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The VP 10.8 beta thread

VP VPX 10.8 beta Visual Pinball

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#221 xenonph

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Posted 15 June 2023 - 06:29 AM

 

jsm174, that is great news, will make editing much easier.  Almost wish it wasn't allowed to put music files directly into the music folder :)

almost?

almost????

I wish it had never been allowed.
i wish it would have been hard coded to look at music\tablename or music\gamename etc and force the matter from day one.

some tables the track names are meaningless to anyone but the author

 

C0eff8B.mp3

umm what?
LoL

 

LOL

I am guilty of making tables that had mp3's in the music folder. (Although I don't recognize C0eff8B.mp3 lol)

I updated all of my sound mods quite awhile ago, so they all use their own folder inside of the music folder now.

 

Great work on all of this and huge thanks!!

So I will need to add that code for my tables music to work on non windows systems?


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#222 wiesshund

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Posted 15 June 2023 - 09:15 PM

> Add an optional sub directory to MusicDirectory property     but was cancelled.

 

This was not cancelled.

 

10.8 now has a the ability to get the path with subdirectory in one shot now.

 

If you look at a lot of the scripts that have custom music, there is tons of code for finding the directory, checking that it exists, appending directories and slashes.

While that's great for Windows, path separators become an issue on other platform.

 

So now you can do this:

 

Dim musicDir : musicDir = MusicDirectory("tna")

 

This will look in the bin path, followed by current table path, followed by preferences path. 

 

If it exists, you'll get back the full path with a trailing path separator ready for you to append the filename. 

dim musicdir
musicDir = MusicDirectory("Conan Music")

returns the error

 

Compile error
-------------
Line: 48
Object not a collection: 'MusicDirectory'

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#223 vbousquet

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Posted 16 June 2023 - 06:57 PM

3 weeks later and a few dozen little or big fixes, here is the Beta #3 https://github.com/v....0-1271-71581f5

 

From beta #2 there were quite a lot of changes:

- fixes: ball shader, artefacts in reflections, liveui fixes & improvments, ball trail, profiler infos, occasional crash of OpenGL version on NVidia GPU with threaded optimization, refraction bugs (this feature is still beta), z artefact due to wrong near/far plane computations, memory leaks, broken supersampling of static parts,...

- automatic preloading of textures based on previous play (this removes stutters due to textures being loaded while playing)

- new masking option for transparent primitive which allows primitive to not mask parts which are behind (this fixes AO with fake shadows, improve self overlapping transparent parts)

- quite a few optimizations here and there that should lead to better performance especially for OpenGL (and a bit for DX)

- add an optional sub directory to MusicDirectory property

- add MSAA support between static & dynamic parts for OpenGL (DX does not support MSAA)

 

On the side of not solved bugs we have:

- Windows alert sound for tables using PinMame

- SMAA is broken on OpenGL depending on the settings combination

- DXGI when playing in VR with B2S/DMD capture

 

Not sure these are showstoppers, so we are nearing a release.



#224 wiesshund

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Posted 16 June 2023 - 08:29 PM

3 weeks later and a few dozen little or big fixes, here is the Beta #3 https://github.com/v....0-1271-71581f5

 

From beta #2 there were quite a lot of changes:

- fixes: ball shader, artefacts in reflections, liveui fixes & improvments, ball trail, profiler infos, occasional crash of OpenGL version on NVidia GPU with threaded optimization, refraction bugs (this feature is still beta), z artefact due to wrong near/far plane computations, memory leaks, broken supersampling of static parts,...

- automatic preloading of textures based on previous play (this removes stutters due to textures being loaded while playing)

- new masking option for transparent primitive which allows primitive to not mask parts which are behind (this fixes AO with fake shadows, improve self overlapping transparent parts)

- quite a few optimizations here and there that should lead to better performance especially for OpenGL (and a bit for DX)

- add an optional sub directory to MusicDirectory property

- add MSAA support between static & dynamic parts for OpenGL (DX does not support MSAA)

 

On the side of not solved bugs we have:

- Windows alert sound for tables using PinMame

- SMAA is broken on OpenGL depending on the settings combination

- DXGI when playing in VR with B2S/DMD capture

 

Not sure these are showstoppers, so we are nearing a release.

 

Windows alert sound has stopped, a couple of revisions ago
seems ok in rev 1266

dim musicdir
musicDir = MusicDirectory("DirName")

this does not seem to work though, maybe is not ready?


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#225 Gravy

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Posted 17 June 2023 - 03:36 AM

For anyone playing the Android APK version in their Quest 2 and finding they are unable to adjust the size of the game window by clicking and dragging one of the corners of the app, make sure that you have disabled "Direct touch", currently an experimental option in V54 firmware.

If you find that the Quest menu bar is attached to the bottom of the VPX window, then you likely have this option enabled. Hopefully they fix that issue in a newer firmware although perhaps no-one has mentioned it to Meta yet.


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#226 Crrispy

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Posted 17 June 2023 - 09:21 AM

Hello, I'm in 10.7.3. Can I just override files, and that's it? (after having done a backup of course)



#227 yangotas

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Posted 17 June 2023 - 10:55 AM

I have a stupid question , what is the difference in GL version, what drivers it utilizes and what extra we need to install so it works ?
I use this the other version and I love it

#228 KABS

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Posted 17 June 2023 - 10:59 AM

I have a stupid question , what is the difference in GL version, what drivers it utilizes and what extra we need to install so it works ?
I use this the other version and I love it

GL version is for VR


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#229 Slydog43

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Posted 17 June 2023 - 12:52 PM

Having issues with some of the newer standalone builds.  1241 works fine, but most recent few just crash upon launch (android).  Also why does the menu show build date not build number?  Loving this stuff though great job.


Edited by Slydog43, 17 June 2023 - 12:52 PM.


#230 jsm174

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Posted 17 June 2023 - 01:32 PM

@Slydog43

 

I'm working on it. Android and iOS use OpenGLES, and there has been quite a lot of work done to shaders, etc.  I'll let you know when its good to start using again.



#231 Mike DA Spike

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Posted 17 June 2023 - 01:58 PM

I have a stupid question , what is the difference in GL version, what drivers it utilizes and what extra we need to install so it works ?
I use this the other version and I love it

GL version is for VR
Gl (open gl) supports VR, and normal version doesnt.
Normall version is based on directx (dx)
Both are differrent api's.
DirectX is based on dx9 and pretty old.
GL is also multinplatform, so that why you see builds for android, ios, linux etc. Dx is only windows

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#232 jsm174

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Posted 17 June 2023 - 02:24 PM

@Slydog43

 

I'm working on it. Android and iOS use OpenGLES, and there has been quite a lot of work done to shaders, etc.  I'll let you know when its good to start using again.

 

Can you try again, with the latest from CI? Make sure to delete old app off phone or shaders wont update.

 

It will be the one found here: (when ci finishes)

 

https://github.com/v...runs/5298600169



#233 fripounet

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Posted 17 June 2023 - 03:11 PM

I installed the vpx android gl 1272 on the samsung s8 tab ultra, the play store asks me if I should send files to google, since it is not referenced on their store. I did it.
this version is only for a  a specific version cpu arm ? , because  my samsung tablet cpu has an Qualcomm SM8450.
the apk installed fine but when i click on it nothing is displayed.,  only a message that the application has a bug....

do we have to open the developer mode,? for to add additional settings ?

which tablet is supported?

 

can you make only vpx android table player without editing ?

 

apk.jpg

 

apk1.jpg


Edited by fripounet, 17 June 2023 - 03:57 PM.


#234 jsm174

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Posted 17 June 2023 - 04:46 PM

@frip - was the apk you installed VPinballX_GL-10.8.0-1272-539aa94.apk?



#235 fripounet

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Posted 17 June 2023 - 05:06 PM

@frip - was the apk you installed VPinballX_GL-10.8.0-1272-539aa94.apk?

yes VPinballX_GL-10.8.0-1272-539aa94-Release-android-arm64-v8a


Edited by fripounet, 17 June 2023 - 05:09 PM.


#236 jsm174

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Posted 17 June 2023 - 05:16 PM

Sorry, I'm not sure then. As long as the device is arm64-v8a then should be no issues. The device does need to be in developer mode.  I just tested on a Pixel 7 with a fresh install, no issues.

 

I would need to see the device logs to investigate further. 

 

That could be done by using `adb logcat` and launching the app.



#237 Slydog43

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Posted 17 June 2023 - 05:47 PM

I tried on my old razr 2019 phone with build 1272 and it does nothing after launch.  I also tried it on a PiMax Portal (with a XR2 chipset) and it WORKS, yes.  Thanks man!  Does this give you any info that is helpful?  wondering why it fails on my raxr phone (not that it is that powerful to run it, just a cool thing to show off as I always have it on me, damn I guess I will have to update to newest version :(

 

Thanks for Beta3 also!


Edited by Slydog43, 17 June 2023 - 06:18 PM.


#238 Slydog43

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Posted 17 June 2023 - 06:27 PM

Its a Qualcomm Snapdragon 765G which is Kryo 475 (should be arm64-v8a compatible).  Will run logcat in a bid and upload the logcat, thanks man.

 

here is link to the logcat, can't wait to find out why it used to work and now doesn't.

 

https://drive.google...?usp=drive_link

 

 

 

Always have trouble uploading files here :(


Edited by Slydog43, 17 June 2023 - 06:43 PM.


#239 jsm174

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Posted 17 June 2023 - 06:33 PM

Looking at those logs, it looks like the shader is failing to compile. What's strange is, I dump out the shader with line numbers, but your logcat stops after line 34. I need to figure out what 552 and 572 are. 

 

 

06-17 17:22:51.179 27424 27497 I vpinball: 2023-06-17 17:22:51.179 INFO  [27497] [Shader::Load@1346] Parsing file BasicShader.glfx
06-17 17:22:51.180 27424 27497 I vpinball: 2023-06-17 17:22:51.180 INFO  [27497] [Shader::Load@1397] Compiling technique: basic_without_texture
06-17 17:22:51.183 27424 27497 E vpinball: 2023-06-17 17:22:51.183 ERROR [27497] [*Shader::compileGLShader@1051] basic_without_texture: Vertex Shader compilation failed with: ERROR: 0:552: 'varying' : no qualifiers allowed for function return
06-17 17:22:51.183 27424 27497 E vpinball: ERROR: 0:572: '(' : Syntax error:  syntax error
06-17 17:22:51.183 27424 27497 E vpinball: ERROR: 2 compilation errors.  No code generated.
06-17 17:22:51.183 27424 27497 E vpinball:
06-17 17:22:51.183 27424 27497 E vpinball:
06-17 17:22:51.183 27424 27497 E vpinball: 2023-06-17 17:22:51.183 ERROR [27497] [external_log_error@592] MessageBox(): caption=Visual Pinball Error, text=GL Error 0xFFFFFFFF unknown in /home/runner/work/vpinball/vpinball/Shader.cpp:1054
06-17 17:22:51.183 27424 27497 E vpinball: Fatal Error: Vertex Shader compilation of BasicShader.glfx:basic_without_texture failed!
06-17 17:22:51.183 27424 27497 E vpinball:
06-17 17:22:51.183 27424 27497 E vpinball: ERROR: 0:552: 'varying' : no qualifiers allowed for function return
06-17 17:22:51.183 27424 27497 E vpinball: ERROR: 0:572: '(' : Syntax error:  syntax error
06-17 17:22:51.183 27424 27497 E vpinball: ERROR: 2 compilation errors.  No code generated.


#240 fripounet

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Posted 17 June 2023 - 06:40 PM

the Samsung overlay can be a problem?

what should we set in developer mode ?


Edited by fripounet, 17 June 2023 - 06:42 PM.






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