Main Restorations Software Audio/Jukebox/MP3 Everything Else Buy/Sell/Trade
Project Announcements Monitor/Video GroovyMAME Merit/JVL Touchscreen Meet Up Retail Vendors
Driving & Racing Woodworking Software Support Forums Consoles Project Arcade Reviews
Automated Projects Artwork Frontend Support Forums Pinball Forum Discussion Old Boards
Raspberry Pi & Dev Board controls.dat Linux Miscellaneous Arcade Wiki Discussion Old Archives
Site News

Unread posts | New Replies | Recent posts | Rules | Chatroom | Wiki | File Repository | RSS | Submit news


  

Author Topic: Outrun 2 FXT 2.4 Released!  (Read 38099 times)

0 Members and 1 Guest are viewing this topic.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Outrun 2 FXT 2.4 Released!
« on: September 02, 2015, 01:50:16 am »
Ok guys this is a multi-part thing so I'm uploading packages as I get them ready, so be patient, pardon our dust ect....

Updated 12/24/2016 - Xmas Edition!  More cars, better bonus screens, bug fixes and the experimental Lan Mode.

Updated 10/30/2016 - 2.3 Lots of bug fixes, Bonus Cars and Bonus Songs for Arcade mode.   

Main Executable:


Outrun 2 FXT 2.4

To install simply extract to the Outrun 2006 folder.  To get the radios to look correct, right-click on the two ttf files and select "install".  Other options can be set via the FXTcfg.exe (run this as administrator the first time), including installing the arcade texture packs.  Please note to anyone that has installed some of my alpha texture packs that you will want to restore the textures to default prior to installing.

===============================================================================================================

Packer Tool (for opening archives and editing sprites)

Outrun X 2.2.rar

===============================================================================================================

Attract Mode Videos:


FXT Static Intro @720p WideScreen  - This is what will eventually be the "official" title screen for this mod.  It uses the FXT logo and the Japan Song "Lift you up!"  Right now it doesn't have any gameplay preview, but once I get the wrapper finished I will get back to it. 

More Coming Soon....
===============================================================================================================

Alternate Music Tracks:


Japan Exclusive Bonus Tracks
Rad Racer Original 1987 Tracks


To install simply extract these to the "sound" folder for the game.  Pressing the brake button in-game on a song that does NOT have an alt track (or the random slot in 2sp mode) allows you to switch to the alternate tracks.
==============================================================================================================

Foreign Language Texture Packs:


NOTE:  If you've installed the English packs please UNINSTALL them first!  After that you can extract these rars to your outrun 2006 folder and they will automatically go in the correct place.  Then install texture packs again from fxtcfg. 

Spanish
French
German
Italian










EDIT by BadMouth: files via Google Drive: removed until I find time to upload the latest versions
« Last Edit: January 06, 2017, 10:59:39 pm by Howard_Casto »

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 406
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #1 on: September 02, 2015, 02:03:40 am »
Wonderful!

Thanks so much for the hard work you have put into this.

You are a legend

lolomc2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #2 on: September 02, 2015, 02:50:39 am »
Oups, my cab is not up... No sleep tonight until it works :=)

Thank you again Howard.

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #3 on: September 02, 2015, 03:24:11 am »
Not sure what i am doing wrong but, I cant get the texture pack to install. it just says run time error 76 Path not found. Just installed a fresh copy of OR2k6 with same resoult. When i launch the OR2FXT.exe after checked Arcade mode (2sp only) in the configuration.exe. I just get the same old pc version. Nothing has changed. The troubleshooter 2 is running in the task bar though. What am i doing wrong?

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 20
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #4 on: September 02, 2015, 06:27:18 am »
thanks thanks thanks

Giddygoon

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 64
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #5 on: September 02, 2015, 08:03:30 am »
Well done Howard!!

I shall install on my cab tomorrow...

Do this release have the start to game menu jump?

Thanks again for all your time you have spent on this project

You should be proud!!!

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #6 on: September 02, 2015, 12:28:40 pm »
Not sure what i am doing wrong but, I cant get the texture pack to install. it just says run time error 76 Path not found. Just installed a fresh copy of OR2k6 with same resoult. When i launch the OR2FXT.exe after checked Arcade mode (2sp only) in the configuration.exe. I just get the same old pc version. Nothing has changed. The troubleshooter 2 is running in the task bar though. What am i doing wrong?

In the fxtcfg/texpacks folder make a folder named "original" and you are good to go. 

I have no clue what you are talking about in terms of "the same old pc version"  that's what you are running isn't it?  All Arcade mode does is skip the first menu and take you straight into 2sp mode. 

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 455
  • As I pass, do I give you the ass or the crotch?
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #7 on: September 02, 2015, 01:02:25 pm »
Thanks Howard! All downloaded and good to go. I'm feeling a bit too brain dead after work to get everything installed and running tonight, but I look forward to giving this a proper go in the next day or two.

Thanks again  :cheers:

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 20
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #8 on: September 02, 2015, 01:06:11 pm »
here 's my problem my lord HOWARD
my wheel doesn't work ( logitech driving force ex)
if i let all config by default i can adjust it in option but no reaction in menu and game
if i uncheck wheel override i can use wheel
in both case pedal works but no reaction of FFB
perhaps i don't use  the good ID for my wheel but i don't think so
thanks
« Last Edit: September 02, 2015, 02:06:36 pm by bandicoot »

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #9 on: September 02, 2015, 02:35:14 pm »
Not sure what i am doing wrong but, I cant get the texture pack to install. it just says run time error 76 Path not found. Just installed a fresh copy of OR2k6 with same resoult. When i launch the OR2FXT.exe after checked Arcade mode (2sp only) in the configuration.exe. I just get the same old pc version. Nothing has changed. The troubleshooter 2 is running in the task bar though. What am i doing wrong?

In the fxtcfg/texpacks folder make a folder named "original" and you are good to go. 

I have no clue what you are talking about in terms of "the same old pc version"  that's what you are running isn't it?  All Arcade mode does is skip the first menu and take you straight into 2sp mode.

That took care of the texture pack. Thank you. What i mean by the same old version is, It wont skip to SP. it just goes to the pc menu.
I have the same problem with my G27 Wheel. No ffb, i cant set up view buttons or gear and 5th gear on the shifter pauses the game?
« Last Edit: September 02, 2015, 02:53:08 pm by FaithLes2425 »

BadMouth

  • Moderator
  • Trade Count: (+6)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 8079
  • My arcade cabinet has a cup holder.
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #10 on: September 02, 2015, 02:50:59 pm »
5th gear on the shifter pauses the game?

The gears just show up as standard controller buttons in windows.
5th gear on your wheel may be a conveniently located pause button on Howard's wheel.  :D

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #11 on: September 02, 2015, 02:58:00 pm »
5th gear on the shifter pauses the game?

The gears just show up as standard controller buttons in windows.
5th gear on your wheel may be a conveniently located pause button on Howard's wheel.  :D
That could be the reason. I just tryed using a 360 controller and with that setup, it now skips to SP for some reason and i can setup the view buttons on that. BTW nice job with the 4 views. i just wish it wuld work on the wheel aswell. 
« Last Edit: September 02, 2015, 03:01:08 pm by FaithLes2425 »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #12 on: September 02, 2015, 03:06:06 pm »
FFB is something that's going to vary from wheel to wheel, don't panic. 

I'm attaching fedit.exe to this reply.  Open up the effect in the "effects" folder with fedit, select your device in the file menu and try to play the effect.  If nothing happens then it's the effect I'm using.  No biggie, you can just make your own.  If it does then it's most likely something dumb, like the wrong joystick ID. 

You guys are running the dvd multi language version of the game right?  Because the steam version isn't going to work.... the memory addresses are most likely different.  Some of the problems you guys are describing don't make sense is why I ask. 

Anyway, I'm having problems.... I can't really sit up, so I suggest everyone work on it and try to narrow the problem down for when I can actually troubleshoot.

One thing I would suggest is if you are trying to trouble shoot force feedback, turn all the options off but FF ect..... it helps to rule out cross-conflicts and what-not.   

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 20
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #13 on: September 02, 2015, 04:14:55 pm »
No problem with fedit my wheel react well
basically my wheel seems to be id1 how can i be sure?

SegaOutrun

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 402
  • Brakes are overrated
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #14 on: September 02, 2015, 08:31:01 pm »
Thanks for the hardwork Howard! Sadly I wont have time to play till the weekend. Good thing its a long weekend.

piggybacking: here are some Alternative intro videos. Perfect for those who turn on the arcade mode and get a better arcade feel.

XBOX VERSION:https://mega.co.nz/#!FZcRwSjb!T0QD9YioF8hHPbY7Ji5I3hdSzGyB_SCR08NpGJSOSCE

Outrun 2 Xbox Attract Mode Ver 2.0

ps. the hiccup in the beginning of the video is a youtube error. it does not appear in the download link video

CHIHIRO VERSION:

https://mega.co.nz/#!YAdQnAbK!C4YUamGYRRUvRIX5quAGrm-IISpFzBhdthezrDWG0L8



CROPPED CHIHIRO VERSION. I cropped out the "Free Play" at the bottom.

https://mega.co.nz/#!VV9EEQRA!s0sX21AYibptVq4-JDX3uReu7Nv6wnhajrQYos0TEmE

Cropped Chihiro Outrun 2 Attract Mode ver 2.0

[/quote]

LINDBERGH VERSION: Outrun 2 SP:
https://mega.co.nz/#!EYdCjQyZ!718qa8REWOnJc4JPIXTjn01mm_rf6-8nUW5AYjlZq4g

Outrun 2 Lindbergh Attract Mode


LINDBERGH CROPPED VERSION: Outrun 2 SP: (I cropped out the "Credits:4" at the bottom for a cleaner video)
https://mega.co.nz/#!Edc0zbbA!0Py8zrEe3Tm4Iu2GnYNXWX4OKC5w8Y6pDd6lh0YO58s

Outrun 2 Lindbergh Attract Mode Cropped
« Last Edit: September 02, 2015, 08:33:28 pm by SegaOutrun »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #15 on: September 02, 2015, 08:43:37 pm »
Cool man.  Btw, the sumo guys tell me that only anthropomorphic widescreen is supported in the game.... that means that you can do a 720p WS video, but you need to squash it to 4:3 aspect and then if you run the game in 16:9 it'll pull it back out.  So you loose a bit of horizontal detail but it works and no more blurry lines. 


In regards to the people that can't get this working.  Dumb question, but you guys do have the dx8vb.dll don't you?  It's required for non xinput operation and if it's included with DirectX from vista and beyond is kind of spotty.  You have to throw it in your system folder (syswow64 for 64 bit, system or system32 for 32 bit and run regsvr32 on it). 

I'll attach it... you need to put it in the appropriate system folder, run cmd.exe as administrator, navigate to where you put the dll and type "regsvr32.exe dx8vb.dll"

I thought it kind of went without saying because any of my apps that use a joystick need that. 

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 20
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #16 on: September 03, 2015, 01:33:35 am »
thanks it work now with dll activated

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #17 on: September 03, 2015, 05:00:57 am »
Those Lindbergh versions are really cool. Is there no way to get them in English?
« Last Edit: September 03, 2015, 06:25:32 am by FaithLes2425 »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #18 on: September 03, 2015, 12:10:56 pm »
There's a really crappy youtube version of the Lindbergh attract.  Before I left I was using it as a guide to re-create all the overlays in HD.  Eventually, once the gameplay stuff is sorted, I will get some help and we'll make an HD version of the attract sequences.

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #19 on: September 03, 2015, 12:49:27 pm »
Sounds great. BTW that dx8vb.dll sure helped alot. Thank you for that. It fixed the Arcade SP mode and now I get some ffb. But the wheel override setting just toggels to the right in the menus and i cant go left.
In game it works like it should but, the ffb goes away after a short period of time and the wheels center spring may lock in an inappropriate posission?
Any ideas?

PS: The shifter problem i had was due to the games default controller setting where button 13 (5th gear) is set to start.
« Last Edit: September 03, 2015, 01:45:32 pm by FaithLes2425 »

Giddygoon

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 64
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #20 on: September 03, 2015, 01:14:09 pm »
I extracted the ORFXT files to my outrun coast to coast folder  then I saw the two fonts files and right clicked on them but the install option wasn't then?

I clicked on them and could see them

I also made a folder called original and put it in the images folder

Then I clicked on the ORFXT confit and got an error and it would not open

But when I clicked on the ORFXT exec it runs...

I did try it a few times, was really looking forward to the new options


What am I doing wrong?

Thx for any help

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 20
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #21 on: September 03, 2015, 01:27:28 pm »
For me everthing works like a charm but there's something strange in FFB
I have no wheel centering force ( i can activate it into logitech option but when i do this i don't have effect when i turn wheel and hit a wall for example but work when i don't turn my wheel ( i hope it's clear )
Is there's an option in you're setting to activate centering?

i know it will not be easy to answer everyone

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #22 on: September 03, 2015, 01:45:11 pm »
I setup a spring for centering force.  If you read the FF.ini at the bottom I mention that the last few lines are for the spring settings.  You'll notice that I have the coefficients set rather low.  Increase them and see if it helps.  You can always use your wheel's profiling software to setup a spring that way.... just make sure that the "allow applications to change settings" is NOT checked, or you will be back to square one.

Force feedback shouldn't go in and out.  Keep in mind that other than a mild effect from shifting, the only force-feedback you are going to get is from impacts and if you run off the road.  Also keep in mind that it's multiplied by your speed, so if you are going really slow you aren't going to feel much, just like in real life. 

I just add a spring effect, so if your wheel is centering wrong, it's most likely the wheel. 

Giddygoon: 

You sound all mixed up.  Please read-read the thread, put the "original" folder in the proper place this time, ect and if you still have problems make another post. 

dirtydog

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 8
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #23 on: September 03, 2015, 01:59:55 pm »
But the wheel override setting just toggels to the right in the menus and i cant go left.
I get the same problem using a 360 pad so it isn't a wheel problem per se.

raindog

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 2
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #24 on: September 03, 2015, 02:46:59 pm »
 Hello everybody.

 First of all i wanna express my gratitude to Howard for his great work.

 I have a Logitech wheel, a g27 like FaithLes2425, and the FFB isn´t working properly. The effects are only noticeable when you drive at low speed, if you accelerate the FFB fades gradually, or so it seems.

 The rest is working great, the override for the control is a big improvement over the original settings.

 Thanks again to Howard for this program which gives a new life to that great game and apologies for my poor english.

BadMouth

  • Moderator
  • Trade Count: (+6)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 8079
  • My arcade cabinet has a cup holder.
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #25 on: September 03, 2015, 03:26:31 pm »
Nothing against the new guys, but I'm looking forward to seeing what the people who have a lot of experience getting stuff working on an emulator cab have to say.
You run into all kinds of issues setting up emulators with a driving setup and develop a certain feel for troubleshooting the stuff.

Sucks my driving cab is out of commission (and I sold the computer because I thought I'd build a bleeding edge one when I rebuild the cab).
I might have to clamp the old MOMO to my kitchen table and run it on a laptop.

Giddygoon

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 64
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #26 on: September 03, 2015, 04:22:36 pm »
Well I have just tried it again and extracted the contents of ORFXT to the Outrun C2C folder
Gone into the FXT Config folder and created a folder in texpacks called "original"

But when I click on the FXTConfig it fires up a error "system Error &H80070583 (-2147023485). class does not exist."

Tried just setting arcade mode in the FXT Config ini and it doesn't change anything

The only thing that works is clicking ORFXT which launches Outrun2

sorry, not sure what I'm missing.... Anymore clues

Thanks again

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #27 on: September 03, 2015, 04:27:04 pm »
Have you regsvr32.exe the dx8vb.dll? That fixed arcade mode for me.
« Last Edit: September 03, 2015, 04:41:00 pm by FaithLes2425 »

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #28 on: September 03, 2015, 04:42:13 pm »
I have a qustion. What does Enable Overlay (FS Only) do?

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #29 on: September 03, 2015, 05:29:10 pm »
First off nice work, I've been reading the other thread for a while now and very impressed.

Ok so a few questions,  I've got a converted  sega daytona cab running a PC and a l2m2 for force feedback, I'm using a logitech wheel and pedals connected to the original pedals and wheel.

Now the fun bit, I noticed you can  set up the wheel in your config, but I have no way of setting up the pedals as the logitech board I acquired didn't come with any buttons , and when I go into the game settings you have to press select to confirm  input. Any one know of a way around this? Or is there any settings some one could send me?

Next thing is I'm using the original 4 vr buttons in the cab and have set up your config to 4 vr buttons, they are wired up to a I-pac as up, down , left and right keys on the keyboard. I've configured these in the config but they don't seem to work in game?

Lastly when I exit the game , the game exits but the mouse icon is spinning  then I get outrun has stopped responding. Is this normal with this mod?

Thanks

Chris

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #30 on: September 03, 2015, 06:41:21 pm »
Next thing is I'm using the original 4 vr buttons in the cab and have set up your config to 4 vr buttons, they are wired up to a I-pac as up, down , left and right keys on the keyboard. I've configured these in the config but they don't seem to work in game?
For the arrow keys here is my findings. Just swap the numbers around if you want a different arrangement.
« Last Edit: September 03, 2015, 10:04:50 pm by FaithLes2425 »

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 406
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #31 on: September 03, 2015, 08:31:56 pm »
I'll have time tomorrow to try it out. Looking forward to it

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #32 on: September 04, 2015, 12:39:15 am »
Next thing is I'm using the original 4 vr buttons in the cab and have set up your config to 4 vr buttons, they are wired up to a I-pac as up, down , left and right keys on the keyboard. I've configured these in the config but they don't seem to work in game?
For the arrow keys here is my findings. Just swap the numbers around if you want a different arrangement.

You guys do know that all you have to do is click in the box and press the button you want right?  Also all the camera angles worth mentioning are in the pop-up when you click on the "?" button.  Sometimes I wonder why I bother. 

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #33 on: September 04, 2015, 02:54:52 am »
Howard what does the  Enable overlay (FS Only) option do?
I know you can just click the keyboard but, he sayed it dident work for him. so i just narrowed it Down for him to put in the VRButtons.ini and see if that works. I really appreciate your work :-)

dirtydog

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 8
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #34 on: September 04, 2015, 02:55:48 am »
You guys do know that all you have to do is click in the box and press the button you want right?  Also all the camera angles worth mentioning are in the pop-up when you click on the "?" button.  Sometimes I wonder why I bother.
Well let's see... you take forever to release the software, but stoke the hype to the max by tantalising people with ever more bold claims about how good it will be, most of which never turn out to be realised.  You drag it out for so long because you seem to thrive on the attention.

The software is confusing to install and to configure, and buggy.

People politely point out the problems they are having, in the thread you created specifically for that purpose.  And ask for help.

You get mad and say 'I don't know why I bother'.

You have a serious attitude problem.   I've been following your posts for months and I knew it would end up this way.

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #35 on: September 04, 2015, 03:41:33 am »
@howard that is exatley how I set them up, click the box then press a button, I did this for all vr buttons and clicked the box to override the game.

I start a game and change the vr button in game to the first vr button on the panel and then in game it doesn't change the view.

To be fair the instructions are straight forward all be it where to put the new video.

SailorSat

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1111
    • For Amusement Only e.V.
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #36 on: September 04, 2015, 05:24:54 am »
It is kinda refreshing to see another person to fiddle around with VB after all this time :D

Works like a charm for me :)
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


BadMouth

  • Moderator
  • Trade Count: (+6)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 8079
  • My arcade cabinet has a cup holder.
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #37 on: September 04, 2015, 09:12:42 am »
You guys do know that all you have to do is click in the box and press the button you want right?  Also all the camera angles worth mentioning are in the pop-up when you click on the "?" button.  Sometimes I wonder why I bother.
Well let's see... you take forever to release the software, but stoke the hype to the max by tantalising people with ever more bold claims about how good it will be, most of which never turn out to be realised.  You drag it out for so long because you seem to thrive on the attention.

The software is confusing to install and to configure, and buggy.

People politely point out the problems they are having, in the thread you created specifically for that purpose.  And ask for help.

You get mad and say 'I don't know why I bother'.

You have a serious attitude problem.   I've been following your posts for months and I knew it would end up this way.

OMG, you've been defrauded.
You should definitely ask for a refund.

Just give it time.
We have a good community here that are used to figuring out how to get things to work the way we want them to.
Howard hasn't sold anyone anything and isn't expected to fix everyone's problem with little or no information about their systems.
There are other members here that are used to theses types of issues creeping up with emulators or older PC games.
Give them a chance to test it out and weigh in. 
They'll probably be able to provide a solution or provide Howard with more useful information to fix the problem in the wrapper.



bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 20
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #38 on: September 04, 2015, 12:20:20 pm »
OK for everyone who have a L2M2 config i've got it work
First you need to unchel centering wheel and put it to 0% in logitech wheel config
Next in FF.ini change this value
Tweak5=3|XNegativeCoefficient|7500
Tweak6=3|XPositiveCoefficient|7500
Now it's work i think we can adjust it a little bit more cause effects are less strong ( 7500 is perhaps too high but 1000 for example is too low)

HOWARD  you make a really good job :cheers: :cheers: :cheers: :cheers:
My racing CAB have a new arcade game inside

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #39 on: September 04, 2015, 01:14:32 pm »
bandicoot: 

You might want to try increasing the effects strength beyond 1.  I don't document that particular feature because it *might* cause effects to lose a bit of resolution, but it does work.  FF stuff will need considerable testing and perhaps we can add ini files tweaked for specific wheels, once everyone has a chance to play around with it.  This is a part of the puzzle where the community is going to be a big help. 

terminator2k2: 

Are the other options working for you like FF ect?  The key thing is to make sure the wrapper is working first and go from there. 

Which configuration are you trying to use?  If you are wanting a 4 button like Daytona, change the mode to 4 button.  It sounds like you want to use the keyboard correct?  Try turning off the joystick for the buttons by changing the joystick id to "none".  I did try doing views with the arrow keys and it worked for me. 

Be warned though that no matter how you have your controls setup, the game seems to default steering to the arrows keys and any hat switches you might have.  If you have the wheel over-ride enabled it will block left and right, but up and down are still used for gas/brake.  When I get the pedal override setup this will be a non-issue, but until then....

Somebody asked what the overlay option is.  That's ...well... overlays.  If you want custom songs to show up in the radio or the arcade menus in 2sp mode... check that box.  It only works in fullscreen though. 

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #40 on: September 04, 2015, 01:57:36 pm »
hi howard , my vr buttons are wired to a I-pac keyboard encoder, and the reason I use the arrow keys are so I can navigate in pc games aswell as use them in games like Daytona etc.

im in the process of re-downloading the game in case this was the problem. I did as you said originally with the vr buttons but nothing was working. I checked the vr .ini file and it corresponded to what I changed the buttons to.

is there a settings file that anyone has that uses a Logitech wheel and peddles with the original Daytona setup? as I don't have any buttons with the Logitech and when I try set up the acc and break I have to press select on the wheel, a button I don't have.

BadMouth

  • Moderator
  • Trade Count: (+6)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 8079
  • My arcade cabinet has a cup holder.
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #41 on: September 04, 2015, 02:02:48 pm »
is there a settings file that anyone has that uses a Logitech wheel and peddles with the original Daytona setup? as I don't have any buttons with the Logitech and when I try set up the acc and break I have to press select on the wheel, a button I don't have.

Have you tried hooking up a keyboard and just using whatever the default keyboard key is?
It only has to be done once.


terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #42 on: September 04, 2015, 02:53:06 pm »
I guess its not working correctly as I get app hang problem , even though the game starts to works...

just a update on this: if I disable ffb and wheel override it works with the vr buttons and the little added extras.....a bit strange but im getting there..

ok all seems well, just the acc and break need sorting now...nice work
« Last Edit: September 04, 2015, 03:29:39 pm by terminator2k2 »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #43 on: September 04, 2015, 03:38:06 pm »
Well then you didn't download and register the dx8vb.dll I posted earlier.  If FFB doesn't work then you don't have the dll registered. 

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #44 on: September 04, 2015, 04:33:54 pm »
Ok I managed to get the foreign language packs up.  They aren't fully tested, but I went through the menus and everything looked ok.  If there is a glitch/error in the textures please contact me.  (And try to speak in English as I'm a dumb American.  ;) )

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #45 on: September 04, 2015, 04:41:29 pm »
Well then you didn't download and register the dx8vb.dll I posted earlier.  If FFB doesn't work then you don't have the dll registered.

I did have it installed....the problem was I was trying to use the programme using the keyboard only, no wheel , and with the options enabled for ffb and wheel over ride, it was throwing a wobbly....

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #46 on: September 04, 2015, 04:59:35 pm »
I get what you are saying.  Yeah... wheel override with the menu override option checked kills the arrow keys.... for navigation at least.  That's how it's supposed to work.  Eventually 100% of the controls are going to be handled on my end, and we won't run into these issues. 

But FF should work and it shouldn't interfere with the VR buttons...  you might want to run the game in windowed version once and click on the little outrun icon in the right hand corner of your task bar.  If it's hanging (won't open) then it's the dll.... you might have it installed in the wrong place. 

The dll thing is going to be an issue.... why they stopped putting it in directX installs again, after they removed it, got complaints, and re-added it is beyond me.  I'll make an installer or something for the next release.   
« Last Edit: September 04, 2015, 05:02:34 pm by Howard_Casto »

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #47 on: September 04, 2015, 05:59:07 pm »
Maybe it's how I wrote it,  first off I didn't have the wheel and pedals attached, only the keyboard for testing purposes,  with FFb and wheel overrides enabled , it crashed the app and your mods stopped working.  Even though the game started.

So still with only the keyboard in use I disabled the FFb and wheel  overrides and it worked, even the vr buttons worked fine.

So I re- plugged the USB for the wheel and pedals and enabled FFb and wheel overides, and now everything runs great, vr buttons, FFb , steering , all good.

Only problem I did have was on the car/ audio selection part. When I turned the wheel it sent the selection all the way to the right and couldn't go back left.


Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #48 on: September 04, 2015, 06:22:56 pm »
Ok THAT is an issue.  I'll look into it thanks. 

Menu override for the wheel was literally a last second thing, so it very well could have bugs. 

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #49 on: September 04, 2015, 06:29:12 pm »
Only problem I did have was on the car/ audio selection part. When I turned the wheel it sent the selection all the way to the right and couldn't go back left.

Thats the same issue im having but, for me it happens at the car select screen aswell. Only when i check Wheel override setting. Unfortunetly, i have to check it since the game thinks my Wheel and gear 3 and 4 is the same axis.
I can also confirm that the FFB is fading away the faster the car goes. It might be a G27 issue?
« Last Edit: September 04, 2015, 10:29:24 pm by FaithLes2425 »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #50 on: September 04, 2015, 07:03:04 pm »
In 2 SP mode I'm getting the issue with the menus... it's odd as I've opened up cheat engine and confirmed that it's writing the correct value.  Let me look into it. 

As for the speed thing I can't replicate it and a different wheel shouldn't change anything.  I take the car speed and average it out until it's a number between 0 and 1 and then multiply the effect strength by it.  It's pretty hard to screw up. 

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #51 on: September 04, 2015, 07:11:23 pm »
Well I figured out the menu issue.  Apparently the game wants a long variable type but I was sending an integer.  That doesn't make a whole lot of sense considering I'm just sending a bytes worth of data, but whatever. 

I'll look into the speed issue.  What car are you using?  Which Class?  Mph or Kph?

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #52 on: September 04, 2015, 07:21:15 pm »
The car all the way to the right ;-) 250GTO. Although if i press start fast enough i can select a diffrent car. but its the same with the once I tryed. I use km/h not sure about the class. I can just select every thing to the right in SP. Sound a bit like the ffb is reversed. do you use combined pedels? I have tryed using the up arrow for speed and still using the Wheel but, its the same.
« Last Edit: September 04, 2015, 07:24:40 pm by FaithLes2425 »

BadMouth

  • Moderator
  • Trade Count: (+6)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 8079
  • My arcade cabinet has a cup holder.
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #53 on: September 04, 2015, 08:27:11 pm »
The car all the way to the right ;-) 250GTO. Although if i press start fast enough i can select a diffrent car. but its the same with the once I tryed. I use km/h not sure about the class. I can just select every thing to the right in SP. Sound a bit like the ffb is reversed. do you use combined pedels? I have tryed using the up arrow for speed and still using the Wheel but, its the same.
Not sure if it makes a difference in ffb, but what do you have the rotation set to on the g27? 

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #54 on: September 04, 2015, 08:31:49 pm »
270 for every game.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #55 on: September 04, 2015, 08:48:22 pm »
For this game 180 might work better.  I still don't think that's the issue though.  I looked at my multiplier code and it couldn't be simpler. 

 FFVars(xy) = FFVars(xy) * (MPHVal / 180)

So yeah, I divide the actual MPH speed by 180, which is roughly the top speed of the cars to give me a value between 0 and 1.  I then take the variable I'm about to send to the wheel and multiply by that value, essentially giving a percentage of the full value.  Maybe if the wrapper isn't getting the speed but I don't see how.  You might want to run the game in windowed mode with the fxt debug menu open to see if what it's showing for speed is correct. 

In the meantime, here is a little test exe.  Replace it with the original and it should fix the menu issues.  Let me know how it works. 

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #56 on: September 04, 2015, 08:55:06 pm »
Will test once i get home from work. So do you think i can just set the game to mph and that should fix the ffb?

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #57 on: September 04, 2015, 09:02:09 pm »
It shouldn't make a difference.  I read the values internally and even though only one is shown, they are both in memory to read.  I tried mine on kph and it worked.  This is the strangest issue I've ever seen.

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #58 on: September 04, 2015, 09:28:42 pm »
It could be somthing entirely diffrent. I have no idea what since the FFB works with every other pc title that supports it, and model2 and 3. I do have an identical setup with only slight changes since thats the slave machine but, all the hardware is exacly the same. I havent tested on that yet but i asume it will be the same resoult since, someone in here said he has this issue with HEs G27 wheel aswell . Does the settings matter for the pedals? Mine is set to combined.
« Last Edit: September 04, 2015, 09:41:18 pm by FaithLes2425 »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #59 on: September 04, 2015, 09:38:48 pm »
No, none of that should matter as it doesn't affect the speed. 

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #60 on: September 04, 2015, 09:43:45 pm »
I will try out every thing you told me ASP and report back.
Till then, thank you for your OR2FXTtest.rar :-)
« Last Edit: September 04, 2015, 09:45:35 pm by FaithLes2425 »

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #61 on: September 04, 2015, 10:14:44 pm »
BTW. I cant input views or gears using the G27 buttons in the FXTConfig.exe I have to put in numbers with the keybord. Its not really an issue for me but, mabye it has some relevance.

lolomc2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #62 on: September 04, 2015, 11:17:20 pm »
Hi all,

My cab is finally up (and it is 5 a.m. here  :banghead: )

Howard, thank you again :
I had the same issue with menus, and the selector always going to the right and I can say that your fix (test version) is working for me.

SP mode is working but FFB does not seems to work really. I already registered the dll. It's so late that I do not remember if I restarted my computer after that. Let's try it now
EDIT : I tried to restart and FFB isn't working. Something is worng but what ?
« Last Edit: September 05, 2015, 12:05:12 am by lolomc2 »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #63 on: September 05, 2015, 02:46:21 am »
BTW. I cant input views or gears using the G27 buttons in the FXTConfig.exe I have to put in numbers with the keybord. Its not really an issue for me but, mabye it has some relevance.

Does the g27 simulate keypresses or are you talking about joystick buttons?  If it simulates keypresses via the profiler then they aren't active unless the game is running.  If it's joystick buttons you need to put those in manually.  (I thought it was a bit much to add in directX code just for the config app). 

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 406
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #64 on: September 05, 2015, 02:54:37 am »
funny enough I have 2 pcs with exactly the same hardware inside and wheels etc, exactly the same setup and 1 gets FFB with no issues while the other has no FFB at all

Ill perhaps uninstall everything and reinstall everything on the troublesome one again

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #65 on: September 05, 2015, 03:29:36 am »
Maybe a directX issue?  Aside from the dll I mentioned you need directX8.  Now DirectX is supposed to be compatible with older versions and legacy dlls are supposed to be installed automatically.... but I'm losing faith in M$ on this dept.  I actually use DX8 because it has really good force-feedback support, oh the irony. 

SailorSat

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 1111
    • For Amusement Only e.V.
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #66 on: September 05, 2015, 03:44:25 am »
Maybe a directX issue?  Aside from the dll I mentioned you need directX8.  Now DirectX is supposed to be compatible with older versions and legacy dlls are supposed to be installed automatically.... but I'm losing faith in M$ on this dept.  I actually use DX8 because it has really good force-feedback support, oh the irony. 

At least you got FF to work at all :)
Last time I tried to write a FFB interface, it worked fine with my SideWinder Wheel, but not with any other wheel.
I do all that stuff even without a Joystick ;)
Soft-15kHz, cabMAME, For Amusement Only e.V.


terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #67 on: September 05, 2015, 07:40:22 am »
the updated exe file works a treat, can now select car and audio track using the wheel.....

just need to get the pedals sorted and we have 1 sweet game there....

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #68 on: September 05, 2015, 12:30:47 pm »
Maybe a directX issue?  Aside from the dll I mentioned you need directX8.  Now DirectX is supposed to be compatible with older versions and legacy dlls are supposed to be installed automatically.... but I'm losing faith in M$ on this dept.  I actually use DX8 because it has really good force-feedback support, oh the irony. 

At least you got FF to work at all :)
Last time I tried to write a FFB interface, it worked fine with my SideWinder Wheel, but not with any other wheel.

It's been a colossal pain in the butt.  The main problem is you can check books, the internet, ect but only the most basic force-feedback tutorials are out there..... so I had to figure everything out myself over the course of several years.  I think the wheel industry is trying to keep their monopoly by withholding information required to run an interface properly.  If nobody can even write software then it's hard for clone wheels to pop-up. 

You are welcome to my source if it would help you out on one of your projects. 

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #69 on: September 05, 2015, 01:47:38 pm »
Yes the test file seems to be working. No more problems in the menus. Thank you for that :-)
Setting the wheel to 180 does not help the ffb unfortunately.

BadMouth

  • Moderator
  • Trade Count: (+6)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 8079
  • My arcade cabinet has a cup holder.
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #70 on: September 05, 2015, 02:47:12 pm »
Maybe a directX issue?  Aside from the dll I mentioned you need directX8.  Now DirectX is supposed to be compatible with older versions and legacy dlls are supposed to be installed automatically.... but I'm losing faith in M$ on this dept.  I actually use DX8 because it has really good force-feedback support, oh the irony. 

At least you got FF to work at all :)
Last time I tried to write a FFB interface, it worked fine with my SideWinder Wheel, but not with any other wheel.
The early ffb wheels like the sidewinder and original red logitech formula force had their own unique protocols and games would be coded for only one specific brand of wheel.  Those games won't work with modern wheels and modern wheels won't work with those games. I always recommend that people avoid them.

It's nice that things have been pretty standardized since then.  People with a brand new wheel can play old games with ffb. People with old wheels can play new games with ffb.  Only thing of note is that only the latest generation of logitech wheels respond to a simple rumble.

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #71 on: September 05, 2015, 03:13:55 pm »
just wandering, I know its a bit off topic, until howard sorts out the pedals, any one know how I could get my pedals working?

its a bit of a shame that I have to use the up and down keys...ive got a Logitech formula force pcb , attached to a l2m2 pcb, but I got no buttons with the wheel and when I go into the controller settings it asks me to press the select button on the wheel, which I don't have.

all I get with the acc pedal is the cursor in the menu just keeps going down until I press the acc pedal half way down , then it stops....blummin annoying this one.

BadMouth

  • Moderator
  • Trade Count: (+6)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 8079
  • My arcade cabinet has a cup holder.
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #72 on: September 05, 2015, 04:08:23 pm »
just wandering, I know its a bit off topic, until howard sorts out the pedals, any one know how I could get my pedals working?

its a bit of a shame that I have to use the up and down keys...ive got a Logitech formula force pcb , attached to a l2m2 pcb, but I got no buttons with the wheel and when I go into the controller settings it asks me to press the select button on the wheel, which I don't have.

all I get with the acc pedal is the cursor in the menu just keeps going down until I press the acc pedal half way down , then it stops....blummin annoying this one.

Do you have the pedals marked combined in windows game controllers or Logitech profiler?
For this and a lot of older pc games, the game expects both gas and brake to be on one axis.

You also have the option of mapping the pedals to the arrow keys in Logitech profiler.
They wouldn't behave like analog controls, but it would still be better than trying to press arrows with your hand.
« Last Edit: September 05, 2015, 04:10:20 pm by BadMouth »

lolomc2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #73 on: September 05, 2015, 04:13:35 pm »
@terminator2k2
According to Badmouth suggestion, I confirm that on my G25 software, there is one checkbox which define brake and gas on the same axis or not. I am not at home so I can not check which setting is but I had to change the default setting to get brake and accelerator working.

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #74 on: September 05, 2015, 04:24:18 pm »
To: lolomc2
How is the FFB working out for you?

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #75 on: September 05, 2015, 04:31:18 pm »
BTW. I cant input views or gears using the G27 buttons in the FXTConfig.exe I have to put in numbers with the keybord. Its not really an issue for me but, mabye it has some relevance.

Does the g27 simulate keypresses or are you talking about joystick buttons?  If it simulates keypresses via the profiler then they aren't active unless the game is running.  If it's joystick buttons you need to put those in manually.  (I thought it was a bit much to add in directX code just for the config app).
Its Just joystick buttons :-)

Giddygoon

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 64
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #76 on: September 05, 2015, 05:10:19 pm »
Well I finally got ORFXT working...  My cab is running on Win XP and I was having trouble starting up the ORFXT Config without getting an error... I created a folder in the FXTConfig folder in texpacks called "original "

I installed the dill file too

But was still getting an error

Was feeling a bit defeated as I couldn't get into the Config when I then thought I would try right clicking on the ORFXT Config and selected compatibility mode to win95 and then the Config window popped up..... I was very pleased but on testing the game was still not jumping to Arcade mode

I then tried compatibility mode to win98 and then all the Config functions worked

Good work Howard

It truly is almost Arcade perfect !!


bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 20
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #77 on: September 05, 2015, 05:14:31 pm »
For me with a l2m2 everything work ( for button no problème for me i wired button from logitech to my Daytona panel)
FFB is great but as i said weaker than model2 emulator for example , but all is working centering and effects are here
But if i disable centering , effects are stronger , and if i enable it centering is strong but effects are weak i try changing some tweak on ff.ini but perhaps i don't understand all
« Last Edit: September 05, 2015, 05:17:12 pm by bandicoot »

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #78 on: September 05, 2015, 06:20:10 pm »
ive found out why my pedals will not configure...

theres a button stuck on in the Logitech test menu (cntrl/shift + properties)

even though theres no buttons attatched :(

its skipping through the configuration part like your pressing a button constantly.

only found this out as I borrowed my bruvs Logitech wheel. (not the same as the 1 im using)

and tested again , and this time I actualy got to read what your supposed to do.

thought I was going crazy lol....well don't know how im going to sort that 1.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #79 on: September 05, 2015, 06:24:01 pm »
Well I finally got ORFXT working...  My cab is running on Win XP and I was having trouble starting up the ORFXT Config without getting an error... I created a folder in the FXTConfig folder in texpacks called "original "

I installed the dill file too

But was still getting an error

Was feeling a bit defeated as I couldn't get into the Config when I then thought I would try right clicking on the ORFXT Config and selected compatibility mode to win95 and then the Config window popped up..... I was very pleased but on testing the game was still not jumping to Arcade mode

I then tried compatibility mode to win98 and then all the Config functions worked

Good work Howard

It truly is almost Arcade perfect !!

I find that hilarious.  The code I used to give the menus their new look was supposed to be for XP styles.....I got it directly from M$  So of course it works for windows 7 and beyond.... just not xp.  ;)  Just for kicks, you might want to try running it as administrator.  If that doesn't work then I can put in some code that detects xp and disables the styles. 

bandicoot:  I made the effects rather weak on purpose.  The wheel I'm using isn't very strong so I was afraid if I cranked things up to where it was good on this wheel, the rumble on a g27 or what have you would rip your arm off.  Like I mentioned in an earlier post, you might want to try cranking up the global effects strength beyond 1... 2 would be 200% force, for example. 

Yeah the pedals are a pain in the butt.... I can't even get them configured like I want them on my end.  Hopefully I can fix the override when I get time. 

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #80 on: September 05, 2015, 07:27:48 pm »
Guys, just for fun I added some more alt-music.  The 3 radio stations from Rad Racer!  Since I grew up on a NES, for me this was the "home version" of outrun for quite some time, so it holds a lot of nostalgia for me.  I thought some others would have to feel the same way.  These replace some of the 1986 tracks, so they will live happily along with the Japan alt music. 

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #81 on: September 05, 2015, 08:24:23 pm »
Great. Now that you mention it, is it possible to select the euro mix versions and all those in arcade mode? i can only select between 1986/1989 and reguler.
PS: In the menu it says view change button set mode and change music. Is the view button supposed to work because i have to push F2?
« Last Edit: September 05, 2015, 09:05:05 pm by FaithLes2425 »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #82 on: September 05, 2015, 09:33:32 pm »
Yeah... f2 is the default keyboard key for the view button.  With override it might not be working right now unless your joystick button is also mapped properly in-game. 

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #83 on: September 05, 2015, 09:35:02 pm »
Yeah... f2 is the default keyboard key for the view button.  With override it might not be working right now unless your joystick button is also mapped properly in-game.

On my pc F is the default view button. The game will not let me change it to F2.
And the EuroMix versions? I cant get the alt music to work when i push the brake (down arrow) when highlighting random in SP mode? The tracks are all in the sound folder. Am I supposed to hold the brake down when selecting or will a different menu appeare?
« Last Edit: September 05, 2015, 10:43:19 pm by FaithLes2425 »

lolomc2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #84 on: September 06, 2015, 04:59:36 am »
To: lolomc2
How is the FFB working out for you?
Unfortunately, no. Control is working perfectly but no FFB. I really think about a DirectX bug, like described Howard between V8 and V9. Why ? Because, in the middle of one race, my wheel became very hard to move. Like if FFB started to work. It was not working like expected (and to be honest, it was 4:00 am in the morning, so I was not very clear...) But it worked 90 seconds in the midlle of a race and stop just like this.

I am not home. I can no longer investigate... Maybe this afternoon

Can all people here talk about their OS ? I am using W7 64 bits and I am not sure this is the best idea. Especially if Howard speaks about DirectX 8.0.

I think about configuration like this : maybe this is stupid, but this is what I am going to do next step :
1 - Install WinXP 32 bits + drivers
2 - Install any game I have which requier DirectX8
3 - Install OutRun 2k6 + directX9
4 - Install FXTR and try to play

Is it stupid ?

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 20
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #85 on: September 06, 2015, 07:26:46 am »
Win7 64 , no problem for me

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #86 on: September 06, 2015, 12:24:26 pm »
I developed it on win7 64bit.  If anything running it on XP might not be a great idea.... it's a very outdated OS at this point. 

Giddygoon

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 64
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #87 on: September 06, 2015, 01:24:34 pm »
My outrun cab has to run XP because it runs vivanonnon an ancient emulator that runs Ridge racer

But I can confirm that Howard's mod does work on Win XP but with a little compatibility mode added to the Config

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #88 on: September 06, 2015, 02:24:27 pm »
My outrun cab has to run XP because it runs vivanonnon an ancient emulator that runs Ridge racer

But I can confirm that Howard's mod does work on Win XP but with a little compatibility mode added to the Config
You know that mame runs Ridge racer 1, 2 and Rave racer now, right?

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #89 on: September 06, 2015, 03:29:31 pm »
Just a bit of side info for anyone interested.  There is a reason I use DX8.  I get the impression that people think that the newest version of DirectX is the "best" and that all old versions are immediately outdated.  This, unfortunately, is only the case if you want to run the newest games with the newest hardware. 

Just for example, if you want to do a 2d sprite-based game, DX7 is what you use.  Why?  Because sprite support was dropped after DX7. 

For wheels technically the newest versions will do, but DX8 is the last version to have really good FF effect file support.  Since effect files are the easiest way to make the force-feedback configurable for you guys, it was a no-brainer. 

lolomc2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #90 on: September 06, 2015, 04:07:08 pm »
Hello guys,

So, still no FFB... I am now sure that I registered correctly the Dll...
I gave FXT administrator rights.

Does anybody else have a G25 from Logitech ? Just to make sure that anyone else got the FFB working on this wheel.

When I made my tests, I did a fresh complete install of W7. I did not spend half a day before installing updates. Maybe this is coming from here. I am now installing 143 critical and 91 additional updates ;)

If updates does not give anything, I'll try to install DirectX8.0.  :banghead:

Anyway Howard, I appreciate a lot what you made  :applaud:

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #91 on: September 06, 2015, 04:23:46 pm »
ive never played outrun as much as I ever have the past few days,

ive got the peddles working using a diode to act as a button to configure the peddles in outrun...

works great, only problem ive found now is the vr buttons no longer work haha...I think outrun is looking for the buttons to be pressed on the wheel rather than on the keyboard/vr buttons

ive re-checked the vr section and nothing has changed, it no longer wants to work with my keys.

ill keep at it as up and down on the keyboard still operates as break and acc, so cant see why vr buttons wouldn't work.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #92 on: September 06, 2015, 04:41:37 pm »
Hello guys,

So, still no FFB... I am now sure that I registered correctly the Dll...
I gave FXT administrator rights.

Does anybody else have a G25 from Logitech ? Just to make sure that anyone else got the FFB working on this wheel.

When I made my tests, I did a fresh complete install of W7. I did not spend half a day before installing updates. Maybe this is coming from here. I am now installing 143 critical and 91 additional updates ;)

If updates does not give anything, I'll try to install DirectX8.0.  :banghead:

Anyway Howard, I appreciate a lot what you made  :applaud:

Ok guys, full stop.  I assure all of you re-installing the OS isn't going to fix your issues.  Once the issue is figured out, the worst you might have to do is install a dll or two. 

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #93 on: September 06, 2015, 04:51:43 pm »
I saw on another hacking site where some people have trouble registering the vb dll without sending a full path. 

So you might want to try running the command prompt as administer and typing:

regsvr32.exe c:\windows\syswow64\dx8vb.dll

Or whatever your path to the syswow64 folder might be.  (On 32 bit systems, do system32 instead)

It shouldn't make any difference, but this is windows we are talking about. 

lolomc2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #94 on: September 06, 2015, 06:05:09 pm »
So you might want to try running the command prompt as administer and typing:

regsvr32.exe c:\windows\syswow64\dx8vb.dll
Howard, I already tried to use full path. I did not change anything.
I have been reinstalling my computer totally last day to try your fix. But I did not spend the time to install updates. I though that everybody else probably has update system. That's all.  I kept my W7 64 bits installation.

But that's not what I find strange !

In the middle of one race, suddenly, I got the wheel which went to the right.
That's strange and impossible to explain. The motor of wheel went to the right without any reason. It happened randomly.  :hissy:

The best would be a movie to show you how strange it is !

lolomc2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #95 on: September 06, 2015, 06:21:31 pm »
Ok Howard, I was able to understand what is wrong. The movie helped me a lot. You'll find me crazy but I can upload it to show you.

I have opened the task manager. While it was opened, I launched ORFXT. I can see it going to 50% immidiately (on my C2D 8200 + 4 Gb of RAM) when I launch it.
Then I started to play.
While the car was well responding, there was no FFB at all.
But immediately after I used "Alt+Tab" keys to display the task manager in front of outrun 2k6, I can see the FFB working like it should (even, if of course, I can not control the car anymore)

It only seems to be the CPU overbusy ! So the question is why is it going up to 50% each time I launch ORFXT !?

EDIT :
Ok, I tried to disabled settings one by one to see if that's help. But unfortunately it does not. Howard do you have any suggestion ?
« Last Edit: September 06, 2015, 06:46:00 pm by lolomc2 »

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #96 on: September 06, 2015, 06:36:34 pm »
To lolomc2:
Thats what i mean by the spring locks in a inappropriate position. It seems to be limited to G25/G27 so far?
Not sure if its the spring or not, but the center suddently rotates about 45 degrees or so to either side. It usaly happens doing a turn.
« Last Edit: September 06, 2015, 07:02:11 pm by FaithLes2425 »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #97 on: September 06, 2015, 07:03:41 pm »
The cpu sounds about right for that particular system.  Remember I'm constantly over-writing the memory locations as quickly as possible to reduce any lag introduced by the hack.  That takes some resources.  ;)   It might be a focus issue by the alt-tabbing to another window causing things to work. 

Anyway, let's rule out CPU woes with some good old-fashioned throttling...... stand by. 

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #98 on: September 06, 2015, 07:19:12 pm »
Ok guys give this one a try. 

I've added some throttling options, but until we are sure it makes any difference, do me a favor and let's set the thing manually. 

Open up the settings.ini in your fxtcfg folder and after the line "[General]"  add this line:

SleepTime=33

Note, it IS case sensitive. 

That will make the wrapper sleep 33 milliseconds every loop giving a modest polling rate of around 30 fps, which *should* be more than enough.  A smaller number will make it poll faster, a large one slower, ect.  I don't think it'll be responsive enough if you go higher than 100 though. 

pinkimo

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 7
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #99 on: September 06, 2015, 08:56:49 pm »
My 2 cents after a very short try with my G27 :

- You've also to register the dx8vb.dll to have the Wheel Override option to work (otherwise you just can't turn ingame, even if you can configure and calibrate the wheel), it can be a way to know if the DLL is registered when the FFB doesn't work.

- I also had the problem of FFB working randomly with my powerfull enough i5 2500K, it works a lot better with your OR2FXTtest2 (just tried with SleepTime=33), but it seems there is a constant rumble (even if it's not easy to be sure with the G27 and its FFB deadzone...). I've just tried 30secs, without modifying any FFB setting and it's perhaps the way we "feel the road".

- Removing the deadzone works well and alone justifies the use of this tool :)

lolomc2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #100 on: September 07, 2015, 03:07:26 am »
Ok guys give this one a try. 

I've added some throttling options, but until we are sure it makes any difference, do me a favor and let's set the thing manually. 

Open up the settings.ini in your fxtcfg folder and after the line "[General]"  add this line:

SleepTime=33

Note, it IS case sensitive. 

That will make the wrapper sleep 33 milliseconds every loop giving a modest polling rate of around 30 fps, which *should* be more than enough.  A smaller number will make it poll faster, a large one slower, ect.  I don't think it'll be responsive enough if you go higher than 100 though.

 ;D ;D ;D ;D ;D ;D ;D ;D

I have to go to work.... But I'll test more this evening. I'll do my best to adjust this setting as I got the feeling during the only race I made, that the response was a little bit laggy few times. But at 95% it works ;)

Howard, you are a Boss !!!!



lolomc2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #101 on: September 07, 2015, 03:10:18 am »
To lolomc2:
Thats what i mean by the spring locks in a inappropriate position. It seems to be limited to G25/G27 so far?
Not sure if its the spring or not, but the center suddently rotates about 45 degrees or so to either side. It usaly happens doing a turn.
Do you get improvement with test2 ?

raindog

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 2
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #102 on: September 07, 2015, 03:46:55 am »
 I´ve tried test2 and now the FFB is working for me even at high speed. I only had time to make a race, but it seems a massive improvement for my G27.

 Thank you very much Howard, great work.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #103 on: September 07, 2015, 04:56:03 am »
Ok.... now that we've got that sorted, let me package up what has been learned and make a minor revision release. 

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #104 on: September 07, 2015, 06:03:44 am »
Same here. Every thing seems to be working now. However, after a crash, sometimes i have to let go of the accelerator and press it again in order to move. It happens on both my laptop and my racing cabinet. The alt music works too but, when i push the brake on Magical sound shower (reguler), it says Radiation but it still plays Magical sound shower.
Howard, you are a genius :-)
« Last Edit: September 07, 2015, 06:08:51 am by FaithLes2425 »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #105 on: September 07, 2015, 06:09:01 am »
That must be the game, because unless you've turned on the pedal override  manually (which isn't ready)I don't mess with the accelerator.  I've never really paid any attention myself because I let off the gas when I crash.  ;)

I'll look into the song title thing, my csv file is probably out of order. 

On an unrelated note, man did I wake up too early today.

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #106 on: September 07, 2015, 07:47:24 am »
I havent slept for 22 hours now thanx to your hack ;-) You need your sleep Howard. So do I.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #107 on: September 07, 2015, 07:04:32 pm »
I don't have a choice in the matter.  Insomnia is a cruel mistress. 

Anyway I've addressed all the issues we could pin down, and I'll release a new interim build sometime tonight.  You don't really need to download it if you aren't having issues as this is a bug fix release, but it should do a lot of the tweaks we had to do automatically, to spare future users the pain.  They aren't REAL men and women like you brave souls have been, so take pity on them. ;)

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #108 on: September 07, 2015, 08:34:59 pm »
Ok gentlemen, 2.1beta is out and I've updated the first post accordingly.  As I mentioned it's a bugfix release and it does the following:

Version History
---------------
2.1 Beta (Bug Fix Release)
   Fixed bug that kept the wheel from turning left in the menus.
   Fixed a bug where the Song title doesn't immediately change in alt-music mode.
   Added a Throttle Option, which seems to help compatibility issues with some machines.
   Changed FXTConfig.exe so it will do it's best to auto-install the dx8vb.dll
   Added a bit more documentation, including notes about the known issues and a troubleshooting section.
        Added the "original" folder to resolve the texture install "bug"

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #109 on: September 08, 2015, 01:15:12 am »
Man there is a big goof in the readme I didn't catch.  To change drivers, go into the license editor and press the HORN button to change drivers.  This only effects 2k6 modes. 

lolomc2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #110 on: September 08, 2015, 03:02:15 am »
I did not sleep so much last few nights. Yesterday, I fall down in my bed.

Anyway, this morning, I made a full race with setting = 40 and I found it perfect.

Congratulations Howard, you did a real beautiful job. Sega should pay you for that !!!

Two questions :
when you speak about dead zone, do you mean the zone which is at the beginning of the rotation. I mean when you are at 0° rotation and you do 10° ? Or do you mean the zone after 90°/-90° ?

I would like also to know if this release contains what is needed to get dynamic seats moving... Yes or no ? I still plan to build one ;) One day  :blah:
« Last Edit: September 08, 2015, 03:19:12 am by lolomc2 »

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 455
  • As I pass, do I give you the ass or the crotch?
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #111 on: September 08, 2015, 03:26:04 pm »
I finally got around to digging my wheel out and giving this a try today, going straight for the 2.1 Beta.

Straight off the bat the wheel override and FFB are working perfectly and really do make a noticeable difference to how much I enjoy the game.  Great work Howard. The only issue I'm having from that end is that I can't get the VR buttons to configure to the hat switch. I tick the option and confirm my settings. If I then close the config setting and reopen them the option will have unticked itself in the mean time.

Also, and this is probably just me being a bit hard of thinking, I can't figure out how to swap out the music to the new stuff. I've read the 'read me' and followed what it says there - unzipped the Japan exclusive bonus tracks folder, transferred it's contents to the 'Sound' file in my Coast 2 Coast download location. I try picking a song in game with no alt version (in regular Outrun mode), press the brake and select it, but nothing changes. in the OR2 SP Radio select screen I've tried going to random first, pressing the brake and then selecting a song, but again nothing seems to change. I don't know why this doesn't seem to want to work.

Weirdly, I didn't have this problem in the previous Alpha version (on a different - now dead - PC) where you could do the following swaps:

Splash Wave = Splash Wave Japan Arrangement
Passing Breeze = Passing Breeze Havana Arrangement
Rush a Difficulty 1989 = Rush a Difficulty Japan Arrangement
Risky Ride = Lift You Up!

If I recall correctly you got a beep when you hit the brake on random for that, which I'm not getting here.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #112 on: September 08, 2015, 04:04:08 pm »
The VR thing sounds like a problem with the config exe, so I'll look into that. 

As for the tracks, someone else mentioned that issue and I haven't tracked it down yet.  You need to have overlays enabled so you can see the song titles so I *think* I have it coded to where it doesn't work unless they are enabled.  Keyboard and digital buttons are kind of iffy.  An analog brake *should* work, but I've gotten one report that it isn't working for one person. 

What you guys could do for me to troubleshoot is to run the game in windowed mode without an overlay, open the debugger and see what the brake (and brake lamp) are reading when you hold them down in the music menu.  That way I'll know if it's a logic issue or an issue reading the brake.  Again I *think* I have it set to swap if the brake value reaches over 250, so that might be the issue right there.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #113 on: September 08, 2015, 04:09:41 pm »
Congratulations Howard, you did a real beautiful job. Sega should pay you for that !!!

Thanks. 

I cannot confirm nor deny the approval or disproval of this project by Sega and/or their associates.  That's all I'm going to say about that.

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 455
  • As I pass, do I give you the ass or the crotch?
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #114 on: September 08, 2015, 05:41:34 pm »
An analog brake *should* work, but I've gotten one report that it isn't working for one person. 

Ah, that's good to know I'm not the only one then (this was with the analog brake for me also). I'll give the debug thing a try next time I give the game ago and let you know what I find.

Congratulations Howard, you did a real beautiful job. Sega should pay you for that !!!

Thanks. 

I cannot confirm nor deny the approval or disproval of this project by Sega and/or their associates.  That's all I'm going to say about that.

Hmmm, interesting. I'm guessing from that S0L approves then.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #115 on: September 08, 2015, 06:19:30 pm »
I haven't heard from him since I returned.  He was excited about it when I left though.  Nice guys those SUMO workers. 

I looked and the hat issue is indeed on my end.  Until the next release you can turn it one by adding "UseHat=1" to the vrbuttons.ini

I haven't touched the VR and Gear Shift stuff since the alpha, so I guess these bugs are a result of the main code changing and me forgetting to update the old stuff.  Sorry about that. 

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #116 on: September 08, 2015, 06:23:16 pm »

Two questions :
when you speak about dead zone, do you mean the zone which is at the beginning of the rotation. I mean when you are at 0° rotation and you do 10° ? Or do you mean the zone after 90°/-90° ?

I would like also to know if this release contains what is needed to get dynamic seats moving... Yes or no ? I still plan to build one ;) One day  :blah:

Dead zones in any game always refer to the dead space when the joystick/wheel is centered.  Potentiometers are overly sensitive so if you didn't ignore a bit of wobble when the controller is at rest it would drive you crazy with the twitches. 

See BoomSlangs rig.  I passed him my variable database of the game and he passed it on to the guy that does the plugins.  Without the plugin I don't think there is enough data though. 
« Last Edit: September 08, 2015, 06:27:33 pm by Howard_Casto »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #117 on: September 09, 2015, 01:44:41 am »
Well guys I think we've got most of it sorted.  I'll wait for some feedback on the brake issue, make one more interim release and then it's back to WIP hell in the hacking 2006 thread. 

I might actually take a break to keep from getting burnt out.  The MK9 guys figured out how to do mesh swaps so I see at least one more release of Ultimate Mortal Kombat in my future. 

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #118 on: September 09, 2015, 02:53:47 am »
So jealous. Makes the wait for my wheel even more painful now :hissy:

POOTERMAN

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 72
    • My PC Desktop Icon Atwork
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #119 on: September 13, 2015, 05:37:43 pm »
Unfortunately I can't play the game for more than a few seconds before I get the "Outrun FXT has stopped working" error message on screen, the game continues but I then lose all my controls and can't control the car and have to quit the game.

I even tried a fresh install and still get the same problem. The constantly spinning mouse cursor is a real PITA too :(

It's work in progress I know so fingers crossed Howard can address these issues when he gets the time.

Tried with Admin privs and system is Windows 7 x64, Intel i5 4670k CPU & AMD HD6750 GPU.
« Last Edit: September 15, 2015, 09:08:41 pm by POOTERMAN »

lolomc2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #120 on: September 14, 2015, 04:16:28 pm »
I second the "spinning mouse cursor". It would be great if you could have a look at it Howard... Make it disapear of whatever  :notworthy:

@Pooterman,
Maybe you can tell us your OS, computer, wheel, etc... ?
Did you gave administrator rights to FXT ?


terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #121 on: September 16, 2015, 05:18:48 pm »
I don't have the spinning mouse cursor as I don't have a mouse plugged in, but I have noticed I can get stuck in a loop regarding the licence. When I select the the licence it just goes back to the main screen then back to the licence. It repeats this over and over. It doesn't seem to happen on the 2nd trial release of the exe.

I also got my vr buttons working again by re-installing the  mod files.

One last thing, when I goto random audio selection and press the break, it changes the font of the music titles but doesn't change the music. It remains the same.

Other than that outrun has become my most popular played game on my cab and loving it.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #122 on: September 16, 2015, 10:38:53 pm »
The cursor thing is a tricky one.  The game was never really meant to be played in windowed mode, yet I force windowed mode for the overlay, so the cursor gets stuck and doesn't change back to a pointer.  I do move it to the side of the screen, but for now that's about as good as I can do. 

Only the new tracks get a changed title and most of the new tracks are just arrangements of existing tracks, so you might just not be noticing. 

The mod files are just textures... they won't effect the VR buttons in any way, so it must have been a configuration issue. 

The license mode is toggled via the VR key and you were having issues with those before, so maybe you have a stuck key or something?  I haven't changed any of the license menu..... I just toggle the driver via the horn.

As for the fellow getting the random crashes, I'm not sure.  Unfortunately I can't fix a problem that I can't replicate on my end and of my 2+ years working on the game, I've never had it throw up an exception.  I've had it freeze at the splash screen once or twice, but that's about it.   

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #123 on: September 17, 2015, 05:12:53 am »
Thank you Howard for your reply, my start and vr keys are wired to a ipac and I use the shifted keys for the enter button, which is start button. + 1st vr key (up) , maybe it's this then which is causing the licence problem. I'll re-test it with just a key board. 

Giddygoon

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 64
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released! Before and After pics
« Reply #124 on: September 19, 2015, 02:38:17 pm »
Thanks to Howard and his hard work work my PC driven Outrun 2 cab is almost Arcade perfect.
This is how it used to look





And now with the Xbox attract screen







And the new overlays on the selection screen

Before



And now with animated icons









Great stuff, Very Happy!!!












terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #125 on: September 19, 2015, 04:59:25 pm »
very very nice mate.... :cheers:

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #126 on: September 20, 2015, 10:37:10 pm »
It's impressive.  Have you looked into lights yet?  I do support the view lights and such, but they haven't gotten much testing.

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #127 on: September 21, 2015, 09:07:26 am »
I have a PAC-Drive in my G27s. Is that supported?

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #128 on: September 21, 2015, 07:56:13 pm »
Yeah it should be.  I don't own a pac-drive though so I wrote the module via correspondence but I believe we got all of the kinks worked out. 

Giddygoon

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 64
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #129 on: September 22, 2015, 04:58:30 am »
Yeah I also own a Pac Drive but I never hooked it up.... May be the finishing touch
I'll post here if I hook it up

I know you adjusting the HUD but what else needs or can be adjusted in the future?

It's now perfect in my opion


Great work!!!

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #130 on: September 22, 2015, 12:33:24 pm »
I want to do a HD attract mode.  I have most of the graphics already (they were in the game believe it or not) that I remastered to 1080p.... it was just lines and blue squares so it wasn't that bad.  I just need to record or have someone record the 1080p footage with all graphics removed.  Graphically that's about as far as I want to go aside from fixing the bonus drivers and allow you to use them in 2sp mode. 

Pedals still need fixed and I want to override the entire menu system just to get rid of all these control problems.  The lan menus could use some work.  Being able to use all the cars and all the songs in 2SP mode would be nice, but I don't know if it's worth the effort.  Force feedback could of course be improved if I can find more values. 

Giddygoon

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 64
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #131 on: September 22, 2015, 03:40:03 pm »
Is it possible to put an overlay on the outrun loading screen with the arcade standby screen like I posted a screen shot some time back... But I recall you said that it might not be that straight forward

Also would your HD attract be a copy of say the Xbox/ arcade version video ?

Maybe two versions one with the original Sega Outrun2 logo screen and the other with FXT logo

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #132 on: September 22, 2015, 06:35:36 pm »
Yeah it should be.  I don't own a pac-drive though so I wrote the module via correspondence but I believe we got all of the kinks worked out.

ah didn't know this was already working....will have to give it a try tomorrow.

just need to map the  start button (enter)  to keyboard button no.1 so it works the same as all the emulators and mame

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #133 on: September 23, 2015, 03:41:59 pm »
ok so tonight I tried the mame hooker with pac drive and outrun 2 and it didn't seem to work properly or ive missed something...

the outputs from the mame hooker  debugger seemed ok , but it was wasn't quite working correctly.

ive tried the vr buttons and they flash once when pressed but according to the debugger the button pressed should remain on.

I also have start and all the vr buttons flashing on the start screen.....

can any one else compare who has a pac drive...

thanks chris

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #134 on: September 23, 2015, 04:50:15 pm »
I tried this today aswell using a pac drive but, i get nothing. Do i need to setup somthing before it can work? Mamehooker shows the output to be working but, i have never tried mamehooker in general. All i have is ledblinky and hyperspin.

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #135 on: September 23, 2015, 06:42:34 pm »
I tried this today aswell using a pac drive but, i get nothing. Do i need to setup somthing before it can work? Mamehooker shows the output to be working but, i have never tried mamehooker in general. All i have is ledblinky and hyperspin.

ok so while you have the game running and the mame hooker debugger running so you can see the outputs, 

click on script editor, then select edit ini for current rom,

it will bring another window up with different settings like :

[General]
MameStart=
MameStop=
StateChange=
OnRotate=
OnPause=
[KeyStates]
RefreshTime=
[Output]
Kph=
Mph=
Rpm=
Rev=
Gear=
VR_View=
View1_lamp=
View2_lamp=
View3_lamp=
View4_lamp=
Brake_lamp=
Start_lamp=
SongChange=
Leader_lamp=
LanPos=

next put your mouse next to the "=" sign and left click

next goto add and then command,

then select ultimarc set led state (I think that's the option, cant remember of the top off my head)

then you select the pac drive, should be 1 unless you have more than 1 pacdrive

then select select the led you want to control,

then I leave the output at the default setting

then press ok , and save the setting...

do this for each led output....




FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #136 on: September 24, 2015, 12:43:41 pm »
Where do i find script editor?

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #137 on: September 24, 2015, 01:16:42 pm »
It's an option in mamehooker's menu.... click on the icon in your taskbar to open up debug.

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #138 on: September 24, 2015, 01:36:11 pm »
Oh i see. So i need mamehooker installed to make it work.

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #139 on: September 24, 2015, 01:52:30 pm »
Oh i see. So i need mamehooker installed to make it work.

I assumed you had it running seen as you said you can see the outputs in mamehooker
« Last Edit: September 24, 2015, 01:54:33 pm by terminator2k2 »

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #140 on: September 24, 2015, 02:30:25 pm »
Sorry i ment the debugger. My bad.

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #141 on: September 24, 2015, 02:42:31 pm »
If the debugger is running then mame hooker is working

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #142 on: September 24, 2015, 04:39:59 pm »
Let me get this straight. I dont have mamehooker installed on my setup. i just have the outrun hack. When i launch the .exe, troubleshooter 2 starts in the taskbar. If i right click on that, i get a debug option whitch shows me the outputs. Is this what you are referring to?
« Last Edit: September 24, 2015, 04:49:40 pm by FaithLes2425 »

BadMouth

  • Moderator
  • Trade Count: (+6)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 8079
  • My arcade cabinet has a cup holder.
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #143 on: September 24, 2015, 04:52:03 pm »
Oh i see. So i need mamehooker installed to make it work.

This.

http://dragonking.arcadecontrols.com/static.php?page=mhtutorials
download and other stuff is on the right

I'm not sure how Troubleshooter2 got into the conversation?!

EDIT: Ok, I see that's the label on the system tray icon.  Ignore it.  Probably leftover from Howard sharing code between projects.
« Last Edit: September 24, 2015, 04:54:17 pm by BadMouth »

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #144 on: September 24, 2015, 04:55:39 pm »
Am i the only one having troubleshooter 2 starting when i launce the .exe?
Look at my screen shoot.

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #145 on: September 24, 2015, 04:57:20 pm »
Ok so this is infact mamehooker?

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #146 on: September 24, 2015, 05:08:56 pm »
looks a bit strange, never seen that before...

you should have a icon mh (mamehooker ) in the bottom right corner by the time etc..

right click it and select debugger

heres the official tutorial:

http://dragonking.arcadecontrols.com/static.php?page=mhsniping

BadMouth

  • Moderator
  • Trade Count: (+6)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 8079
  • My arcade cabinet has a cup holder.
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #147 on: September 24, 2015, 05:54:11 pm »
Ok so this is infact mamehooker?

Not if you haven't installed mamehooker......

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #148 on: September 27, 2015, 08:11:32 am »
Any good faithles2425? Or anyone else with a pac drive?

ive also noticed that in the menu:

F1 is the horn
F2 is the view button

in game my buttons are:

up key is the view button
button 4 on my wheel is the horn

can these be configured to the correct buttons?



update: sorted this problem  with a autohotkey script....works very nice now and are able to switch game mode/car colour/ view with the sega vr buttons

« Last Edit: September 29, 2015, 06:55:16 pm by terminator2k2 »

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #149 on: September 28, 2015, 02:34:30 pm »
just a quickie....I just noticed on my gaming pc that there is flames coming out of the exhaust of the car when playing, where as on my cab there is no flames :( is this gpu dependant?

ive got a 780ti in my gaming pc and gtx460 in my cab pc....would of thought the gtx460 would of been ok....also on latest drivers...

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #150 on: September 30, 2015, 03:02:16 pm »
https://youtu.be/uP69XKXyjXM

only need the buttons lit up now and everything is superb....
« Last Edit: September 30, 2015, 03:20:28 pm by terminator2k2 »

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #151 on: October 01, 2015, 10:39:42 am »
https://youtu.be/uP69XKXyjXM

only need the buttons lit up now and everything is superb....
Where did you get that awesome attract video from?

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #152 on: October 01, 2015, 11:43:35 am »
https://youtu.be/uP69XKXyjXM

only need the buttons lit up now and everything is superb....
Where did you get that awesome attract video from?

its on page 1 of this thread....download it and replace the file in the MOV folder with the new 1

petty there isn't a better HD version of it available

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #153 on: October 01, 2015, 12:53:02 pm »
https://youtu.be/uP69XKXyjXM

only need the buttons lit up now and everything is superb....
Where did you get that awesome attract video from?

its on page 1 of this thread....download it and replace the file in the MOV folder with the new 1

petty there isn't a better HD version of it available
Oh i see. So its still in japanese writing?

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #154 on: October 01, 2015, 02:51:33 pm »
It is in japanese, i did come across 1 in english and hd but just cant find it.

FaithLes2425

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • Bingo!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #155 on: October 02, 2015, 02:07:19 pm »
 :'(

flash951

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • You should use CRT display
    • remimedia
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #156 on: October 03, 2015, 09:39:34 pm »
Maybe a little off-topic: I want to share what I did to finally make Outrun 2006 C2C work from my Frontend (Maximus) and with multiple USB controllers.
I've found out, it  can be troublesome.

To make multiple USB controllers work within the game:
Installed vJoy virtual controller device and made an virtual device.
Used ujr.exe to map my physical controllers into the virtual controller.
Configured my virtual controller and made it default within the game (this one is described in other threads I think).
 
To make the game start from the frontend without messing up the controls for my other games.
Batch command "devcon" that disables the virtual device whenever frontend is started up, because the virtual device then becomes "default" and takes over.

I'm starting the game from a batch script from the frontend,
1. using the "devcon" command to enable the virtual device,
2. then run UJR to get it mapped up.
3. UJR got some delays then connecting to the virtual device, so had to insert a 10 sec timeout in the batch before proceeding, (if not, Outrun screen will not come to front).
4. UJR blocks the batch, had to use the start command to avoid blocking.
5. Using "cmdow" command to make the vJoy window not active and not in front before starting Outrun, (not sure if that's necessary, the 10 sec timeout before starting Outrun probably made Outrun in front and not vJoy).

 That's the shot version of it.



 

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #157 on: October 26, 2015, 05:25:55 pm »
Did anyone else try the LEDs on a pac drive .?  Just curious as I couldn't get them to work correctly.

lolomc2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 47
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #158 on: November 09, 2015, 04:53:32 pm »
Hi everybody
Just a picture of the new cab I have made few days ago...

I know... I should have installed a triple screen.... But I am already touching the lowest level of WAF I ever did so...  :hissy:

No baby was injured with this cab. I have not installed the force feedback as my baby is not strong enough. But in few months, if I feel him ready, I'll do

Thank you again Howard for what you did  :cheers:
« Last Edit: November 09, 2015, 05:01:05 pm by lolomc2 »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #159 on: November 09, 2015, 04:55:47 pm »
Teach 'em while they are young.. I approve. 

baritonomarchetto

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 385
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #160 on: November 10, 2015, 12:51:27 am »
Build your own arcade player! :)
« Last Edit: November 10, 2015, 02:23:35 am by baritonomarchetto »

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #161 on: November 10, 2015, 06:58:03 am »
Has development finished on this ?


Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #162 on: November 10, 2015, 09:38:17 pm »
No, but I don't work on it continuously.  Right now I'm concentrating on hardware... I'll get back to it eventually.

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #163 on: November 11, 2015, 05:18:24 pm »
I've been having a play with the FFb settings tonight in the outrun Cfg, on my l2m2 setup as everything seemed to be a bit weak, any how I've upped the settings a bit and it's quite good now,nice and strong.  but whenever I'm turning or drifting with a nice centreing spring  action from the motor , it seems to block out any other feedback. Like if I run off the road or hit other cars. If the centreing spring action is not being used like in a straight line, if I run off the road or hit another car, the FFb is nice and strong.


kessmo

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 3
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #164 on: November 12, 2015, 07:20:37 am »
Hi everybody!
Here I am, a happy Outrun2 fan playing Coast2coast from the day it's been released.
Following your MOD from far, I finally decided to apply your patch and it seems I have some problems on my system (Win7 x64).
I hope someone can help with that:

1- The direct load to OR2SP doesn't work, I'm unable to launch directly SP. It just loads normally. Any advice about that? (I tried all compatibility modes and admin launch too... :-[ )

2- Then if I play the game with overlay, when I exit the game, the troubleshooter2 icon is staying active in my notification area and the OUTRUN process is blocked, displaying a black screen I can kill with Alt-F4. Maybe a missing directx dll or else...

I'm not far from a perfect experience with your patch, you've done wonderful job and thanks for that, FFB is fantastic with my HAPP device!!! ;D
Continue to give us some updates.

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #165 on: November 12, 2015, 10:05:23 am »
hi there, firstly have you ticked the box in the fxt.cfg to load straight into sp mode?

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 20
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #166 on: November 12, 2015, 01:26:08 pm »
Got the same feeling that you terminator2k2 need to reduce centering spring to have good FFB it's fun but less than model2 emu for example (got same hardware than you l2m2)

kessmo

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 3
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #167 on: November 12, 2015, 01:37:56 pm »
Yes terminator2k2, I ticked and unticked everything several times with all compatibility settings in win7 file properties.
But nothing like a straight launch to SP, just the classic C2C menu. ???

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #168 on: November 12, 2015, 02:19:41 pm »
Yes terminator2k2, I ticked and unticked everything several times with all compatibility settings in win7 file properties.
But nothing like a straight launch to SP, just the classic C2C menu. ???

I assume your running the new fxt.exe  and not the original outrun2.exe ?

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #169 on: November 12, 2015, 02:22:53 pm »
Got the same feeling that you terminator2k2 need to reduce centering spring to have good FFB it's fun but less than model2 emu for example (got same hardware than you l2m2)

Ill turn down the centrespring effects  and see what happens, i still get no exaust flames either , even after i upgraded my gpu to a 960. I just like the eye candy, but for some reason it doesnt want to work.

kessmo

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 3
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #170 on: November 12, 2015, 10:25:34 pm »
Yes I run the good exe....
I have the overlay and the custom resolution currently working.
The only things that don't, are the two I described in my first post (direct load to SP, and clean exit of the game).

OnKz

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 6
  • Anon Hello Kitty punishes.
    • Unfinished Website
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #171 on: December 30, 2015, 08:49:09 pm »
HI HOWARD!

I've watched over these FXT threads during the last few months and I'm pretty damn impressed man.
Works wonderfully :)

One thing I've noticed: The 2SP (arcade) menus seem to be Half HD and Half non-HD.
I'd love to help out on re-making some artwork in the menus to make it look HD.

Would you be able to tell me where the menu files are?
I'm looking at files for things like the Music selector buttons (eg- Splash wave) or the gamemode buttons (eg- Outrun mode)

Like this:


I could just cut the buttons out from that screencap, but there may be other higher res shots online, and re-making them will still be okay.

EDIT- Just to note, I'm using that OutrunX program you made. Really nice work man.

EDIT2: IGNORE ME! My screen just makes things look bad. I run 1280x1024 on my arcade PC :P
I can still help with art stuff but yeah, it looks better now after disabling 4:3 forcing.
« Last Edit: December 31, 2015, 10:42:11 pm by OnKz »
Hey you! Yeah, you. The guy behind the screen. What you staring at? Get back to work! :P

OnKz

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 6
  • Anon Hello Kitty punishes.
    • Unfinished Website
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #172 on: December 31, 2015, 10:22:23 am »
Also, how can I modify the artwork on the overlay?
I want to change the select button to the gas pedals just like the 2SP arcade says.
Thanks
Hey you! Yeah, you. The guy behind the screen. What you staring at? Get back to work! :P

OnKz

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 6
  • Anon Hello Kitty punishes.
    • Unfinished Website
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #173 on: December 31, 2015, 10:25:27 am »
Yes I run the good exe....
I have the overlay and the custom resolution currently working.
The only things that don't, are the two I described in my first post (direct load to SP, and clean exit of the game).

Have you got MameHooker and DirectX 8?
And have you 100% got it running in the background whilst launching FXT?
I had the same issues. I just reinstalled MameHooker, rebooted, and ran FXT as Admin in Windows 7 comp mode.
Hey you! Yeah, you. The guy behind the screen. What you staring at? Get back to work! :P

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #174 on: February 11, 2016, 04:14:15 pm »
I tried setting up my  vr lights again tonight...

one thing I noticed was if I set only the start light to work, it works flawlessly every boot...

as soon as I start messing with the vr buttons it works ok but then on exit I get something like 10.dll error (will have to check this error again)

if I restart outrun 2 everything is messed up  again, the start button flashes with 2 other lights on my vr panel...same in game when you press one of the vr buttons..

now when its in this state , no matter what I change in mamehooker the results are the same...

so my only solution is to re-install mame hooker again....

I then go through the same process as above and the same thing happens..

so at the moment ive left it with just the start button light flashing...

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #175 on: February 11, 2016, 10:13:11 pm »
That sounds like a parsing error to me.  Post the script. 

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #176 on: February 12, 2016, 05:37:29 am »
That sounds like a parsing error to me.  Post the script.

what script you want me to post? where do I find it?  or is it the Outrun2FXT.ini you want in mamehooker ?


Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #177 on: February 12, 2016, 10:16:51 am »
Yes.... that.

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #178 on: February 12, 2016, 10:24:34 am »
Yes.... that.

this is the current setting :

[General]
MameStart=
MameStop=
StateChange=
OnRotate=
OnPause=
[Output]
Kph=
Mph=
Rpm=
Rev=
Gear=
VR_View=
View1_lamp=
View2_lamp=
View3_lamp=
View4_lamp=
Brake_lamp=
Start_lamp=uls 1 5 %s%
SongChange=
Leader_lamp=
LanPos=
[KeyStates]
RefreshTime=

but it fails when I have this setting:

[General]
MameStart=
MameStop=
StateChange=
OnRotate=
OnPause=
[Output]
Kph=
Mph=
Rpm=
Rev=
Gear=
VR_View=
View1_lamp=uls 1 4 %s%
View2_lamp=uls 1 3 %s%
View3_lamp=uls 1 2 %s%
View4_lamp=uls 1 1 %s%
Brake_lamp=
Start_lamp=uls 1 5 %s%
SongChange=
Leader_lamp=
LanPos=
[KeyStates]
RefreshTime=


the error I get is:

dll error 2
dll error 31
« Last Edit: February 12, 2016, 10:56:24 am by terminator2k2 »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #179 on: February 12, 2016, 04:51:15 pm »
Ok nothing looks out of the ordinary, but you might want to open it in word pad or something and "show all characters"  to see if a tab or something weird is in there mucking things up. 

I'm guessing the dll that is erroring out is the ultimarc one.  Mine would have some descriptions tacked on.  It sounds like the dll is hanging upon exit... it might be on my end and it might be the dlls fault or a combination of the two.  I think the next step would be to try each of the commands via mamehooker's test function to see if that is an issue.  The ultimarc stuff is tricky because I programmed it via correspondence... I never tested it on the actual hardware.


You might also want to try a game in mame that has enough outputs and add those commands... then we can determine if it's a FXT only problem, or a mamehooker problem in general.

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #180 on: February 12, 2016, 05:13:25 pm »
if it helps, I have the same settings for model 3 games and they work fine with mamehooker and the vr lights.

heres Daytona usa 2 with the light flashing

« Last Edit: February 12, 2016, 05:19:31 pm by terminator2k2 »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #181 on: February 12, 2016, 05:38:16 pm »
Yeah it's probably something fxt specific then. 

Why don't you try adding an ultimarc kill command in the mamestop section.  It might just need reset. 


terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #182 on: February 12, 2016, 06:33:26 pm »
ill have a play tomorrow and see if its anything specific causing the problem..1 light at a time etc...

ill also try that command and see if it helps.....

I also noticed when I tried messing around with it earlier this evening, as soon as you go into the game with the car on the start line ( I suppose this is because this is when the vr lights start working) the same error pops up there aswell.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #183 on: February 12, 2016, 09:25:18 pm »
That almost sounds like an invalid value is being passed on.  Mamehooker should have error checking for that though. 

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #184 on: February 13, 2016, 12:00:36 pm »
just had another play,

start button always seems to work...

as soon as I set up the vr buttons everything goes wrong...

I even set up the vr buttons whilst I was on the start line and they worked fine with view change, as soon as I go back to the title screen, all the buttons start flashing again.(not just the start button)

its like most of the code is correct, but something is wrong some where...

I even set up the change music light, and that seemed to work all be it a bit dim....

It would be good when it does work correctly , if :

1. the start button flashes while on the car select screen, so folks know to press that button to continue

2.the red vr button flashes on the outrun mode selection screen

3.the red vr flashes on the audio selection screen

4.the current view button flashes (like Daytona usa)

I have noticed in using mamehooker + Daytona usa 2 that the lights aren't on very long  which sometimes make the lights seem a bit dim. (im comparing this to ramjets model 2 vr programme)

its a petty that others using the pacdrive cant input to this aswell.....
« Last Edit: February 13, 2016, 12:03:32 pm by terminator2k2 »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #185 on: February 13, 2016, 01:41:06 pm »
Most of that behavior is planned or already implemented.  That certainly sounds like an invalid value is being passed, and going between screens would be when that's most likely to happen. 

Supermodel is handling the outputs for supermodel... it works just like mame.  My guess is the lights you are using are leds, which have a stark on/off, while the game used lamps, which fade out when turned off due to the use of a transistor.  Ramjet's stuff works better because he most likely tested with leds when he wrote the timing.


terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #186 on: February 13, 2016, 02:52:58 pm »
I used to have led buttons , but since have acquired the proper vr lights and panel:


Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #187 on: February 14, 2016, 06:36:10 pm »
Hey can you confirm something for me?

It looks like the last version I released had the outputs borked.  If you open mamehookers debug window you'll see the view lamps getting weird data.... like values greater than 1, ect.  I fixed this.  It was because I had added many new outputs and I forgot to re-order the output ID numbers.  So that might have been your issue.

I'm getting Outrun FXT ready to be copied over to a new folder for the Offroad Thunder FXT, so I'm squashing bugs left and right and sprucing things up in general.  So now is as good a time as any to do an interim release.

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #188 on: February 15, 2016, 04:55:25 am »
Hey can you confirm something for me?

It looks like the last version I released had the outputs borked.  If you open mamehookers debug window you'll see the view lamps getting weird data.... like values greater than 1, ect.  I fixed this.  It was because I had added many new outputs and I forgot to re-order the output ID numbers.  So that might have been your issue.

I'm getting Outrun FXT ready to be copied over to a new folder for the Offroad Thunder FXT, so I'm squashing bugs left and right and sprucing things up in general.  So now is as good a time as any to do an interim release.

yes no problem, ill fire it up sometime today and check....

just had a quick check and on the outputs in mamehookers debug window

vr2 output changes with what view mode you have - 1 to 4 shouldn't this be on the vr view ?

also as I go through the vr buttons, it shows more than 1 output being on, and sometimes the start button being on aswell.
« Last Edit: February 15, 2016, 06:39:19 am by terminator2k2 »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #189 on: February 15, 2016, 12:34:07 pm »
Yeah that's what I'm talking about.  It was registered with mamehooker at one id and data is being sent with another, so mamehooker is getting confused.  I've already fixed the issue, it's just a matter of doing a new release.  Most likely this is what was causing the issue with your pacdrive. 

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #190 on: February 15, 2016, 12:50:44 pm »
if you have a version ready for release...do you want me to test the lights first?

you are a genius when it comes to this stuff.....

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #191 on: February 15, 2016, 01:53:47 pm »
Yeah I'll send it over tonight, but it isn't quite done yet.  I'm adding some different blink patterns for the menus and adding a single button lamp mode.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #192 on: February 15, 2016, 10:10:43 pm »
Ok it might be another day or so.  I'm finding more bugs to squash... might as well do it now.

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #193 on: February 24, 2016, 02:00:30 pm »
video of vr lights :


MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 455
  • As I pass, do I give you the ass or the crotch?
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #194 on: March 19, 2016, 02:47:21 pm »
I'm a bit behind the times with all the recent updates in this, but I've just installed the latest beta on both my PCs because I'm going to be doing some multiplayer tonight. This has reminded me that I wasn't ever able to figure out how to do the music swaps, even though in theory it shouldn't be that taxing. I've put all the bonus tracks in the sound folder, I've got overlays enabled, I press brake on a song that doesn't have an alternative (like Nightflight or Radiation) and nothing happens.
« Last Edit: March 19, 2016, 09:24:23 pm by MrThunderwing »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #195 on: March 19, 2016, 03:59:41 pm »
What axis is your brake mapped to?  I found on my rig that I'm having an issue with it as well.  For whatever reason I have to press gas to get it to change.  I've got a new version that I already passed along to t2k2 that I want to work on a bit more before release.... I'll see if I can fix it somehow. 

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #196 on: March 19, 2016, 05:08:33 pm »
What axis is your brake mapped to?  I found on my rig that I'm having an issue with it as well.  For whatever reason I have to press gas to get it to change.  I've got a new version that I already passed along to t2k2 that I want to work on a bit more before release.... I'll see if I can fix it somehow.

it works with the brake on my setup last time I checked.....but I miss read what you wrote originaly and was trying to press the break on magical sound shower which there isn't a alternate track....

try pressing brake on the  random "?" box

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #197 on: March 19, 2016, 05:13:54 pm »
Well I think the issue is I assumed the value I'm reading was static... in other words brake is always the same value, but now I'm thinking if you remap your joystick the value changes in memory.  I'll figure out a way to fix that.... perhaps having you press a keyboard key while holding down the brake to save the setting or something. 

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 455
  • As I pass, do I give you the ass or the crotch?
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #198 on: March 20, 2016, 12:31:25 pm »
What axis is your brake mapped to?  I found on my rig that I'm having an issue with it as well.  For whatever reason I have to press gas to get it to change.  I've got a new version that I already passed along to t2k2 that I want to work on a bit more before release.... I'll see if I can fix it somehow.

Howard, sounds like you're on the case with sorting this out, but FWIW, My brake is assigned to Axis Z. If I press the gas pedal it swaps out the tunes the way it would normally if you press the F2 key (i.e going from Magical Sound Shower, to the 1986 version to the Euro remix) but not the Japan bonus stuff that I've added to the sound folder. When this is working normally, does the name of the added bonus music appear in the overlay when you press the brake pedal? If you're pressing the brake on a song that doesn't have an alt version, how do you know which actual song you're selecting?

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #199 on: March 20, 2016, 04:58:47 pm »
What axis is your brake mapped to?  I found on my rig that I'm having an issue with it as well.  For whatever reason I have to press gas to get it to change.  I've got a new version that I already passed along to t2k2 that I want to work on a bit more before release.... I'll see if I can fix it somehow.

Howard, sounds like you're on the case with sorting this out, but FWIW, My brake is assigned to Axis Z. If I press the gas pedal it swaps out the tunes the way it would normally if you press the F2 key (i.e going from Magical Sound Shower, to the 1986 version to the Euro remix) but not the Japan bonus stuff that I've added to the sound folder. When this is working normally, does the name of the added bonus music appear in the overlay when you press the brake pedal? If you're pressing the brake on a song that doesn't have an alt version, how do you know which actual song you're selecting?

The font normaly changes when you press the break on a song with a alternate song, and im sure it changes to the new name aswell....ive not been able to get magical sound shower euro mix   working, I assumed for instance, you either have the original magical sound shower or the euro mix, you cant have both aswell as the 1986 version. I could be wrong but that's what I assume.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #200 on: March 20, 2016, 05:49:05 pm »
The gas pedal doesn't swap the real tracks normally... the view button does, so you would have had to have changed this yourself in the game's settings to get that behavior. 

My hack with swap any track with a track you've prepared.... the name is acquired from the playlists in fxtcfg.  Yes it shows up if you have overlays enabled.  I'm pretty sure I actually disabled the ability to swap tracks without overlays on specifically to avoid confusion.  The tracks have preview music as well, so you can hear the difference.

In SP mode you only have the two albums... you can swap songs with only those two albums.  IN 2k6 mode you can swap any track from any album. 

The hack does NOT swap official tracks with other official tracks unless you have made copies and prepared them to be alt tracks. 

I hope that clears some stuff up because the stuff you guys are saying is quite confusing to me. 

flash951

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 53
  • You should use CRT display
    • remimedia
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #201 on: March 20, 2016, 09:20:00 pm »
I've installed your fix, looks interesting.
Do you have a complete list of all it does? (stupid question, I know)

New intro with press "start" button (possible to map "start" button to different keyboard or joy key?)
New sound tracks, nice - works
Support for force feedback, nice
Skips to "arcade" mode automatically, nice - works
I installed the textures from the setup. (Does it replace existing textures in higher resolution, difference to notice?)

One problem, OutRun 2 only supports one controller device. I've got an standard arcade 270 wheel, break and accelerator pedal. I use IPAC 2 that consist of to separate joystick devices, I wired Joy 1 for buttons, steering and accelerator, and Joy 2 for break pedal.

I had to setup a virtual joystick device, Joy 3, in order to get all controls mapped into 1 device, to make Outrun 2 work.
The controls works good now, when sensitivity is cranked to maximum 100%.
I had to turn off all controls from your setup though and use the in-game ones. Does your fix make any changes to the original controls?



 




« Last Edit: March 20, 2016, 09:23:36 pm by flash951 »

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 455
  • As I pass, do I give you the ass or the crotch?
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #202 on: March 21, 2016, 08:02:19 pm »
The gas pedal doesn't swap the real tracks normally... the view button does, so you would have had to have changed this yourself in the game's settings to get that behavior. 

My hack with swap any track with a track you've prepared.... the name is acquired from the playlists in fxtcfg.  Yes it shows up if you have overlays enabled.  .

Sorry Howard, I'm still not 100% clear on this - I think I'm just being a bit dense.

To clarify: Do I actually need to do something with the playlist in the CFG folder for the Japan tracks you download at the start of this thread to work or is simply putting them into the sound folder in the game all that's, in theory, required? I don't need to specifically direct the game to swap out, for example, the song Shiny World with the new Japan arrangement of Passing Breeze?

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #203 on: March 23, 2016, 12:49:19 am »
It's been a while since I released it, so I'll have to check.  Pretty sure you just drop it in though.

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 455
  • As I pass, do I give you the ass or the crotch?
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #204 on: March 23, 2016, 08:57:17 pm »
I've come up with a bit of a DIY solution to the music. There's a whole host of tunes in 2K6 I never listen to, so I've just saved the Japan tunes as .ogg files with the same names as those ones and replaced them altogether. I even chucked in a few of the excellent arranged versions of the Super Hang-On soundtrack just to fully replace all the dross. It means they don't have the right names, but I know what's what so that's fine.

One thing totally unrelated to music I've noticed is that the game still stays open in processes in the task manger after I've exited out of it and I have to stop it from there. I'm fairly certain that I remember reading that this was a problem that others had had as well, but that it had been sorted in one of the earlier alpha builds. Is this an ongoing bug or is there a foolproof way to close it down properly?

OnKz

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 6
  • Anon Hello Kitty punishes.
    • Unfinished Website
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #205 on: April 19, 2016, 04:21:49 pm »
Howard,
You remember back on the old thread (Hacking Outrun 2006) where that JayFoxRox guy was mentioned?
(the Lindbergh Emulator developer)

Well I was on Reddit and he replied to my thread explaining why he didn't release the emulator.
Link: https://www.reddit.com/r/emulation/comments/4enlwq/sega_lindbergh_arcade_machine_emulation_any/

Also, here's a massive post he made explaining why he didn't release it (also linked in the thread above)
Link: https://www.reddit.com/r/emulation/comments/3ijjcw/xqemu_xbox_emulator_crusty_demons_ingame/cui13h6

So he has plans to release it in the 'future', when Lindbergh is pretty much a dead-zone for SEGA.
Wondering what you think about this? (Not sure if I should be posting this here but it relates to Outrun 2 emulation....)
Hey you! Yeah, you. The guy behind the screen. What you staring at? Get back to work! :P

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #206 on: April 19, 2016, 05:31:02 pm »
in a way I don't believe half the stuff he says regarding Lindbergh emulator....

he says he tries to protect the industry by not releasing it, yet they release multi boot lindberghs which is piracy and doesn't benefit the industry, only their pockets.

they sell this multiboot kit to operators and collectors and not 1 penny goes back to sega....


Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #207 on: April 19, 2016, 11:00:04 pm »
Well the excuse about preventing piracy is just that, an excuse.  Someone paid him to crack the protection and release pirated versions of these games, he says so right in the response.  The real reason is if he releases this emulator then he can't make any more money selling multi-boot kits. 

That's the other thing... it's not an emulator... it's a crack like the taito type x stuff.  If it was an emulator then it could be ported to windows fairly easily.  Having to mess with a Linux multi boot kind of kills it for me, but that's just me. 

I find it more likely that the ps3 emulator will make enough progress to emulate online arcade then we see this emulator ever getting released.  Even with 100% good intentions the thing about having an unfinished solution sitting around when you have other means to play the game is that over time you become less interested in finishing it. 

I mean no ill will towards the project btw... I just call em like I see them. 

OnKz

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 6
  • Anon Hello Kitty punishes.
    • Unfinished Website
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #208 on: May 02, 2016, 03:46:11 pm »
Update:

https://www.reddit.com/r/emulation/comments/3ijjcw/xqemu_xbox_emulator_crusty_demons_ingame/cuirlje

So he wants to release it soon but it's 'too much work' for him and he needs to find 'capable coders' and sort 'legal stuff'.
Nope. He's just making up excuses, it's clear.

Unless he gets people to 'help' him and is actually gonna try doing it. IDK.

Anyway, enough of him for now. We can give him more attention when he actually releases something.

Hey you! Yeah, you. The guy behind the screen. What you staring at? Get back to work! :P

mjay89

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 1
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #209 on: May 13, 2016, 07:49:17 pm »
Hello Castro,
Congratulations on Releasing the best thing next to the game itself! I must say really appreciate how you had paid little attention to details and came up with it day by day.

For me it is of much worth as I own a little setup of my own, an arcade play area you may say... I was recently looking into my outrun2SP Chinese cabinet which I bought in 2013 and we lost its HDD due to voltage fluctuation.. I'm looking forward to working on it on my own although there seems I'd be facing two main issues:

1. The I/O card driver which was embedded into the HDD and I dont read Chinese or have found a proper Brand Tag on it
2. I'll have to be able to disable the inputs once the game is over or maybe a put a time limit per credit.


But the one thing I was worried about most was the Force Feedback to the Wheel.. I must say really appreciate your huge effort! Thanks a bunch!


 :cheers:

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #210 on: June 13, 2016, 05:05:49 pm »
Howard I have been trying *ALL MORNING* to get this hack to work. Two things are occurring, one of which isn;t even related to FXT:

The first one is, I have the original two disc PC-CD Rom version of the game. Despite NUMEROUS attempts and re-installations, I can't get the game to launch at all on my Windows 7 64bit machine! Not sure what's going on but it used to run fine on my old desktop. The second thing is, since my CD-rom  version isn't even launching, I decided to grab what appears to be the one disc DVD-rom of the game off a torrent site. Problem now is, upon launching FXT using that version, it runs and then after a few minutes crashes. :( Not to mention that the changes I've made in the FXT config don't seem to take effect in the game. I'm getting no ffb in my wheel at alland the gears, despite being mapped to 1-2-3-4-5-6 on my shifter, doesn't behave like it's supposed it(they're doing stupid stuff like changing views and whatnot).

I'm starting to have doubts as to whether FXT is compatible with this particular version of the game I d/led off pirate bay.  Is there any way you can please help me by telling me which exact version of the game I should be using, and which ones you guys are using? I've read somewhere on the first page where you mentioned how FXT will not work with the Steam version of the game. I tried it anyway and sure enough, it crashes after a couple minutes into the game.

One last thing......before you ask, yes I properly placed the dx8vb.dll file in both my sysWOW64 folder *AND* my System32 folder. So that shouldn't be the issue.

Please help me resolve this by telling me how to identify the *EXACT* version of the game I need to use in order for FXT to run properly without crashing.

MrThunderwing

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 455
  • As I pass, do I give you the ass or the crotch?
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #211 on: June 13, 2016, 05:48:19 pm »
My version was a digital download from a now defunct (I think) UK based digital games distributor and FXT works fine with it on both PCs I'm using it on. I don't know how to find out what version of the game it is, but if you do I can check for you.

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #212 on: June 14, 2016, 03:29:55 am »
Hey MT whassup mate?

Thanks for your help. Well I have good news and bad news. The good news is, I FINALLY got the damn game function somewhat properly now. You wouldn't believe some of weird ---steaming pile of meadow muffin--- that goes on with this game. What was really driving me up the wall was the fact that my Escape key didn't work, like....AT ALL in the game! It took me hours of trial and error messing around until I figured it out and narrowed it down to vJoy. For sosme stupid reason having the "rY" Axis enabled in vJoy causes the game to render my keyboard's Escape key absolutely useless. Why in Sam's Green Hell this is, is beyond me! Anyway that's taken care of.

Now...further good news.....I've come to the conclusion that it's fairly safe to say that the copy of the game I d/led is in fact the 1-Disc DVD version. Now why in the world my original 2-Disc PC CD-Rom version of OR2K6 won't launch at all is the biggest mystery I've ever seen. Perhaps they discontinued that version for a reason. It is afterall, the very first edition of the PC version of the game. Maybe it's disc drives but maybe it's Securom. Who knows? In any case the DVD image I have now is fully working which brings me to the third piece of good news.....

Outrun FXT is WORKING(well, almost, but I'll get to that in a second). I have tested out all the features of the hack and everything seems to be working in the game. I  figured out why FXT was crashing and solved the issue. I have to say Howard, you've done a marvelous job with this hack. The fact that I can map views as well as gears to individual buttons is pretty awesome! I haven't tried any of the texture packs or the radio options yet but I'll get around to those soon.

OK now for the bad news.......the MAIN reason i was excited about this hack and have been frothing at the mouth over the thought of using it, is....yes, you guessed it.....the Force Feedback. Simply put, the FFB feature is not working. Here's what's wrong in a nutshell....having the "Enable Force Feedback" box checked in the FXT Config options is fine if I set device # to none. But changing it to #7, which is where my FFB wheel is in the Windows Device registry,  causes FXT Troubleshooter to not function. If I leave FFB enabled and device ID at #7, FXT will launch the game, and sit in the taskbar like it's supposed to, but then it ceases to work, because right clicking or double clicking the icon does NOT launch the troubleshooter debug menu. Furthermore the app is almost certain to crash no more than a couple minutes into the game. Secondly, if I unplug all my USB controllers and leave only the wheel, and then select FFB and Device # at 1, I STILL get no reaction from the game. Could it be that the default values in the FFB.ini file are very low and I need to increase them? If so, I would like to know more about the parameters of the FFB.ini and just how far I can max those values? Can the Multipler be maxed to say 99,999?

Howard if you're reading this please assist me in any way you can. I'm really curious as to what is causing FXT to function improperly by setting the FFB Device ID # to 7? Otherwise the app is great.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #213 on: June 14, 2016, 08:23:55 am »
It sounds like you are having issues with your pc.  FXT doesn't do anything that would crash the game... it's quite passive.  Now fxt itself might crash, but I've yet to get a report of the game itself crashing.  Also if you have 7 game controllers plugged in that is the problem.  2k6 gets confused if more than one controller is plugged in.... I can only imagine 7.  If you don't then the id is not 7.  The first controller is 1, the second is 2, ect......  in vista and beyond the order they are assigned is quite random, so you'll have to play with it to determine which one it is.

I didn't respond to the version question because I wasn't even aware of a 2 disc version.  The multi-language dvd is what I use. 

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #214 on: June 14, 2016, 11:37:11 pm »
It sounds like you are having issues with your pc.  FXT doesn't do anything that would crash the game... it's quite passive.  Now fxt itself might crash, but I've yet to get a report of the game itself crashing.  Also if you have 7 game controllers plugged in that is the problem.  2k6 gets confused if more than one controller is plugged in.... I can only imagine 7.  If you don't then the id is not 7.  The first controller is 1, the second is 2, ect......  in vista and beyond the order they are assigned is quite random, so you'll have to play with it to determine which one it is.

I didn't respond to the version question because I wasn't even aware of a 2 disc version.  The multi-language dvd is what I use.


Hi Howard and thanks for the reply. Just to clarify, it's FXT that is crashing, not the game. The game continues to run fine. I'm using the multi-language dvd version as well and it's running good. Also, allow me to re-iterate.....I tried playing the game with *ONLY* my Bodnar wheel plugged in, and nothing else. Fired up the FXT config tool and assigned the device ID to #1, which is correct since it's the only device listed there. Fired up 2K6 and the same thing happened. FXT stops working. Just hangs, and doesn't respond to double clicking or right clicking the icon at all, and then a few seconds later I get the "FXT Feel the Road has stopped working" error. This *ONLY* happens when FXT's FFB matches up with the device ID of my wheel.

The other point I'd like to make, is that 2K6 only gets confused with 7 controllers *IF* you attempt to map axis and buttons from controllers *other* than the very first one(default). Fortunately I'm using vJoy, which aggregates all your USB devices into one virtual joystick that windows plays nice with. Only problem with vJoy is that it doesn't support force feedback properly and needs something called a "feeder" in order for it to support ffb.

Anyway I'm still stuck with this problem. FXT simply does not want to play nice with my wheel for some reason. The Bodnar wheel does have a stupid amount of power and torque, but at the end of the day, it is still a standard generic HID-compliant Windows based USB Joystick that fully supports all DirectX programs that deliver FFB. I've tried OutRun 2SP in the PCSX2 emulator and although the ffb needs to be turned up a few notches, it is working quite well. It just doesn't run all that great unfortunately and certainly doesn't look as pretty as the PC version. Model 2 and Supermodel work beautifully as well.

In any case Howard, please ponder this situation and think about what may be happening with FXT and my wheel. Could there perhaps be parameter contained in the FFB.ini file that doesn't match up properly with a steering wheel with this much power and frequency? What in the ini file can I try to tweak to perhaps make this work?

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #215 on: June 15, 2016, 12:12:19 am »
Why don't you try the included effect files in fedit.exe and see if they play ok with your wheel. (You have to map them to the wheel and play them back)  It could be as simple as the effects I'm using don't work with your wheel.  New ones could be made quite easily. 

What about joystick override and remapping?  Are those working with your wheel?  We need to figure out if it's direct input, or force-feedback specifically. 

Also is vJoy installed and active?  That counts as a joystick.  I'm not sure what effect, if any, it would have. 

Also turn outputs off for now if you have them on just to make sure that isn't the issue. 

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #216 on: June 15, 2016, 02:26:47 am »
Why don't you try the included effect files in fedit.exe and see if they play ok with your wheel. (You have to map them to the wheel and play them back)  It could be as simple as the effects I'm using don't work with your wheel.  New ones could be made quite easily. 

What about joystick override and remapping?  Are those working with your wheel?  We need to figure out if it's direct input, or force-feedback specifically. 

Also is vJoy installed and active?  That counts as a joystick.  I'm not sure what effect, if any, it would have. 

Also turn outputs off for now if you have them on just to make sure that isn't the issue.

OK Howard good news and bad news bro....

The good news: I've narrowed down the problem. When unplugging *ALL* other devices including vJoy with the only *EXCEPTION* being my wheel, I'm now getting an effect from the game via FXT. It is definitely the FFB aspect of the program.

The bad news: FXT's force feedback and the way it's been programmed into it is the sole culprit of the issue. The issue revolves around the device IDs. FXT force feedback does not like "talking" to ANY devices other than device #1. Even if you do not have any other devices plugged in and only one, if you set FXT FFB to any other device number it will cause FXT to hang and consequently crash a minute later. I have tested this numerous times and have confirmed this is the root cause of the issue.

More bad news.......when my wheel is the only device plugged and I set FXT's FFB device # to 1, as said above I *DO* now get an effect through my wheel from the game via FXT.....the problem is, it's a vibration effect and it's activated as soon as the game starts. It doesn't go away either. My wheel remains vibrating all throughout the game's activity, whether I'm in the menu's or on the track. No on/off behavior and no variable strength in the rumble intensity at all. Just constant rumble, rumble and even more rumble....until I shut down the game entirely.



Any ideas? If you could figure out a way to somehow re-code the way FXT looks for ffb devices, and have it so that it doesn't throw a fit when you try to pair it with a device listed as ID#7, that would be great.  :cheers:

All other functions within FXT(remapping, wheel override, etc) working OK AFAICT

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #217 on: June 15, 2016, 12:24:46 pm »
Ok thanks for the info.  I didn't want to say anything until you confirmed, but it sounds like it's your wheel.  I use the most basic, most universally used effect types for fxt to maximize compatibility.  The fact that your wheel isn't operating as it should suggests that your wheel doesn't support these types of effects.  So it's not as regular as you thought.  ;)

Either the wheel it loading one effect and crashing it's queue, or the wheel doesn't support on-the-fly manipulation of effects.  You are going to want to try those effects in fedit.exe like I suggested to see what is going on.  I can walk you through the process if needed. 

As for the device ID issue, it could be on my end and it could be on yours.  Granted I haven't tested it in a few builds, but device IDs other than 1 do work.... or at least they did.  The id issue could be related to your wheel issue.  If force-feedback connections are lost, fxt attempts to re-connect.   

Right now my racing rig is in parts and my wheel is bolted to it, so I can't do much in the way of troubleshooting.  I will look over the code tonight and see if I can catch anything that would cause force feedback to fail on different IDs.   

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #218 on: June 15, 2016, 03:18:47 pm »
Ok thanks for the info.  I didn't want to say anything until you confirmed, but it sounds like it's your wheel.  I use the most basic, most universally used effect types for fxt to maximize compatibility.  The fact that your wheel isn't operating as it should suggests that your wheel doesn't support these types of effects.  So it's not as regular as you thought.  ;)

Either the wheel it loading one effect and crashing it's queue, or the wheel doesn't support on-the-fly manipulation of effects.  You are going to want to try those effects in fedit.exe like I suggested to see what is going on.  I can walk you through the process if needed. 

As for the device ID issue, it could be on my end and it could be on yours.  Granted I haven't tested it in a few builds, but device IDs other than 1 do work.... or at least they did.  The id issue could be related to your wheel issue.  If force-feedback connections are lost, fxt attempts to re-connect.   

Right now my racing rig is in parts and my wheel is bolted to it, so I can't do much in the way of troubleshooting.  I will look over the code tonight and see if I can catch anything that would cause force feedback to fail on different IDs.


Thanks for the reply. I'm not sure if I mentioned this already but 2 out of the 3 effects you created for FXT do work in fedit. The one called "1AxisCF.ffe" doesn't do anything though. Not sure how this effect is supposed to feel but the other two rumble my wheel in fedit nicely. Please let me know if you find anything in code when you look over it later tonight.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #219 on: June 15, 2016, 07:38:18 pm »
What you want to do is try manipulating the effects while they are running... changing the direction or magnitude.  That'll let you know if the wheel allows on-the-fly manipulation.

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #220 on: June 16, 2016, 02:50:00 pm »
What you want to do is try manipulating the effects while they are running... changing the direction or magnitude.  That'll let you know if the wheel allows on-the-fly manipulation.

Hi Howard. I can confirm that the wheel *does* allow manipulation of effects on the fly. Was able to change direction and magnitude like you said.

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #221 on: June 17, 2016, 11:21:18 pm »
Hey Howard good news man! Although I haven't managed to get the FFB working in FXT, I did manage to get Xinput working!!!!  :applaud: I downloaded the latest x360CE plugin that tricks DirectInput devices into thinking they're Xbox controllers, and now the xinput part of FXT captures my wheel as an xpinut device, giving me FULL RUMBLE!!! So far the rumble is working great and with the x360CE options you can increase the strength of the rumble on top of what's already in your ini parameters. Correct me if I'm wrong but am I correct in assuming that the standard force feedback part of the FXT plugin has no benefit over the xinput rumble you've implemented? Because if I remember correctly, the effects themselves only consists of basic rumble of varying strength(ie no wheel torque based on what the car's doing). If this is the case, then I'm perfectly fine using xinput rumble rather the force feedback option of FXT.

The *ONLY* thing I'm missing Howard, is a center spring effect. I don't remember whether or not you've given us an option to enable a spring effect, but can you please upload a version of FXT that includes a center spring effect? Or is it something I can add myself via MameHooker or Fedit? I already have couple fedit files I created a few years ago that deliver spring effects. How can I incorporate them into the Xinput portion of FXT? Please let me know.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #222 on: June 17, 2016, 11:59:54 pm »
Well kinda sorta.  I use two types of effects in direct input that are fairly similar to the two rumble motors in a xinput device.  It would start to become an issue if/when I start adding constant force from taking turns and such.  You'll notice when you open up the or2wheel.ffe you see left motor, right motor and spring.  1axiscf.ffe isn't implemented yet and that would be for force created by taking turns. 

Spring effects can typically be enabled via an external profiler.  I can certainly enable the effect in direct input, but since the force feedback isn't working for you I'm not sure it would take.  I'm actually using the spring effect in the ffe file to do a center spring.  The idea was the user could weaken or strengthen the stiffness of the spring by sending the speedo data, but it isn't implemented yet other than turning the spring off when in menus. 

The real world is hitting me pretty hard lately... I haven't had much time to investigate your issue, but so far I can't see anything wrong on my end. 

Everything is kind of in a holding pattern atm as well.  We are waiting for headkaze's tcp output changes to be accepted in mame, then I update mamehooker to support tcp connections.  I'll probably drop dde support and upgrade troubleshooter 2 and fxt to use tcp solutions just so I don't have to deal with 4 connection methods to mamehooker.

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #223 on: June 18, 2016, 08:40:25 pm »
Well kinda sorta.  I use two types of effects in direct input that are fairly similar to the two rumble motors in a xinput device.  It would start to become an issue if/when I start adding constant force from taking turns and such.  You'll notice when you open up the or2wheel.ffe you see left motor, right motor and spring.  1axiscf.ffe isn't implemented yet and that would be for force created by taking turns. 

Spring effects can typically be enabled via an external profiler.  I can certainly enable the effect in direct input, but since the force feedback isn't working for you I'm not sure it would take.  I'm actually using the spring effect in the ffe file to do a center spring.  The idea was the user could weaken or strengthen the stiffness of the spring by sending the speedo data, but it isn't implemented yet other than turning the spring off when in menus. 

The real world is hitting me pretty hard lately... I haven't had much time to investigate your issue, but so far I can't see anything wrong on my end. 

Everything is kind of in a holding pattern atm as well.  We are waiting for headkaze's tcp output changes to be accepted in mame, then I update mamehooker to support tcp connections.  I'll probably drop dde support and upgrade troubleshooter 2 and fxt to use tcp solutions just so I don't have to deal with 4 connection methods to mamehooker.


Thanks for the reply and I hope you feel better bro. Don't let real life beat you up too hard.

Just a few things I want to mention.....I have TWO xinput dll files. X360CE(the one I mentioned above and what allows me to take advantage of your rumble effects for OR2K6) produces one of the dll files. The *other* dll file is the one I've talked about in the past that Racer_S made for me a few years back. That one in particular produces a *continues*(ie always on) inertia and spring effect(fully adjustable on my end and in real time)  for any game I want by simply starting the "Test" app. As long as the "test" app is active nothing else acquires my FFB wheel device, it remains on and active. This works for many Non-FFB supported games including OR2K6 and would be a perfect solution for a center spring, BUT......

Problem is, in order to take advantage of the rumble effects you've created for the game, I *need* to have the other dll file(for x360CE) active. Without it, it just doesn't read any effects from the game. It would be nice if I could somehow manage to activate both dlls simultaneously, and have it where both of them can "acquire" my FFB wheel at the same time. Can you tell me if there is any possibility to accomplish this with Windows 7? If I could get both dlls to acquire my wheel, then I'd be all set and be good to go! I'd have one dll delivering the center spring, and other one reading your rumble effects through the game and to my wheel. If this is something you may know about how to get done, please let me know bro.

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #224 on: June 18, 2016, 09:57:19 pm »
HOLY ---steaming pile of meadow muffin--- HOWARD ARE YOU ---smurfing--- KIDDING ME????????????!!!!!!!!!!!!!!!!!!!!!!!?!?!?!?!?!?!?!?!?!?!?!

Wait a minute what? what? WHAT?!?!?!?!?!?!?!?!?!?!?!

Dude....these force feedback effects are ---smurfing--- BANANAS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


I just cranked my wheel up a bit to around 25% strength and set the effect in x360CE to "sine" and now....holy ---steaming pile of meadow muffin---....they feel AMAZEBALLS!!!!! The forces when colliding with other cars, running off the road, even SHIFTING!!!! OMFG this is RIDICULOUS!!!!!! Dude you ---smurfing--- KILLED IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  :notworthy:

All the effects are working BEAUTIFULLY  :notworthy:

Man....finally OutRun 2006 pc WITH FORCE FEEDBACK!!! I'm in heaven! You should feel how it feels using a Bodnar wheel bro. Your effects come through crystal ---smurfing--- clear!!!! Almost "Daytona-like"! I'm gonna keep messing around with the settings in both your ini file and x360CE but for now, man they feel great!

Once I get the spring effect incorporated and working some way or another, it'll be absolutely PERFECT!!!!!


Howard you are the ---smurfing--- MAN bro! I mean it!!!! Thanks for this hack! You've made my dreams come true, having FFb in OR2K6 for PC!!!

 :jerry :w00t  :notworthy: :dizzy: :cheers:

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #225 on: June 18, 2016, 11:53:44 pm »
I would thank the guys at Sumo.  I didn't understand their logic when starting the project, but after some talks and more investigation it all made sense.  The data was hard to find but most of it IS in there already, I just had to normalize it and setup a system to use it.  The tire vibration FF for the rainy stages and bridges... that was all me though.  ;)

The biggest issues remaining have to do with the fact that force feedback is a dying art and there are next to no tutorials on the net.  Sure guides on setting functions up are available, but their odd quirks and how to best use said functions is nowhere to be found.  I basically have to figure it out on my own unless I want to work for Microsoft's games division or something. 

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #226 on: June 19, 2016, 02:24:04 am »
I would thank the guys at Sumo.  I didn't understand their logic when starting the project, but after some talks and more investigation it all made sense.  The data was hard to find but most of it IS in there already, I just had to normalize it and setup a system to use it.  The tire vibration FF for the rainy stages and bridges... that was all me though.  ;)

The biggest issues remaining have to do with the fact that force feedback is a dying art and there are next to no tutorials on the net.  Sure guides on setting functions up are available, but their odd quirks and how to best use said functions is nowhere to be found.  I basically have to figure it out on my own unless I want to work for Microsoft's games division or something.


Ahh I understand. Well good work nonetheless. What a shame Sumo went through all the trouble of putting the effects in there for motion, but didn't activate them for wheels. It took someone like you to make things right.

Anyway I was just wondering....regarding my post above(the one before the previous one) about the dll files. Do you know of a way to set it up so that two dll files can acquire my ffb wheel simultaneously? I tried renaming the second dll to xinput 1.3 (2) but no luck. If I activate the one for center spring, my wheel gets the spring....but as soon as the game puts me on the track, the other dll file kicks in and acquires the wheel while the spring effect dll gets dropped. If I could make both of them remain active I'd be golden.

FrEtBuRnEr89

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 3
  • Why is the rum always gone?
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #227 on: June 25, 2016, 03:18:12 pm »
Hey guys, long time lurker, first time poster here.  I just wanted to personally thank Howard for all of his hard work in regards improving Out Run 2006.  I downloaded and installed the 2.1 beta, and it worked like a champ with my Win10 Thrustmaster T300RS rig.  Makes the game that much better.  Thanks again Howard!   :notworthy:

My game room: MAME cab, Hydro Thunder sitdown, Super Hang-On upright, Star Wars Trilogy Arcade upright, Karate Champ, and Chicago Gaming Redline GT Driving Cab w/47" 3D LG HDTV

Pedro Pablo

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 9
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #228 on: July 26, 2016, 01:35:04 am »
Sup

Some time ago i've tried OR2FXT. Nice enhancement! Now 've got a problem, never happend before :/

I have a DFGT steering wheel and I used to play with the Wheel Override option because the deadzone of OR2006 it's lame. But when I activated it I can't steer in the game, even with the keyboard.

IDK what I have done
« Last Edit: July 27, 2016, 08:42:18 pm by Pedro Pablo »

ralphup

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 2
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #229 on: July 27, 2016, 10:49:36 am »
Justs to say THANKS Howard for this patcher!

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #230 on: July 28, 2016, 08:20:56 pm »
Justs to say THANKS Howard for this patcher!

I believe this news!!!!!!!!!!!!!!!!

adf00

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 1
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #231 on: July 29, 2016, 09:02:24 am »
Hey all, long time gamer, first time Outrun 2 player - I've been on an old-school/arcadey vibe recently, and figured I'd give Outrun 2006 a go. Needless to say, I love it. Just what I was looking for.

Unfortunately, I've been having problems getting Outrun 2 FXT to work at all. I'm currently playing in Windows 10 with a wireless Xbox 360 controller connected via an official MS wireless dongle. I was able to install the texture pack, but rumble doesn't seem to work at all. Also, FXT seems to crash seemingly at random every time I've tried it. To be honest, I'm most interested in the rumble support provided by FXT. At first I was having issues with the controller working at all, but unchecking "Wheel override" sorted that right out. I've disabled AA as I read that certain wrappers (namely SweetFX and its ilk) had issues with that, though I suspect that's totally unrelated... still, figured it was worth a try!

I've followed the instructions in the readme, and manually registered the dx8vb.dll as I thought that might be causing some problems. That said, I ran the FXTconfig.exe as admin and that seemed to handle it for me, but figured I'd at least rule that out as a possibility. I've also tried running the game in XP SP3 compatibility mode, and I've tried running it with admin rights - nothing seems to work for me. I figure I'm probably doing something really really stupid (besides trying to run a game that came out in 2006 in Win10), so I figured I'd post this here and see if anyone could shed any light on why this isn't working.

I don't want this to sound like I'm taking away from the achievement of creating this patch because, by all accounts, it sounds really, really fantastic, and regardless of my own situation I really appreciate you taking the time to put it together and share it at all!

Cheers all :)

jakob91

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 2
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #232 on: September 10, 2016, 11:33:48 pm »
Thank you for the mod. I ran into FFB issues with my wheel (logitech g27) so I thought I had to report it in case some other people had the same problem.

Beside the vibrations when going off-track, I got no force feedback in the game. The only way I managed to trigger the FFB was to press the windows key and return to the game window. Then the FFB works for about a second and disappear right away. I have the dx8vb.dll in my main Outrun 2 folder as well as my syswow64 folder.
The second problem I ran into is the third gear on the shift knob that seems to brake the car as well. I'm searching in the .INIs but can't seem to find the culprit.
Third problem is the wheel degrees. No matter the setting I put in my logitech profiler (my other games are working with their respective profile) I'm always stuck at 900 degrees in this game.

OS is win7 64 sp1. FF.ini is default but I changed the keys for gearshift by trial and error. If I can throw a suggestions, it would be great to be able to skip the game intro (I must have seen like like 50 times by now just by trying to adjust this mod).

Well that's pretty much it, good luck with the rest of your project!


PS: capcha is.... well I gonna scream now.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #233 on: September 11, 2016, 01:16:50 am »
If you are expecting force applied to the wheel when turning or something that isn't going to happen.  You get feedback when running off the road, over some bridges, when driving in the rain, or if you run into something hard enough to generate sparks.  That's. it.  Aside from that, I made effect files that worked with my wheel using fedit.exe  Testing each effect within that program will let you know if they are compatible with your wheel.

The gearshift problem is probably your own.  You most likely have the input you have mapped to the 3rd gear also mapped to the brake in the game itself.  The down arrow and down hat switch are hard-coded in game to brake and Y+ axis is mapped to it by default. 

I don't have a g27, so I'm unsure about the 900 degree thing. Turn off wheel override in the settings?

The intros can't be skipped unfortunately.  They are cleverly disguised loading screens.   

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #234 on: September 11, 2016, 05:28:18 am »
Hi Howard. Good to see you're still around buddy. I have a question and maybe even a small favor to ask....

Is there a way to increase the maximum strength of the *xinput* forces? I have the values you've set already at their max value and the forces, while OK, are still a bit on the weak side. Do you suppose you can submit an modified xinput ini file with larger parameters to deliver more strength for each individual effect?

Also, any luck getting the spring effect into the xinput side of things?

I really can't figure out why FXT Troubleshooter crashes when attempting to use the DInput version of the FFB. All your effects work perfectly within the fedit program. Strange.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #235 on: September 11, 2016, 12:54:28 pm »
You can increase the xinput global multiplier beyond 1.  I've used 2 or more on some of the weaker gamepads. 

I haven't worked on this in months unfortunately.  My health is up and down, so I only work on whatever I'm interested at the time.  ATM I'm trying to write a proper wiimote "driver", which nobody has really done yet. 

jakob91

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 2
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #236 on: September 11, 2016, 01:05:18 pm »
Thanks for the quick reply. I didn't know there were force feedback when driving in the rain but not in the dry. The way I get it there is no FFB at all, only vibrations on some surfaces that are translated onto the wheel so that explains it.

I changed the gear input because they weren't mapped properly on my wheel. I did nothing to the pedal axis or to any brake key/button so it might be a concern to people on a G27 wheel when hitting the 3rd gear and this is why I shared the issue :)

The profiler was set to authorize the game to adjust the wheel, usually it's working fine with other games. I guess I would need to invest more time on all these issues but if there is no real FFB while driving, I don't see the point to use my wheel with it as I only got major clipping while going off track and a dead wheel on tarmac so I guess it's not for me.

take care and best of luck with your wiimote project as well.

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #237 on: September 11, 2016, 02:12:33 pm »
It's force-feedback. Vibrations=force feedback.  I modeled the effects I included off of the xbox version and it matches it almost perfectly.  What you are talking about is resistance when turning, which is a rarity on any arcade racer.  I will probably add it in the future though.

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #238 on: September 12, 2016, 05:17:45 am »
OK Howard don't sweat it bro, I'll try increasing the global value. Thanks and get better!

BadMouth

  • Moderator
  • Trade Count: (+6)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 8079
  • My arcade cabinet has a cup holder.
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #239 on: September 12, 2016, 09:46:45 am »
It's force-feedback. Vibrations=force feedback.

Not in my mind.

directional force=force feedback

vibrations=rumble


Pedro Pablo

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 9
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #240 on: October 01, 2016, 01:18:30 am »
Hi

Some time ago i've tester this on my Outrun 2006 installation with my DFGT. Now i have this trouble.

I can configure the wheel with FFB, but when i check the Wheel Override option i can't control the wheel on the game, this doesn't happend before. I've tried to remove OR2FTX files, even reinstalling the game itself, and it doesn't work. BTW i've tested OR2FXT in Windows 10 and worked like a charm, now i've returned to Windows 7 and it worked well until now


Any solution for that???

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #241 on: October 10, 2016, 10:03:46 pm »
You can increase the xinput global multiplier beyond 1.  I've used 2 or more on some of the weaker gamepads. 

Can you tell me what the limit is beyond 1? 3? 4? 5? 100?

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #242 on: October 10, 2016, 10:18:29 pm »
1=100% strength, but different effects have different strengths (one might only be set to 30%, ect).... so if you se the global multiplier beyond 1, anything already at max strength won't change, but the weaker effects will increase... it's a quick and dirty way to increase everything.  Ultimately the tweaking of individual settings will yield the best results. 

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #243 on: October 10, 2016, 10:23:35 pm »
I found the value that controls the model loaded in the car selection.  Unfortunately I haven't been able to load models that a particular mode shouldn't be able to display, but I can control them or turn it off.  I suppose we may have to settle for pics when selecting the bonus cars. 

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #244 on: October 10, 2016, 10:56:04 pm »
OK thanks! Keep up the good work!

terminator2k2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 122
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #245 on: October 15, 2016, 04:08:55 pm »
i know this wasnt anything to do with the mod...but i lost flames from the exhaust on gear change when using the logitech driving force L2M2 mod on my sega daytona cab....

i got a heads up today from a friend who has the same setup and may help others who have the same sega model 2 L2M2 mod.....

i now have flames out of the exhaust on gear change....

when calibrating the acc pedal set the minimum (pedal up/foot off) first as normal  then when you you set the  maximum (pedal full down/full accelarator down) leave 1 block on the meter, hence dont put pedal all the way down....

why this happens i dont know, but this does the trick......

Antigollos

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 1
  • I want to build my own arcade controls!
rotating camera angle when drifting....
« Reply #246 on: October 24, 2016, 04:33:05 am »
Hi Master! =D

The only reason why I still prefer to play Coast2Coast on the PSP (Emulator & Handheld) is the lateral rotating camera when drifting. It's a feature that i've been missing on the PC version from the beginning of its release. And no patch or fix has ever made changes on this, which is a pitty. I mean the camera IS rotating but it is still not enough to imitate the original feeling of the handheld console. And especially on a widescreen monitor this would come awesome. Maybe you have the time and nerves to try it out and if possible I would love to see a new FXT version with a future to increase and decrease the lateral rotating angle.

I would be speechless and totally thankful for this feature!

best regards!
« Last Edit: October 24, 2016, 05:28:57 am by Antigollos »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #247 on: October 30, 2016, 01:36:48 am »
Version 2.3 has been released!  Check out the first post. 

Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 406
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #248 on: October 30, 2016, 02:20:09 am »
Cool Howard!

I installed new version but have a couple small issues

I don't get anything coming up to say hit start button after the attract video like the old versions, not sure if you have removed. Can't hit start button anyway to move forward, can only hit enter on my keyboard?

Also VR Outputs seem to work better now but are they meant to flash when you are racing? I am getting the outputs enabling when I choose a view but its just constantly on and doesn't flash like most sega racers ive seen


Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #249 on: October 30, 2016, 03:19:00 am »
I removed the hit start message many versions ago.  The message should be in the actual attract video.  I've never had a start button override, so pressing enter is how you do it.  2k6 will remap the menu buttons if you use a joystick button, but not for keyboards.  I already added a VR button override for the menus and eventually I'll probably add them all. 

I haven't programmed in a flash yet.  For now the selected view just stays lit.  I have VR1 flashing during load screens and in menus when it can be pressed atm as well. 


Boomslang

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 406
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #250 on: October 30, 2016, 06:23:11 am »
Cool

In that case it's working well

Is there a way to replace enter with my actual start button on cabs which is keyboard "1"

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #251 on: October 30, 2016, 02:17:03 pm »
I actually changed mine on my cab to enter, and the reason being is enter is universally start in 90% of the pc racers out there and half of the time you can't remap menu functions.  It was something I wasn't really aware of until I started installing stuff. 

The only way to do it before I add it in would be to use something like vjoy and even then I'm not so sure as the game only seems to want to read one joystick at a time. 

Pedro Pablo

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 9
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #252 on: October 30, 2016, 11:08:17 pm »
Oh, a new version, let's check it out!

Gakman

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 1
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #253 on: November 09, 2016, 03:26:00 am »
Great job!
Lats version I tried was 1.5a, I will install this one.
I've registered here, only to congratulate you! :applaud:

buttersoft

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 365
  • Is running at 15kHz
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #254 on: November 09, 2016, 05:40:22 pm »
The only way to do it before I add it in would be to use something like vjoy and even then I'm not so sure as the game only seems to want to read one joystick at a time.

Joytokey works fine with vanilla, so should work for FXT? I'm fairly certain I'm using it to deliver Enter strokes too...I'll check tonight if I can.

EDIT: No idea why I posted that, given he's using a keyboard encoder. UCR + Vjoy, might work though. You'd just have to map everything to the Vjoy device and use that to control the car as well. If you can't get keystrokes out of that, joytokey would help. Or just use something like sharpkeys? Assuming rewriting "1" to "enter" in the registry isn't going to screw up other things. Or even just use Autohotkey TBH:

1::
Send {Enter}
return

^l::
ExitApp
return

The code might look something like that, with the optional crtl+L (^l) hotkey to exit the script. You can replace that with another key combo, or work out how to exit the script based on other conditions - like when your game exits or when your frontend comes back into focus. Compile the script as an exe and add it to a batch file to launch the game from your frontend.
« Last Edit: November 09, 2016, 08:26:44 pm by buttersoft »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #255 on: November 09, 2016, 07:57:44 pm »
Yeah it should... I wasn't thinking.

Regardless I still recommend mapping start to enter.  Thus far every single solitary pc racer I've installed uses enter as start.  You are just going to save yourself headaches down the line. 

shitoken

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 8
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #256 on: November 10, 2016, 12:25:31 am »
Sorry may I know this outrun is of which system?

Tapatalk を使用して私の A0001 から送信


buttersoft

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 365
  • Is running at 15kHz
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #257 on: November 10, 2016, 12:34:43 am »
Sorry may I know this outrun is of which system?

FXT is a modification applied to the PC version of Outrun2006 coded by HowardCastro. It makes the game more like the Arcade versions (Outrun 2 & Outrun 2:SP) and adds features like force feedback.

shitoken

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 8
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #258 on: November 10, 2016, 12:36:52 am »
Sorry may I know this outrun is of which system?

FXT is a modification applied to the PC version of Outrun2006, coded by HowardCastro. It makes the game more like the Arcade versions (Outrun 2 & Outrun 2:SP) and adds features like force feedback.
Aren't there any real arcade version avaliable in Sega systems or Mame ?

Tapatalk を使用して私の A0001 から送信


Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #259 on: November 10, 2016, 01:21:49 am »
The arcade game ran on original xbox hardware.  Xbox emulation is at a virtual standstill. 

Regardless the pc version is the superior version as it will render at 1080p and beyond.  The car models are so detailed they still hold up to this day.  Coupled with my wrapper that adds FF, all the songs, all the cars, arcade accurate controls, uncensored graphics and more the best all-around version is FXT.  FXT=fixed.  ;)

Ghegs

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 3
    • Rolling Start!!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #260 on: November 15, 2016, 02:11:06 pm »
Heya!

I'm having some problems - mainly, the game crashes instantly after starting OR2FXT.exe. I did first run FXTConfig.exe as admin and it registered dx8vb.dll, I've since gone and re-registered it manually, but to no avail. The debug window doesn't open at all. I'm running Windows 8.1 64-bit and a legit physical copy of the game. Any hints as to what I can try out next?
Rolling Start!! - Arcade Racing Game Forum

IISargeII

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 11
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #261 on: November 15, 2016, 04:53:10 pm »
This was happening to me on windows 10. I found that I had to unplug all other usb devices apart from 2. (This was on a usb hub, any more than 2 in there and the game crashed) Whenever I play it now, I just make sure that only my steering wheel is plugged in.

Ghegs

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 3
    • Rolling Start!!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #262 on: November 16, 2016, 09:38:32 am »
That wasn't it, unfortunately. I disconnected everything but the mouse and it still crashes. First OR2006C2C.EXE at the Sega logo, then OR2FXT.exe shortly afterwards.
Rolling Start!! - Arcade Racing Game Forum

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #263 on: November 16, 2016, 03:56:38 pm »
I have another interim version, but I haven't had a chance to test it on my cabinet (the only thing I've got that has multiple joysticks and a FF joystick).  I'm fairly busy this week, but hopefully I can test that, and offroad thunder fxt this weekend and get them out the door. 

If not it'll be a nice thanksgiving present.  ;)

Fantazia2

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 3
  • I want to build my own arcade controls!
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #264 on: November 21, 2016, 09:16:19 am »
That wasn't it, unfortunately. I disconnected everything but the mouse and it still crashes. First OR2006C2C.EXE at the Sega logo, then OR2FXT.exe shortly afterwards.

I had the same issue as you a while ago when playing with it. I ended up deleting my install and setting it up again which fixed it.

I'm trying to remember from what caused it, but I think it was something to do with me trying to the run Outrun2 from its original EXE instead of using the FXT launcher after I had already run the FXT previously that caused it.
« Last Edit: November 21, 2016, 10:54:14 am by Fantazia2 »

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #265 on: November 21, 2016, 12:34:37 pm »
2k6 has a tendency to crash for no reason.  That has nothing to do with the wrapper.... I even get a crash occasionally.  I think it has to do with the fact that we are running it in windowed mode, and that option was never meant for public use. 

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT 2.4 Released!
« Reply #266 on: December 24, 2016, 12:05:20 am »
Santa and his Elves dropped off version 2.4.  Bug fixes, more bonus cars, color selection, a better gui, and the experimental Lan mode.  Enjoy

isamu

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 574
  • I'm a llama!
Re: Outrun 2 FXT 2.4 Released!
« Reply #267 on: December 24, 2016, 04:33:00 am »
Santa and his Elves dropped off version 2.4.  Bug fixes, more bonus cars, color selection, a better gui, and the experimental Lan mode.  Enjoy





Thanks man and Merry Christmas!!  :cheers:

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT 2.4 Released!
« Reply #268 on: December 28, 2016, 02:41:38 pm »
Yeah, hope everyone had a good one. 

Just an update in regards to the state of the mod.  I'm going to stop working on it for a while.  Currently my racing rig is in the corner of the living room to make room for the xmas tree and honestly, I've been working pretty much non-stop on this for a few months now.  The lan stuff will eventually get fixed, but honestly unless we get online multiplayer restored in some form I'm not particularly interested in it.  Upon returning to this I might go ahead and work on re-creating the attract video in HD.  I've already hd-ified all the graphics for the instructional video and my rig can now record games direct from the video card, so it's simply a matter of removing all hud elements and recording the drift sequence in 1080p.  I'll also animate the FXT tile screen and of course if I can get some help we'll give the outrun 2, 2006 and 2 sp title screens the same treatment.

But like I said, no more updates for a while barring any easily fixed bugs we find of course.   

IISargeII

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 11
  • I want to build my own arcade controls!
Re: Outrun 2 FXT 2.4 Released!
« Reply #269 on: December 29, 2016, 07:18:38 am »
Just gave this a try, nice work and thanks for all your efforts.

I have tried the in game gui update, I realise that it's incomplete which is fair enough. I just wondered if at the moment it is in a state where it doesn't remove the old gui behind the new one or I'm being blind and missing a function that turns the old gui off so I can only see the new one? (speedometers, timer etc) :)

Thanks again for all the work and happy holidays :)

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT 2.4 Released!
« Reply #270 on: December 29, 2016, 02:07:46 pm »
The textures will have to be edited with all of those textures removed (actually they'll have to be made full transparent as they are on a sprite sheet).  I made a tool to extract textures, but it's a bit of a pain in the butt to use.  I'll post it if you want to have a go at removing them yourself.

IISargeII

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 11
  • I want to build my own arcade controls!
Re: Outrun 2 FXT 2.4 Released!
« Reply #271 on: December 29, 2016, 06:38:44 pm »
I'm happy to give it a go, I think it may be beyond my skill level if I'm completely honest. Still, there is a small hope that I may actually learn something! :cheers:

Howard_Casto

  • Idiot Police
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 15798
  • Your Post's Soul is MINE!!! .......Again??
    • The Dragon King
Re: Outrun 2 FXT 2.4 Released!
« Reply #272 on: December 30, 2016, 01:05:32 am »
I started looking through my archives and realized I never documented what files contain what.  I want to do this incase I ever abandon the project so someone else could pick it up.  I'll work on that this weekend off and on and I'll release the packer/extractor tool with it.