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The VP 10.7 beta thread


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#2641 jpsalas

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Posted 30 August 2021 - 03:00 AM

One thing you need to remember is that GetInPlayStateBool should be used when light sequencer is on, just to know the state of the light in case you want to do something with other objects. The problem, or actually the good thing, with the light sequencer is that it doesn't change the actual light state, and you couldn't know the lights states during a light sequence. For normal light states you should use the light.state to know the light state, and use GetInPlayStateBool when you want to know the states during a light sequence. So in a light sequence the only states are 0 or 1, just the same as in a vpinmame ROM based table.

 

Now the light sequencer can also use flashers, so this opens to more fancy effects :)


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#2642 apophis

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Posted 30 August 2021 - 09:02 AM

Hello, I have been playing around with the new GetInPlayState property of Lights objects. It returns a 1 or a 0 during light sequences which is very helpful. However if light.state=2 (blinking) then GetInPlayState returns a 2. I was hoping it would return a 1 or a 0 in that situation too, as one might be interested in the physical on or off condition of the light as it is in the blinking state. Thanks for your consideration.

Good point! I added GetInPlayStateBool that will return only 0 or 1.
Thank you!!! :)

#2643 iaakki

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Posted 30 August 2021 - 09:14 AM

One thing you need to remember is that GetInPlayStateBool should be used when light sequencer is on, just to know the state of the light in case you want to do something with other objects. The problem, or actually the good thing, with the light sequencer is that it doesn't change the actual light state, and you couldn't know the lights states during a light sequence. For normal light states you should use the light.state to know the light state, and use GetInPlayStateBool when you want to know the states during a light sequence. So in a light sequence the only states are 0 or 1, just the same as in a vpinmame ROM based table.
 
Now the light sequencer can also use flashers, so this opens to more fancy effects :)


Yes this is all great. Eventually we are trying to utilise nf lampz on original tables that are using light sequencers. This is no issue with rom based tables as they really don't use sequencer. Not yet sure how to integrate this well as tracking state for 200 lights can chew some cpu. For some tables we control 5-6 lights or primitives per insert lamp.

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#2644 iaakki

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Posted 31 August 2021 - 10:51 AM

Just trying to start working with 10.7. It is starting to feel pretty nice actually. :) Getting this kind of crash occasionally when starting a table. I guess this is a known issue, but do you need the full crash dump?

Crash report VPX rev305 (c821ad2)
============
Process: VPinballX_305.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:80080003
Attempt to read from 0x80080003
Thread ID: 0x2734 [10036]
 
Call stack
==========
80080003  (0xFFFFFFFFA0AA0031 0x0019D670 0x34D7C9E0 0x65cd3220)
65CD3311 d3d9.dll (0x0019D6C4 0x3C7BF6E4 0x65CBF730 0x34d7c9e0)
65CBF828 d3d9.dll (0x0019D794 0x00000000 0x00002000 0x3c7bf6e4)
65CD3455 d3d9.dll (0x34D7C9E0 0x0019D794 0x00000000 0x00002000)
65CD3786 d3d9.dll (0x74E2F140 0x00000000 0x0019D794 0x00000000)
5343760F Graphics Hook.dll (0x00000000 0x5343985A 0x64F57751 0x00000000)
5343985A Graphics Hook.dll (0x0019E340 0x64F5771D 0x55E84030 0x00000000)
5343861B Graphics Hook.dll (0x3C7BF6E0 0x017BF6E0 0x35119040 0x00000002)
534387BA Graphics Hook.dll (0x3C7BF6E0 0x00000000 0x00000000 0x00000000)
004E7BAD VPinballX_305.exe (0x1CDC8CF0 0x00350B06 0x00000000 0x00000007)
004DCAF8 VPinballX_305.exe (0x00428AB0 0x004D8741 0x0000C264 0x1cdc8cf0)
004D8741 VPinballX_305.exe (0x0000C264 0x1CDC8CF0 0x00428AB0 0x77a307fb)
004293D3 VPinballX_305.exe (0x0000C264 0x00000000 0x00000000 0x00350b06)
004EB2C4 VPinballX_305.exe (0x0000C264 0x00000000 0x00000000 0x0000c264)
00428B07 VPinballX_305.exe (0x00428AB0 0x00350B06 0x0000C264 0x00000000)
77A45ECA user32.dll GetClassLongW + 0x7AA (0x00428AB0 0x00000000 0x0000C264 0x00000000)
77A43C3A user32.dll DispatchMessageW + 0x24A (0x77A2DE80 0x005CF916 0x0019F22C 0x00000000)
77A35D80 user32.dll DispatchMessageA + 0x10 (0x0019F22C 0x00000000 0x00000001 0x0019f248)
005CF916 VPinballX_305.exe (0x00000000 0x00000001 0x002ED000 0x00759d30)
005BBDC0 VPinballX_305.exe (0x00400000 0x00000000 0x031C3E8E 0x00000001)
005E9226 VPinballX_305.exe (0x002ED000 0x767BFA10 0x0019FFDC 0x77e67c7e)
767BFA29 KERNEL32.DLL BaseThreadInitThunk + 0x19 (0x002ED000 0xFFFFFFFF84FE34B8 0x00000000 0x00000000)
77E67C7E ntdll.dll RtlGetAppContainerNamedObjectPath + 0x11E (0xFFFFFFFFFFFFFFFF 0x77E888D5 0x00000000 0x00000000)
77E67C4E ntdll.dll RtlGetAppContainerNamedObjectPath + 0xEE (0x03107D40 0x002ED000 0x00000000 0x78746341)

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#2645 fuzzel

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Posted 31 August 2021 - 11:37 AM

Looks like you have some trouble with your gfx card driver. The crash comes from inside dx9 and not from VPX itself.

#2646 wrd1972

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Posted 31 August 2021 - 01:43 PM

Starting to dabble more with 10.7

 

Can the order of the layers as shown be re-ordered?

untitled71.png

 

I dont see any features to moe-up/move-down.


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#2647 jpsalas

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Posted 31 August 2021 - 02:48 PM

Starting to dabble more with 10.7

 

Can the order of the layers as shown be re-ordered?

untitled71.png

 

I dont see any features to moe-up/move-down.

 

In the latest revision at the Github you can do that simply by using the mouse and sort them as you want :) 


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

 

vp.jpg

 

 


#2648 cyberpez

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Posted 31 August 2021 - 04:09 PM

 

Hello, I have been playing around with the new GetInPlayState property of Lights objects. It returns a 1 or a 0 during light sequences which is very helpful. However if light.state=2 (blinking) then GetInPlayState returns a 2. I was hoping it would return a 1 or a 0 in that situation too, as one might be interested in the physical on or off condition of the light as it is in the blinking state. Thanks for your consideration.

Good point! I added GetInPlayStateBool that will return only 0 or 1.

 

 

NICE 

 

I didn't realize that wasn't how its was working, but exactly what I needed.  Thanks!!!!!!



#2649 remdwaas1986

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Posted 31 August 2021 - 07:09 PM

Hi, 

I'm on rev270 and busy with the southpark table, the attract music and the main music is playing well in .ogg and the volume is oke, but when i load the song/battles the sounds are lower. i cannot fix this, what can i do against that?

Regards,

Remko


gallery_139054_567_13031.pnggallery_139054_567_2859.png


#2650 wiesshund

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Posted 31 August 2021 - 07:12 PM

Hi, 

I'm on rev270 and busy with the southpark table, the attract music and the main music is playing well in .ogg and the volume is oke, but when i load the song/battles the sounds are lower. i cannot fix this, what can i do against that?

Regards,

Remko

Assuming these sounds are also OGG

and assuming they are properly set to backglass in sound manager

and assuming you are playing them the same as the attract music

 

I would say load them in a audio editor and make sure they have the same perceived volume envelope as the other sounds that seem fine
if not edit them accordingly


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#2651 remdwaas1986

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Posted 01 September 2021 - 04:44 AM

In the editor i made them the same soundlevel and still i have this issue. They are all in the backglass.

gallery_139054_567_13031.pnggallery_139054_567_2859.png


#2652 wiesshund

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Posted 01 September 2021 - 04:56 AM

In the editor i made them the same soundlevel and still i have this issue. They are all in the backglass.

 

in the table editor or the audio editor?


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#2653 fuzzel

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Posted 01 September 2021 - 05:11 AM

Starting to dabble more with 10.7
 
Can the order of the layers as shown be re-ordered?
untitled71.png
 
I dont see any features to moe-up/move-down.

 
In the latest revision at the Github you can do that simply by using the mouse and sort them as you want :) 
Yes but without saving. I'm working on that...

#2654 batch

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Posted 01 September 2021 - 07:41 AM

You can also rename layers about which elements are included inside them (plastics, ramps, playfield lights...), so you don't have to order them ;)


Edited by batch, 01 September 2021 - 08:02 AM.

signature_juin2026-1.jpg     signature_juin2026-2.jpg       

 

DIRECT LINK TO MY TABLES :  http://www.vpforums....loads&mid=30858    


#2655 lukpcn

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Posted 01 September 2021 - 07:44 AM

Would it be possible to have possibility to choose where those stats (F11) are displayed ? When in cabinet mode it's really tough to see what is displayed in there because it's or far end of the screen, wouldn't it be easier to just have in right at the bottom ? Can You consider it maybe ?


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#2656 wiesshund

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Posted 01 September 2021 - 09:00 AM

You can also rename layers about which elements are included inside them (plastics, ramps, playfield lights...), so you don't have to order them ;)

 

Not that i am excessive or anything

 

nwj35Xf.png

33jMpyy.png

Jmc7pM5.png


Zo910eM.png


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#2657 batch

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Posted 01 September 2021 - 09:21 AM

So, you can have several Layers windows in the same table, or are these just examples ?


signature_juin2026-1.jpg     signature_juin2026-2.jpg       

 

DIRECT LINK TO MY TABLES :  http://www.vpforums....loads&mid=30858    


#2658 wiesshund

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Posted 01 September 2021 - 09:46 AM

different tables

though you can yank the layer window out of the editor and put it on a portrait oriented screen and have an insanely long layer list


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#2659 jipeji16

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Posted 01 September 2021 - 10:55 AM

Would it be possible to have possibility to choose where those stats (F11) are displayed ? When in cabinet mode it's really tough to see what is displayed in there because it's or far end of the screen, wouldn't it be easier to just have in right at the bottom ? Can You consider it maybe ?

Very good idea for me too ;) 

And perhaps it will be usefull to have a glossary for all values with some explanations.

And perhaps for developers a little guide : for exemple, if this value is higher than xx then you should perhaps optimise script, or 2d images, or 3d... Or perhaps some min or max just to consider what is not so good in our table, what could we do for building a better table optimized for everyone...

Big big thanks for all your hard work !!!!  :otvclap:  :otvclap:  :otvclap:

 

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#2660 bigus1

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Posted 01 September 2021 - 01:20 PM

Hey guys, this is how to get ball shadows on ramps and everywhere. Just add this to your ballshadow sub somewhere. Adjust name of ballshadow as required. Change .height to .z for primitive ball shadows, and ditch the opacity.

Add what's below at line 853 on JP's T3 and use ball control for a good demo. Cheers :)

 

If BOT(b).z > 30 Then                               
aballShadow(b).height = BOT(b).Z - 20
aballShadow(b).opacity = 110
Else
aballShadow(b).height = BOT(b).Z - 24
aballShadow(b).opacity = 90
End If

 

Or add just this

  :BallShadowArray(b).Z = BOT(b).Z - 20     

to the end of line 1145 on Diner for a more dramatic demo.


Edited by bigus1, 01 September 2021 - 02:36 PM.