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The VP 10.7 beta thread


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#2661 wrd1972

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Posted 01 September 2021 - 02:54 PM

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

My OCD wont permit that. LOL


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#2662 fuzzel

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Posted 01 September 2021 - 05:45 PM

rev306 is up (Release Candidate):

 

- support to sort elements and complete layers by drag&drop. drag&drop only works if no filtering is applied.
- add GetInPlayStateBool that maps 2=Blinking to the actual current state (0 or 1)
- fix script error for GetBalls and small memory leak when throwing a ball in debug
- correct light methods, thanks gtxjoe (commandReference.txt)

Edited by fuzzel, 01 September 2021 - 05:46 PM.


#2663 Segovia11

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Posted 01 September 2021 - 08:09 PM

Using the following code will know allow me to increment the light when it is on during the blink pattern :

 

Dim Lighti

If Light001.GetinPlaystatebool=True Then Lighti=Lighti+1 : msgbox "Light001"&Lighti :End If

 

Cool code.

 

The above code does not recognize =1 just =true

The above code does recognize =0 or =false 

 

 

The drag & drop is also a greate contribution & thank you jpsalas for mentioning that the Light sequencer will now use the flashers from the collection manager,as you said it will be good for more fancy effects, this is also another cool contribution.

 

Thank You Devs

 

:db:  :db:  :db:



#2664 jpsalas

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Posted 02 September 2021 - 10:47 AM

 

rev306 is up (Release Candidate):

 

- support to sort elements and complete layers by drag&drop. drag&drop only works if no filtering is applied.
- add GetInPlayStateBool that maps 2=Blinking to the actual current state (0 or 1)
- fix script error for GetBalls and small memory leak when throwing a ball in debug
- correct light methods, thanks gtxjoe (commandReference.txt)

 

 

There is a bug in this revision 306. I'm making an easy EM table, and it is just 8Mb. I noticed that the table took longer and longer to save, but since I always have several programs open at the same time, and maybe downloading or copying something, so I didn't thought it was nothing special, but then after testing the table and going back to the editor, vpx quit with an error:

 

Crash report VPX rev306 (403591e)
============
Process: VPinballX.exe
Reason: 0xE06D7363 - UNKNOWN at 0023:7633B512
Thread ID: 0xC78 [3192]
 
Call stack
==========
7633B512 KERNELBASE.dll RaiseException + 0x62 (0xFFFFFFFFE06D7363 0x00000001 0x00000003 0x0019e9ec)
005EC9C0 VPinballX.exe (0x0019EA08 0x00775790 0x0062845C 0x0075c8c0)
00420C8A VPinballX.exe (0x60FD6F5C 0x0019EA74 0x0019EB38 0x0019eb20)
0055B9AB VPinballX.exe (0x3DC0C040 0x26623EA1 0x00000000 0x03367c88)
004C04AB VPinballX.exe (0x11E83DA0 0x00000000 0x00000000 0x00000000)
00565D96 VPinballX.exe (0x11E83DA0 0x03367BE0 0x0019EB7C 0x0000042e)
 
Environment
===========
Date/time: 2/9/2021, 12:10:18:991
Number of CPUs: 16
Processor type: 586
System: Windows 10 (10.0 19043)
 
Memory status
=============
Total Reserved: 143732K (140M) bytes
Total Commited: 2386432K (2330M) bytes
Total Free: 1664076K (1625M) bytes
Largest Free: 578136K (564M) bytes
 
Registers
=========
EAX=0019E970 EBX=19930520 ECX=00000003 EDX=00000000
ESI=0111B641 EDI=00775790 EBP=00000000 ESP=0019EB40 EIP=00575AE6
FLG=00000212 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
 
 
Mini dump saved successfully.
 
I tried to load the table and it took ages to load so I just stopped vpx, then I saw the file was 246 Mb!

The last autosaved file was 66Mb.

So I took revision 305, loaded the table, and after a loooong time it loaded fine. Saved the table, and it is back to 8 Mb.

 

I copied back revision 306, loaded the table, everything good, but after saving a few times I saw the table was 15 Mb. So it was increasing the size again.

Revision 305 seems to be fine, but there is something wrong with 306.


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vp.jpg

 

 


#2665 fuzzel

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Posted 02 September 2021 - 11:39 AM

Oh good find. I would recommend not to use rev306. Because the bug you found doubles all elements in the layer tree view every time you saved and load a table. When you play a table VPX creates a backup and when quitting the player the backup is loaded back to the editor.
Doing that multiple times will increase the file size.

The real elements won't be doubled but the is an internal list with the layer and element names VPX uses for doing the sorting and this list grows.
I will fix this later today

#2666 fuzzel

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Posted 02 September 2021 - 05:03 PM

rev3088 is up (Release Candidate):

 

- fix layer layout bug introduced in rev306



#2667 wiesshund

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Posted 02 September 2021 - 05:32 PM

rev3088 is up (Release Candidate):

 

- fix layer layout bug introduced in rev306

will this bring my table size back to normal from 1.6 gb?


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#2668 fuzzel

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Posted 02 September 2021 - 07:12 PM

 

rev3088 is up (Release Candidate):

 

- fix layer layout bug introduced in rev306

will this bring my table size back to normal from 1.6 gb?

 

1.6gb? yes it converts the extra crap to Bitcoins :D

Seriously I really don't know if the extra stuff can be easily fixed by just loading the table with rev308 and save it again. You have to try out...



#2669 wiesshund

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Posted 02 September 2021 - 07:25 PM

 

 

rev3088 is up (Release Candidate):

 

- fix layer layout bug introduced in rev306

will this bring my table size back to normal from 1.6 gb?

 

1.6gb? yes it converts the extra crap to Bitcoins :D

Seriously I really don't know if the extra stuff can be easily fixed by just loading the table with rev308 and save it again. You have to try out...

 

PlainAgileCommongonolek-max-1mb.gif

 

Oh well, what i changed is easy to copy and paste into the previously saved version
and then just reimport the images


I wondered what was up when it was taking longer and longer to save hehe

and even longer to exit, then i noticed my table and saw the file size and was like

SlowHonoredEidolonhelvum-max-1mb.gif

 

Made a note to report it, but then when i came back today, JP already had and you already fixed it


Edited by wiesshund, 02 September 2021 - 07:21 PM.

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#2670 rudil24

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Posted 03 September 2021 - 01:22 PM

Anyone else having problems with JP's LUT that JP gave us and Goldchicco use extensively?

This used to work flawlessly for me. Since upgrading from 10.7 225 to  297

no matter the table when i invoke the Lmagna hold, click Rmagna i get bounced with:

Runtime error
-------------
Line: 202
Wrong number of arguments or invalid property assignment: 'NextLUT'
 
 (line # is arbitrary here this one is from Goldchicco's Lady Luck but basically any game where L+Rmagna jumps you to NextLut in JP's LUT)
So i reverted back to release 225 and now it's broken for me there too!
Any ideas or anyone experiencing same?  
 
Here's a peek at NextLut and UpdateLut from JP's lut routine, if this jog's anyone's memory.
 
Sub NextLUT: LUTImage = (LUTImage +1 ) MOD 10: UpdateLUT: SaveLUT: End Sub
 
Sub UpdateLUT
Select Case LutImage
Case 0: table1.ColorGradeImage = "LUT0"
Case 1: table1.ColorGradeImage = "LUT1"
Case 2: table1.ColorGradeImage = "LUT2"
Case 3: table1.ColorGradeImage = "LUT3"
Case 4: table1.ColorGradeImage = "LUT4"
Case 5: table1.ColorGradeImage = "LUT5"
Case 6: table1.ColorGradeImage = "LUT6"
Case 7: table1.ColorGradeImage = "LUT7"
Case 8: table1.ColorGradeImage = "LUT8"
Case 9: table1.ColorGradeImage = "LUT9"
 
End Select
End Sub

 

 

Thank you for any help and keep pinballing!



#2671 jpsalas

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Posted 03 September 2021 - 03:39 PM

About the LUT code: have you changed the name of the table? If so then change the "table1" with the name of your table.


Edited by jpsalas, 03 September 2021 - 03:39 PM.

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vp.jpg

 

 


#2672 hauntfreaks

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Posted 03 September 2021 - 05:08 PM

Anyone else having problems with JP's LUT that JP gave us and Goldchicco use extensively?

This used to work flawlessly for me. Since upgrading from 10.7 225 to  297

no matter the table when i invoke the Lmagna hold, click Rmagna i get bounced with:

Runtime error
-------------
Line: 202
Wrong number of arguments or invalid property assignment: 'NextLUT'
 
 (line # is arbitrary here this one is from Goldchicco's Lady Luck but basically any game where L+Rmagna jumps you to NextLut in JP's LUT)
So i reverted back to release 225 and now it's broken for me there too!
Any ideas or anyone experiencing same?  
 
Here's a peek at NextLut and UpdateLut from JP's lut routine, if this jog's anyone's memory.
 
Sub NextLUT: LUTImage = (LUTImage +1 ) MOD 10: UpdateLUT: SaveLUT: End Sub
 
Sub UpdateLUT
Select Case LutImage
Case 0: table1.ColorGradeImage = "LUT0"
Case 1: table1.ColorGradeImage = "LUT1"
Case 2: table1.ColorGradeImage = "LUT2"
Case 3: table1.ColorGradeImage = "LUT3"
Case 4: table1.ColorGradeImage = "LUT4"
Case 5: table1.ColorGradeImage = "LUT5"
Case 6: table1.ColorGradeImage = "LUT6"
Case 7: table1.ColorGradeImage = "LUT7"
Case 8: table1.ColorGradeImage = "LUT8"
Case 9: table1.ColorGradeImage = "LUT9"
 
End Select
End Sub

 

 

Thank you for any help and keep pinballing!


hummmm.... I've been working on Goldchicco 's superman.... and just tested it in 10.7 305 and it all seems to work fine.... 
had to convert a video to a gif <eye roll>


post-73849-0-08512300-1630688641.gif

Attached Files


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2673 rudil24

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Posted 03 September 2021 - 05:20 PM

About the LUT code: have you changed the name of the table? If so then change the "table1" with the name of your table.

 

Looked at that too JP.  But i am definitely Table1, i try not to ever change those. Thank you to keep thinking on it!



#2674 rudil24

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Posted 03 September 2021 - 05:33 PM

 

Anyone else having problems with JP's LUT that JP gave us and Goldchicco use extensively?

This used to work flawlessly for me. Since upgrading from 10.7 225 to  297

no matter the table when i invoke the Lmagna hold, click Rmagna i get bounced with:

Runtime error
-------------
Line: 202
Wrong number of arguments or invalid property assignment: 'NextLUT'
 
 (line # is arbitrary here this one is from Goldchicco's Lady Luck but basically any game where L+Rmagna jumps you to NextLut in JP's LUT)
So i reverted back to release 225 and now it's broken for me there too!
Any ideas or anyone experiencing same?  
 
Here's a peek at NextLut and UpdateLut from JP's lut routine, if this jog's anyone's memory.
 
Sub NextLUT: LUTImage = (LUTImage +1 ) MOD 10: UpdateLUT: SaveLUT: End Sub
 
Sub UpdateLUT
Select Case LutImage
Case 0: table1.ColorGradeImage = "LUT0"
Case 1: table1.ColorGradeImage = "LUT1"
Case 2: table1.ColorGradeImage = "LUT2"
Case 3: table1.ColorGradeImage = "LUT3"
Case 4: table1.ColorGradeImage = "LUT4"
Case 5: table1.ColorGradeImage = "LUT5"
Case 6: table1.ColorGradeImage = "LUT6"
Case 7: table1.ColorGradeImage = "LUT7"
Case 8: table1.ColorGradeImage = "LUT8"
Case 9: table1.ColorGradeImage = "LUT9"
 
End Select
End Sub

 

 

Thank you for any help and keep pinballing!

hummmm.... I've been working on Goldchicco 's superman.... and just tested it in 10.7 305 and it all seems to work fine.... 
had to convert a video to a gif <eye roll>


post-73849-0-08512300-1630688641.gif

 

thanks Haunt i must have screwed something else up somewhere. I did download and replace scripts/GlobalPlugin as part of the new Mnemonic mod,but it's the same as the stock version (sep-13-19) , AND LUT changing in that Mnemonic works great (his routine is different than JP's, and he uses comma and period instead of L+RMag)  so i know my box can handle LUT changes. just weird that JP's subroutine is the only thing not working for me, no matter what game it's in. Went out and made sure Win Defender protection is OFF completely off runtime too , b/c i had some problems a while ago with anything running Option Explicit....   stumped!



#2675 Thalamus

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Posted 03 September 2021 - 06:23 PM

I warned very clearly NOT to install GlobalPlugin !! How many tables has this "author" put out ? 1 mod, and it is mostly crap, done with AI. Do you really believe a guy that is able to change a few lights, like bigus1 pr. example, which, that now after years of fiddling and improving and still can't make a table play well, is now proud to have found z-axis - so proud that he has to teach the rest of the beta's - LOL how to do it ?


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


#2676 rudil24

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Posted 03 September 2021 - 06:49 PM

I warned very clearly NOT to install GlobalPlugin !! How many tables has this "author" put out ? 1 mod, and it is mostly crap, done with AI. Do you really believe a guy that is able to change a few lights, like bigus1 pr. example, which, that now after years of fiddling and improving and still can't make a table play well, is now proud to have found z-axis - so proud that he has to teach the rest of the beta's - LOL how to do it ?

gulp. sorry, missed the memo ab GlobalPlugin. Took it out of scripts and everything works great with JPLut now. 

Sorry to waste everyone's time on thinking that was a 297 issue.

Totally see where you are coming from @Thalamus and THANK YOU for the fix.

i try to support all authors. but DON'T like when minor changes and slap a name on it w no credit to stealing original authors work. 

Figured give new guy a chance, didn't know he was doing that, and to be fair Delano's highres playfiield scan on Johnny Mne is way nicer on my 43" 4k PF than the king Ninuzzu original.

*braces for impact*



#2677 Thalamus

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Posted 03 September 2021 - 07:10 PM

Oh. Yeah. I might have come out a bit too strong myself on that JM mod. I do appreciate people trying. I don't like it when new "authors" tell users to do stupid things that is hard coded to keys, put into the very hearth of core.vbs - things like that is going to give us support questions for ages going around. If you see any *.vbs file that has hard coded values instead of aliases it should make alarm bells light up ! Same goes for "authors" that turn of pinmame sound, without restoring it on table exit. Those will get a big middle finger from me - always !


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#2678 wiesshund

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Posted 03 September 2021 - 09:00 PM

Replacing scripts that come from the VPX team is bad juju
much suffering comes of that.


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#2679 bigus1

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Posted 04 September 2021 - 03:09 AM

Sorry that I didn't know that making ball shadows work on ramps is common knowledge. Obviously people prefer not to have any visual interaction with the balls and ramps and choose not to do it. My apologies for wasting everybody's time.



#2680 wiesshund

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Posted 04 September 2021 - 04:14 AM

Sorry that I didn't know that making ball shadows work on ramps is common knowledge. Obviously people prefer not to have any visual interaction with the balls and ramps and choose not to do it. My apologies for wasting everybody's time.

 

I R Confuzed?

What is wrong with ball shadows on ramps?

I do the balls to have shadows that move in the vertical plane, if the table has a vertical to it

Haunted Hotel, when it gets done has shadows that follow the balls vertical position, even though you dont really have a lot of opportunity to admire tham


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