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Author Topic: Outrun 2 FXT 2.4 Released!  (Read 172386 times)

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Howard_Casto

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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

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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

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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

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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

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #4 on: September 02, 2015, 06:27:18 am »
thanks thanks thanks

Giddygoon

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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

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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

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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

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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

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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 »

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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

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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

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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

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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?

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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


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


[/quote]

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



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

« Last Edit: September 02, 2015, 08:33:28 pm by SegaOutrun »

Howard_Casto

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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

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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

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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 »

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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

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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

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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

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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

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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

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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.

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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.

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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.

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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

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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 »

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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?

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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

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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

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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

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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. 

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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 :-)

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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.

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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.

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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 ;)
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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.



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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

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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. 

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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.

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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.


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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 »

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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. 

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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.  ;) )

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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....

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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 »

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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.


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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

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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 »

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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. 

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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?

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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 »

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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? 

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #54 on: September 04, 2015, 08:31:49 pm »
270 for every game.

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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. 

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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?

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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.

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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 »

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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. 

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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 »

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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.

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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 »

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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). 

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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

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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. 

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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 ;)
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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....

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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. 

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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.

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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.

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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.

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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 »

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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.

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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?

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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 :-)

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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 !!


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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 »

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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.

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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. 

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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. 

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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 »

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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. 

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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 »

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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 ?

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #85 on: September 06, 2015, 07:26:46 am »
Win7 64 , no problem for me

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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. 

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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

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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?

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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. 

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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:

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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.

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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. 

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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. 

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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 !

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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 »

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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 »

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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. 

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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. 

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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 :)

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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 !!!!



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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 ?

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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.

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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. 

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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 »

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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.

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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.

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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. ;)

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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"

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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. 

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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 »

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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.

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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.

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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.

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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.

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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. 

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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 »

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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. 

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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:

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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 »

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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 ?


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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.

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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.   

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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. 

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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!!!












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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #125 on: September 19, 2015, 04:59:25 pm »
very very nice mate.... :cheers:

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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.

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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?

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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. 

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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!!!

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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. 

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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

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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

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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

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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.

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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....




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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #136 on: September 24, 2015, 12:43:41 pm »
Where do i find script editor?

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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.

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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.

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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 »

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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.

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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

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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 »

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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 »

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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.

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #145 on: September 24, 2015, 04:57:20 pm »
Ok so this is infact mamehooker?

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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

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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......

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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 »

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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...

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #150 on: September 30, 2015, 03:02:16 pm »


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

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #151 on: October 01, 2015, 10:39:42 am »


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

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #152 on: October 01, 2015, 11:43:35 am »


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

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #153 on: October 01, 2015, 12:53:02 pm »


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?

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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.

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #155 on: October 02, 2015, 02:07:19 pm »
 :'(

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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.



 

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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.

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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 »

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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. 

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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 »

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #161 on: November 10, 2015, 06:58:03 am »
Has development finished on this ?


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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.

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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.


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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.

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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?

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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)

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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. ???

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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 ?

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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.

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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).

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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

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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

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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

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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...

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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. 

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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 ?


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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #177 on: February 12, 2016, 10:16:51 am »
Yes.... that.

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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 »

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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.

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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 »

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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. 


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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.

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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. 

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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 »

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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.


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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:


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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.

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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 »

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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. 

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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.....

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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.

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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.

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #193 on: February 24, 2016, 02:00:30 pm »
video of vr lights :


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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 »

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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. 

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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

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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. 

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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?

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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.

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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. 

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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 »

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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?

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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.

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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?

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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

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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....


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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. 

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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.

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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:

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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.

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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.

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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.

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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. 

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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?

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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. 

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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

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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.   

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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.

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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.

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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.

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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.

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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.

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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.

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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:

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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. 

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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.

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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

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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 »

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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!

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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!!!!!!!!!!!!!!!!

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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 :)

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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.

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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.   

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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.

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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. 

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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.

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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.

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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!

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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


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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???

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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?

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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. 

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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. 

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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!

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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......

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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 »

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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. 

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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


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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. 


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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"

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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. 

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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!

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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:

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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 »

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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. 

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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?

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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.

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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 ?

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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.  ;)

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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?
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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.

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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.
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Howard_Casto

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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.  ;)

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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 »

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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. 

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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

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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:

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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.   

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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 :)

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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.

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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:

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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. 

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Re: Outrun 2 FXT 2.4 Released!
« Reply #273 on: January 06, 2017, 10:57:13 pm »
As promised, I've update the packer tool to include a description of all the archives, along with general bug fixes.  You'll find it on the first page.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #274 on: January 07, 2017, 08:42:53 am »
Thanks Howard, I will have a mess around tonight... expect zero progress but hey; I'll try!

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Re: Outrun 2 FXT 2.4 Released!
« Reply #275 on: January 07, 2017, 02:09:28 pm »
In case anyone is doing the same thing(?), I'm working on vectoring a few of the HUD parts. I'm only going to do a few more things and that will be enough for me.

I can't really put them in the game yet, so might post on the forum.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #276 on: January 07, 2017, 10:22:30 pm »
I've just got to decide the best way to proceed.  Right now I make my enhanced overlays via a simple magenta color key that turns the background of a form transparent.  Back in the day it would stutter like crazy, but with modern desktop compositing (read windows vista or higher) and a decent video card it seems to do ok.  Translucency doesn't really work well with this method which means that scaling images with resampling or images with transluceny won't render properly.  There are other options like a directx hook that renders directly to the game surface, but doing one from scratch would be a tremendous time sink and I haven't found one that works well for our use. 

I'm open to suggestions. 

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Re: Outrun 2 FXT 2.4 Released!
« Reply #277 on: January 08, 2017, 12:53:11 am »
When I was working on some overlays for PPSSPP Ridge Racer 2, each individual image had its own hash. If that gives you any ideas.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #278 on: January 08, 2017, 06:05:03 am »
These are all sprite sheets from spr_SPRANI_ETC_CVT_Exst with my vectored parts replacing just some of the text. On one of the pages, all I updated was the word REV.

Even if they can't be used right now, I'm posting them.
« Last Edit: January 08, 2017, 06:07:31 am by Shekel »

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Re: Outrun 2 FXT 2.4 Released!
« Reply #279 on: January 08, 2017, 12:36:18 pm »
Those look great man.  I'll cut them up and give it a test later.   

In this game the memory locations can sometimes be different for each mode of play and if there are hashes I haven't found them yet.  Anyway editing the built in renderer probably isn't the best way to go because as you've discovered, I would have to upscale multiple sprite sheets across hundreds of archives. 

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Re: Outrun 2 FXT 2.4 Released!
« Reply #280 on: January 08, 2017, 01:28:41 pm »
We probably need to move this conversion over to the hacking thread, but for now here's a pic (new sprites aren't scaled yet of course). 

As you can see you might be a bit disappointed with all of your hard work.  As I said, color-key only at this point so smoothing of the images or translucency don't work.  It's a marked improvement of course, but you see what I mean.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #281 on: January 08, 2017, 09:34:34 pm »
Yeah, shame about the transparency, but the timer looks nice! Thanks. At a glance it's fine and wonder what it looks like smaller. I thought you may need to cut things up which means aligning some of the coloured numbers may be tricky since they're often scattered high and low and different pages. I could do a page of things to scale if you like.

PPSSPP had the same problem about the hashes changing. Some were fixed, some changed with every track and car variable, which is too many to do. I think there might have been a possible solution there, but it was one for the devs.

I'll add a tacho and needle as well, forgot those )gears are done on the pages above). Yours look ok (the gears look quite sharp) but I still wanted to do them. One with background and one without just in case.

This was from an F40. There's other dials with bits of orange in but I'm not sure they change too much.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #282 on: January 08, 2017, 10:49:28 pm »
Some of the tachos go to 90 and some go to 100.  Some also redline quicker than others.  I probably need to do one for each car, I just haven't had the time. 

In terms of scaling, I know what the x,y and height of each sprite is supposed to be so I can just check the height of the loaded sprite, as a percentage of the screen and then scale to fit.  Width of course will fix itself.  It isn't hard to do but again, it's just taking the time to do it.  I'll go ahead and setup sprites for the tacho, time left digits and the time header above it later this week and that should be enough to release it. 

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Re: Outrun 2 FXT 2.4 Released!
« Reply #283 on: January 08, 2017, 11:54:03 pm »
Oh, right, hadn't noticed :)

Sweet, you've got a method for scaling sussed out. I'm sure it's a bit tedious to set up but it'll be fun to see what it looks like when it's done.

Top work.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #284 on: January 09, 2017, 04:29:54 am »
Good work Howard! Even better news for me......Leo and the gang at SimSteering have *FINALLY* added their own center spring settings for our Bodnar wheel. Means I don't have to mess around with FXT or the Logitech profiler software to adjust the spring effect anymore  :cheers:

Anyway I have a question...what throttle settings are you guys running at? According to the readme the throttling option impacts the framerate you get in the game. For some reason the game does not deliver a rock solid 60fps on my rig. It dips to around 55 every so often, causing slight stutters while driving. I know when running the actual game without FXT I get a 100% rock 60fps at all time with no dips. I tried a value of 0, 33, and 100, but it seems 100 is the best on my rig but it still can't hold rock solid 60fps at all times. Any suggestions?

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Re: Outrun 2 FXT 2.4 Released!
« Reply #285 on: January 09, 2017, 02:53:56 pm »
Well throttling isn't for the game, it's for the overlay and the render loop.  You need it to be reasonably fast so that stuff like outputs work in a  timely manner but at the same time the tighter the loop the less processing time the actual game gets.  A value of 33 means to wait roughly 33 milliseconds between each loop.   That's about average.  66 or maybe 120 would be as high as I would go.  Your os as well as your running resolution and video card also come into play.  I strongly recommend windows 7 or higher because the overlay is done via desktop compositing, which has hardware acceleration in the newer OSes.  Also a crazy high resolution might slow things down for the same reasons... I've ran 1080p no problem.  Finally forcing vsync with your video card is an obvious solution... just remember to assign a forced vsync with the outrun 2006 exe, not fxt. 

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Re: Outrun 2 FXT 2.4 Released!
« Reply #286 on: January 25, 2017, 12:19:46 am »
Sorry about stalling on the project.  I've had an extremely busy week and I've been a bit under the weather.  I'll pick it up again soon and release at least something complete enough to use Shekel's sprites.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #287 on: January 25, 2017, 03:35:32 am »
Hope your feeling better Howard.

Checking this project is still a part of my daily routine  :D

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Re: Outrun 2 FXT 2.4 Released!
« Reply #288 on: January 25, 2017, 08:51:39 am »
A little bit off topic, but has anyone ever come across any kind of a comprehnsive list of all the different bunki animations in Coast 2 Coast and how you trigger them? I was watching a video earlier of a couple of guys playing the arcade version of Outrun 2 SP in versus mode and there was an airship animation I'd never ever seen before in all my years of playing the game. I'm sure there are more I've never seen.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #289 on: January 25, 2017, 05:09:47 pm »
Hi. First of all, thank you Howard for the hard work on this hack. Been following this project for a while and now that I'm starting to mame a twin Gti Club, I started to set up Outrun 2 with a G25. But everytime I start a race, FXT hangs just when the "Go" text shows up after the countdown.

It always shows a Run-time error '9': Subscript out of range error


To this very point, everything seems to work ok: texture replacement, wheel override on menu, even I can feel the FFB during the initial burnout animation before the countdown. Then FXT crashes (I can still play the game without the wheel override anf FFB).

Things that I've already tried, getting the same crash:
  • Deleted my original 2 disc installation, using now the 1 dvd release
  • Uninstalled the texture packs
  • Disable all the Control options
  • Disable all the Enhancements
  • Registered dx8vb.dll manually (it was already present in my system BTW)
  • Tried with the G25 unplugged
  • Search both this and the hacking OR2 threads, no one seems to have this issue
  • Several system reboots

At this point the only thing that I could suspect causing this is the patched original exe I'm using. It' needed since Windows 10 no longer supports SecuRom (and frankly, having my original cd always on is a PITA).

Any help or advice will be very appreciated.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #290 on: January 25, 2017, 08:37:47 pm »
Yeah if you download the unpacker tool I've listed them all in the description of the archives.  I don't have a clue how you trigger them though.  I think it has to do with the best time ect...

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Re: Outrun 2 FXT 2.4 Released!
« Reply #291 on: January 26, 2017, 08:26:01 am »
I know that some only seem to work in time attack mode compared to the arcade mode (the jumbo jets and jet fighter for instance in the former. I think you get the Jumbo jets if you're just under your previous best lap time and the fighter if you beat it. I believe there's also a UFO, but I've never triggered it). I know as well that the Dragon animation gets triggered if you get a perfect lap on a stage (no collisions with other vehicles, no instances where your car's tires leave the road), apparently there's a second Dragon you can get if you do two perfect laps in a row, but I've never managed to do that. I think I've also seen para-gliders and hot air balloons, but like the blimp I've no idea what the trigger is for those.

2018 Edit: I've subsequently managed to trigger the blimp once, still don't know how. Also managed to get the 2 perfect laps animation to work as well. There's also a Pegasus animation I've triggered when I was trying to get the Panzer Dragoon one to activate, I'm not sure what the diffrence is in what makes them activate.
« Last Edit: March 28, 2019, 12:05:16 pm by MrThunderwing »

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Re: Outrun 2 FXT 2.4 Released!
« Reply #292 on: January 26, 2017, 02:01:41 pm »
I assumed they were triggered by beating a certain time. I remember seeing a UFO and it zooming off.

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #293 on: January 28, 2017, 11:24:54 pm »
Those Lindbergh versions are really cool. Is there no way to get them in English?

I imported the only YouTube video of this into Sony Vegas Movie Studio and translated the Japanese into English from referring to various YouTube videos I found.  This is a fan project being used to help English speaking players understand how to drift and how heart attack mode works.  Place the "TitleScreen.bik" file into the mv folder of Outrun2:

https://mega.nz/#!coB3jYqb!iqYwRBHW4TG_Lg4sNknvmhY3smUv56XH93KIcwRp6js

Enjoy

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Re: Outrun 2 FXT 2.4 Released!
« Reply #294 on: January 30, 2017, 03:01:38 pm »
Hi. First of all, thank you Howard for the hard work on this hack. Been following this project for a while and now that I'm starting to mame a twin Gti Club, I started to set up Outrun 2 with a G25. But everytime I start a race, FXT hangs just when the "Go" text shows up after the countdown.

It always shows a Run-time error '9': Subscript out of range error


To this very point, everything seems to work ok: texture replacement, wheel override on menu, even I can feel the FFB during the initial burnout animation before the countdown. Then FXT crashes (I can still play the game without the wheel override anf FFB).

Things that I've already tried, getting the same crash:
  • Deleted my original 2 disc installation, using now the 1 dvd release
  • Uninstalled the texture packs
  • Disable all the Control options
  • Disable all the Enhancements
  • Registered dx8vb.dll manually (it was already present in my system BTW)
  • Tried with the G25 unplugged
  • Search both this and the hacking OR2 threads, no one seems to have this issue
  • Several system reboots

At this point the only thing that I could suspect causing this is the patched original exe I'm using. It' needed since Windows 10 no longer supports SecuRom (and frankly, having my original cd always on is a PITA).

Any help or advice will be very appreciated.

I found a FXT 2.1b file in my Downloads folder from who knows when, and oddly enough it runs without any issue. So for now I'm getting the sweet FFB, but not the pedals overrride (not implemented yet in this version). Any ideas why this version doesn't crash and 2.4 does will be appreciated.

Also found something interesting for those using the Logitech Profiler: Seems that the automatic selection of profiles doesn't work with FXT. Logitech profiler doesn't apply them whether you define FXT or Outrun 2006 executables as the "game". The workaround is to disable automatic profile selection and assing your Outrun 2006 as the default, or change your global settings.

Both methods doesn't suit my needs, and since increasing the spring effect was my only concern, I'm trying to edit the ff.ini without success

Quote
*Tweaks 3-7 are the spring settings, you can change them here if you wish.
Tweak3=3|XPositiveSaturation|0
Tweak4=3|XNegativeSaturation|0
Tweak5=3|XNegativeCoefficient|500
Tweak6=3|XPositiveCoefficient|500
Tweak7=3|XOffset|0

Changing the 0 or 500 values does nothing and editing the 3 in any of the TweakX=3 lines adds a quick hit to the steering every 0.5s where the spring should be.
Any advice or documentation I should look so I can increase the spring effect?

Thanks

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Re: Outrun 2 FXT 2.4 Released!
« Reply #295 on: February 01, 2017, 07:51:53 pm »
I'm new to using the FXT fix. I've followed the readme thoroughly time and time again but my version doesn't want to work at all. No matter how I set my installation up, FXT crashes right on start, leaving me with a vanilla version of OR2006 that barely works. Any suggestions on how to fix this problem? I run Windows 10 if that's any help.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #296 on: February 02, 2017, 10:25:16 pm »
Try this new exe and see if it helps.

If it isn't crashing until the race starts then there are very few things it could be... possibly a calculation error for the hud/outputs.  I've just did an "on error resume next" to see if it will kludge through for you.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #297 on: February 03, 2017, 12:05:20 pm »
With the new LAN feature added to FXT, are you going to bring back the "Waiting For Your Entry" screens and the mixed 15 course (SP and Original combined into 1 pyramid) from the Arcade Version?
For amusement only.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #298 on: February 03, 2017, 05:54:57 pm »
Try this new exe and see if it helps.

If it isn't crashing until the race starts then there are very few things it could be... possibly a calculation error for the hud/outputs.  I've just did an "on error resume next" to see if it will kludge through for you.

Still not doing it for me.

To put into further detail, the game crashes on the logos, but even before the crash it acts like it's running from the normal EXE without the additional tweaks. On opening, I can see that it opens a window if I specified it to be windowed mode, but immediately gets forced to fullscreen. Everything's stretched to 16:9 even though I specified menus and intros to be at 4:3. The precise moment when the notification of crashing occurs right at the beginning of the OutRun 2006 intro after the logos. Even though it says it crashed, one or two things from the fix (most noticeably the button replacements) are still there. Also gamepad steering doesn't work at all in-game, but that's probably either the vanilla game being messy with my gamepad or the crash broke the controls. Could this be attributed to compatibility issues?

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Re: Outrun 2 FXT 2.4 Released!
« Reply #299 on: February 03, 2017, 09:34:42 pm »
Well that isn't at all like the aforementioned issues others mentioned.  If it crashes at different points then they are two unrelated issues.  The wrappers sets to fullscreen and then waits for the hook which usually occurs around the time of the logos.  So it's crashing right when it's hooked.  The wrapper injects various code into the exe, so that is why steering won't work, ect. 

When the game gets to the title screen, wait a second or two before going forward if arcade mode is enabled.  It can crash if you blow through the title screen immediately. 

Other than that I can't help you.  Atm I'm not working on the game so I'll get back to it when I have my racing rig out again. 

Typically crashes are caused by a configuration error as there isn't any error handling for defining an invalid joystick, ect. 

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Re: Outrun 2 FXT 2.4 Released!
« Reply #300 on: February 04, 2017, 05:09:55 pm »
Well that isn't at all like the aforementioned issues others mentioned.  If it crashes at different points then they are two unrelated issues.  The wrappers sets to fullscreen and then waits for the hook which usually occurs around the time of the logos.  So it's crashing right when it's hooked.  The wrapper injects various code into the exe, so that is why steering won't work, ect. 

When the game gets to the title screen, wait a second or two before going forward if arcade mode is enabled.  It can crash if you blow through the title screen immediately. 

Other than that I can't help you.  Atm I'm not working on the game so I'll get back to it when I have my racing rig out again. 

Typically crashes are caused by a configuration error as there isn't any error handling for defining an invalid joystick, ect.

I finally managed to fix my little problem after a bit more tweaking. I assume my problem was that I had both Force Feedback and Wheel Override on even though I didn't have a wheel, since the hook has been working fine ever since disabling both boxes. Ever since then, I'm perfectly able to play the game. Only problem since then is that my USB controller likes to short out, which is a completely unrelated problem. Thanks for the help.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #301 on: February 06, 2017, 08:40:57 am »
Try this new exe and see if it helps.

If it isn't crashing until the race starts then there are very few things it could be... possibly a calculation error for the hud/outputs.  I've just did an "on error resume next" to see if it will kludge through for you.

THANK YOU! It totally fixed the crash I was having at the start of the race with FXT 2.4. It even works with my 2 disc installation euro version.
FFB, Wheel and pedal overide all the way!

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Re: Outrun 2 FXT 2.4 Released!
« Reply #302 on: February 06, 2017, 10:07:01 pm »
That's great that it is working for you.  :)

Do me a favor please.  Take a look at the debug info that shows up in the wrapper's debug window and see if anything looks off to you.  That would be the most likely culprit as to why things weren't working and I need to fix it properly. 

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Re: Outrun 2 FXT 2.4 Released!
« Reply #303 on: February 15, 2017, 02:29:13 pm »
Here's a couple of screenshots of the debug window but everything seems normal

1.

2.


Let me know if I can help you in any other way.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #304 on: February 15, 2017, 02:56:42 pm »
Actually that is quite helpful.  Note that in the second pic the total time is all screwed up.  By ignoring the error it just threw up whatever it had, but obviously the formatting as hosed in some way.  I'll look into it. 

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Re: Outrun 2 FXT 2.4 Released!
« Reply #305 on: February 15, 2017, 07:14:28 pm »
Oh, I see it now. Great, glad to help!

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Re: Outrun 2 FXT 2.4 Released!
« Reply #306 on: February 22, 2017, 07:54:54 pm »
Hi
First of all, thank you for your mod :)

I was having the same issue as sergiMD and got it solved using the filed you uploaded (OR2FXTTest.rar) :)=

But I'm having an issue I can't solve: the title screen hasn't changed into your modded version. It keeps the OutRun 2006 Coast to Coast logo, and there's no "Press Start" message.

The rest of the patch works fine for me, the rumble works, the arcade icons inside the game are there, the enhancements also seem to work: the game turns directly into Arcade Mode....
the only issue is that game still shows the original title screen of the PC version instead of your modded and cooler one... and I don't know why this happens   :dunno

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Re: Outrun 2 FXT 2.4 Released!
« Reply #307 on: February 22, 2017, 10:04:40 pm »
Did you download the new video?  The title screen is just a bik video and the alternate ones are posted on the first post. 

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Re: Outrun 2 FXT 2.4 Released!
« Reply #308 on: February 23, 2017, 07:11:09 pm »
Yeah, it was that!
sorry, I had missed it.

Thank you  :)

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Re: Outrun 2 FXT 2.4 Released!
« Reply #309 on: February 23, 2017, 07:47:27 pm »
There is also the Lindbergh attract mode translated from Japanese into English.
See my posts on the next page to download the bik.
Here is the YouTube link to preview:


« Last Edit: March 06, 2017, 09:52:20 pm by wellemike »

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Re: Outrun 2 FXT 2.4 Released!
« Reply #310 on: February 25, 2017, 08:20:49 am »
There is also the Lindbergh attract mode translated from Japanese into English.

Here is the YouTube link to preview:



See my above post to download the bik.

Thank you !!!!   This one seems much better :)
and that "Free Play" message on the border will be very explanatory in my arcade cabinet :)

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Re: Outrun 2 FXT 2.4 Released!
« Reply #311 on: February 25, 2017, 08:22:27 am »
BTW, Howard, Is there any way to disable START button once Arcade Mode is loaded, so that we can't access options like changing the keys or exiting the game?

That would be very useful to make the game even closer to the Arcade!

Thanks for your mod, it's an awesome work near to perfection :)

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Re: Outrun 2 FXT 2.4 Released!
« Reply #312 on: February 25, 2017, 04:51:56 pm »
Hey anchounio,
Glad you liked the video.  I'm working on translating the whole thing right now.  Howard may know a better way to avoid getting the menu box when hitting start.  What I did was to use autohotkey.  Whenever I send the number 1, the program sends enter which allows you to advance through the car menu and does not bring up the menu box during gameplay.  The code is like this:

1::enter

Also, I'm a bit of a novice at this forum.  Does anyone know how to embed a YouTube video in the posts so that you can click on it and it will play?

Thanks
« Last Edit: February 25, 2017, 06:17:06 pm by wellemike »

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Re: Outrun 2 FXT 2.4 Released!
« Reply #313 on: February 25, 2017, 08:58:40 pm »
Does anyone know how to embed a YouTube video in the posts so that you can click on it and it will play?
Change "https" to "http".

Before:
Code: [Select]
https://www.youtube.com/watch?v=GWj1dDNqfqA
After:
Code: [Select]
http://www.youtube.com/watch?v=GWj1dDNqfqA
Result:
! No longer available

After you post, you can click on "modify" (upper right of the post) and correct the title if you don't want it to read "! No longer available".


Scott
« Last Edit: February 25, 2017, 09:00:12 pm by PL1 »

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Re: Outrun 2 FXT 2.4 Released!
« Reply #314 on: February 25, 2017, 11:16:46 pm »
 :applaud:
Thanks,
I followed your directions and modified my previous post.

« Last Edit: February 25, 2017, 11:19:16 pm by wellemike »

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Re: Outrun 2 FXT 2.4 Released!
« Reply #315 on: February 26, 2017, 01:32:26 am »
Probably the next major update I'll allow you to override/modify all of the buttons.  It'll be a big project though so don't hold your breath.  Btw I need to apologize....  I was going to release a new version that allows a partial hud replacement, but I got side-tracked, we had a heat have, and it looks like it might be a while before I'm in the racing cab mood again.  Probably after spring hits so I don't freeze my butt off testing my rig. 

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Re: Outrun 2 FXT 2.4 Released!
« Reply #316 on: February 26, 2017, 02:09:23 pm »
Hey Howard,


Just want say the new update is great the new random song selection is great, not to mention the new bonus cars... I run this on outrun 2 cab, 640 x 480 resolution and the cars on the bonus selection screen look quite blocky around the cars... as if they have scaled down... I know you said you working on the hi res and low res images of the cars... is this still a work in progress ... as you nailed it but the bonus cars do look a little odd...

Thanks again for all your hard work

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Re: Outrun 2 FXT 2.4 Released!
« Reply #317 on: February 26, 2017, 02:59:38 pm »
It's just the scaling isn't that great and you are scaling the images from 1080p down to 480p.  You can resample them in photoshop or the image manipulator of your choice and they will look much better.  Just use the horizontal resolution as a guide (the images are the width of the screen but NOT the height) and keep the aspect locked. 

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Re: Outrun 2 FXT 2.4 Released!
« Reply #318 on: February 26, 2017, 05:44:13 pm »
Hey Howard,

Thanks for the info, I'll drop into photoshop thx

Btw is there any plans to change the loading screen to the please stand by screen from the original arcade?
 
I know it's a small detail but it just make the whole experience much closer to the arcade

Also just wanted to say that I was looking forward to the black screen addition when going back to the attract screen...

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Re: Outrun 2 FXT 2.4 Released!
« Reply #319 on: March 02, 2017, 02:01:28 pm »
This isn't related to the PC version so sorry to sidetrack the thread, but it is Outrun related and something I thought was worth a quick mention - I can't believe I've never noticed this before in all the time I've owned the game, but Outrun Online Arcade has got the missing goal animations in it that I previously thought were only in the Arcade and Japanese PS2 version of Outrun 2 SP. I was capturing some video footage of it the other day so I was able to get a screen grab of the Shuttle taking off. The Volcano eruption's in there too as well. Nice!

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Re: Outrun 2 FXT 2.4 Released!
« Reply #320 on: March 02, 2017, 03:25:35 pm »
Yeah it's quite annoying that every version of the game has one of the missing components, but none are perfect arcade ports with every stage in 2/2SP and all the music.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #321 on: March 03, 2017, 05:16:47 pm »
BTW, Howard, Is there any way to disable START button once Arcade Mode is loaded, so that we can't access options like changing the keys or exiting the game?

That would be very useful to make the game even closer to the Arcade!


Wow you guys are real sticklers for authenticity  :lol

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Re: Outrun 2 FXT 2.4 Released!
« Reply #322 on: March 04, 2017, 07:39:14 am »
What I did was to use autohotkey.  Whenever I send the number 1, the program sends enter which allows you to advance through the car menu and does not bring up the menu box during gameplay.  The code is like this:

1::enter

I also use autohotkeys in my system.  I didn't know ENTER worked as START just in the main menu. This is perfect for getting rid of the options menu ingame   :)
Thank you!!

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Re: Outrun 2 FXT 2.4 Released!
« Reply #323 on: March 05, 2017, 08:56:19 pm »
I'm glad it worked out for you.  I have uploaded a longer version of the Outrun2SP translated bik files.  The first link is for the 16:9 widescreen version:

https://mega.nz/#!U8QgWI5T!ZIUfvnjqClPUASZoj78PW6jBHY1gSvjaYWm1CP_SkZU

The second is for the 4:3 version if you are using this in an arcade cabinet with a 1.33:1 monitor:

https://mega.nz/#!NlBkGbKT!LnBCa6R36XJ-Gz9vnDuiPMvjr_OJNxxnJvNGOmtDDEY

If interested, simply put the bik file in your mv folder of OutRun2.  Make sure you save your original titlescreen.bik before replacing it with this one.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #324 on: March 06, 2017, 04:17:24 am »
Hi everyone!!!
I'm Gian from Italy...i am a big fan of outrun 2!!!!!! Many coins on the cabinet....

I have download the new FXT version, but i can't setting correct my G27...sterring wheel have a huge dead zone
Please anyone can write step by step how to fix it? and force feedback also?

A big thanks, and sorry for my bad english :-D

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Re: Outrun 2 FXT 2.4 Released!
« Reply #325 on: March 08, 2017, 05:34:37 am »
no one who can help me? :cry:

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Re: Outrun 2 FXT 2.4 Released!
« Reply #326 on: March 08, 2017, 11:26:12 am »
Hi everyone!!!
I'm Gian from Italy...i am a big fan of outrun 2!!!!!! Many coins on the cabinet....

I have download the new FXT version, but i can't setting correct my G27...sterring wheel have a huge dead zone
Please anyone can write step by step how to fix it? and force feedback also?

A big thanks, and sorry for my bad english :-D

I'm no expert with Logitech wheels but my guess would be you need to mess with the settings in the Logitech profiler.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #327 on: March 08, 2017, 11:28:07 am »
The only dream I have for this project in the future is if someone with some network code knowledge could figure out how to fix the cars jumping around in lan mode. That would be awesome. Pipe dream I think though...

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Re: Outrun 2 FXT 2.4 Released!
« Reply #328 on: March 08, 2017, 11:48:36 am »
after many times of trying, FFB is ok...but the problem is the dead zone :banghead:

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Re: Outrun 2 FXT 2.4 Released!
« Reply #329 on: March 08, 2017, 02:14:18 pm »
If you use my wheel override you can adjust the deadzone.  If you are still having issues then like the others said, your wheel profiler is overriding my settings and you need to set it there.  Also this is obvious, but set your wheel to 180 degrees..... it's an arcade racer, not a sim.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #330 on: March 08, 2017, 02:33:07 pm »
Hi everyone!!!
I'm Gian from Italy...i am a big fan of outrun 2!!!!!! Many coins on the cabinet....

I have download the new FXT version, but i can't setting correct my G27...sterring wheel have a huge dead zone
Please anyone can write step by step how to fix it? and force feedback also?

A big thanks, and sorry for my bad english :-D

What do you have your wheel rotation set to?
It should be reduced to 180-270 for a game like this.
If it's still set to 900, that could be your problem.
Larger rotation=larger dead zone.

cangarujack

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Re: Outrun 2 FXT 2.4 Released!
« Reply #331 on: March 08, 2017, 03:59:11 pm »
Thanks...but i have just set 180° on profiler...but the dead zone remais huge... :-[

It's correct my setting?

i have also a run time error 9 when the race start...what is?
« Last Edit: March 08, 2017, 04:27:15 pm by cangarujack »

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Re: Outrun 2 FXT 2.4 Released!
« Reply #332 on: March 08, 2017, 08:15:42 pm »
If you are getting any kind of an error then the wrapper is crashing and that's why you are having issues.  Did you download the updated exe I posted a couple of messages ago?  Check page 30.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #333 on: March 09, 2017, 05:56:41 am »
OK, as soon as possible i reinstall all and try the new exe...thanks for now :notworthy:

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Re: Outrun 2 FXT 2.4 Released!
« Reply #334 on: March 10, 2017, 05:42:05 pm »
after reinstall all I try the update .exe...now the run time error 9 don't appear...but now the profiler with 180° not works. any settings of the g27 that i change, has no effect!!  :banghead:
I do not know what to do  :dunno

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Re: Outrun 2 FXT 2.4 Released!
« Reply #335 on: March 11, 2017, 05:25:05 pm »
Hi, I was running Outrun 2 on my Windows 10 PC and found out this post with information about how to had 'force feedback'.

I've downloaded the 'OR2FXT2.4.rar' and extracted on the main game location, is there anything else I need to do?

When I launch the game via the 'OR2FXT.exe' the game seems to start ok, but then during the menu screen the d-pad is working in a similar gamepad to the xbox 360, but the analog sticks are not. And when I am about to start any game (single player, outrun2sp, etc) then the accelerator and break works, but neither d-pad nor analog sticks are recognized and the force feedback doesn't work either...

Is there anything else I need to do to have all working? Pls if you could suggest something that I could try?

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Re: Outrun 2 FXT 2.4 Released!
« Reply #336 on: March 31, 2017, 06:32:58 pm »
Have just come across this mod, great work Howard_Casto!!.

Im having a few issues the analog stick for steering doesnt appear to work on my XBox One pad and the game runs too fast, any ideas?

Also any chance of a beta of the latest build Howard_Casto with the HD hud??

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Re: Outrun 2 FXT 2.4 Released!
« Reply #337 on: May 09, 2017, 10:03:43 am »
Hi, I was running Outrun 2 on my Windows 10 PC and found out this post with information about how to had 'force feedback'.

I've downloaded the 'OR2FXT2.4.rar' and extracted on the main game location, is there anything else I need to do?

When I launch the game via the 'OR2FXT.exe' the game seems to start ok, but then during the menu screen the d-pad is working in a similar gamepad to the xbox 360, but the analog sticks are not. And when I am about to start any game (single player, outrun2sp, etc) then the accelerator and break works, but neither d-pad nor analog sticks are recognized and the force feedback doesn't work either...

Is there anything else I need to do to have all working? Pls if you could suggest something that I could try?

Same here, the left stick is not working nor the force feedback, besides a message pops up "run time error 9 subscript out of range" every time I'm about to begin a race, I'm still on Windows XP SP3..

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Re: Outrun 2 FXT 2.4 Released!
« Reply #338 on: May 27, 2017, 10:10:16 pm »
Hello there! I literally search for “Outrun 2006 Force Feedback patch”  and it landed me here. I also had the “run time error 9” problem but with the updated exe the error was fixed and now happily playing this updated game.

I’d like to give some feedback and if you need a beta tester or some other help let me know :)

- For some reason I need to run the OR2FXT.exe with administrative permits or it won’t run showing the following error: “Unable to crate Direct3D device with the current settings. Please run the configuration tool and check that video settings are valid.”
- If Overlay is ON it will always run in Windowed Mode regardless of the configuration (still perfectly playable). Funny because in the Readme it says the opposite: “Overlays only work in fullscreen mode and when they are enabled, the game no longer runs in true fullscreen mode (although you won't be able to tell).”. Maybe a typo?
- Also with Overlay in the car selection screen instead of the “Not Avaliable” sprite the radio appears (screen attached)
- HD Hud looks weird with non 4:3 resolutions (screen attached)
- Sometimes if I make a really quick turn the Force feedback turns off for 1 or 2 seconds and reactivates, it’s kinda random. I’m still trying some configurations to rule out the drivers but no luck yet.

Ideas
- Some way to skip the intro logos?
- I know it’s a long shot: OutRun 2 Xbox version had 2 bonus courses: one inspired in DaytonaUSA 2 and other one in Scud Race (aka Sega Super GT). If there is any way to import them I’ll be happy to help.

DaytonaUSA 2:
Scud Race:

My PC config:
- Windows 7 x64
- Intel Core i5 M480 2.67 GHz
- 8Gb RAM
- nVidia GeForce GT 420M
- Logitech Driving Force GT

And of course I can’t end the post without thanking for your amazing work, I can’t believe I’m playing this old gem and now with an almost equal arcade feeling.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #339 on: May 27, 2017, 11:26:06 pm »
Yes the wrapper is hacking the game, so for some setups admin privileges are required to keep your anti-virus and/or windows defender form screwing stuff up. 
No overlays only work in fullscreen mode, as in with "window mode" unchecked in the fxtcfg.  The fact that it isn't true fullscreen is how the overlay system works. 
I have all the cars unlocked as does most everyone else, so I didn't catch this, but I'll look into it thanks. 
It doesn't look weird at all to me.  It's just the old hud isn't removed yet.... this is mentioned in this thread.  Turn that off in your ini to fix it. 

The force feedback issue sounds like one of the effects are incompatible or something.  Not much I can do until I start playing with my rig again.

It's been asked several times before, no the logos can't be skipped... the game menu is loading during that time.  Ditto with the bonus tracks.... I'm well aware of them.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #340 on: June 09, 2017, 11:07:33 am »
I downloaded the executable one page ago (I recommend update the first post though) and it's working great  no more "run time error 9" thank you very much Howard!!, I'm playing with a DS3 controller using the tilt funtion, maybe someday I'll mod a DS3 controller into a steering wheel ;).

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Re: Outrun 2 FXT 2.4 Released!
« Reply #341 on: June 10, 2017, 11:10:17 am »
Has anyone been able to open those weird '.sz' files and view their contents yet? I'd love to know what's in all those files. Always wanted to mess with the in-game images like menu art, etc.

Never mind, I completely forgot about OutrunX, cheers Howard, this project has come a long way in 2 years, GGWP :)
« Last Edit: June 10, 2017, 11:12:10 am by OnKz »
Hey you! Yeah, you. The guy behind the screen. What you staring at? Get back to work! :P

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Outrun 2 FXT 2.4 Released!
« Reply #342 on: June 18, 2017, 07:50:05 pm »
Hi,

I used to play this on my Thrustmaster Wheel quite a lot. Unfortunately now I can't due to changing to a direct drive wheel. Everytime the game starts the wheel goes berserk with a crazy vibration type of effect  ;D

It's almost as if the game is sending ffb from the very moment it starts up. I've tried messing around with the config until I came to a dead end.

Any suggestions would be appreciated, I miss playing this game  :-[

Cheers.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #343 on: June 19, 2017, 03:43:46 pm »
Hi,

I used to play this on my Thrustmaster Wheel quite a lot. Unfortunately now I can't due to changing to a direct drive wheel. Everytime the game starts the wheel goes berserk with a crazy vibration type of effect  ;D

It's almost as if the game is sending ffb from the very moment it starts up. I've tried messing around with the config until I came to a dead end.

Any suggestions would be appreciated, I miss playing this game  :-[

Cheers.

Which DD wheel do you have? I have a Bodnar and it's working good for me because I'm emulating a Logitech G29 wheel in Windows  using GIMX. Try out GIMX. You'll be able to play any racing game with it, since Windows will make your DD wheel think it's a G29.

http://blog.gimx.fr/

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Re: Outrun 2 FXT 2.4 Released!
« Reply #344 on: June 19, 2017, 11:02:26 pm »
Hello world

Thank you for this work. I try to run it but when I plugged my offical xbox 360 wired controller I have this message: "Outrun FXT: feel the roadhas stopped working" but the OR2006C2C.EXE but continue to run.
When I unplugged the controller, OR2FXT.exe rn (menu is in 4/3 adjust) but when put enter freeze. I must use task manager to kill process.

I reinstall the last version about xbox 360 drivers.

Some one can help me.

My configuration:

Laptop in WIN 7 64 bit 6 GB Ram
CPU: i7 2630QM 2 GHz ~ 2.9 GHz
GPU: NVIDIA GeForce GT 550M 2 Go DDR3 VRAM.

When I succes to run it I would like to set it for arcade style, i.e. run direct Outrun 2 SP from arcade intro (Chihiro/Lindbergh).

Sorry for the next, it's my wishlist but maybe it would be interest some of body.

Whislist: I dont know if it's possible but I would like a special course with 15 outrun 2 + 15 outrun 2 SP, and a extra course 15 revers OR2 + 15 reverse SP2 + 15 classic or2 + 15 classic SP2.

THX

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Re: Outrun 2 FXT 2.4 Released!
« Reply #345 on: June 25, 2017, 07:13:06 pm »
Crashing for me too with my Xbox 360 controller, it works briefly, though I can't use the analogue stick at all in the menus, then it will crash after a minute or two.

I thought it would be Windows 10 since Microsoft seem to constantly be messing/tweaking the drivers but seems you're on Windows 7?

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Re: Outrun 2 FXT 2.4 Released!
« Reply #346 on: June 29, 2017, 04:55:25 pm »
For me it's not a problem from controller without crash....I try with a wired ps3 gampad same issue...
Please help me....

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Re: Outrun 2 FXT 2.4 Released!
« Reply #347 on: July 19, 2017, 03:03:48 pm »

Hi,

I have a G29 steering wheel and pedal set, when i try to map the pedals i have no accelerate at all, and either.. brake does nothing, or its always on until i press it.

Whats the best way to try and figure out what the right axis/ settings are for this wheel?

Im using the 2.4v from the first post and i already have the .dll registered.

Thanks.


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Re: Outrun 2 FXT 2.4 Released!
« Reply #348 on: August 04, 2017, 05:18:03 pm »
Same problem here. I have a g27 and the brake pedal doesn't seem to work. I know it is on the RZ axxis, If I choose bottom or full it will be pressed all the time. If I choose Top, it won't work when pressing it.

I have another issue: no music during the race!

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Re: Outrun 2 FXT 2.4 Released!
« Reply #349 on: August 05, 2017, 05:43:08 am »
LOGITECH G27 CONFIGURATION for Dummies

I've just solved my brake issue using the logitech profiler. For that purpose, first of all I've configured the outrun2fxt Pedals section this way:

(first attachment).

After that I've marked the "Pedal Override" square. If not marked pedals won't work at all.
Then, inside the Logitech profiler application, I've inverted the BRAKE axxis. I've got to mention that this is the only significant change I've done to the profile created for Outrun2. Important to mention that I HAVEN'T COMBINED THE PEDALS, despite what an user said here about it. I've attached 2 screens of my configuration of the outrun2 profile I created in the Logitech Profiler. The first one is the general configuration of the profile, the second one belongs to the BRAKE configuration, where I just marked the square to invert the axis. They are in Spanish, sorry:

(second attachment)
(third attachment)


VERY IMPORTANT: When creating the profile the exe file must be "OR2006C2C.exe" . If you choose "OR2FXT.exe" the changes done in the profiler won't apply to the game.



Going back to Outrun2FXT, the rest of the configurations (VR, wheel override...) should be all left marked except "enable xinput rumble" which is only for xbox360 controllers, that's obvious.

In Gear Shift I've chosen "Up / Down Shifter", because I think this is how the original arcade worked with the gears. The configuration of the buttons is as following:

(fourth attachment)

The VR configuration:

(fifth attachment)

The numbers I've put for the view and gear buttons belong to number assignation for each button of the g27 in windows. You can check this numbers in MAME, for example.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #350 on: August 05, 2017, 06:37:16 am »
Unfortunately there are still some issues in the mod. I've written the problem and the solution I've found for it:
 
 - there are no CLAXON or START input inside FXTCONFIG to set this keys to a wheel controller.
  *Solved using joytokey to link these keys to my g27 wheel buttons. (ENTER (start) and E (claxon) are the default keys in the game).


 - During the music selection, nothing happens when I press BRAKE. It should allow to choose extra music
 added from the Arcade/Xbox version of the game. Nothing happens to me here :(
  *Solved with joytokey, assigning F2 key to my g27's VR1 configured button. I prefer not to assign it to brake,
  because the game menu itself propose you to press VR1 button to check other tracks, not Brake.


 - The music "Splash Wave", doesn't sound. It sound in the music selection screen, but then it doesn't sound at all inside the game. I have no problem with any other musics. The extra tracks also work.
 I've tried running the original file of the game (OR2006C2C.exe) and there's no issue here!
 It only happens when running the mod (OR2FXT.exe).
 * I've done some testing, I can confirm that the issue sometimes doesn't ocurr. In % I'll show what happens when choosing Splash Wave track:
 90%: Splash Wave doesn't sound, there's no music ingame.
   5%: Splash Wave sounds!!!
   5%: Other track sounds (that's weird) !!!

 * I've found a solution by unchecking the square "Enable Bonus Songs for Arcade Mode" in the enhancements menu. I've never known what this option was about because it never worked for me. I think it was something about pressing brake and being able to use the extra tracks inside the sound folder... I see there are about about 28 tracks inside the sound folder of the game once I copied the extra tracks howard casto uploaded on page 1, so I guess It was possible to use those extra tracks somehow by pressing brake ... it never worked for me anyway or I never understood this feature.  It will be OK for me with the original tracks of the game plus the extra ones when pressing the VR button.
« Last Edit: August 05, 2017, 01:40:17 pm by anchounio »

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Re: Outrun 2 FXT 2.4 Released!
« Reply #351 on: August 07, 2017, 07:36:29 am »
I'm getting a busy circle as soon as I load the wrapper and although it doesn't seem to affect game play, upon exit, it hangs every time.  I cannot close the program regularly.  I have to wait for it to time out after a minute when it gives that unhelpful message stating it wants to look for a solution to the problem.  I can then finally close it out.

Any suggestions would be very welcome.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #352 on: August 23, 2017, 02:58:10 pm »
I can't get the 360 controller to work... keeps swerving to the right and just going all over the place when wheel override is unchecked, and X axis doesn't even work when it's checked. Any support would be appreciated.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #353 on: September 08, 2017, 02:34:41 am »
Ok the busy circle as soon as you load wrapper is potentially caused by the force feedback side

I found my wheel was set to ID2 which was causing wrapper to crash like this on one of my pcs, went to the ff ini file and changed ID to 2 and everything worked fine

Only thing I cant work out now is every time i load the game it sets itself as defaulted to my shifter and I have to goto controls and change it to my logitech wheel every damn time

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Re: Outrun 2 FXT 2.4 Released!
« Reply #354 on: September 09, 2017, 01:43:28 am »
actually has anyone used a g27 with this?

Im having an issue with both wheels connected (doesn't do this with fanatec wheels) with all settings the same.

When i turn the wheel at all it starts doing this wierd clicking which is really annoying, Any ideas how to fix that?

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Re: Outrun 2 FXT 2.4 Released!
« Reply #355 on: September 09, 2017, 01:52:23 am »
The game freaks out when a bunch of stuff is hooked up.  That's actually not on my end.  Eventually every single control will have an override, but even still I can't fix the weirdness it causes when lots of usb devices are hooked up at once.  Unplug one of the wheels and then see how it does. 

The only thing I can think of from what you are describing is that perhaps the spring effect I crafted isn't working well with that wheel.  It can be edited to any effect that works with the ffeedit I included.  Also keep your wheel in 180 degree mode. 

Hope that helps. 

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Re: Outrun 2 FXT 2.4 Released!
« Reply #356 on: October 08, 2017, 03:57:06 pm »
Controller isn't working here either, only the digital controls work and none of the analogue ones. I can't bind any of the analogue controls since the game doesn't pick them up :(

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Re: Outrun 2 FXT 2.4 Released!
« Reply #357 on: October 14, 2017, 01:39:44 am »
Imagine my joy when my daughter who is 19 just texted me a photo of her playing this is an arcade near where she lives.

A proud dad so I am :)

Made this desktop icon for the game to celebrate doing something right!



:)
« Last Edit: October 14, 2017, 01:42:08 am by POOTERMAN »

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Re: Outrun 2 FXT 2.4 Released!
« Reply #358 on: December 03, 2017, 08:40:29 pm »
So I was putzing around in the memory of Outrun 2006 today and I stumbled across a way to re-route the joystick # used by the game!  Yes this means that multiple joysticks will no longer cause an issue with the game as I'll add a feature to hardcode the inputs to a specific joystick id #.  Even though I haven't worked on fxt in quite some time, I believe that this is deserving of a new release.  I might do it tonight as a matter of fact.  :)

POOTERMAN:  Nice logo. 

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Re: Outrun 2 FXT 2.4 Released!
« Reply #359 on: January 16, 2018, 12:16:19 pm »
Finally got the mode to work! I must say what an amazing job has Mr. Howard Casto done! It is as if he has breathed new life into this ageing gem. The FFB works, the music selection was an issue at first but as i read a couple of posts earlier that you have to uncheck "bonus music" option in the FXT config. The game also loads directly in SP2  mode.
The only thing i am unable to figure out is how to setup the VR buttons on my Xbox one Controller? I would like to set them on my d-pad 4 views much like Daytona.
Can someone help me with that? What values in the 4 boxes below and whether to check "enable hat switch" option?

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Re: Outrun 2 FXT 2.4 Released!
« Reply #360 on: January 16, 2018, 12:22:30 pm »
Unfortunately there are still some issues in the mod. I've written the problem and the solution I've found for it:
 
 - there are no CLAXON or START input inside FXTCONFIG to set this keys to a wheel controller.
  *Solved using joytokey to link these keys to my g27 wheel buttons. (ENTER (start) and E (claxon) are the default keys in the game).


 - During the music selection, nothing happens when I press BRAKE. It should allow to choose extra music
 added from the Arcade/Xbox version of the game. Nothing happens to me here :(
  *Solved with joytokey, assigning F2 key to my g27's VR1 configured button. I prefer not to assign it to brake,
  because the game menu itself propose you to press VR1 button to check other tracks, not Brake.


 - The music "Splash Wave", doesn't sound. It sound in the music selection screen, but then it doesn't sound at all inside the game. I have no problem with any other musics. The extra tracks also work.
 I've tried running the original file of the game (OR2006C2C.exe) and there's no issue here!
 It only happens when running the mod (OR2FXT.exe).
 * I've done some testing, I can confirm that the issue sometimes doesn't ocurr. In % I'll show what happens when choosing Splash Wave track:
 90%: Splash Wave doesn't sound, there's no music ingame.
   5%: Splash Wave sounds!!!
   5%: Other track sounds (that's weird) !!!

 * I've found a solution by unchecking the square "Enable Bonus Songs for Arcade Mode" in the enhancements menu. I've never known what this option was about because it never worked for me. I think it was something about pressing brake and being able to use the extra tracks inside the sound folder... I see there are about about 28 tracks inside the sound folder of the game once I copied the extra tracks howard casto uploaded on page 1, so I guess It was possible to use those extra tracks somehow by pressing brake ... it never worked for me anyway or I never understood this feature.  It will be OK for me with the original tracks of the game plus the extra ones when pressing the VR button.

Thanks for letting us know, i was going through the same problem. Now tell me how to add music from Xbox/Arcade version of the game into this game and to play it while racing? Do the music files have to be in a specific format?
Also if you can tell me how to add those .bik files and generate a new attract mode for the game?

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Re: Outrun 2 FXT 2.4 Released!
« Reply #361 on: January 16, 2018, 02:29:53 pm »
Guys i just encountered a weird issue where my car is accelerating "by itself" without touching the Right Trigger of my controller. I tried to change the controls in the controls section of the game and things got even worse! I did a "fresh install" again! Did everything step-by-step and problem seems to persist!

What is causing it to do so?

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Re: Outrun 2 FXT 2.4 Released!
« Reply #362 on: January 16, 2018, 02:39:23 pm »
check the controls and accl button, if it's set to 0 it might function as a button being pressed

it did for me anyway

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Re: Outrun 2 FXT 2.4 Released!
« Reply #363 on: January 16, 2018, 03:03:42 pm »
Could be, i'll just check and get back to you. Meanwhile can you tell me how to map the VR buttons for 4 different views on my controller (buttons or d-pad ideally)?

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Re: Outrun 2 FXT 2.4 Released!
« Reply #364 on: January 17, 2018, 08:27:37 am »
Guys can someone tell me how to assign VR buttons on my Xbox 360/One Controller?

Also i would like to try to play it on LAN play with 2 PCs. Can someone post a guide of how to do it?

Thanks!

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Re: Outrun 2 FXT 2.4 Released!
« Reply #365 on: February 17, 2018, 01:50:07 pm »
I'm glad it worked out for you.  I have uploaded a longer version of the Outrun2SP translated bik files.  The first link is for the 16:9 widescreen version:

https://mega.nz/#!U8QgWI5T!ZIUfvnjqClPUASZoj78PW6jBHY1gSvjaYWm1CP_SkZU

The second is for the 4:3 version if you are using this in an arcade cabinet with a 1.33:1 monitor:

https://mega.nz/#!NlBkGbKT!LnBCa6R36XJ-Gz9vnDuiPMvjr_OJNxxnJvNGOmtDDEY

If interested, simply put the bik file in your mv folder of OutRun2.  Make sure you save your original titlescreen.bik before replacing it with this one.

Hi if possible could these two files be uploaded again links are dead. Thanks in advance for any help with this.

danscu

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Re: Outrun 2 FXT 2.4 Released!
« Reply #366 on: February 19, 2018, 09:51:53 am »
Hi
I'm a new owner of a L2M2 setup and model 2 dash on my driving cab.  Can anyone let me know how I can change the difficulty from "very easy" which is default on Outrun 2?
Cheers
Dan

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Re: Outrun 2 FXT 2.4 Released!
« Reply #367 on: June 04, 2018, 12:56:19 am »
Hello guys

Hope this is still active.
Because i have a problem. I just added out run in hyperspin. And i struggle a little to get my g25 wheel to work.
I control hyperpin with my xbix 360 controller and second controller is my wheel . But i just control hyperspin with the xbox controller.
The fix to get my wheel working in outrun was to disconnect the xbox controller.
Is there a possible fix for this?

What the problem is when i exit the game and i connect my xbox controller back on i loose my connection with jotokey.

Any help

petran79

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Re: Outrun 2 FXT 2.4 Released!
« Reply #368 on: August 13, 2018, 05:31:31 am »
I had an older version from 2015 installed, but by adding the latest version, ingame controls do not work. Neither keyboard or gamepad. Car does not stir left or right or it is locked to left steering. I had to copy the old FXT config files for controls to work.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #369 on: August 30, 2018, 07:38:36 am »
Hi Guys,

I am having a problem but only in the menus. It must be something stupid but I cannot figure it out. Spent ages. The option menu constantly cycles.
I have a Logitech G27 the game plays fine. Axes problem maybe?

I can post screenshots of my config if needed.

Here is a Video of it happening.



Thanks.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #370 on: August 30, 2018, 12:39:42 pm »
That's a glitch with the original game itself.  You need to hold the brake (or accelerator, I can't remember which) halfway down until it stops scrolling.  Ideally, don't go into the menus with your wheel plugged in unless absolutely necessary.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #371 on: August 30, 2018, 06:05:03 pm »
Also i would like to try to play it on LAN play with 2 PCs. Can someone post a guide of how to do it?

Thanks!

All you need is a copy of the game on each PC and for the PCs to be on the same network (I can't remember if they need to be in a homegroup or not. I don't think they do). That's all there is to it.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #372 on: August 30, 2018, 06:34:42 pm »
Also i would like to try to play it on LAN play with 2 PCs. Can someone post a guide of how to do it?

Thanks!

All you need is a copy of the game on each PC and for the PCs to be on the same network (I can't remember if they need to be in a homegroup or not. I don't think they do). That's all there is to it.

Unfortunately I think the Lan mode still has that de-syncing issue...

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Re: Outrun 2 FXT 2.4 Released!
« Reply #373 on: November 11, 2018, 09:02:03 am »
on other versions of or2 cars have two different shadows, on C2C only the stencil shadows show on the players car, but the others are only visible on AI cars. does anyone know if theres a way to put these back on the player car?

here's what i mean:

paultje162

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Re: Outrun 2 FXT 2.4 Released!
« Reply #374 on: April 23, 2019, 04:42:04 pm »
I'm glad it worked out for you.  I have uploaded a longer version of the Outrun2SP translated bik files.  The first link is for the 16:9 widescreen version:

https://mega.nz/#!U8QgWI5T!ZIUfvnjqClPUASZoj78PW6jBHY1gSvjaYWm1CP_SkZU

The second is for the 4:3 version if you are using this in an arcade cabinet with a 1.33:1 monitor:

https://mega.nz/#!NlBkGbKT!LnBCa6R36XJ-Gz9vnDuiPMvjr_OJNxxnJvNGOmtDDEY

If interested, simply put the bik file in your mv folder of OutRun2.  Make sure you save your original titlescreen.bik before replacing it with this one.

Could you please repost these files? Mega took them down

zel

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Re: Outrun 2 FXT 2.4 Released!
« Reply #375 on: August 06, 2019, 12:53:58 am »
I'm a getting a Run-time error '52'
any idea how to fix this?

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Re: Outrun 2 FXT 2.4 Released!
« Reply #376 on: August 06, 2019, 08:44:03 am »
I'm a getting a Run-time error '52'
any idea how to fix this?

- Do you have Direct X installed?
- Have you run FXT Config at least once?
-- Try running the latter in Admin mode too
-- Try running the FXT executable in Admin mode too if not

I've had this before but can't remember what solved it, so if these aren't the fix, I'm sure others will be able to provide it! :applaud:

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #377 on: December 28, 2020, 12:45:05 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.

Thanks for the videos.  :applaud:
« Last Edit: December 28, 2020, 12:50:01 pm by Joaquim2020 »

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Re: Outrun 2 FXT 2.4 Released!
« Reply #378 on: November 26, 2021, 07:54:51 am »
Well, its now late 2021 and I hav ejust set up Outrun 2 on my PC with my Logitech G29 and the FXT mod.
fine, but
Thanks to the creator of the FXT. In the continuing absence of OutRun 3, its great to see this game being kept alive (ish). I still hold my lifelng ambition to own a twin OR2 cab. Ah, one day...

Anyway, wondering if anyone that sees this might be able to help with my pedal setup please ? My wheel is  fine, but G29 pedals do nothing at all. I have checked they are connected/working ok. I need to use the cursor arrows on the PC keyboard to accelerate and brake.

I have tried numerous settings in FXT, currently not making any fdifference to pedals. Currently the settings are:

Joystick: 1
Dead Zone: 0
accelorator axis: y
acc axis type: Top
brake axis:RZ
brake axis type : Bottom

Pedal Override box is Unchecked. If i check it, the car auto-accelerates continuously without any input.

Anything Im doing wrong ? Any ideas please ?

 
Born in the early seventies
Grew up in the arcades in the 80's
Built "The Fox-Box" in 2012.

https://fromtheoldarcade.wordpress.com/

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Re: Outrun 2 FXT 2.4 Released!
« Reply #379 on: November 26, 2021, 05:58:34 pm »
WEird to pick an older release... you are using FXT 2.5, right?

Launch the game without FXT first. Make sure your wheel is the only controller connected to the system. What happens when you try to assign and calibrate the pedals in the game itself? i would recommend unchecking any joint/dual axis settings outside the game, and the making sure to use the individual axes in the game for accel/brake. You don't need to invert anything to calibrate, just wait a few seconds and an axis which is sitting there on full when the pedal isn't depressed will drop to zero and you can calibrate as normal.

Once the controls are working, then you can use FXT to send FFB to the wheel. Don't worry about overriding the pedals.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #380 on: January 03, 2022, 12:45:25 pm »
so it's simply a matter of removing all hud elements and recording the drift sequence in 1080p. 

Can you share how you'd do that please? Would be very helpful for my UI free mod.

Also, everyone else, don't you wish to play the beautiful game in all of its glory with nothing getting in the way? I mean look at how great those screens above look.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #381 on: January 03, 2022, 11:25:19 pm »
Also, everyone else, don't you wish to play the beautiful game in all of its glory with nothing getting in the way? I mean look at how great those screens above look.

Did you mean the screens in the other thread?

And no, personally i don't really want to go hudless :) I am running the TP version of OR2 SPSDX now, admittedly. But I like being able to see both my speed when drifting and the engine revs.
« Last Edit: January 04, 2022, 01:30:22 am by buttersoft »

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Re: Outrun 2 FXT 2.4 Released!
« Reply #382 on: January 04, 2022, 10:12:58 am »
Also, everyone else, don't you wish to play the beautiful game in all of its glory with nothing getting in the way? I mean look at how great those screens above look.

Did you mean the screens in the other thread?

And no, personally i don't really want to go hudless :) I am running the TP version of OR2 SPSDX now, admittedly. But I like being able to see both my speed when drifting and the engine revs.

Yeah thats the one. Forza Horizon really got me into the HUDless style as I really enjoy a screen full of pure gameplay. Wanted to give Outrun a spin again and its still not BC on any modern platform - which is what got me looking at Forza Horizon as an alternative so long ago. Playing it on a PSP instead and whilst its a really good port with 60FPS they made the UI huge. Add on to that the other things like "passing cars" "slipstream" etc you can get to a point where all thats unobstructed is the Ferrari!

You should try HUDless sometime though, highly recommend it as one of the things I picked up from FH was a greater sense of attunement and a lot more driving by feel vs visual feedback of devices. Really puts you in the zone and the experience has amped my whole Outrun style immensely.

I just wish Sega would give this franchise its just due because (apart from a PC which I don't have - which is also mainly only because of this community who updated it to its final form) you simply can't play it "properly" any more. The original XBox version was the best overall as it was such a close, almost pixel perfect port. Put it on 360 BC and the framerate isn't solid any more plus you get other minor glitches. Totally removed from Xbox One onwards as there is no support at all. PS2 version was a bit cut down, try it on PS3 and it runs terribly, way worse than 360. And once again no other platforms support it so getting a PSP was the only option.

Case in point, compare this:



to this:



And you'll see what I mean about the oversized UI and how it really detracts from the beautiful game. Aside from that its an amazing port and I'd recommend it to anyone who wants some portable Outrun goodness as it delivers that for sure.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #383 on: January 04, 2022, 12:56:02 pm »
Playing it on a PSP instead and whilst its a really good port with 60FPS they made the UI huge.

The PSP version is only 30fps not 60. It's the only version of the game that doesn't run at 60fps. Still impressive that Sumo were able to cram such a decent port of the game into Sony's handheld though.

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Re: Outrun 2 FXT 2.4 Released!
« Reply #384 on: January 04, 2022, 02:07:17 pm »
Steam deck will be the definitive portable version in a few months ')

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Re: Outrun 2 FXT 2.4 Released!
« Reply #385 on: January 04, 2022, 02:27:27 pm »
Playing it on a PSP instead and whilst its a really good port with 60FPS they made the UI huge.

The PSP version is only 30fps not 60. It's the only version of the game that doesn't run at 60fps. Still impressive that Sumo were able to cram such a decent port of the game into Sony's handheld though.

Its 60FPS if you overclock the PSP to 333Mhz or play it on a Vita. I've noticed that there a still a few graphically intense sections that are locked at 30FPS though for a few moments. Apparently this has to do with how the game was coded but can be overcome on PPSSPP by upping the internal clock.

Fully agree that its an amazing port. An arcade machine in your pocket. Who would've thunk it?

Steam deck will be the definitive portable version in a few months ')

Really great looking piece of tech. I hope this field takes off and we get a budget specced retro style device for a couple of hundred bucks. Something that sits between those Chinese handhelds that only emulate upto N64 and the Steam Deck. Would be perfect for that middle section of retro gaming that is almost totally ignored and, of course, a better portable Outrun.

Wonder if they'll do that? The heat/power demands would be a lot less so the device could be smaller and cheaper as the demand is obviously there. A portable PC environment the size of a Switch/Vita would be perfect

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Re: Outrun 2 FXT Beta 2.0 Released!
« Reply #386 on: April 30, 2022, 03:06:05 am »
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. 


Hi Howard,

I Just found this (thanks for the great work), and it runs great. Like you said above, the centering force is very light, so I set it to 7500, and now works perfectly (Thrustmaster GT 2 wheel).

My only issue is when I start the game for the first time the centering forces don’t work, but your FFB effects do. If I exit the game and relaunch it, the centering works perfectly.

Any thoughts on where I should look?

Many thanks.