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Showing content with the highest reputation on 02/07/21 in Posts

  1. Thanks (and to dad) for the response. I've worked on plenty of closed-source projects in the past and never really given any consideration to what might happen if I died. Not really something we tend to think about. I saw a video of @johnparker007's Arcade Simulator yesterday, which does look very interesting indeed! (Walking through the virtual arcade provided a big nostalgia hit of arcades of my youth!) I'll have to take a closer look.
    2 points
  2. Had to install a load of additional windows 10 updates, then eventually was allowed to download and install the latest Beta of Windows 11. First indications are - Hmmm, I suppose its OK, at least MFME and Arcade Simulator run fine although the sound is a tad more choppy. I'm sure this will be fixed in time. Played a few games too and there semed to be a bit of a lag here and there but nothing too bad. I'm sure NVIDIA will be issuing updates too which should fix the problem. If I find any other issues I'll report them here. Gonna have a play around now and see what else is new, but just wanted to say if anyone is worried about MFME not working in Windows 11, its OK it does
    2 points
  3. Thanks for the info man re the 'lock out' tick box I'd not really looked into that yet. It is a bug on my part (for instance the JPM Vogues get the coin alarm, even those the Lock Box doesn't need to be checked in the original Indy layout from Pook), as I'm bypassing stuff to get input from keys pressed in Arcade Simulator into the MFME process I have running in the background. So in Chris's code he has something to auto-cut off a held down input if it's a coin (perhaps dependent on mech types etc) - but that code doesn't get triggered due to how I'm injecting the arcade sim input. We have the same code in MAME too, for the coining up of machines. It's not a bad fix to do, just needs some other stuff in place, which relies on some other stuff in place etc so it'll be a while before I can do the fix properly
    2 points
  4. I've been really happy to discover the Desert Island Fruits community, and then really sad in equal measure to learn about the passing of Wizard. Am I right in assuming that the situation with MFME is that the source code was private and no one else has access, so this is the end of the line for future updates?
    1 point
  5. Hi jp are you sure this is a bug on your part? I ask because if an mfme layout doesn't have coin lock out checked and you hold the 0 key for a few secs that give lockout/ strim alarm. Try playing a game that you know has the coin mechs lock outs ticked and see if you get the same error.
    1 point
  6. I've been watching this thread with great excitement and I am enjoying seeing how well it's coming along. Looking fantastic. I've chucked a fiver in the pot (its all I can afford at the moment, but wanted to do my bit to help) Keep up the great work.
    1 point
  7. @johnparker007 simply a world of wonder to walk around and look at those. Can't wait to play them - but this is just awesome.
    1 point
  8. Still not working for me. The updater got to 125% then stopped with the 'failed' message. Its fine though, I know you're putting a hell of a lot of work into this and I'm happy to wait till the bugs are ironed out.
    1 point
  9. Right, I believe I've sorted out a workaround solution for the patcher bug. Hopefully, this will work for those who already have it installed (@dad) , but it might not! If it doesn't update/restart etc and eventually get to the Arcade Simulator main menu - let me know on here, and I'll give manual steps - hopefully my workaround can work retroactively though. In future, I'll get this all more robust, including a local testing area before I put the patches live and potentially break stuff - and other things so that it can start up when it can't find the patching server root online (because I've disabled it). Remember this is pre-pre-alpha still and there are many bugs! Please don't send me any bug reports yet, they will not be helpful Onto the good news for those early adopters If you have the latest MFME installed, this latest update 'might' work for you (it's not very robust at all yet, requires exe to be names MFME.exe, other things have to be set up as default settings in MFME etc), but, if it works on your setup, it does allow you to actually play the machines (by pressing enter when viewing a machine). Big bugs to be aware of: - your RAM won't be saved, so it'll be the same game each time you restart the machine - the clickable buttons don't work yet since redoing lots of stuff (you have to use keys, some may also be missing) - the dot alpha displays don't work - if you have some momentum when you 'engage' a machine (with Enter key), you will be drifting along while playing, so when you disengage from the machine (with Esc key) you may be somewhere completely different! ...plus millions of other bugs - but this is living on the edge releases for the technically curious!
    1 point
  10. I am going to turn my volume up full then hold down 0 to annoy everyone around me which is nothing unusual Zippy
    0 points
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