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The VP 10.7 beta thread


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#2921 Thalamus

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Posted 23 October 2021 - 11:51 AM

Before reporting any new bugs about already mentioned fixes (rev. 328) - ref : https://www.vpforums...146#entry488930

 

Try the upstream version from github. https://www.vpforums...147#entry489051 - you need a github account to download those builds.

 

Or, wait for the next build, no use to report bugs in 328 anymore, at least if it is related to primitives or lost balls.


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#2922 legtod2

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Posted 23 October 2021 - 12:56 PM

I can confirm the rev 334 remediated all of my reported issues.

 

Happy dance time



#2923 Segovia11

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Posted 23 October 2021 - 06:36 PM

Dear Developers,

                            do not know if the following bug has been reported. Apologies to all those who are keeping tabs on bug reporting. 

                            when I used the primitive.visibile = false code in revision 310 for one primitive post it removed visibility for the other 7 primitive posts.

                            Enjoy coders!    :drool:  :drool:  :drool:



#2924 wiesshund

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Posted 24 October 2021 - 04:18 AM

Dear Developers,

                            do not know if the following bug has been reported. Apologies to all those who are keeping tabs on bug reporting. 

                            when I used the primitive.visibile = false code in revision 310 for one primitive post it removed visibility for the other 7 primitive posts.

                            Enjoy coders!    :drool:  :drool:  :drool:

it would be helpful to test in latest revision before reporting something

although even in rev 310 i can not replicate that, would have to see specific table you are using

 

Almost sounds like you set the visibility for the collection?


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#2925 Segovia11

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Posted 24 October 2021 - 10:45 AM

 

Dear Developers,

                            do not know if the following bug has been reported. Apologies to all those who are keeping tabs on bug reporting. 

                            when I used the primitive.visibile = false code in revision 310 for one primitive post it removed visibility for the other 7 primitive posts.

                            Enjoy coders!    :drool:  :drool:  

it would be helpful to test in latest revision before reporting something

although even in rev 310 i can not replicate that, would have to see specific table you are using

 

Almost sounds like you set the visibility for the collection?

 

 

 

Tested the following code with the other 7 posts which reside in the collection library using the latest version release 328:-

 

Post001.visible=false

 

All 8 Posts lose visibility. 

 

################################

 

For the developers

 

Regarding the VPTemp fonts that were not deleted after a Table crash.

 

Maybe a program could be written that will search for undeleted VpTemp font files during the initial Table load.

The program would then identify the undeleted VpTemp fonts & then delete then prior to manufacturing the new VPTemp font files.

 

Presently, the only way to remove the VpTemp fonts after a table crash is to manually delete them. 

 

Request to upgrade the DropTarget drop distance. Presently the Z distance above 32 is not = to the drop distance.

 

 

Thank you developers for the work you do & above all keep up the good work.

 

:)  :)  :)



#2926 wiesshund

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Posted 24 October 2021 - 11:38 AM

 

Tested the following code with the other 7 posts which reside in the collection library using the latest version release 328:-

 

Post001.visible=false

 

All 8 Posts lose visibility. 

 

################################

 

 

This is weird, because i have posts in a collection

 

And then i have specific posts within that collection, that i set to non visible when the lower field lights go out

cause they like to show when they should be unseen

and only the posts i set to become non visible go bye bye, otherwise every post on the table would vanish

 

can you maybe upload what you are working on where someone can see it?

 

 

Maybe a program could be written that will search for undeleted VpTemp font files during the initial Table load.

The program would then identify the undeleted VpTemp fonts & then delete then prior to manufacturing the new VPTemp font files.

 

Presently, the only way to remove the VpTemp fonts after a table crash is to manually delete them. 

 

If you are having that happen a lot, i can give you a bat file, which does work with a front end even

which will do just that, obliterate any font files still sitting after the vpx process ends

only 1 downside, if you have the VPX folder open, it can not delete them, because explorer is holding them in use because it is thumbnailing them

 

I dont run into this issue much because if i find a table packing fonts in it, i get rid of them
If the font is that interesting, i install it to windows itself, i dont get many tables with fonts in them though, mostly on really old tables

 

 

 

Request to upgrade the DropTarget drop distance. Presently the Z distance above 32 is not = to the drop distance.

 

Just curious, what is it that your are trying to accomplish?

they are adjustable kind of, are you saying they need to go lower when dropped? or are you saying they are too low and need to sit higher?


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#2927 Segovia11

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Posted 24 October 2021 - 01:26 PM

 

 

Tested the following code with the other 7 posts which reside in the collection library using the latest version release 328:-

 

Post001.visible=false

 

All 8 Posts lose visibility. 

 

################################

 

 

This is weird, because i have posts in a collection

 

And then i have specific posts within that collection, that i set to non visible when the lower field lights go out

cause they like to show when they should be unseen

and only the posts i set to become non visible go bye bye, otherwise every post on the table would vanish

 

can you maybe upload what you are working on where someone can see it?

 

 

Working with rev328

 

I have just unchecked the fire events for this collection. Lo & behold it corrected the bug. Only one post is rendered invisible now.

 

Regarding the DropTarget.

If the Z height is greater than 32 the target will not drop to the same level as the playfield. The code needs to be upgraded so that the .Z is = to the drop distance, if the code was upgraded the target would drop down to the same level as the playfield.

When the .z is 32 or less it drops down to the playfield level.  

This does not occur if the .z is greater than 32.  

For example.

If the drop target .z=64. 64-32=32. 

When the drop target is hit it stands above the table playfield approximately z 32.

 

The drop target collision bug is still there, it loses collision & it is an intermittent occurrence. Apparently, the bug has been reported & is being worked on. Thank you Devs.  

 

No thank you to the bat file that deletes the VpTemp Font. It would be nice to see VisualPinball do the job automatically during the load period. Until then I will delete the VpTemp Fonts manually. It very rarely occurs & when it does its normally happens during a crash. When it crashes it's unable to delete the VpTemp Fonts. I just log off & then log back on before manually deleting the VpTemp Fonts & all is well again.



#2928 wiesshund

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Posted 24 October 2021 - 08:26 PM

 

 

 

Tested the following code with the other 7 posts which reside in the collection library using the latest version release 328:-

 

Post001.visible=false

 

All 8 Posts lose visibility. 

 

################################

 

 

This is weird, because i have posts in a collection

 

And then i have specific posts within that collection, that i set to non visible when the lower field lights go out

cause they like to show when they should be unseen

and only the posts i set to become non visible go bye bye, otherwise every post on the table would vanish

 

can you maybe upload what you are working on where someone can see it?

 

 

Working with rev328

 

 

Regarding the DropTarget.

If the Z height is greater than 32 the target will not drop to the same level as the playfield. The code needs to be upgraded so that the .Z is = to the drop distance, if the code was upgraded the target would drop down to the same level as the playfield.

When the .z is 32 or less it drops down to the playfield level.  

This does not occur if the .z is greater than 32.  

For example.

If the drop target .z=64. 64-32=32. 

When the drop target is hit it stands above the table playfield approximately z 32.

 

The drop target collision bug is still there, it loses collision & it is an intermittent occurrence. Apparently, the bug has been reported & is being worked on. Thank you Devs.  

 

No thank you to the bat file that deletes the VpTemp Font. It would be nice to see VisualPinball do the job automatically during the load period. Until then I will delete the VpTemp Fonts manually. It very rarely occurs & when it does its normally happens during a crash. When it crashes it's unable to delete the VpTemp Fonts. I just log off & then log back on before manually deleting the VpTemp Fonts & all is well again.

 

 

On the fonts, VPX also wont be able to delete them if windows has gotten hold of it

but to delete them, you usually do not have to log out of windows, you just can not have the folder open in explorer or it caches the font in

but you can delete from command line, usually

 

I see what you mean about the targets now, i dont usually have need of making them super tall

but what you can do is, if IsDropped then Zpos = -33 and when raised, set it back to 0

or -32, depends on if you want it to look like its sitting down in a hole some

but yes internally if vpx did dropped .zpos = (.zPos - zSize) it might be useful or just give a data field named drop amount and let you fill it in if you want different than default
then you could even make half drop targets if you really wished it etc


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#2929 Seraph74

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Posted 27 October 2021 - 03:35 AM

Testing with rev 334/336 - 

Working really well, the only table I still see a problem with (as in works in 310 but not since)

 

Star Wars DE by DJRobX and dids666 originally from Vpinball.  There is a "Graphics Mod" of that table here on VPF using same code, and same problem

Which is that the ball falls through the left flipper only and only from the midpoint to the tip 

 

Thank you toxie and fuzzel, and the very many contributers, VPX is only going from strength to strength



#2930 wiesshund

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Posted 27 October 2021 - 06:58 AM

Testing with rev 334/336 - 

Working really well, the only table I still see a problem with (as in works in 310 but not since)

 

Star Wars DE by DJRobX and dids666 originally from Vpinball.  There is a "Graphics Mod" of that table here on VPF using same code, and same problem

Which is that the ball falls through the left flipper only and only from the midpoint to the tip 

 

Thank you toxie and fuzzel, and the very many contributers, VPX is only going from strength to strength

Not a 10.7 issue.
It is a matter of 10.7 showing where the table has actually been corrupted for a long time.

 

Toxie can explain better what it is that i am looking at, i can only tell you that something is strangely fubar with that left flipper
and i dont mean from a what you are looking at stand point, i mean from the stand point of the data in the table file

The fix is simple though

copy down the values from the visuals panel and the physics panel

now delete object left flipper

now, put in a new flipper, name it left flipper
and then poke in the values i told you to save
Now launch the game
Left flipper perfecto, save the table

 

I dont exactly understand what happened to it originally nor why 10.6 just totally ignores the errors in the file

If someone could get permission to mod we could upload a fixed copy here to VPF


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Spend it on Hookers and Blow


#2931 wiesshund

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Posted 27 October 2021 - 07:10 AM

10.7 general note

 

There will be some 10.7 tables that have super flaky physics, that will not be a 10.7 bug

 

Prior to 10.7, walls had no definable elasticity fall off value
they just did what ever fixed amount the simulation factored in

I see some tables using pieces of non visible walls for things the ball should bounce off of
which now have a fall off value, and they used physics values in 10.non 7 to get the intended results with out fall off present

which when brought into 10.7 results in a rebounding object with 0 fall off entirely coupled with now abnormal values for the rest.

 

Hopefully some of these authors will pop out minor updates, or at least give the rest of us permission to upload as a mod with 10.7 physics revisions

I am not sure that it would be feasible for 10.7 to have some kind new fallback function you call in the table script like
oldphysics=1

dragging around too many legacy fallbacks some times results in a less than stellar new thing.


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#2932 Pinballman

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Posted 28 October 2021 - 03:15 AM

 

I downloaded 10.7 Rev 328 32 Bit 10.7 Final

 

 

Can you redo these tests in Revision 334?

 

Is Revision 334 still available on github? Can't find it anywhere.



#2933 Thalamus

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Posted 28 October 2021 - 03:21 AM

337 : https://github.com/v...facts/107654232

334 : https://github.com/v...facts/105031285

 

Like before - requires a github account to find/download. THESE are NOT releases, but, yes, kind required in that the latest rc is "broken".


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#2934 wiesshund

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Posted 28 October 2021 - 03:54 AM

 

 

I downloaded 10.7 Rev 328 32 Bit 10.7 Final

 

 

Can you redo these tests in Revision 334?

 

Is Revision 334 still available on github? Can't find it anywhere.

 

 

Book mark this
And make a github login as it is required to download, not to look, but it is to download

Actions · vpinball/pinmame (github.com)

 

You will find everything toxie and fuzzel have commited and built but have not had time to post on the forums yet
 

If you find a bug, see what VPX version you have
See what version they have last built, if yours is older, test your bug against their latest and see if it has already been resolved.

 

If not, then post bug, if it has, keep your notes on it just in case, but go ahead and move forward in testing.
Both Toxie and Fuzzel have kind of limited time, 
So if we can be a bit proactive, then we can give more accurate reports and save them from backtracking something that may already be dealt with


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#2935 blisse

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Posted 28 October 2021 - 02:30 PM

I don't know is it ok to comment on future releases... but will proceed commenting it anyways...

 

I had some issues with rev328 like balls falling through things (has already been discussed earlier in this thread) so I downloaded rev337 and it works great BUT it introduced a noticeable stutter and skipping frames in Stargate when shooting the ball on the left ramp - probably doing some heavy calculations there I guess. When the ball exits the ramp it goes back to smooth sailing.

 

In revision 328 it was butter smooth except when the ball went through the thing.

 

The PC in my cabinet is pretty low-end and graphics card is not from this decade either so might just that - yet I haven't noticed anything like this before



#2936 Segovia11

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Posted 28 October 2021 - 06:09 PM

Dear Devs

                  Just tested the https://github.com/v...facts/107654229, the 337-abdb-540-release-win-x64. Primitive collision bug resolved. 

Thank You

:db:  :db:  :db:



#2937 wiesshund

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Posted 28 October 2021 - 09:56 PM

Rev 336
Analog nudge seems broken still

 

All roads lead to UP

 

axis input readings show correctly for X and Y axis

but all input from the respective axises results in the ball nudging up regardless of the axis showing it is being tracks correctly in both the numbers

and the little joystick animations on the apron of the nudge test table

 

It used to work

I have a revision as old as 4356 and it works fine in it


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#2938 LunatechFringe

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Posted 29 October 2021 - 07:30 PM

 

Testing with rev 334/336 - 

Working really well, the only table I still see a problem with (as in works in 310 but not since)

 

Star Wars DE by DJRobX and dids666 originally from Vpinball.  There is a "Graphics Mod" of that table here on VPF using same code, and same problem

Which is that the ball falls through the left flipper only and only from the midpoint to the tip 

 

Thank you toxie and fuzzel, and the very many contributers, VPX is only going from strength to strength

Not a 10.7 issue.
It is a matter of 10.7 showing where the table has actually been corrupted for a long time.

 

Toxie can explain better what it is that i am looking at, i can only tell you that something is strangely fubar with that left flipper
and i dont mean from a what you are looking at stand point, i mean from the stand point of the data in the table file

The fix is simple though

copy down the values from the visuals panel and the physics panel

now delete object left flipper

now, put in a new flipper, name it left flipper
and then poke in the values i told you to save
Now launch the game
Left flipper perfecto, save the table

 

I dont exactly understand what happened to it originally nor why 10.6 just totally ignores the errors in the file

If someone could get permission to mod we could upload a fixed copy here to VPF

 

 

I tried what you said above for the Star Wars DE table, but the left flipper still has the same issue after making the changes and saving the table.  Is there something I may have missed?  I have table version 1.5.1, and I'm using build 337 (I had too many tables with issues using 328).



#2939 DJRobX

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Posted 29 October 2021 - 08:11 PM

If someone could get permission to mod we could upload a fixed copy here to VPF

 

 

 

If you want to share it unofficially as a dropbox link or something, that's fine.   I'd rather wait until 10.7 is finalized before releasing an update until it's clear what all really needs fixing.   There is a new version of this table in the works as well. 



#2940 wiesshund

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Posted 29 October 2021 - 09:29 PM

 

If someone could get permission to mod we could upload a fixed copy here to VPF

 

 

 

If you want to share it unofficially as a dropbox link or something, that's fine.   I'd rather wait until 10.7 is finalized before releasing an update until it's clear what all really needs fixing.   There is a new version of this table in the works as well. 

 

I dont think it is anything you guys did anyways
i think it is one of those freak bit errors, that one version ignores entirely because maybe it does not even look at that location
and the newer version gets all hung up on.

 

 

 

 

 

 

 

I tried what you said above for the Star Wars DE table, but the left flipper still has the same issue after making the changes and saving the table.  Is there something I may have missed?  I have table version 1.5.1, and I'm using build 337 (I had too many tables with issues using 328).

 

 

I just downloaded a brand new copy of

Star Wars (Data East)(1992)(Dids666, DJRobX)(1.5.1)[VPX05][DT+FS]

 

unzipped it, ran it, ball pops through left flipper, as expected

 

i deleted left flipper (not copy it and paste a new one)

clicked flipper in the tool panel

popped a new flipper on the table

changed nothing about it except move the pivot point to the right place on the table

 

Launched table, flipper worked fine
just wrong size/shape and was visible

played a game with the oddball flipper

 

quit back to editor

put in correct values for the visuals, size etc

put in same physics values as the right flipper

 

launch table
flipper works as expected it should

saved sable
quit vpx, opened from scratch

flipper still works

 

not sure what you are missing


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