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The VP 10.7 beta thread


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#2181 Aubrel

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Posted 20 June 2021 - 07:58 AM

for me the table is good. VPX6 allowed users to reimport image without having to disable the previous one.

Not a good solution but not a bug as the new one is now always used and there is no conflict nor issue with that.

If VPX7 is now cleaning up the table it's nice but the file cleaned should be the good one.

 

also I think knorr wanted to remove his tables from this place and others too. so no need to import again here useless and not autorized mods


Edited by Aubrel, 20 June 2021 - 08:00 AM.


#2182 wiesshund

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Posted 20 June 2021 - 08:16 AM

for me the table is good. VPX6 allowed users to reimport image without having to disable the previous one.

Not a good solution but not a bug as the new one is now always used and there is no conflict nor issue with that.

If VPX7 is now cleaning up the table it's nice but the file cleaned should be the good one.

 

also I think knorr wanted to remove his tables from this place and others too. so no need to import again here useless and not autorized mods

 

You are not understanding

10.7 is not cleaning up anything, it isnt changing a thing, if it was, you could never reopen the file in 10.6

It is simply refusing to honor items that have absolutely identical internal names and external paths, because now the object is 100% identical
and no object can exist twice.

If you rename grau IN the image manager, then save and reload the table, it reloads the data file
and now those objects are not longer absolutely identical, so you can see them both and then decide which one is really used for what

 

If i my data file lists the objects

 

OBJECT    PATH

     Bob       c:\images\Bob.jpg

     Bob       c:\images\Bob.jpg

     Bob       c:\images\Bob.jpg

     Bob       c:\images\Bob.jpg

     Bob       c:\images\Bob.jpg

     Bob       c:\images\Bob.jpg

     Bob       c:\images\Bob.jpg

     Bob       c:\images\Bob.jpg

     Bob       c:\images\Bob.jpg

 

Only one of them can exist

the script can only call one of them

VPX can only address one of them, technically it should only display one of them

And actually, it should have never allowed more than one of them to come into being to begin with

 

If i put a gun to your head and said go get me the Bob
THE RIGHT BOB

You know what? Your a dead man, you may as well just sit down and not even take a step because you can not do what you have just been asked to do.

Which is exactly what a lot of other programs would do if you did this to them.

 

10.7 isnt deleting anything

It is simply saying  'Ok fine screw it, im picking a Bob and if you dont like it, sod off'

cause it got a list of the Bob clone army to pick from.

 

And there is a magnitude of difference between
REIMPORT

and 

IMPORT

 

Reimport works fine, all day long

reimport the editor file from original location 10,000 times, VPX is fine with that.

 

reimport from a new source 100,000 times by clicking reimport FROM
VPX is cool with that also, all you want.

 

He didnt do that

He told it import Blue from Blue folder
Ok now Import Blue from Blue folder, again
And created an exact clone data entry

Which he really should not have been able to do in the 1st place.

 

Not that he did it on purpose, it was an accident i would highly imagine.
But the editor never alerted him to it, which it should have, and VPX rolled with it, kind of, when it really should have had a tantrum

for all i know, it may actually have some kind of internal tantrum that we can not see


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#2183 Aubrel

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Posted 20 June 2021 - 08:35 AM

yep I understood that. If I managed to duplicate the issue in a few minutes I think it's because I was not far to the truth.

 

For me, good or not it's something that should be present in many other VPX tables.

So now yes it can be kept like that claiming it was not good to do that in the first place and all the tables in that case won't look as they should.

But I think it would be better to try to find a way to fix it. That's why there is RC releases no? ;)


Edited by Aubrel, 20 June 2021 - 09:11 AM.


#2184 fuzzel

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Posted 20 June 2021 - 09:44 AM

Something like this is really hard to fix programmatically. VPX can detect double entries of resources but automatically renaming them will create more issues. Image/sound names must be also renamed in the script. Depending how you wrote the names it's possible that you auto renamed something that's not a name but maybe a variable... and boom
On the other side we could add a notification when VPX detects double entries but you have to fix the issues manually.

#2185 Wylte

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Posted 20 June 2021 - 10:33 AM

On the other side we could add a notification when VPX detects double entries but you have to fix the issues manually.

I think more feedback is always an improvement over the program refusing and not giving any. If you do implement something like this, please make it display

"ATTENTION USER, YOU NO CAN NAME SHITS THE SAME NAMES AND SOURCE PATH, I NOT DOIN DIS!!! MKAY THX BAI!!!!"


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#2186 Thalamus

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Posted 20 June 2021 - 10:56 AM

Some kind of notification is good thing for us that like to tinker with the tables. Not noticing, and saving with 10.7, you might have to find your latest good backup for something that could be prevented, at least warned about. Maybe a -verify option, doing more or less the same as pov and vbs export, just reading the resources ?


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#2187 wiesshund

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Posted 20 June 2021 - 11:25 AM

Something like this is really hard to fix programmatically. VPX can detect double entries of resources but automatically renaming them will create more issues. Image/sound names must be also renamed in the script. Depending how you wrote the names it's possible that you auto renamed something that's not a name but maybe a variable... and boom
On the other side we could add a notification when VPX detects double entries but you have to fix the issues manually.

 

Well the renaming is not meant to fix anything per se, i dont imply it as a fix, the issue is in the table, not VPX, so it has to be fixed in the table

You can not auto fix that with out a lot of intelligent code running, in which case i want it to build a table for me while i watch LOL.
 

All it would be doing is making these X number of resources that inadvertently got made totally identical visible 

so that a person could see them and then decide should this thing just be deleted, or renamed and assigned appropriately etc

 

Right now what happens is, you will not see the clones, which makes sense in a way because from a data standpoint, they are the same

which gives you a situation like that particular demo man table.

If i inadvertently imported instead of reimporting and would up with several  absolutely identical resources, i wont see what is going on to understand what i need to fix

I will just wonder why the hell do i have the purple playfield.

 

If it said no, not happening and spit them back up as playfield000 playfield001 playfield002 etc, then i would see ive jammed too many darned playfields in it
then i can pick the right one, get rid of the non valid ones, or in the case of needing both things, i can see them to rename appropriately 

 

If it does not do something like that or in some way make them visible, you could give a person a warning all day long "Hi DOUBLE ENTRIES detected, check your resources"
but i wont be able to see them to do anything about them unless i go open the table in an old VPX version and look for duplicates.
It's going to have to either rename, or show.
Is showing possible with the structure changes from 10.6?

 

 

And of course, if going forward, it disallowed it to happen to begin with, then it would not happen to anyone creating a new table anymore.

 

But if it does nothing and stays as it is, then people are going to run into tables that dont look or sound right because of duplicated resource entries

and they are going to pick to believe it is because 10.7 is crap rather than the table needing a small fix


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#2188 LynnInDenver

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Posted 20 June 2021 - 12:02 PM

 

Something like this is really hard to fix programmatically. VPX can detect double entries of resources but automatically renaming them will create more issues. Image/sound names must be also renamed in the script. Depending how you wrote the names it's possible that you auto renamed something that's not a name but maybe a variable... and boom
On the other side we could add a notification when VPX detects double entries but you have to fix the issues manually.

 

Well the renaming is not meant to fix anything per se, i dont imply it as a fix, the issue is in the table, not VPX, so it has to be fixed in the table

You can not auto fix that with out a lot of intelligent code running, in which case i want it to build a table for me while i watch LOL.
 

All it would be doing is making these X number of resources that inadvertently got made totally identical visible 

so that a person could see them and then decide should this thing just be deleted, or renamed and assigned appropriately etc

 

Right now what happens is, you will not see the clones, which makes sense in a way because from a data standpoint, they are the same

which gives you a situation like that particular demo man table.

If i inadvertently imported instead of reimporting and would up with several  absolutely identical resources, i wont see what is going on to understand what i need to fix

I will just wonder why the hell do i have the purple playfield.

 

If it said no, not happening and spit them back up as playfield000 playfield001 playfield002 etc, then i would see ive jammed too many darned playfields in it
then i can pick the right one, get rid of the non valid ones, or in the case of needing both things, i can see them to rename appropriately 

 

If it does not do something like that or in some way make them visible, you could give a person a warning all day long "Hi DOUBLE ENTRIES detected, check your resources"
but i wont be able to see them to do anything about them unless i go open the table in an old VPX version and look for duplicates.
It's going to have to either rename, or show.
Is showing possible with the structure changes from 10.6?

 

 

And of course, if going forward, it disallowed it to happen to begin with, then it would not happen to anyone creating a new table anymore.

 

But if it does nothing and stays as it is, then people are going to run into tables that dont look or sound right because of duplicated resource entries

and they are going to pick to believe it is because 10.7 is crap rather than the table needing a small fix

 

To be fair, there's people using the software that think 10.6 is crap because something didn't get a small fix, and some people that think 10.x is just crap because it changed the physics engine and doesn't behave "correctly" anymore, or wouldn't run nicely on their 10 year old at the time pincab build.



#2189 chepas

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Posted 20 June 2021 - 12:43 PM

To be fair, there's people using the software that think 10.6 is crap because something didn't get a small fix, and some people that think 10.x is just crap because it changed the physics engine and doesn't behave "correctly" anymore, or wouldn't run nicely on their 10 year old at the time pincab build.

 

Wouldn't go as far as to say crap...

 

Roll on VP10.8?


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#2190 Csilk

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Posted 20 June 2021 - 01:57 PM

are the graphics options for non fullscreen portrait modes getting a pass in the 10.7 beta? it's a minor inconvenience to have to set my resolution via 10.6 because there is no 1080x1920 windowed fullscreen option in 10.7.... but it would be nice to not have to do that jazz anymore.



#2191 soundscape

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Posted 20 June 2021 - 02:10 PM

When opening 10.7 (213) and immediately clicking the layers box without a table loaded, I can make it crash.  You can question why anyone would do this but I just wanted to report it here in case it could be indicative of future memory related errors. :)

Thanks for all the development in this.

tortzz5.png



#2192 jpsalas

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Posted 20 June 2021 - 02:38 PM

When opening 10.7 (213) and immediately clicking the layers box without a table loaded, I can make it crash.  You can question why anyone would do this but I just wanted to report it here in case it could be indicative of future memory related errors. :)

Thanks for all the development in this.

tortzz5.png

 

The crash report looks like this (on my computer):

 

 

Crash report VPX rev213 (c09cf4f)
============
Process: VPinballX.exe
Reason: 0xE06D7363 - UNKNOWN at 0023:76C4A6F2
Thread ID: 0x25A8 [9640]
 
Call stack
==========
76C4A6F2 KERNELBASE.dll RaiseException + 0x62 (0xFFFFFFFFE06D7363 0x00000001 0x00000003 0x0019e504)
005E4EA0 VPinballX.exe std::`dynamic atexit destructor for 'initlocks'' + 0x915B8 (0x0019E520 0x0076C0C8 0x0062040C 0x007544b0)
00420C6A VPinballX.exe std::_Med3<std::basic_string<char,std::char_traits<char>,std::allocator<char> > *,std::less<void> > + 0x1A algorithm(3033+0017 byte(s)) (0xFFFFFFFF80000000 0x00650063 0x01A36E3F 0x0019e598)
0041EDF4 VPinballX.exe MaterialDebuggerProc + 0x614 debugger.cpp(206+0001 byte(s)) (0x000E0468 0x0000004E 0x00000345 0x0019ea8c)
7638EEBB user32.dll AddClipboardFormatListener + 0x4B (0xFFFFFFFF8B1274FF 0x773CA00D 0x79E85700 0xffffffff8b00001a)
8510247C  (0x773CA00D 0x79E85700 0xFFFFFFFF8B00001A 0x75f685f0)
8B1274FF  (0x79E85700 0xFFFFFFFF8B00001A 0x75F685F0 0x3ca0a12b)
773CA00D  (0xFFFFFFFF8B00001A 0x75F685F0 0x3CA0A12B 0xffffffffb0ff0077)
79E85700  (0x75F685F0 0x3CA0A12B 0xFFFFFFFFB0FF0077 0x000000c4)
8B00001A  (0x3CA0A12B 0xFFFFFFFFB0FF0077 0x000000C4 0xfffffffff36815ff)
75F685F0 SHELL32.dll Ordinal859 + 0x56970 (0xFFFFFFFFB0FF0077 0x000000C4 0xFFFFFFFFF36815FF 0xffffffffc0850061)
3CA0A12B  (0x000000C4 0xFFFFFFFFF36815FF 0xFFFFFFFFC0850061 0x308b3274)
B0FF0077  (0xFFFFFFFFF36815FF 0xFFFFFFFFC0850061 0x308B3274 0x2c74f685)
 
Environment
===========
Date/time: 20/6/2021, 16:37:13:394
Number of CPUs: 16
Processor type: 586
System: Windows 10 (10.0 19043)
 
Memory status
=============
Total Reserved: 55952K (54M) bytes
Total Commited: 167668K (163M) bytes
Total Free: 3970620K (3877M) bytes
Largest Free: 2095432K (2046M) bytes
 
Registers
=========
EAX=0019E488 EBX=00000000 ECX=00000003 EDX=00000000
ESI=0055DD60 EDI=76049F3E EBP=3CA0A12B ESP=00426F44 EIP=B0FF0077
FLG=00000216 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
 
 
Mini dump saved successfully.

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#2193 wiesshund

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Posted 20 June 2021 - 09:01 PM

are the graphics options for non fullscreen portrait modes getting a pass in the 10.7 beta? it's a minor inconvenience to have to set my resolution via 10.6 because there is no 1080x1920 windowed fullscreen option in 10.7.... but it would be nice to not have to do that jazz anymore.

I would even go for a good old fashioned Enter your Own box

Right now, if i rotate the OS, i go to regedit to change vpx to that resolution since it is not detecting it


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#2194 friscopinball

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Posted 20 June 2021 - 10:40 PM

Hi there,

 

Thank you for all for your continued hard work on this piece of software.  It is truly appreciated.

 

I am hoping someone might be able to help with a little issue I have regarding the backglass/properties dockable tab.  For some reason, it is not showing up anymore and I suspect it has to do with the fact that I closed it out on an earlier version of 10.7.

 

Needless to say, when I click the backglass tab to try and edit the POV or lighting, nothing shows up for me.  Only the layer tab exists and I cannot get the UI to show me the BG options anymore.

 

I have gone so far as to delete the VP10 registry values and restart 10.7 which fixed the problem but then cleared out all of my 10.7 settings so my tables looked even more jacked up.  Still, if I do this, I can see the 'Properties' tab once again and dock it where I want.

 

My question is this:  Does anyone know which registry value relates to the BG window/Properties tab so that I can change it manually and bring it back up?

 

Thank you again.



#2195 wiesshund

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Posted 21 June 2021 - 12:32 AM

Hi there,

 

Thank you for all for your continued hard work on this piece of software.  It is truly appreciated.

 

I am hoping someone might be able to help with a little issue I have regarding the backglass/properties dockable tab.  For some reason, it is not showing up anymore and I suspect it has to do with the fact that I closed it out on an earlier version of 10.7.

 

Needless to say, when I click the backglass tab to try and edit the POV or lighting, nothing shows up for me.  Only the layer tab exists and I cannot get the UI to show me the BG options anymore.

 

I have gone so far as to delete the VP10 registry values and restart 10.7 which fixed the problem but then cleared out all of my 10.7 settings so my tables looked even more jacked up.  Still, if I do this, I can see the 'Properties' tab once again and dock it where I want.

 

My question is this:  Does anyone know which registry value relates to the BG window/Properties tab so that I can change it manually and bring it back up?

 

Thank you again.

 

Computer\HKEY_CURRENT_USER\SOFTWARE\Visual Pinball\VP10\Editor\Dock Windows


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#2196 hauntfreaks

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Posted 21 June 2021 - 05:01 AM

sometimes I think people forget this is hobby-ware... and like any hobby there is a bit of work that comes with the hobby.... so if a bug is fixed in a newer version of VPX but breaks a table that contained that bug... its the end users option to research how to fix the table(s) in question and fix it themselves or wait for the builder to fix it.... so since this isnt commercial software or commercial tables that you wasted your money on.... you have to decide do i want to use software, that relies on you to learn how to fix it yourself or stick with the commercial crap....
this is an unpopular quote i've said in the past but still believe in it..... "this hobby isn't for everyone" in other words you get out of it what your willing to put into it..


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#2197 Rawd

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Posted 21 June 2021 - 05:17 AM

Forgive me if this has been discussed before, or if this is already being worked on, but is there any way that ball shadows could be built into the engine, rather than having to code them for each table?



 


#2198 chepas

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Posted 21 June 2021 - 05:22 AM

sometimes I think people forget this is hobby-ware... and like any hobby there is a bit of work that comes with the hobby.... so if a bug is fixed in a newer version of VPX but breaks a table that contained that bug... its the end users option to research how to fix the table(s) in question and fix it themselves or wait for the builder to fix it.... so since this isnt commercial software or commercial tables that you wasted your money on.... you have to decide do i want to use software, that relies on you to learn how to fix it yourself or stick with the commercial crap....
this is an unpopular quote i've said in the past but still believe in it..... "this hobby isn't for everyone" in other words you get out of it what your willing to put into it..

 

Best thing to do in that scenario is just play it with the version the table was made in. I will develop in 10.6 but I would say as a player you are fine to run it in 10.7.

 

Go back a few years though, especially with some of these tables I pulled out last week, they hadn't been touched since a much older VPX (2018), so the difference to the current version will make them look/play different.


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#2199 toxie

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Posted 21 June 2021 - 05:40 AM

 

When opening 10.7 (213) and immediately clicking the layers box without a table loaded, I can make it crash.  You can question why anyone would do this but I just wanted to report it here in case it could be indicative of future memory related errors. :)

Thanks for all the development in this.

tortzz5.png

 

The crash report looks like this (on my computer):

 

 

Crash report VPX rev213 (c09cf4f)
============
Process: VPinballX.exe
Reason: 0xE06D7363 - UNKNOWN at 0023:76C4A6F2
Thread ID: 0x25A8 [9640]
 
Call stack
==========
76C4A6F2 KERNELBASE.dll RaiseException + 0x62 (0xFFFFFFFFE06D7363 0x00000001 0x00000003 0x0019e504)
005E4EA0 VPinballX.exe std::`dynamic atexit destructor for 'initlocks'' + 0x915B8 (0x0019E520 0x0076C0C8 0x0062040C 0x007544b0)
00420C6A VPinballX.exe std::_Med3<std::basic_string<char,std::char_traits<char>,std::allocator<char> > *,std::less<void> > + 0x1A algorithm(3033+0017 byte(s)) (0xFFFFFFFF80000000 0x00650063 0x01A36E3F 0x0019e598)
0041EDF4 VPinballX.exe MaterialDebuggerProc + 0x614 debugger.cpp(206+0001 byte(s)) (0x000E0468 0x0000004E 0x00000345 0x0019ea8c)
7638EEBB user32.dll AddClipboardFormatListener + 0x4B (0xFFFFFFFF8B1274FF 0x773CA00D 0x79E85700 0xffffffff8b00001a)
8510247C  (0x773CA00D 0x79E85700 0xFFFFFFFF8B00001A 0x75f685f0)
8B1274FF  (0x79E85700 0xFFFFFFFF8B00001A 0x75F685F0 0x3ca0a12b)
773CA00D  (0xFFFFFFFF8B00001A 0x75F685F0 0x3CA0A12B 0xffffffffb0ff0077)
79E85700  (0x75F685F0 0x3CA0A12B 0xFFFFFFFFB0FF0077 0x000000c4)
8B00001A  (0x3CA0A12B 0xFFFFFFFFB0FF0077 0x000000C4 0xfffffffff36815ff)
75F685F0 SHELL32.dll Ordinal859 + 0x56970 (0xFFFFFFFFB0FF0077 0x000000C4 0xFFFFFFFFF36815FF 0xffffffffc0850061)
3CA0A12B  (0x000000C4 0xFFFFFFFFF36815FF 0xFFFFFFFFC0850061 0x308b3274)
B0FF0077  (0xFFFFFFFFF36815FF 0xFFFFFFFFC0850061 0x308B3274 0x2c74f685)
 
Environment
===========
Date/time: 20/6/2021, 16:37:13:394
Number of CPUs: 16
Processor type: 586
System: Windows 10 (10.0 19043)
 
Memory status
=============
Total Reserved: 55952K (54M) bytes
Total Commited: 167668K (163M) bytes
Total Free: 3970620K (3877M) bytes
Largest Free: 2095432K (2046M) bytes
 
Registers
=========
EAX=0019E488 EBX=00000000 ECX=00000003 EDX=00000000
ESI=0055DD60 EDI=76049F3E EBP=3CA0A12B ESP=00426F44 EIP=B0FF0077
FLG=00000216 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
 
 
Mini dump saved successfully.

 

..fixed, thanks guys!



#2200 toxie

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Posted 21 June 2021 - 06:48 AM

Something else:

For those that still have some kind of sound setup issue, or for guys that still know about some quirk with the new internal mp3 or ogg support, could you please test this newer bass.dll?

Attached Files

  • Attached File  bass.zip   123.04KB   21 downloads