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The VPM alpha/beta thread


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#301 xenonph

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Posted 19 April 2016 - 06:38 AM

Thank you so much!!

I am just glad it is possible.

Carry on sir.


CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#302 toxie

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Posted 27 April 2016 - 08:19 PM

New builds in the first post. This time its basically only a small fix:

 

When using ddraw, and using the new exclusive fullscreen mode in VP10.1, and the VPM-DMD is set to hidden, then do -not- throw an error anymore.

 

In addition it also replaces the bass.dll with the previous version, as the newer one let to some problems on some peoples system.



#303 lolo33

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Posted 05 May 2016 - 06:15 PM

Hi thanks,

The VPinMAME_Experimental_64bit is updated also ?


Locate a Pinball machine in France:

http://geoflipper.fr/


#304 toxie

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Posted 12 May 2016 - 05:16 AM

No, sorry, not yet. Still a rather old one.



#305 ClarkKent

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Posted 12 May 2016 - 06:01 AM

Sega sound volume is still not high enough, even not with setting 31.

#306 toxie

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Posted 12 May 2016 - 11:49 AM

i know. but the problem so far is that if i increase the volume that some machines' audio samples clip.

(it was already like that before which one could hear as a bit of "static", etc)

i will revisit the code hopefully soon.



#307 tictox

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Posted 14 May 2016 - 04:03 AM

Hi @toxie

 

I know Im not a visual pinball developer but I am using Vpinmame and I have switched my game to using your experimental 64bit version. It works perfect ! Well I have only tested on my one game obviously which is elvis. The main reason for switching is because Unity 5 editor is 64bit and so I could not run tests inside the editor while working on the table since it failed to load the 32bit dll. I had to publish the game every single time to test any changes. Now I am running the game in the editor which is so awesome and will make building my next table be so much easier.

 

So thank you so much for making this 64 bit version ;)



#308 toxie

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Posted 17 May 2016 - 09:28 PM

cool, no problem. another happy customer.  ;)

 

 

as for the SEGA audio: i just tested multiple SEGA machines, and cranked them all up to 31. compared to Bally/Williams games of the same era (but not set to full volume, but close, as otherwise the sound will be clipped, even on real hardware it seems) it sounds almost as loud.

 

@ClarkKent: do you have a specific machine that sounds too low? or all SEGAs?



#309 arngrim

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Posted 17 May 2016 - 10:25 PM

south park for example

#310 toxie

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Posted 17 May 2016 - 10:32 PM

just some voices/sounds or in general?



#311 nFozzy

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Posted 18 May 2016 - 12:34 AM

South Park is very quiet. Another BSMT issue, Monopoly has all audio coming out one channel.



#312 toxie

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Posted 18 May 2016 - 05:59 AM

damn. i fixed RCT and mononpoly but somehow broke it again meanwhile.  :/



#313 toxie

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Posted 18 May 2016 - 07:15 AM

new builds with some BSMT2000 fixes in the first post (incl. a new 64bit build):

- increased ADPCM volume (e.g. some TFTC voices, etc, are higher volume now)

- fixed RCT and monopoly single channel output only

 

i also just checked south park in some youtube vids, and it seems that the music is actually really much lower than for example all the voices, so it might be actually correct like-is now (more or less ;)).

 

EDIT: so please retest and compare to real life machines or videos, and let me know about all kinds of differences with the BSMT2000 emulation, please!


Edited by toxie, 18 May 2016 - 07:15 AM.


#314 lolo33

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Posted 18 May 2016 - 12:19 PM

Strange, with the last 64 build i have "Direct Draw not supported" message when installing.

Not problem with the 32 build.


Locate a Pinball machine in France:

http://geoflipper.fr/


#315 toxie

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Posted 18 May 2016 - 01:15 PM

Thats normal. The 64bit build has no support for direct3d (and direct draw) yet.



#316 toxie

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Posted 21 May 2016 - 12:34 PM

Any feedback on the newest build with the tweaked voices?



#317 toxie

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Posted 25 May 2016 - 10:23 AM

*ping*

 

somebody? cause then we could officially release a new version "soon".



#318 kiwi

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Posted 25 May 2016 - 02:59 PM

Baywatch has low volume, compared with the PAPA video,

it can also depend on where the microphones are positioned.
Attack from Mars has the sound volume a bit higher than Baywatch.

 

Max



#319 toxie

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Posted 25 May 2016 - 03:32 PM

somehow the SEGAs had an additional hardware amp or something, otherwise i don't get why these are now so low in comparison to rather similar DEs and Sterns..  :/

but the voices/soundeffect/music balance matches roughly now compared to real machines?



#320 dstott

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Posted 25 May 2016 - 07:37 PM

No, the SEGA tables are still very low volume compared to their counterparts.


Dave

 

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