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The VP 10.7 beta thread


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#2121 wiesshund

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Posted 14 June 2021 - 07:25 PM

@ fuzzel

 

Thanks for Rev207 update!

 

I have a feature request for Multi-Screen MAME cabinet and desktop users.

 

The request is to have a video general option to show <table only> with the ability to change background color or if possible set a static background image to replace backdrop images, reels and accessories for all tables without having to do change to tables Scripts and translate Backdrop to other location out of the tables view.

 

With a feature like that, we don't have to change original table script and move any objects from the Editor

 

One simple universal screen layout for all tables!

 

I don't know what this feature add will imply so I think this will be a time saver and really useful feature for all desktop users wanting to use Backglass and DMD on second monitor like vpincab users!

 

Is this feature possible?

 

Easiest way to do that right now is, set VPX to run as cab mode
as most tables already have the script set up to hide backbox features when in cab view
then open a table, and set it's FS POV to look like desktop POV, then export that POV, probably as autoPOV unless you want to be doing it to all tables

then close the table without saving

 

The only thing that wont do is change the backdrop color, that you'd have to do per table


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#2122 Mrtr32

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Posted 14 June 2021 - 08:16 PM

I tested your layout wiesshund with all in the same monitor and it is very cool setup to, so I would prefer to have the table centered to de main screen and have backglass and DMD to second screen

 

My future project is to have MAME/Pinball Hybrid cabinet and I want all MAME games and Pinball tables centered in the main screen to play with the Tankstick and adding an extra monitor on top for DMD/Backglass.

 

I think this would be a great setup!


Edited by Mrtr32, 14 June 2021 - 09:13 PM.


#2123 millansoft

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Posted 14 June 2021 - 09:10 PM

Hello,

 

I tested a bit the lastest version, I noticed that several times when I press F5 to play a table and later I press ALT+F4 to close it, sometimes it keeps VpinMAME opened and I have to close it manually, this doesnt happens with 10.6.

 

And if I open the script editor after that, it wont accept any keystroke, guess it believes I´m playing the table.

 

Thanks

Attached Files

  • Attached File  vpx.png   734.68KB   5 downloads

Edited by millansoft, 14 June 2021 - 09:16 PM.


#2124 wiesshund

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Posted 14 June 2021 - 10:59 PM

Hello,

 

I tested a bit the lastest version, I noticed that several times when I press F5 to play a table and later I press ALT+F4 to close it, sometimes it keeps VpinMAME opened and I have to close it manually, this doesnt happens with 10.6.

 

And if I open the script editor after that, it wont accept any keystroke, guess it believes I´m playing the table.

 

Thanks

 

Well, alt F4 is kind of stranding vpinmame

it will never see the controller.stop in the table exit sub (which hopefully it has)

Some ROMs are terrible in ending in that manner

Press and hold escape is a better to fast exit VPX


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#2125 millansoft

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Posted 15 June 2021 - 02:43 AM

 

Hello,

 

I tested a bit the lastest version, I noticed that several times when I press F5 to play a table and later I press ALT+F4 to close it, sometimes it keeps VpinMAME opened and I have to close it manually, this doesnt happens with 10.6.

 

And if I open the script editor after that, it wont accept any keystroke, guess it believes I´m playing the table.

 

Thanks

 

Well, alt F4 is kind of stranding vpinmame

it will never see the controller.stop in the table exit sub (which hopefully it has)

Some ROMs are terrible in ending in that manner

Press and hold escape is a better to fast exit VPX

 

 

I understand what you mean, but I guess that isnt something desired that doing a simple alt+f4 breaks the normal behaviour. Anyway this doesnt happen in 10.6, just in 10.7, maybe some bug around?

 

Thank you



#2126 CobraGuy

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Posted 15 June 2021 - 07:05 AM

v10.7  is still in beta after a full year? Wow!  Will it be able to fly when you're done?  :tongue3:

 

(I didn't even know where was a beta until I downloaded a table two days ago that requires it)

 

Thank you for your continuing work and support for people like myself.


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#2127 toxie

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Posted 15 June 2021 - 08:14 AM

Due to Covid and increased real life work/less spare time, Fuzzel and me were a bit running behind all the time, but i think we're very very very close now to a final.

The rest of the editor/UI bugs/fixes then goes into 10.7.X releases, as i think the player itself is more stable than ever.



#2128 lukpcn

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Posted 15 June 2021 - 09:02 AM

Due to Covid and increased real life work/less spare time, Fuzzel and me were a bit running behind all the time, but i think we're very very very close now to a final.

The rest of the editor/UI bugs/fixes then goes into 10.7.X releases, as i think the player itself is more stable than ever.

I have one question on the stability. When I load table into  VPX and hit F5 and play, and notice that I want to change Pov/Lights I stop the game and go F6 to do that, but can't do, there is always a crash, I need to close VPX and reload a table to run it in F6 mode...

If I play the table and stop it and hit F5 to play it again, the same happens... tested on 2 computers... why is that happening?


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#2129 fuzzel

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Posted 15 June 2021 - 12:17 PM

Only God knows without a crash dump ;)

#2130 toxie

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Posted 15 June 2021 - 01:53 PM

..and the exact table in question so that we can repro on our end..



#2131 Altuve

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Posted 15 June 2021 - 06:36 PM

While loading a table through Pinup Popper, a table loading progress window appears on the screen.
 
This has been solved or is it my problem and I don't know the solution?


#2132 toxie

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Posted 15 June 2021 - 09:29 PM

I think Nailbuster will release a new Popper version that uses the new command line options of VP10.7 to avoid this? I don't remember for sure though.



#2133 lukpcn

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Posted 16 June 2021 - 08:34 AM

 

While loading a table through Pinup Popper, a table loading progress window appears on the screen.
 
This has been solved or is it my problem and I don't know the solution?

 

check the available vpx commandline options - there is one for specifically hiding that loading bar - just use it in pinup popper start table script


Edited by lukpcn, 16 June 2021 - 08:34 AM.

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#2134 newdeal

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Posted 16 June 2021 - 01:49 PM

Hey Guys,

 

Im currently using VPX_7_beta_rev207_rc on my cab and have a plunger issue on my white water table version 1.1.

I don't recall this being an issue on any of my other tables.

The issue is that the plunger is about 10 times slower to go down than when using vpx 10.6.

I'm using a normal button as a plunger and not an actual physical plunger.

 

I can confirm that the new plunger check box is not checked.

 

I even went back to 10.6 to confirm if the plunger was working properly or not and I can confirm that it is working fast and smooth in 10.6.

In 10.7 it is VERY slow and not as smooth. The smoothness could be due to the super slow speed that it retracts.

 

After searching through this for about an hour or 2, I see there was a similar issue spoken about when the new plunger check box was ticked, but as I mentioned above, my tick box is not ticked.

 

Anything else I can take a look at that would make 10.7 cause this issue, and 10.6 does not cause this issue?

 

 

I just tested creature from the black lagoon and the plunger on 10.6 so quick, powerful and smooth, but on 10.7 the plunger is very weak and annoying.


Edited by newdeal, 16 June 2021 - 02:17 PM.


#2135 kiwi

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Posted 16 June 2021 - 03:12 PM

The default value of the Physics Max Loops should be -1, it is a change from the last 2 RCs.

 

physicsmaxloops.png



#2136 mrjcrane

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Posted 16 June 2021 - 07:41 PM

So a slow plunger release on WW is not necessarily a bad thing with that table because on a real table and also VP table using a digital plunger, the opening skill shot is about a 3/4 plunger pull so the slow pull back speed will help you control the strength and release on the opening shot when you are using a launch button only and not a digital plunger.

 

Skill Shot

The Skill Shot is hitting Insanity Falls after gently plunging the ball onto the Upper Playfield. Plunging too softly will leave the ball in the plunger lane. Plunging too hard will send it down the Spine Chiller and screaming towards the flippers. If it doesn't hit a slingshot or roll up into an inlane, you haven't scored any points and can let the ball go. It's best to avoid this situation entirely, however. In fact, on L-4 and later ROMs, the Spine Chiller entrance sensor, tripped in either direction, scores 5K points and eliminates the kindness normally offered for a missed first stage of the Skill Shot.

The Skill Shot is worth 1M the first time, 2M the second, and so on, to a maximum of 5M. You have to watch closely to see the value awarded.



#2137 wiesshund

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Posted 16 June 2021 - 08:37 PM

So a slow plunger release on WW is not necessarily a bad thing with that table because on a real table and also VP table using a digital plunger, the opening skill shot is about a 3/4 plunger pull so the slow pull back speed will help you control the strength and release on the opening shot when you are using a launch button only and not a digital plunger.

 

Skill Shot

The Skill Shot is hitting Insanity Falls after gently plunging the ball onto the Upper Playfield. Plunging too softly will leave the ball in the plunger lane. Plunging too hard will send it down the Spine Chiller and screaming towards the flippers. If it doesn't hit a slingshot or roll up into an inlane, you haven't scored any points and can let the ball go. It's best to avoid this situation entirely, however. In fact, on L-4 and later ROMs, the Spine Chiller entrance sensor, tripped in either direction, scores 5K points and eliminates the kindness normally offered for a missed first stage of the Skill Shot.

The Skill Shot is worth 1M the first time, 2M the second, and so on, to a maximum of 5M. You have to watch closely to see the value awarded.

 

Disable the 1s auto retract in dof nudge settings


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#2138 newdeal

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Posted 17 June 2021 - 09:22 AM

So a slow plunger release on WW is not necessarily a bad thing with that table because on a real table and also VP table using a digital plunger, the opening skill shot is about a 3/4 plunger pull so the slow pull back speed will help you control the strength and release on the opening shot when you are using a launch button only and not a digital plunger.

 

Skill Shot

The Skill Shot is hitting Insanity Falls after gently plunging the ball onto the Upper Playfield. Plunging too softly will leave the ball in the plunger lane. Plunging too hard will send it down the Spine Chiller and screaming towards the flippers. If it doesn't hit a slingshot or roll up into an inlane, you haven't scored any points and can let the ball go. It's best to avoid this situation entirely, however. In fact, on L-4 and later ROMs, the Spine Chiller entrance sensor, tripped in either direction, scores 5K points and eliminates the kindness normally offered for a missed first stage of the Skill Shot.

The Skill Shot is worth 1M the first time, 2M the second, and so on, to a maximum of 5M. You have to watch closely to see the value awarded.

Thanks for the detailed reply.

The issue is that the plunger speed and smoothness on 10.6 is absolutely perfect. On 10.7 the speed is soooooooo unbearably slow that you could make a cup of coffee and come back just in time to launch the ball - Little bit of an exaggeration there, and on creature it's just very underpowered on 10.7, but perfect on 10.6.

 

White water is my all time favorite table so I know all the bits and pieces backwards. Many years ago there was a place around the corner from my house that had the real pin, and I use to play for hours every day.

Interesting what you say about the L-4 and later ROMSs.



#2139 jpsalas

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Posted 17 June 2021 - 09:28 AM

 

 

Thanks for the detailed reply.

The issue is that the plunger speed and smoothness on 10.6 is absolutely perfect. On 10.7 the speed is soooooooo unbearably slow that you could make a cup of coffee and come back just in time to launch the ball - Little bit of an exaggeration there, and on creature it's just very underpowered on 10.7, but perfect on 10.6.

 

White water is my all time favorite table so I know all the bits and pieces backwards. Many years ago there was a place around the corner from my house that had the real pin, and I use to play for hours every day.

Interesting what you say about the L-4 and later ROMSs.

 

 

Just do what wiesshund said: Disable the 1s auto retract in dof nudge settings.

This is a new plunger that was activated by default in early betas. Just disable it.


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#2140 newdeal

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Posted 17 June 2021 - 09:29 AM

 

So a slow plunger release on WW is not necessarily a bad thing with that table because on a real table and also VP table using a digital plunger, the opening skill shot is about a 3/4 plunger pull so the slow pull back speed will help you control the strength and release on the opening shot when you are using a launch button only and not a digital plunger.

 

Skill Shot

The Skill Shot is hitting Insanity Falls after gently plunging the ball onto the Upper Playfield. Plunging too softly will leave the ball in the plunger lane. Plunging too hard will send it down the Spine Chiller and screaming towards the flippers. If it doesn't hit a slingshot or roll up into an inlane, you haven't scored any points and can let the ball go. It's best to avoid this situation entirely, however. In fact, on L-4 and later ROMs, the Spine Chiller entrance sensor, tripped in either direction, scores 5K points and eliminates the kindness normally offered for a missed first stage of the Skill Shot.

The Skill Shot is worth 1M the first time, 2M the second, and so on, to a maximum of 5M. You have to watch closely to see the value awarded.

 

Disable the 1s auto retract in dof nudge settings

 

I believe that this is disabled by default in the newer 10.7 betas, but just in case I went to my settings to double check and I can see that there is no tick in that check box.

I wonder what else could be causing this. As I mentioned, when I go back to 10.6 it's perfect, but when I go to the latest 10.7 the issue is there.