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VP10 is here (beta)

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#1681 chepas

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Posted 30 March 2015 - 10:44 PM

Ahh well done mate, thanks!

 

The filesize isn't a problem really if it's always going to be named\overwritten as Crash.dmp.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#1682 chepas

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Posted 31 March 2015 - 02:03 AM

 

The filesize isn't a problem really if it's always going to be named\overwritten as Crash.dmp.

 

This statements a bit wrong in my case here I have just realized. All of my builds are shared on google drive with code & table "Google Drive\MOTU\MOTU.vpx", so I had been uploading 300mb each time unknown to me and whoever has access to these folders & syncing the game also downloads the 300mb.

 

MOTU was/is the only table that did crash but I suppose that now I am aware of it and if a table does crash, I can jump into the directory quickly and delete the dumps before uploading full data.

 

Really it would be decent for a switch to turn crash dumping off? If a table starts to crash I can turn it on and post the dump.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#1683 fuzzel

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Posted 31 March 2015 - 06:59 AM

I don't want to add a switch for this. A crash shouldn't happen and sometimes it's hard to reproduce if you had switched off the crash dump.

#1684 chepas

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Posted 31 March 2015 - 07:04 AM

Oh well, I'll just make something that watches my folders to delete them then :)

 

Sorry and the reason is my tables are in subfolders.

 

10 tables + 300mb if any crashes isn't ideal.


Edited by chepas, 31 March 2015 - 07:05 AM.

Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#1685 fuzzel

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Posted 31 March 2015 - 07:20 AM

Yes but a crash shouldn't happen in the first place. So if you get a crash send us the crash dump delete it afterwards and with a new version of VP the crash is fixed.

#1686 toxie

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Posted 31 March 2015 - 07:59 AM

just a sidenote: if you still get the error message 'pure virtual function call' with the newest build, then the crash dump is not saved (yet), so please make a screenshot of the next window that appears after that (will have some information about the stack/where it happened).



#1687 fuzzel

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Posted 31 March 2015 - 08:47 PM

rev1896 is up.

 

This revision breaks the rendering of bumpers for all current VPX tables!

The reason for this is that there was an ugly bug in the bumper scaling. In previous versions you scale a bumper with the radius but the radius had also an effect on the height. For example: use a radius higher than 45 say 55 and you will notice that the base was rendered through the cap. There was no way to just scale the X/Y axis and separate Z-axis.

With this revision the radius is used to scale the X/Y-axis and the height scale is used to scale the Z-axis. Take a look at the default table, I used a radius of 45 and a height scale of 90. So that means you have to revisit all your bumper settings of your tables and set the height scale to somewhat around 90.



#1688 jpsalas

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Posted 01 April 2015 - 09:42 AM

No problem, fuzzel, that's easy to add :) But I see that the ring doesn't animate as before, for me it looks like it dissapears instead of animate. I'll test it a little more this evening when I come home.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#1689 fuzzel

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Posted 01 April 2015 - 10:12 AM

Yes I know. I've already fixed that and will come with the next build.

#1690 fuzzel

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Posted 04 April 2015 - 09:31 PM

rev1907 is up:

 

- make physics max loops setting backwards compatible
- add 'visible' property to textboxes (to disable f.e. for FS mode)

- optimize render engine
- fix crash reported by hmueck
- fix bumper animation
- patch by mjr to fix text selection if in previous selected text box there was made a change
 



#1691 Talantyyr

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Posted 05 April 2015 - 06:13 AM

Wow, you guys are really doing an amazing job. A new revision every few days. It's great to see all the dedication you put into VP to bring us an even better pinball experience every day. Can't thank you enough for this!

 

I've noticed since i've started with VP10, that sometimes the ball has small white dots around it when i start a table. Happens on all tables and it's absolutely random. Now i had to start BBBB 3 times to get rid of the dots. Don't know how one can reproduce this, but i've looked through my screenshots and noticed, that this also happened on sindbads buck roger table one time, when i posted about a stuck ball. I think this was rev 1838. Am i the only one with this strange dots? 

 

ball.png


Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/


#1692 kiwi

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Posted 05 April 2015 - 06:22 AM

To me the points around the ball only appear when I press F11 (this is done to show the spinning of the ball).

 

Max



#1693 Outhere

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Posted 05 April 2015 - 06:23 AM

To me the points around the ball only appear when I press F11 (this is done to show the spinning of the ball).

 

Max

Same here



#1694 fuzzel

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Posted 05 April 2015 - 06:42 AM

To me the points around the ball only appear when I press F11 (this is done to show the spinning of the ball).
 
Max

Right. These dots are for physics tweaks and debug purposes.

#1695 Talantyyr

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Posted 05 April 2015 - 07:00 AM

Lol ok... Sorry, it's early and i'll take this as an excuse! :D
Of course i'll pressed f11 to see the framerates, sry guys, happy easter!

Edited by Talantyyr, 05 April 2015 - 07:02 AM.

Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/


#1696 Hyper

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Posted 05 April 2015 - 09:03 AM

rev1907 is up:

 

- make physics max loops setting backwards compatible
- add 'visible' property to textboxes (to disable f.e. for FS mode)

- optimize render engine
- fix crash reported by hmueck
- fix bumper animation
- patch by mjr to fix text selection if in previous selected text box there was made a change
 

With this version for me the bumpercaps in JP's Nascar are still flat.



#1697 jpsalas

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Posted 05 April 2015 - 09:15 AM

 

rev1907 is up:

 

- make physics max loops setting backwards compatible
- add 'visible' property to textboxes (to disable f.e. for FS mode)

- optimize render engine
- fix crash reported by hmueck
- fix bumper animation
- patch by mjr to fix text selection if in previous selected text box there was made a change
 

With this version for me the bumpercaps in JP's Nascar are still flat.

 

 

Yes, I'll update the table later today. All the VP10 tables with bumpers need to be updated. What fuzzel fixed in this version is the animation :) Thanks fuzzel :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#1698 toxie

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Posted 05 April 2015 - 09:41 AM

@JP: When you do a Nascar update: As mentioned in the changelist, one can now disable textboxes (f.e. in FS mode only) via the visibility property..



#1699 jpsalas

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Posted 05 April 2015 - 10:23 AM

Update my 3 tables to version 1.05 (fixed the bumpers according to the new revision, and removed the textboxes in the FS versions)

 

Thanks toxie! If you hadn't reminded me of that, I'm sure I should have forgotten to add it. But now it is in versions 1.05 of all three tables :)

 

There is a small bug introduced in the new bumpers: the hit height is too high. In the WOW table there are some ramps on top of the bumpers, and those ramps are 95 units high, but the ball hit the bumpers. To make the ball go on top of the bumpers I had to reduce the bumpers to a height scale of 55. So just now the WOW table is not playable because of this. I have added an entry in the bug tracker with a demo table to see clearly the error.


Edited by jpsalas, 05 April 2015 - 11:07 AM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#1700 bolt

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Posted 05 April 2015 - 01:28 PM

Thank you JP for your updated tables.


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