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The VP 10.7 beta thread


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#2941 Mrtr32

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Posted 29 October 2021 - 10:00 PM

I can confirm Star Wars DE table left flipper issue

 

The flipper have no effect to de ball and the ball pass trough the flipper.

 

I'm with the latest 337 Build from the github


Edited by Mrtr32, 29 October 2021 - 10:01 PM.


#2942 wiesshund

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Posted 30 October 2021 - 01:46 AM

I can confirm Star Wars DE table left flipper issue

 

The flipper have no effect to de ball and the ball pass trough the flipper.

 

I'm with the latest 337 Build from the github

 

Yes but did you try the above?
Cause rather than a but in vpx 10.7 it seems 10.7 has caught a bug that 10.6 created, that the table author of course never intended

something looks flakey with the flipper object in the data file compared to that of the right flipper and a newly placed flipper
but, i do not know exactly what i am looking at as i do not know the data file structure, nor am i sure i am using the most efficient way of looking at it

 

Leftflipper replacement values

 

7oOsZ5h.png

 

NzOFM5a.png


Edited by wiesshund, 30 October 2021 - 05:12 AM.

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#2943 Mrtr32

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Posted 30 October 2021 - 02:07 PM

Thanks wiesshund

 

Your right! The flipper bug have been caused by a bad negatives values in Visuals leftFliper settings

 

Stat Angle -240 and End Angle -292

 

 

Replaced the Start Angle to 120 and End Angle to 68 values like in your previous post solved the ghost left flipper thing

 

 

your help are really appreciated


Edited by Mrtr32, 30 October 2021 - 02:59 PM.


#2944 wiesshund

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Posted 30 October 2021 - 06:22 PM

Thanks wiesshund

 

Your right! The flipper bug have been caused by a bad negatives values in Visuals leftFliper settings

 

Stat Angle -240 and End Angle -292

 

 

Replaced the Start Angle to 120 and End Angle to 68 values like in your previous post solved the ghost left flipper thing

 

 

your help are really appreciated

 

AH!

so that's what looks different in the data

Ive pasted that flipper like 500 times, compared to a new flipper, and could not figure out why it doesnt look the same

in the data. (data meaning when you dump the raw table and start looking at it's ugly view)
So it isnt a bit error but an interpretation error

well, in that case @Toxie i think it is supposed to factor in a negative angle as the same as the real value? at least it did in the past

IE +10 deg /  -10 deg
is the same as
+10 deg / 350 deg

 

That might be worth taking a moment to correct, unless it is a purposeful change
in which case it will need documented so that people can easily fix anything not working due to it since they just need to calculate a none negative angle
but i would not exactly see that as a good change, it is easier for people to think of angles with negatives, easier for them to mirror flippers and other such things


Edited by wiesshund, 30 October 2021 - 06:23 PM.

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#2945 LunatechFringe

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Posted 30 October 2021 - 10:36 PM

Thanks wiesshund

 

Your right! The flipper bug have been caused by a bad negatives values in Visuals leftFliper settings

 

Stat Angle -240 and End Angle -292

 

 

Replaced the Start Angle to 120 and End Angle to 68 values like in your previous post solved the ghost left flipper thing

 

 

your help are really appreciated

 

 

Thanks wiesshund

 

Your right! The flipper bug have been caused by a bad negatives values in Visuals leftFliper settings

 

Stat Angle -240 and End Angle -292

 

 

Replaced the Start Angle to 120 and End Angle to 68 values like in your previous post solved the ghost left flipper thing

 

 

your help are really appreciated

 

AH!

so that's what looks different in the data

Ive pasted that flipper like 500 times, compared to a new flipper, and could not figure out why it doesnt look the same

in the data. (data meaning when you dump the raw table and start looking at it's ugly view)
So it isnt a bit error but an interpretation error

well, in that case @Toxie i think it is supposed to factor in a negative angle as the same as the real value? at least it did in the past

IE +10 deg /  -10 deg
is the same as
+10 deg / 350 deg

 

That might be worth taking a moment to correct, unless it is a purposeful change
in which case it will need documented so that people can easily fix anything not working due to it since they just need to calculate a none negative angle
but i would not exactly see that as a good change, it is easier for people to think of angles with negatives, easier for them to mirror flippers and other such things

 

 

I ended up ruling out having to delete the flipper.  I just changed the negative values as stated above to 120 / 68, and that fixed the problem for me.  Thanks!



#2946 Thalamus

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Posted 30 October 2021 - 11:42 PM

well, patience is a virtue I've been told. Seen a much better ver of this. Never tje less, it is always for me a positive thing seeing people trying to fix or improve. In this case however, I would just wait for a much improved verson ;) and. ... can we please keep this thread related to vpx beta ?


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#2947 wiesshund

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Posted 31 October 2021 - 12:11 AM

and. ... can we please keep this thread related to vpx beta ?

 

It IS BETA related
It is a fault of the BETA

10.6 lets you say a flipper is 350 degrees or -10 degrees, both equate to the same place
10.7 did also understand this, up to about 15 revisions ago

Fixing the table above revealed exactly what was wrong with the BETA

 

So, nothing wrong with table, unless this change to degree resolution is intended, but there are no notes internal or external stating such

If Toxie or Fuzzel come back and say Yes, we did that for specific reason X to resolve long standing issue Y
then so be it, otherwise, we has slight booboo that will effect quite a large number of tables where authors simply used negative values for the left hand flipper
because the collision surfaces are not honoring the negative values, they are elsewhere, which you can see by hand rolling a ball into the flipper


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#2948 shawnt62

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Posted 31 October 2021 - 01:32 PM

How do I reset the UI in 10.7.  It has been working fine for about a month then a week ago it started where these two tool bars showed up.  When I load, they flicker back and forth for about 30 seconds and system slows incredibly.  After a while it settles at this screen.  I have gone back in versions (this is 270) but it started in 310 and continued in 334).  10.6 still runs fine so it is something unique to 10.7 whether a registry entry (I searched registered didn't see anything obvious) and I dont see any INI or CFG files that I could delete to get a reset.

 

As I say, I had switched to 10.7 in August and it has been working fine for my needs since until a week ago.

 

Other things that changed during the recent - New AMD chip drivers, New Nvidia Graphics drivers, A Windows 10 update (This came in after problem started). AMD and Nvidia may have been culprit.

 

Thanks in advance.

\

Attached Files



#2949 shawnt62

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Posted 31 October 2021 - 02:20 PM

How do I reset the UI in 10.7.  It has been working fine for about a month then a week ago it started where these two tool bars showed up.  When I load, they flicker back and forth for about 30 seconds and system slows incredibly.  After a while it settles at this screen.  I have gone back in versions (this is 270) but it started in 310 and continued in 334).  10.6 still runs fine so it is something unique to 10.7 whether a registry entry (I searched registered didn't see anything obvious) and I dont see any INI or CFG files that I could delete to get a reset.

 

As I say, I had switched to 10.7 in August and it has been working fine for my needs since until a week ago.

 

Other things that changed during the recent - New AMD chip drivers, New Nvidia Graphics drivers, A Windows 10 update (This came in after problem started). AMD and Nvidia may have been culprit.

 

Thanks in advance.

 

Update:  Found a registry entry named DockContainer - Had 127 Entries in it, so after backing up, I deleted the entire Key and now all is back to normal.  Dont know where it they all came from but this is what was causing the slowdown and confusion.

 

 


Edited by shawnt62, 31 October 2021 - 07:33 PM.


#2950 remdwaas1986

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Posted 01 November 2021 - 06:24 AM

i had problems with missing images, sometimes they where there and sometimes they where missing. To prevent that you should only convert images to webp with a maximum size of 4096x4096 this tip came from Hauntfreaks and solved memory issues in 10.7 beta, because my textures where to big. It's handy if there can be made a note of this.

Then i get still people that have problems with missing songs that are in the table(in fnaf 1.1 they say 1.ogg is missing. but its in the table) and base.dll problems. i cannot reproduce that because with me it works i use revision 310.


Edited by remdwaas1986, 01 November 2021 - 06:24 AM.

gallery_139054_567_13031.pnggallery_139054_567_2859.png


#2951 batch

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Posted 01 November 2021 - 08:09 AM

So, what is the maximum size allowed for a PNG image (and also "PPP") to avoid problems with VP10.7 ?

 

If we can't convert images to WEBP format !


Edited by batch, 01 November 2021 - 08:10 AM.

signature_juin2026-1.jpg     signature_juin2026-2.jpg       

 

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


#2952 remdwaas1986

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Posted 01 November 2021 - 08:44 AM

I don't know i hope toxy or fuzel has an answer on this. my png files where 39 mb because of the details of the models that i used in fnaf(sizes where 9216x4096). and people reported many memory leaks and errors. Then hauntfreaks coverted most of them, then 2 where missing and i converted them.

 

just online and rezise it.

 

link by hauntfreaks:

Online PNG to WebP image converter (ezgif.com)


Edited by remdwaas1986, 01 November 2021 - 08:49 AM.

gallery_139054_567_13031.pnggallery_139054_567_2859.png


#2953 fuzzel

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Posted 01 November 2021 - 09:43 AM

rev338 is up (Release Candidate):

 

- fix issue for negative start/end angle of flippers, as we cannot predict what the script will do with the flippers after player started
- cleanups
-  fix primitive collision regression
- improve cache usage/memlatency for physics engine
- reduce memory usgae in the physics engine
- fix tab order


#2954 wiesshund

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Posted 01 November 2021 - 11:30 AM

 

rev338 is up (Release Candidate):

 

- fix issue for negative start/end angle of flippers, as we cannot predict what the script will do with the flippers after player started
- cleanups
-  fix primitive collision regression
- improve cache usage/memlatency for physics engine
- reduce memory usgae in the physics engine
- fix tab order

 

 

Cool
Do you know when you might get to take a look at the nudge routine?
no matter what way you nudge, the table only nudges up
the apron indicators show it correctly, but the balls do not react correctly, they only nudge up
and you have to crank the nudge values up insanely high to even get the balls to move at all

 

Load nudge table in 10.6.2 and then load it in 10.7 and you will see what i mean
it was ok say about 10 or 15 revisions back 


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#2955 Mrtr32

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Posted 01 November 2021 - 12:39 PM

Cool!

 

Thanks fuzzel! :dblthumb:



#2956 onemanproject

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Posted 01 November 2021 - 01:23 PM

Thanks for the update :)



#2957 remdwaas1986

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Posted 01 November 2021 - 03:53 PM

@fuzzel/toxie does the new update also solve the image issues?


gallery_139054_567_13031.pnggallery_139054_567_2859.png


#2958 pablo99

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Posted 01 November 2021 - 06:11 PM

I had a lost ball in Starship Troopers (by Knorr and Clark Kent) somewhere between left ramp and under warrior bug with rev 338. It happened on two occasions during multiball requiring quitting from VPX. All OK reverting to rev 310.



#2959 Wylte

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Posted 02 November 2021 - 05:38 AM

Seeing an issue with 338 and original tables (tested on current uploads of Goonies and Unreal Tournament).  Script utilization flies up, driving framerate and other things like input processing down.  Minimum framerate seen is 7fps, CPU bottlenecked (3600x 4.1ghz).  Doesn't seem as bad (possibly non-existent) on ROM-based tables.
VPX crashes or hangs and sometimes crashes on table exit, and leaves computer resources tied up for a couple dozen seconds.  I can pm screenshots and logs if requested.

goonies101_vpx338_drain.png


Edited by Wylte, 02 November 2021 - 05:39 AM.

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#2960 wiesshund

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Posted 02 November 2021 - 09:59 AM

Seeing an issue with 338 and original tables (tested on current uploads of Goonies and Unreal Tournament).  Script utilization flies up, driving framerate and other things like input processing down.  Minimum framerate seen is 7fps, CPU bottlenecked (3600x 4.1ghz).  Doesn't seem as bad (possibly non-existent) on ROM-based tables.
VPX crashes or hangs and sometimes crashes on table exit, and leaves computer resources tied up for a couple dozen seconds.  I can pm screenshots and logs if requested.

 

 

Curious to compare some notes

I will present from a worst case scenario setup
Using the UT table since we both have it
Maybe will come to nothing, maybe might shed light on the cause, who knows

 

System specs:

CPU: I5 3230m @ 2.6 Ghz
RAM: 8GB DDR3 SODIMM PC12800 @800Mhz

GPU: non discrete, on CPU die, Intel HD4000 ivy bridge GT2 650Mhz GPU clock

Screen Resolution: 1366x768

 

VPX Video settings:
Mostly low, but Anisotropic forced on
Element detail medium

Texture memory 2048

jusD5HU.png

 

Table Settings

********************************************************
Const TournamentMode = 		0		' 1=on 0=off : Zero extraballs, Start on level 3. 
'********************************************************
Const MoviesIngame = 		1		' 1=on 0=off
'***********      Sound Options     *********************
'*   Recommended values should be no greater than 1   *
Const VolumeDial = 			0.8		' global volume multiplier for the mechanical sounds.
Const BG_Volume =			0.9		' backglass volume
Const Music_Volume =		0.6		' music volume
'***********         Options        *********************
RainFlasher.visible = 		1		' 0=off 1=on for raining mod
RainFlasher.opacity = 		5		' %strength Default 5   ' Dont go very high, you wont like it.

Const VRRoom =				0		' 0=off 1=on 2=Ultra Minimal
Const Gunshake =			1		' 0=off 1=on : Shaking PF when gun fire , probaly best to disable this if you go VRROOOM!

Const NormalBalls = 		0		' 0=off 1=No colored balls 2=No color + normal scratches.
Const BallTrail = 			1		' 0=off 1=on 
Const BallFlasher =			1		' 0=off 1=Smal 2=Big 3=XL 4=MEGA : Reverse shadow! Light up around the ball on PF and up the ramp...almost glowball rolling on the ramp.
Const BallSuperShiny = 		1		' 0=off 1=on : aka Disco Ball !  Makes the balltrail even more crazy.

Const DarkRoom = 			0		' 0=off >0=on : Force RoomLightEmissions.. very low like 0.1 and a very bright lut is funky ! Experiment on own risks.

Const BallhitSparks =		1		' 0=off 1=on : extra rubbersquiiizing, looks great so dont turn off :) 

Const DisableLUTchanges =	0		' 0=off 1=on  
Const OSBactive =			0		' 0=off 1=on    .. orbital scoreboard : Game is not registred on OSB yet !
Dim DB2S_on : DB2S_on	=	1		' 0=auto 1=on : dB2S
'********************************************************

Screen setup:
Single screen, DMD table and Backglass all on same screen

VPX in windowed mode (Not optimal but only 1 screen here)

Visible table area is actually the same as if it was full screen unless i used a really wonky POV

 

kH2uEO5.png

 

FPS:

average 20.5
High 24

Low: Momentary drop to 16 during one busy lighting sequence
keep in mind this is not bad FPS for a machine that should not really run these kinds of table

also keep in mind F11, at least on this laptop, eats some FPS, so it may run around 30 in normal play?, dont have anything else on hand to check FPS
HD4000 doesnt have WDDM 2.0 so using gamebar is out
so we will take that even if less than optimal

 

System load:
I can not measure GPU as no discrete GPU, will show GPU load in next pick using GPUZ
Number remain steady throughout table play

WpOnSvy.png

 

 

GPU load

t0AEv4m.png

 

Individual CPU core loads

7GUYa5p.png

 

Ok so we have the load of a normal 3 screen setup for the most part
While resolution does come into play, that will primarily be a factor of GPU capabilities

 

VPX display by the way is 798x768

 

Ok, now what do you have over there.
Then lets see if we can find anything that makes or breaks things


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