Jump to content



Photo
* * * * * 40 votes

The VP 10.7 beta thread


  • Please log in to reply
4027 replies to this topic

#181 davidcd13

davidcd13

    Hobbyist

  • Members
  • PipPip
  • 20 posts

  • Flag: France

  • Favorite Pinball: ac:dc

Posted 28 April 2020 - 03:49 PM

It is surely a bit early to talk about the compatibility of 10.6 tables.
But with the Medieval Madness Remaster by Skitso table, the ball disappears after launching the ball.
I don't know if it's from the table itself or if it's from vpx 10.7.
Does anyone have the same problem on this table?

Edited by davidcd13, 28 April 2020 - 03:50 PM.


#182 wrd1972

wrd1972

    Authoring Padawan

  • Platinum Supporter
  • 2,265 posts
  • Location:Central KY. USA

  • Flag: United States of America

  • Favorite Pinball: Funhouse

Posted 28 April 2020 - 04:40 PM

 

is this new version of vpx could you incorporate primitives that collide in motion?
sorry in case you already said that you can't the truth I don't remember .. maybe I'm a little old and I'm beginning to forget things  :wimper:

 

I cant wait till this can happen. :)


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#183 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 28 April 2020 - 06:43 PM

The new "core.vbs" does not run the VP9 tables.

 

In VP9 the Playsound commands had only AudioPan as a parameter. This can be fixed. The main problem is the version check, as VP9 seems to have no "Version" call.

I will have a look.



#184 mfuegemann

mfuegemann

    Pinball Fan

  • VIP
  • 1,222 posts
  • Location:Cologne

  • Flag: Germany

  • Favorite Pinball: Medieval Madness, Fast Draw



Contributor

Posted 28 April 2020 - 08:32 PM

Hi Kiwi,

 

I found a solution that is calling PlaySound with AudioPan only, if we cannot get a valid version from the running VPinball.exe. This is working for VPX and VP9.

Unfortunately I cannot distinguish if the exception, caused by the missing "version" function, has been raised by a VP9.exe or VP8.exe.

So, if we want a core.vbs that is working with VP8, VP9 and VPX, I would have to limit the new functionality to VPX tables.

 

I think, a good solution would be to include the safe version "core_VP8.vbs" as "core.vbs" in the release and add the "core_VP9.vbs" for users that do want the sounds in VP9 and have no VP8 tables to play.

They can then just rename the files accordingly.

Attached Files



#185 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 28 April 2020 - 10:12 PM

Hmmm.. But the version call is in since 9.2.0, so for all practical needs i would think that if the version call fails, that one is then running VP8..

Cause there is to my knowledge no reason to run a VP9 older than 9.2.0.. 9.2.0 also supported the pan, so i think everything before that should then just use the old behavior?


Edited by toxie, 28 April 2020 - 10:18 PM.


#186 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 28 April 2020 - 10:41 PM

I just commited a fused variant of the two cores that mfuegemann posted (thanks!!), which detects the various special cases: >= 10.7 (correct table dimension used), < 10.7 (constant table dimension used), < 10.4 (VP9 mode: only pan left/right) and (implicitly) < 9.2 (VP8 mode: no directional effect whatsoever)



#187 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 28 April 2020 - 10:55 PM

 

It is surely a bit early to talk about the compatibility of 10.6 tables.
But with the Medieval Madness Remaster by Skitso table, the ball disappears after launching the ball.
I don't know if it's from the table itself or if it's from vpx 10.7.
Does anyone have the same problem on this table?

 

Indeed, the ball seems to vanish somewhere in the bumpers..  :/

Any table author here willing to find out why?



#188 bord

bord

    Pinball Fan

  • Members
  • PipPipPipPip
  • 603 posts

  • Flag: ---------

  • Favorite Pinball: Star Gazer, Whirlwind, Frontier

Posted 29 April 2020 - 12:24 AM

I would imagine it is related to the mesh playfield, but the geometry is sound, normals facing up, and works fine in 10.6.

 

http://vpforums.org/...162/pf_mesh.jpg



#189 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,326 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 29 April 2020 - 01:45 AM

Another small bug in the editor: the arrow keys doesn't work anymore to move objects. I use a lot the arrow keys, also together with shift, to move objects more precisely than using the mouse.


About Medieval Madness, yes it is the mesh. But I don't know why.


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

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#190 Schlabber34

Schlabber34

    Enthusiast

  • Members
  • PipPipPip
  • 311 posts

  • Flag: Germany

  • Favorite Pinball: High Speed

Posted 29 April 2020 - 06:16 AM

The walls in the image are there to stop the ball from falling through the cut outs? Are they still set to collideable? Are they placed below the PF (-0,02)?



#191 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 29 April 2020 - 07:19 AM

rev4066 is up:

 

- fix greyed out toolbar
- fix array keys handling for moving elements
- fix behavior of new directional sound code on older VP versions (core.vbs)
 



#192 Thalamus

Thalamus

    Pinball Wizard

  • Platinum Supporter
  • 4,988 posts

  • Flag: Norway

  • Favorite Pinball: GOT, Alien Star, LOTR, TOM

Posted 29 April 2020 - 07:52 AM

The walls in the image are there to stop the ball from falling through the cut outs? Are they still set to collideable? Are they placed below the PF (-0,02)?

I tried that trick on one table that I've already reported to Fuzzel, I created a pf mesh, had the ball fall through at the plunger, created a wall that was supposed to fix that, but, didn't work either. So, this is not 10.7 only related. I don't think I ever solved it and didn't roth talk something about ball mass related to pf meshes ? Was that fixed ?


Edited by Thalamus, 29 April 2020 - 07:53 AM.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#193 Schlabber34

Schlabber34

    Enthusiast

  • Members
  • PipPipPip
  • 311 posts

  • Flag: Germany

  • Favorite Pinball: High Speed

Posted 29 April 2020 - 08:02 AM

Not sure about the ball mass, but the walls do stop the ball from falling through at least on DW, HT and MSFS. (10.6)


Edited by Schreibi34, 29 April 2020 - 08:02 AM.


#194 Schlabber34

Schlabber34

    Enthusiast

  • Members
  • PipPipPip
  • 311 posts

  • Flag: Germany

  • Favorite Pinball: High Speed

Posted 29 April 2020 - 04:36 PM

 

The walls in the image are there to stop the ball from falling through the cut outs? Are they still set to collideable? Are they placed below the PF (-0,02)?

I tried that trick on one table that I've already reported to Fuzzel, I created a pf mesh, had the ball fall through at the plunger, created a wall that was supposed to fix that, but, didn't work either. So, this is not 10.7 only related. I don't think I ever solved it and didn't roth talk something about ball mass related to pf meshes ? Was that fixed ?

 

 

Does the PF mesh have a dent to center the ball in front of the plunger? If yes, you have to place the wall below the dent! Make it visible and move it down until it's below that dent (about 0.02 below)!



#195 Thalamus

Thalamus

    Pinball Wizard

  • Platinum Supporter
  • 4,988 posts

  • Flag: Norway

  • Favorite Pinball: GOT, Alien Star, LOTR, TOM

Posted 29 April 2020 - 05:14 PM

No. This was only a pf mesh I made to make the saucers become more realistic. I can always take a second look at it I guess. I'm quite sure I tried different heights without solving the issue.


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#196 studlygoorite

studlygoorite

    Enthusiast

  • Silver Supporter
  • 398 posts
  • Location:Stoney Creek, Ontario

  • Flag: Canada

  • Favorite Pinball: Any VR table

  • 360 Gamer Tag: King JJ

Posted 29 April 2020 - 09:42 PM

My SSF sounds better than it ever has, does VP 10.7 have anything to do with it? ;) Thanks



#197 CARLOSGUIZZO

CARLOSGUIZZO

    Just a pinball fan ;)

  • Members
  • PipPipPip
  • 187 posts

  • Flag: Brazil

  • Favorite Pinball: Shark (Taito do Brasil)

Posted 29 April 2020 - 11:17 PM

Hi gentlemen,

The 10.7 beta is evolving really great. Congratulations!

However, I'm having a small issue: the DMDs always stay under the BS2s, and I have to manually adjust them.

Dou you know what is happening. Am I missing something?

Keep up the good work.

Greetings from Brazil.

It's impossible only if you believe so. ;)


#198 Outhere

Outhere

    Pinball Wizard

  • Platinum Supporter
  • 4,807 posts

  • Flag: United States of America

  • Favorite Pinball: M M

Posted 29 April 2020 - 11:25 PM

Hi gentlemen,

The 10.7 beta is evolving really great. Congratulations!

However, I'm having a small issue: the DMDs always stay under the BS2s, and I have to manually adjust them.

Dou you know what is happening. Am I missing something?

Keep up the good work.

Greetings from Brazil.

If you go back to 10.6 final it doesn't do that
 



#199 CARLOSGUIZZO

CARLOSGUIZZO

    Just a pinball fan ;)

  • Members
  • PipPipPip
  • 187 posts

  • Flag: Brazil

  • Favorite Pinball: Shark (Taito do Brasil)

Posted 30 April 2020 - 12:27 AM


Hi gentlemen,

The 10.7 beta is evolving really great. Congratulations!

However, I'm having a small issue: the DMDs always stay under the BS2s, and I have to manually adjust them.

Dou you know what is happening. Am I missing something?

Keep up the good work.

Greetings from Brazil.

If you go back to 10.6 final it doesn't do that
 

I did not try this yet. However I never had this issue using the 10.6 version or earlier.

It's impossible only if you believe so. ;)


#200 rascal

rascal

    two-faced as they come

  • VIP
  • 1,374 posts
  • Location:Indiana USA

  • Flag: United States of America

  • Favorite Pinball: Bally Eight Ball



Posted 30 April 2020 - 01:49 AM

I put a timer on a table and renamed it, however in the script is did not take the new name, it still had the original name. Also, I changed the interval from 100 to 10 and when I clicked off and back on the timer, it went back to 100. Sorry to report these bugs, but I guess thats what we are here for. The latest build.


Edited by rascal, 30 April 2020 - 01:49 AM.

Posted Image