Ahh well done mate, thanks!
The filesize isn't a problem really if it's always going to be named\overwritten as Crash.dmp.
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 ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
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 ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
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 ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
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).
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.
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.
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
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?

Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/
Posted 05 April 2015 - 07:00 AM
Edited by Talantyyr, 05 April 2015 - 07:02 AM.
Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/
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.
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 ![]()
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.
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