or when you pick a different sound - remove rendering of lower playfield border/quad - fix missing kicker holes at inclination values close around 0 - drop target hit event problems fixed - fix duplicated functions in the script editor dropdown box (which also resulted in a lot of slowdown over time) - fix some uninitialized dialog state - fix some more editor crashes - see core scripts (header of core.vbs) for the respective changelog (versions 3.54 and 3.55) - see CommandReference.txt for the changelog of all the scripting properties/interface changes
*** CORE SCRIPTS ***
New in 3.55 (Update by nFozzy)
- Prevent 'object not a collection' errors if vpmNudge.TiltObj isn't set - Support for double leaf flipper switches - For now, keybinds for these staged flippers are defined in VPMKeys.vbs. By default they are set to LeftFlipperKey and RightFlipperKey, disabling them. - Adapting older tables requires vpmFlips: Create upper flipper subs and point SolCallback(sULFlipper) and SolCallback(sURFlipper) to them. - This may break compatibility with some older WPC tables that use the 'cSingleLFlip' method (More info in WPC.vbs), note that close to no 'modern' (e.g. VP8/VP9/VPX) table uses this anyway - Integrated FastFlips, (new object vpmFlips): Low latency flipper response for games with pre-solid state flippers - Ensure 'vpmInit me' is called in the table init section - UseSolenoids = 2 enables and auto sets the game-on solenoid (based on GameOnSolenoid in the system .vbs script) - Important info on supported WPC games is documented in WPC.vbs - Pre-solid-state flipper games (except Zaccaria and LTD) should work perfectly. This includes Bally/Williams WPCs up to Terminator 2 / Party Zone - Data East / early Segas will work perfectly, unless they have ROM-controlled flipper effects - Fliptronics and WPC-S games (Addams Family through Jack Bot / WHO Dunnit) will work with caveats (no ROM controlled flipper effects, beware stuck balls. More info in WPC.vbs) - Sega Whitestar (Apollo 13 / Goldeneye / etc), WPC95 (Congo / AFM / etc), and Capcom and everything onward will not work - There's also a debug test command which may be useful if it's not working properly. Open the debug window (Accessible from the VP-escape menu, press the ">" button to bring up the text field) and type in 'vpmFlips.DebugTest'
New in 3.54 (Update by mfuegemann & nFozzy & Ninuzzu/Tom Tower & Toxie)
- Added UltraDMD_Options.vbs to configure Ultra DMD based tables globally (see the file itself for detailed descriptions) - Added sam.vbs - Added Class1812.vbs - Added inder_centaur.vbs - Restore basic functionality of cvpmDropTarget.CreateEvents for drop targets with an animation time (e.g. VP10 and newer) - Minor cleanups and code unifications for all machines - Add keyConfigurations to VPMKeys.vbs for Taito and also remap the hardcoded keycode '13' to keySoundDiag
vp10.3.1 - Fix some editor crashes. - Fix UI rendering of alpha images on Windows XP. - In interactive camera/light editing mode (e.g. launch table with F6 or the respective menu entry) navigating around the table with the arrow keys (and left alt key) must now be explicitly enabled in the key preferences dialog. - Add Randr's rulers, plus a simple protractor and Rothbauerw's manual ball control script (slightly tweaked) to the default table.
N'oubliez pas de mettre également à jour les scripts VBS
Visual Pinball "All In One" (VPX10.5, VP9, VP99_PM5, VPM 3.1 ,VP8...) : ~ Lien officiel ~
Visual Pinball PhysMod5 : ~ Lien officiel ~
Visual Pinball 9.9.5 : ~ Lien officiel ~
SAMbuild 3.1 : Version : 3.1 du 30/07/18 ~ Lien officiel ~
Changelog & Notes:
Changelog : 3.1 finale - Also supports full color DMD patches for S.A.M. game code that require side channel loading to use extended memory - Also supports full clones that have unique configurations in DOFConfigtool - blkou_hf, ratfink, missworld, penthouse
official rev 4594 - Fast Flips for pro acd, tf, twd, mt le, wd (wpc-s), and many more Whitestar (see whatsnew.txt) . - Sound fixes for Bell Games Super Bowl . - Fix ddraw crashing VPM when VPX is full screen exclusive . - Votrax bug fix - toxie is asking for testing to make sure this doesn't break anything . - Loads of codes fixes that may not be apparent to end users .
official rev 4445 -S.A.M. ---> To official VPinMAME build -Added slots for X-Men 151 and 151 LE colored DMD mod -Added The Walking Dead V1.60.0 Pro and LE -Set Transformers to 12-port aux board to enable LE solenoids [DJRobX] -Apply modulated light code to WOF Mini-DMD lights and send through RGBLed channel [DJRobX] -Allocate larger chunks of memory to avoid crashing issues. Fixes TWD + DMDDevice.dll crash in some maybe more cases [DJRobX] -Add support for IJ4 aux board [DJRobX] -Improve smoothness of WOF wheel [DJRobX] -Mech for wheel of fortune wheel [DJRobX]
Official rev 4395 -Added The Walking Dead V1.60.0 Pro and LE .
Official rev 4381 - Set Transformers to 12-port aux board to enable LE solenoids [DJRobX]. - For those keeping track, the A.G. Football rom sets recently added to the source are full clones of A.G. Soccer-Ball. Tables sold to the Europe market had different artwork but used the same game code. Just copy the following and rename if you need to run these:
agsoccer.zip = agfootbl.zip
agsocc07.zip = agfoot07.zip
NOTES : Depuis la version 2.38b certaines ROMs ont été renommées dans VPinMAME officiel : - Iron Man et Iron Man Vault Edition : de im2 à im, - X-Men : de xmen à xmn, - The Avengers : de avg à avs.
Ces modifications doivent être répercutées dans les scripts des tables.
L'archive intègre les dernières versions des DLL PinDMD.
PinballX : Version : 3.06 du 23/06/18 ~ Lien officiel ~ ~Download~ ~LAV Filters Codecs ~
Changelog:
v3.06 du 23/06/18 : - No changelog .
v3.05 du 21/06/18 : - New feature to create all videos for a systems list. Available form the game manager. - PinballX goes into lower process speed after launching. - Fixes x64 install on Windows 7 and below.
v2.42 du 02/10/17 : - Allows non cabinet mode (grid select/send keys) for Pinball FX3.
v2.41 du 27/09/17 : - Sorry guys but I didn't update the game manager to allow the new Pinball FX 3 support in the product. This is now resolved in this release.
v2.40 du 26/09/17 : - PinballX 2.40 has been released and now officially includes integrated Pinball FX3 support.
v2.39 du 24/09/17 : - This release has Pinball Arcade working again with the latest version of the software. Ensure to set the interface version as 4 in the Setup Wizard.
- Pinball Arcade Camera Mod is now directly supported as the launch target instead of the Pinball Arcade Executable and direct table launch is supported. This is automatically detected if the executable is the camera mod and the -table [TABLEFILE] parameters are used. Ensure that PinballX runs as administrator when trying to use the camera mod. Here is what the settings should like for direct table launch with the camera mod. Otherwise the latest version of Pinball Arcade is supported using grid selection with this release.
Pinball FX is now also forcibly killed for those of you that had to have a launch after to kill the process. This should no longer be required.
Pinball FX 3 release is just over a day away. I don't have access to a Beta but I am told these settings work with the Beta with cabinet support enabled:
v2.38 du 28/08/17 : - This release adds support for Pinball Promo videos. There are videos on the FTP : [url=http://ftpbrowse.gameex.com/-PinballX-/Media/Promo Videos/]http://ftpbrowse.gameex.com/-PinballX-/Media/Promo Videos/[/url]
v2.36 du 30/04/17 : - This release just adds text for other systems in the Setup Wizard to state that MAME compatible XML game lists can be created with GameEx.
v2.35 du 28/04/17 : - Fixes game manager overwriting wheel image when doing bulk online import and set not to overwrite. - If not set to hide when in game, topper, dmd and blackglass videos will now try and play with any system assuming its not a visual pinball game and an image match is available. Results will vary.
v2.34 du 25/04/17 : - This release contains an updated game manager which extends upon the 2.33 versions new feature to import all media for a table online at once by adding the ability to skip existing files and continue downloading media.
v2.33 du 18/04/17 : - Topper / 4th monitor video support. - Fixes focus issues when using VPX full screen exclusive. - Some nice updates to the PinballX download service available from the game manager. Can now import all media in bulk for a game. Improved online file matching. More media now available thanks to all the contributions. - Several new parameter tags have been added when launching processes.
v2.32 du 16/04/17 : - For those with 4 monitors this release brings topper image support. - Fixes some focus issues with VPX. - Fixes VP auto configure incorrectly setting the second set as buttons as nudge instead of Magma Save.
v2.31 du 17/01/17 : Changelog inconnu.
v2.30 du 16/01/17 : - Versions no longer expire as of this release.
v2.29 du 04/01/17 : Changelog inconnu.
v2.27 du 08/09/16 : Adds ability to disable VP 10 full screen exclusive hack (activate window).
v2.26 du 08/09/16 : Adds support for Visual Pinball 10 full screen exclusive mode.
v2.25 du 07/09/16 : Updated to work with latest Pinball Arcade. Removes window title and border from Pinball Arcade DX11 version.
v2.24 du 07/09/16 : Fixes some issues with fullscreen exclusive mode.
v2.23 du 07/09/16 : Sets the application as per monitor DPI aware on Windows 8 and above. This fixes some scaling and resolution issues. The PinballX process is set to idle task state after launching a table. So it uses less resources.
PinUP System: Version : 1.3 du 14/04/18 ~ Lien officiel ~
Changelog:
It's finally here!!!!!!
PinUP System with PinUP Player & PinUP Popper front-end Installer v1.3
(you can choose to install either and/or both parts)
Want to know what you can do? You can customize it 100 different ways, from over the top-'bling' to simple and 'net'. Watch TerryRed version of his setup!
https://www.youtube.com/watch?v=sATve1Z4mxE
There's so much to go through that the best method is to go through our video series...
https://www.youtube.com/watch?v=wjMKEa_3dws
https://www.youtube.com/watch?v=nZ7EwpaJEAs
https://youtu.be/VrQNq-PlGPU
Special shout-out to TerryRed for his passion and hard-work on this project!!!
Thanks to all who have helped/tested and contributed to getting the PinUP System to where it's at today.
Let the games.....begin!!!
Merci à tous les membres qui apportent leur pierre à l'édifice
Dernière édition par peskopat le Sam 1 Sep 2018 - 8:45, édité 212 fois (Raison : Archivé)
arngrim Développeur Team PP
Messages : 3279 Département : Charleroi, Belgique
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Mer 30 Mar 2016 - 20:26
pourquoi pas regrouper tout ce qu'il faut pour une certaine nouvelle table, ou une section essentiel dans le titre du forum, vpx 10.1, vp9.92, pm5 modifiée, vpm 2.27 ou 28, dof xyz, b2s.server, etc?
fcdrik
Messages : 284 Département : 35
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Mer 30 Mar 2016 - 23:15
Oui ça serait très utile faut avouer que c'est un peu le bazars dans toutes ces versions
Carve121 aime ce message
arngrim Développeur Team PP
Messages : 3279 Département : Charleroi, Belgique
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Mer 30 Mar 2016 - 23:18
en général il faut lire les instructions de la table que vous installez, là ou se trouve l'emplacement officiel, pratiquement a chaque fois l'auteur dit si il faut upgrader ou un vbs special etc
Shadow_SHD Admin
Messages : 15739 Département : 33
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Jeu 31 Mar 2016 - 7:51
arngrim a écrit:
pourquoi pas regrouper tout ce qu'il faut pour une certaine nouvelle table
Arngrim, tu verrais quelle organisation pour ça ?
++
arngrim Développeur Team PP
Messages : 3279 Département : Charleroi, Belgique
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Jeu 31 Mar 2016 - 8:23
je sais pas, inseré quelque part avec accueil, mumble, rechercher, un menu déroulant avec la liste des essentials, qui renvoient vers les liens officiels des downloads, et chaque fois qu'une nouvelle version d'un composant est sorti, mettre un new dans le titre essentiel et dans le composant en question comme un nouveau post
Shadow_SHD Admin
Messages : 15739 Département : 33
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Jeu 31 Mar 2016 - 9:28
OK je vois mieux ce à quoi tu penses Arngrim
Je vais donc ajouter un lien dans la barre de menu Accueil Mumble FAQ... qui pointera vers ce topic que je modifierais.
L'idée devient alors de centraliser dans un seul topic les dernières versions en date des logiciels que nous utilisons dans nos cabs.
Je déplace également ce topic dans la section Solutions, trucs & astuces / Logiciels et divers, puisqu'il devient d'ordre plus général que VPX
++
Dernière édition par shadow_shd le Jeu 31 Mar 2016 - 14:33, édité 1 fois
bip-bip-72 Admin fondateur
Messages : 14930 Département : Sarthe
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Jeu 31 Mar 2016 - 14:07
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Jeu 31 Mar 2016 - 15:02
N'hésitez pas à soumettre les logiciels que j'ai omis (je pense à Future Pinball, PBA et PBFX2 que je ne suis pas particulièrement)
@Bip-Bip : j'ai mis un lien vers ce topic dans la barre de menu du forum, si tu voies une meilleure façon de faire, bah just do it
++
AnthozoA
Messages : 745 Département : REUNION 974
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Jeu 31 Mar 2016 - 15:29
Merci Shadow pour ton excellent travail. Ces liens sont vraiment indispensable pour quelqu'un comme moi qui faute de temps ne peut continuer à avancer sur son Pincab mais qui pour autant suis les mises à jour pour que la partie soft reste d'actualité,
Citron68
Messages : 245 Département : 75
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Jeu 31 Mar 2016 - 16:09
Encore Merci Shadow
Je suis tout a fait dans le meme cas que AnthozoA (je n'ai pas le temps) mais merci à vous qui faites vivre ce forum...
bip-bip-72 Admin fondateur
Messages : 14930 Département : Sarthe
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Jeu 31 Mar 2016 - 16:31
shadow_shd a écrit:
N'hésitez pas à soumettre les logiciels que j'ai omis (je pense à Future Pinball, PBA et PBFX2 que je ne suis pas particulièrement)
@Bip-Bip : j'ai mis un lien vers ce topic dans la barre de menu du forum, si tu voies une meilleure façon de faire, bah just do it
++
Je pense à la barre défilante et faire un logo par exemple mise à jour des logiciels? Ca ce trouve dans annonce
Il y a aussi SetDMD pour configurer et positionner automatiquement tous les DMD, je sais plus ou son les sources !
razorbaxx Ancien du staff
Messages : 3874 Département : 14 caen (argences)
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Jeu 31 Mar 2016 - 18:35
cool merci shadow mais ou s arretera t il ce shadow !!!! j ai une ou deux mise a jour a faire moi du coup j etais meme pas au courant trés utile ce post
Shadow_SHD Admin
Messages : 15739 Département : 33
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Jeu 31 Mar 2016 - 19:05
fcdrik a écrit:
Pas indispensable mais bien pratique je trouve, PBX Recorder pour créer les médias de PinballX
Pourquoi pas un topic en 2 parties :
I - Les essentiels (VP(X), B2S, DOF, PBA, PBFX2...) II - Les complémentaires (PBXRecorder...).
Je vais voir ça ^^
Edit : topic en 2 "parties"
Razorbaxx a écrit:
mais ou s arretera t il ce shadow !!!!
Rendons à César ce qui appartient à César : l'idée vient de notre ami Arngrim, alors un énorme merci à toi Arngrim
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Dernière édition par shadow_shd le Jeu 31 Mar 2016 - 19:31, édité 1 fois
razorbaxx Ancien du staff
Messages : 3874 Département : 14 caen (argences)
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Jeu 31 Mar 2016 - 19:13
shadow_shd a écrit:
Rendons à César ce qui appartient à César : l'idée vient de notre ami Arngrim, alors un énorme merci à toi Arngrim
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ah ok bah merci a vous deux
fcdrik
Messages : 284 Département : 35
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Mer 6 Avr 2016 - 20:55
rev2563 is up: - fix multi selection issue in the material editor - add side-by-side 3D stereo - Hotkeys.txt added - readd older bass.dll - add static bulb mesh switch - fix spinner rotation and gate animation - fix hit detection for one-way gates and only fire a hit event if a hit comes from the right side - add antifriction to the gate - updated scripts by mfuegemann
Shadow_SHD Admin
Messages : 15739 Département : 33
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Ven 15 Avr 2016 - 17:52
Thanks FCDrik, topic mis à jour
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razorbaxx Ancien du staff
Messages : 3874 Département : 14 caen (argences)
Sujet: Re: [ARCHIVÉ] Les logiciels essentiels Ven 15 Avr 2016 - 18:17
il est au taqué sur les MAJ le fcdrik !!! c est cool merci pour le partage