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The VP 10.7 beta thread


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#2681 bigus1

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Posted 04 September 2021 - 04:33 AM

I can't recall having seen ball shadows on ramps before, so I made it happen. But apparently everyone knew this, so it must be a choice. It's a fleeting effect in most cases, just like a ball going into a hole, but people go to great lengths for that effect. Anyway, I like it. Shadows that block light is what I find ridiculous. Doesn't happen in this Universe.



#2682 wiesshund

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Posted 04 September 2021 - 05:31 AM

I can't recall having seen ball shadows on ramps before, so I made it happen. But apparently everyone knew this, so it must be a choice. It's a fleeting effect in most cases, just like a ball going into a hole, but people go to great lengths for that effect. Anyway, I like it. Shadows that block light is what I find ridiculous. Doesn't happen in this Universe.

 

I didnt see that post sorry, or i would have read it
Maybe you should make that it's own tutorial thread?

 

I do not use Prims for shadows because i do not like shadows that act like solids, so i use flashers


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#2683 Wylte

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Posted 04 September 2021 - 05:52 AM

I can't recall having seen ball shadows on ramps before, so I made it happen. But apparently everyone knew this, so it must be a choice. It's a fleeting effect in most cases, just like a ball going into a hole, but people go to great lengths for that effect. Anyway, I like it. Shadows that block light is what I find ridiculous. Doesn't happen in this Universe.

 
I didnt see that post sorry, or i would have read it
Maybe you should make that it's own tutorial thread?
 
I do not use Prims for shadows because i do not like shadows that act like solids, so i use flashers
*cough*

...anyway. 10.7 - I really like all the improvements to layers. Thanks for those.
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#2684 wiesshund

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Posted 04 September 2021 - 05:57 AM

*cough*

 

2940820_1_default_default.jpg

No getting sick now


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#2685 bigus1

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Posted 04 September 2021 - 07:18 AM

So Wylte, you're happy to give a like to Thalamus's latest acid attack, but then want to complain about the victim being off-topic by responding?

Noah deserves a medal for tolerance. Stuffed if I would allow toxic clowns to blow-in and and abuse other members.



#2686 Wylte

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Posted 04 September 2021 - 07:53 AM

So Wylte, you're happy to give a like to Thalamus's latest acid attack, but then want to complain about the victim being off-topic by responding?
Noah deserves a medal for tolerance. Stuffed if I would allow toxic clowns to blow-in and and abuse other members.

I thought the beta thread was a weird place to share non-beta code apropos of nothing, but I didn't say anything because 1. Adding z to shadows is nice and I'm not going to criticize spreading useful info (because even if "everybody" already knew it, there's always someone new), and 2. Responding would continue a thread off-topic in an already bloated topic. Plus I'm not unbiased, since I've worked on my own shadow code (was flashers, now primitives, sorry Wiesshund).

I liked Thalamus' comment because it rightfully called out replacing VP scripts, and it was snarky which always gets a chuckle out of me.

And finally, I wasn't really complaining, just trying to defuse things a bit. See Wiesshund's response for the tone I was expecting.
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#2687 wiesshund

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Posted 04 September 2021 - 08:57 AM

@Toxie @Fuzzel

 

308 build, it seems to take a lot longer to save still

The save bar finishes, and then VPX just sits there for a bit, unresponsive, non debug build

and it also seems to suffer a but from those shader compilation errors that start as an unknown error dialog and then show a shader compilation error at the end

happens when you are relaunching a table between edits a lot


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#2688 fuzzel

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Posted 04 September 2021 - 09:11 AM

OK thanks. Is this only happening with 308 or also with previous versions?
Oh and do you have table to reproduce this?

#2689 wiesshund

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Posted 04 September 2021 - 11:16 AM

OK thanks. Is this only happening with 308 or also with previous versions?
Oh and do you have table to reproduce this?

 308, i wont count the version before 308 because it had another issue so it would be kind of hard to separate the two

it took a long time to save also, but it was multiplying object entries on every save so i cant tell if the reasons would be the same or not

 

I know 299 and 302 didnt have the issue

 

Table wise, kind of any of them, i was working on wizard of oz
putting in directional sound and adding collision groups, no changes of actual table objects

Got the shader crash quite a few times, but that crash does not log anything


Did get this crash once, but not exactly sure what triggered it

Crash report VPX rev308 (dabfdff)
============
Process: VPinballX.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:004DB39D
Attempt to read from 0x00000000
Thread ID: 0xBCC [3020]

Call stack
==========
004DB39D VPinballX.exe (0x2BBACA40 0x00000000 0x0019E548 0x00000000)
004DB03A VPinballX.exe (0x2BBACA40 0x0038076A 0x09B3E398 0x0019e4bc)
004DD228 VPinballX.exe (0x00428AB0 0x004D9801 0x0000C33B 0x2bbaca40)
004D9801 VPinballX.exe (0x0000C33B 0x2BBACA40 0x00428AB0 0x76f2072b)
004293D3 VPinballX.exe (0x0000C33B 0x00000000 0x00000000 0x0038076a)
004EC384 VPinballX.exe (0x0000C33B 0x00000000 0x00000000 0x0000c33b)
00428B07 VPinballX.exe (0x00428AB0 0x0038076A 0x0000C33B 0x00000000)
76F35DAA user32.dll GetClassLongW + 0x7AA (0x00428AB0 0x00000000 0x0000C33B 0x00000000)
76F33B1A user32.dll DispatchMessageW + 0x24A (0x76F1DDB0 0x005D0F56 0x0019F22C 0x00000000)
76F25CA0 user32.dll DispatchMessageA + 0x10 (0x0019F22C 0x00000000 0x00000001 0x0019f248)
005D0F56 VPinballX.exe (0x00000000 0x00000001 0x002F2000 0x0075bd40)
005BD400 VPinballX.exe (0x00400000 0x00000000 0x031F26CF 0x00000001)
005EA866 VPinballX.exe (0x002F2000 0x75E8FA10 0x0019FFDC 0x77bb7a7e)
75E8FA29 KERNEL32.DLL BaseThreadInitThunk + 0x19 (0x002F2000 0xFFFFFFFFEB9BEAF2 0x00000000 0x00000000)
77BB7A7E ntdll.dll RtlGetAppContainerNamedObjectPath + 0x11E (0xFFFFFFFFFFFFFFFF 0x77BD8A20 0x00000000 0x00000000)
77BB7A4E ntdll.dll RtlGetAppContainerNamedObjectPath + 0xEE (0x03109970 0x002F2000 0x00000000 0x78746341)

Environment
===========
Date/time: 4/9/2021, 02:53:30:325
Number of CPUs: 8
Processor type: 586
System: Windows 10 (10.0 19043)

Memory status
=============
Total Reserved: 720288K (703M) bytes
Total Commited: 2686140K (2623M) bytes
Total Free: 787812K (769M) bytes
Largest Free: 160320K (156M) bytes

Registers
=========
EAX=00000000 EBX=1DA80CF0 ECX=00000006 EDX=0019E078
ESI=787E8240 EDI=2BBACA40 EBP=0019FFEC ESP=0019FFE4 EIP=77BB7A4E
FLG=00010206 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B


Failed to save minidump.


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#2690 jejepinball

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Posted 04 September 2021 - 09:46 PM

Hi,

I have errors with a table : elements created don't appear on the screen and I can't find them in the layers filter. But they are in the window "Edit/Select an element".

Another problem : when I create a new layer, it disappear after the reloading of the table.

 

I use Visual Pinball version 10.7_beta_rev308.

I reproduce the problem with all tables : I open a complete table (ex : Attack from mars, Atlantis...) in VP rev308, I create a new layer, I rename it, I add a timer in this new layer. I save the table, when I reopen it in VP, the layer disappeared!

Remark : I don't repoduce the problem with the version rev297.


Edited by jejepinball, 04 September 2021 - 10:06 PM.


#2691 wiesshund

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Posted 04 September 2021 - 10:11 PM

Hi,

I have errors with a table : elements created don't appear on the screen and I can't find them in the layers filter. But they are in the window "Edit/Select an element".

Another problem : when I create a new layer, it disappear after the reloading of the table.

 

I use Visual Pinball version 10.7_beta_rev308.

I reproduce the problem with the table "Attack and Revenge from Mars 3.0.vpx" by JPSalas (maybe this table is broken) : I open the table in VP rev308, I create a new layer, I rename it, I add a timer in this new layer. I save the table, when I reopen it in VP, the layer disappeared!

 

@Toxie @Fuzzel

i can replicate this

 

open vpx

file new completely blank table(which is not completely blank by the way??)

click + to add layer

rename layer junk
select layer

place 2 walls on the playfield

 

click + to add new layer

rename layer stuff

select layer

add 2 flashers to playfield

 

click flie, save as and save table

click file and close

then exit vpx

 

open vpx and load table

2 walls and 2 flashers are on screen

selecting them says the are in the right layer

but the layer does not actually exist

 

L1GEe0n.png


Also build 308 is still inflating tables, i just watched a 130mb table grow to 396mb

and all i had done was change some playsound to playsoundat's for ssf sound

 

no new table assets

just some script changes

 

should not be doing this


Edited by wiesshund, 04 September 2021 - 10:08 PM.

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#2692 wiesshund

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Posted 04 September 2021 - 10:33 PM

er clarification on  the table bloating

on investigation, it looks like every single table object is duplicated

and the duplicates are in layers that i of course can not see, and did not add my self

 

i dont know if that happened due to keyboard operator error or of it's own accord

 

And this is kind of annoying, just seems to trigger at random, when relaunching a table
any table

 

4pJtbY4.png


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#2693 hauntfreaks

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Posted 04 September 2021 - 11:15 PM

So Wylte, you're happy to give a like to Thalamus's latest acid attack, but then want to complain about the victim being off-topic by responding?

Noah deserves a medal for tolerance. Stuffed if I would allow toxic clowns to blow-in and and abuse other members.

 

LOL     <clap clap clap>    good for you fella.... you must be out of the loop on the shadow game.... look at any modern VPW table and you will see the ball shadow do things people would never think the ball shadows was possible to do in VPX
i'm sure you will take this as some kind of attack <eye roll> just trying to opening your eyes beyond mundane... here is a BASIC example

https://youtu.be/Zv6Ug--2jP4

 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2694 wiesshund

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Posted 05 September 2021 - 12:24 AM

 

 

 

LOL     <clap clap clap>    good for you fella.... you must be out of the loop on the shadow game

 

 

 

To be totally fair, so would a ton of other people.
Lots of tables come out with no shadows and/or shadows that can not follow the ball if it leaves the playfield surface.
Lots of tables come out that can not change the rolling sound based on elevation either

 

but this argument probably does not belong in this thread.
We can make a shadow fight thread where the shadows wont be obscured by beta build errors


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#2695 bigus1

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Posted 05 September 2021 - 02:53 AM

Thanks HF for posting an example of a shadow blocking light. Impossible. As the ball moves away from the right side of the sling the ball shadow swings INTO the light. Bord's tables are a shocker for this. Shadows are not a thing, but the absence of a thing. Basic stuff. I haven't used shadows a lot for this reason, but flashers aren't too bad, so I've been experimenting. LOL



#2696 fripounet

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Posted 05 September 2021 - 07:49 AM

you confuse shadow and reflection.

if you orient 3 light sources at 120 ° on an object, there will be no shadow, but if it is placed on a reflective surface, there will be a reflection (direct, diffuse or specular depending on the materials).

 

therefore everything depends on the lighting conditions at time t.

but there only raytracing can calculate it so certainly not vpx.

 

In the case of reflective light scattering materials, the size of the source will not influence the rendering of highlights, only the rendering of lowlights (shadows).


Edited by fripounet, 05 September 2021 - 08:21 AM.


#2697 fuzzel

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Posted 05 September 2021 - 08:50 AM

Hi,
I have errors with a table : elements created don't appear on the screen and I can't find them in the layers filter. But they are in the window "Edit/Select an element".
Another problem : when I create a new layer, it disappear after the reloading of the table.
 
I use Visual Pinball version 10.7_beta_rev308.
I reproduce the problem with the table "Attack and Revenge from Mars 3.0.vpx" by JPSalas (maybe this table is broken) : I open the table in VP rev308, I create a new layer, I rename it, I add a timer in this new layer. I save the table, when I reopen it in VP, the layer disappeared!

 
@Toxie @Fuzzel
i can replicate this
 
open vpx
file new completely blank table(which is not completely blank by the way??)
click + to add layer
rename layer junk
select layer
place 2 walls on the playfield
 
click + to add new layer
rename layer stuff
select layer
add 2 flashers to playfield
 
click flie, save as and save table
click file and close
then exit vpx
 
open vpx and load table
2 walls and 2 flashers are on screen
selecting them says the are in the right layer
but the layer does not actually exist
 
L1GEe0n.png

Also build 308 is still inflating tables, i just watched a 130mb table grow to 396mb
and all i had done was change some playsound to playsoundat's for ssf sound
 
no new table assets
just some script changes
 
should not be doing this
That's weird...I think I have to handle the layer sorting differently...

#2698 wiesshund

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Posted 05 September 2021 - 10:25 AM

That's weird...I think I have to handle the layer sorting differently...

 

 

Did you see second post?
It seems that somehow it has created duplicates of all table objects into layers that i can not see, which is where the size bloat i guess comes in, since it seems to store them in something akin to how base64 does images?

And i am pretty positive i did not accidentally select all objects and do a control C and control V
plus doing that, i would not think would create layers?
And best i can tell, you can not copy and past a layer itself?

Dont know if that is a separate thing, or just a strange manifestation of the layer issue in general

 

At least i can fix this since i can see the stuff in the object manager, im just sorting by layer and deleting everything in invisible layers.

 

Editing aside though, it does seem to function quite well at playing tables as long as you dont try to quit to editor and relaunch them a number of times
and get the shader compiler error


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#2699 jejepinball

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Posted 05 September 2021 - 02:12 PM

That's weird...I think I have to handle the layer sorting differently...

 

 

For the bug on the layers, it would be useful to warn people who download and use the version: with an info next to the download link?



#2700 tartzani

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Posted 05 September 2021 - 02:33 PM

v305 : i tried to rename a light by clicking the + in the middle of it, froze the option part, nothing i clicked on got it back to normal. had to restart vpx