Jump to content



Photo
* * * * - 6 votes

The VP 10.1 beta thread


  • Please log in to reply
868 replies to this topic

#301 Dozer316

Dozer316

    Dozer

  • VIP
  • 669 posts

  • Flag: Australia

  • Favorite Pinball: Cirqus Voltaire

Posted 16 March 2016 - 04:54 PM

Hi Toxie / Fuzzel, below is a link to a crash dump that randomly occurs on the Cirqus Voltaire VP10 table with VP 10 final and also the latest beta.

 

Sometimes the magnet trigger located at the top left of the table (Juggler Magnet) when hit and active will crash VP.   The magnet is activated by the game when juggler is lit and the switch (sw48) just below it is hit as the left loop is shot.  I have tried replacing the magnet trigger and the switch trigger below it (which both came from the VP9 table originally) and at the moment have a hidden trigger there for the switch and a visible dummy trigger there for the wire switch in an effort to find if the switch or the magnet trigger is causing the issue (they are very close so it's hard to tell which one is crashing VP.)   Before this there was just the single visible switch and the same thing occurred.

 

In the table script I recently slowed the ball -Y velocity down when it hits the switch below the magnet trigger and this seemed to slow down the rate of crashing so not sure if they are both being hit too close to each other and whether this is causing an issue?

 

It happens rarely but it's been consistent on different machines since the table was built.  I was hoping the crash dump may show something up if you had the time to check it out.

 

Thanks in advance.

 

https://www.dropbox..../crash.rar?dl=0



#302 Neo

Neo

    Silverball Dreamer

  • Members
  • PipPipPip
  • 272 posts
  • Location:Kansas USA

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness

  • PS3 Gamer Tag: AppleJack052570
  • 360 Gamer Tag: MCHachiRoku

Posted 16 March 2016 - 11:15 PM

First, I do want to say many, many thanks to the dev team for the new VPX...it is a cut above the pre-VPX versions I've worked with.

 

I've not played the VPX version of CV (I need to though, always liked CV). This sounds similar to an issue I've occasionally had with the original I've been working on for VPX. On my table sometimes the ball hits one of the inlane triggers and VP crashes. This has happened most often during or just after a multiball, but it has happened with just a single ball in play. I thought it was just something in my table that I'd fixed weeks ago, but during playtesting last night it crashed several times (once it crashed in multiball when one of the two balls drained, and it's never done that on the drain before, just on the inlanes). I made some script changes, nothing seemed to work so I loaded an older version of my table and saw it was working. I restored the script to before making those changes, and it seems to be working again. The sad part is that it's one of those intermittent things (as a programmer the intermittent issues are the ones I hate the most. They're the hardest to reproduce). I have two different-colored balls in the table so I have activeball checks in nearly every hit event and trigger, so that may have something to do with the issues I've been having. It could be that a couple of triggers are firing at the same time....or it could be something else entirely. At this point I'm not sure.

 

Take Care


-Neo
VPX Tables Completed: Hextech 1.2, Crazy Cats Demo Derby 1.1; Zone Fury VPX 1.0
"Some say his tears are adhesive, and that the dark outline around his nipple matches the Nurburgring...All we know is he's not the Stig, but rather, the Stig's pinball-playing cousin."


#303 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 17 March 2016 - 05:55 PM

At some point i hope i can do something fun with these two.. ..  :think:

Attached Files



#304 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 17 March 2016 - 06:44 PM

Hi Toxie / Fuzzel, below is a link to a crash dump that randomly occurs on the Cirqus Voltaire VP10 table with VP 10 final and also the latest beta.

 

Sometimes the magnet trigger located at the top left of the table (Juggler Magnet) when hit and active will crash VP.   The magnet is activated by the game when juggler is lit and the switch (sw48) just below it is hit as the left loop is shot.  I have tried replacing the magnet trigger and the switch trigger below it (which both came from the VP9 table originally) and at the moment have a hidden trigger there for the switch and a visible dummy trigger there for the wire switch in an effort to find if the switch or the magnet trigger is causing the issue (they are very close so it's hard to tell which one is crashing VP.)   Before this there was just the single visible switch and the same thing occurred.

 

In the table script I recently slowed the ball -Y velocity down when it hits the switch below the magnet trigger and this seemed to slow down the rate of crashing so not sure if they are both being hit too close to each other and whether this is causing an issue?

 

It happens rarely but it's been consistent on different machines since the table was built.  I was hoping the crash dump may show something up if you had the time to check it out.

 

Thanks in advance.

 

https://www.dropbox..../crash.rar?dl=0

Thanks for the dump unfortunatly the crash.dmp file is corrupt and I can't read it but the crash.txt report shows a potential null pointer. Do you destroy/create a ball when hitting the trigger?


Edited by fuzzel, 17 March 2016 - 06:45 PM.


#305 Dozer316

Dozer316

    Dozer

  • VIP
  • 669 posts

  • Flag: Australia

  • Favorite Pinball: Cirqus Voltaire

Posted 18 March 2016 - 02:35 AM

No the switch below the magnet just has a hit / unhit event and a ball velocity sub (the crash occurs without this though) and the magnet trigger is just standard with a magnet class included in the table init.



#306 BorgDog

BorgDog

    We come in peace.. shoot to kill.. shoot to kill.

  • Members
  • PipPipPipPip
  • 1,427 posts
  • Location:Leavenworth, WA

  • Flag: United States of America

  • Favorite Pinball: Alien Star, TNA



Posted 18 March 2016 - 03:43 PM

FEATURE REQUEST!

 

any chance we can add another trigger shape?  Basically one of the round rollover buttons.  I think would be a simple mod of the star trigger with a similar animation.

 

Thanks for all the work guys!

 

rollover.jpg



#307 hauntfreaks

hauntfreaks

    Real 4K Tables Since 2013

  • VIP
  • 2,522 posts
  • Location:South Jersey

  • Flag: United States of America

  • Favorite Pinball: -<3<3<3 All Real Pins



Posted 18 March 2016 - 05:57 PM

FEATURE REQUEST!

 

any chance we can add another trigger shape?  Basically one of the round rollover buttons.  I think would be a simple mod of the star trigger with a similar animation.

 

Thanks for all the work guys!

 

rollover.jpg

here is the prime I made for my nip-it ... for now
https://www.dropbox....button.rar?dl=0


Edited by hauntfreaks, 18 March 2016 - 05:57 PM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#308 The Loafer

The Loafer

    Pinball Wizard

  • VIP
  • 3,471 posts
  • Location:Embrun, Ontario, Canada

  • Flag: ---------

  • Favorite Pinball: Superman, Firepower & Tron



Posted 19 March 2016 - 03:56 AM

You got a Vive-Pre?  What else are you developing? :)  For VP you're going to have to go full 3D engine to really get the best use of your Vive investment :)

 

I've got the Oculus DK2 and have the Oculus Rift CV1 and Vive CV1 coming in April, can't wait.



#309 markrock76

markrock76

    Enthusiast

  • Members
  • PipPipPip
  • 124 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness

Posted 19 March 2016 - 01:38 PM

This might be an odd request but what about being able to set vsync at decimal increments like 60.3.  With vsync set to 1 and playing non dmd vpx tables I get great ball movement.  With dmd tables and the dmd on second screen my fps is 59.8+/- which causes it to drop to 30 periodically.  But before it drops to 30 it plays great.  So I set vsync to 61 to keep it from dropping below 60.  It plays good but not as good as when vsync set to 1.  If I could set vsync to 60.5 or 60.3 that might keep it closer to 60 without dropping below 60.  What do you think?



#310 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 19 March 2016 - 07:15 PM

@theloafer: just business stuff so far.. but the SDKs are really really simple to use so i wanna at least try something else with it at some point (e.g. somehow VP/VPM).. but as you point out, it will be a long way to get there..

 

@markrock: vsync at 1 cannot be changed to something else really, as its directly coupled to the vertical sync of your monitor. other numbers like 60 or 61 will just limit the framerate, but not sync it to the display, as this could only be done when using special monitors that feature gsync or freesync.



#311 markrock76

markrock76

    Enthusiast

  • Members
  • PipPipPip
  • 124 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness

Posted 19 March 2016 - 07:38 PM

Thanks for the answer toxie.  



#312 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 22 March 2016 - 04:01 PM

rev2544 is up:

 

- check for null pointer to prevent some potential crashes
- change flipper rubber thickness,width,height to float
- add HasHitEvent and Collidable option for bumpers
 



#313 BorgDog

BorgDog

    We come in peace.. shoot to kill.. shoot to kill.

  • Members
  • PipPipPipPip
  • 1,427 posts
  • Location:Leavenworth, WA

  • Flag: United States of America

  • Favorite Pinball: Alien Star, TNA



Posted 22 March 2016 - 06:32 PM

Um, my bumpers are not bumping.... do we have to tell it something in the hit event for them to be bumpers?



#314 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 22 March 2016 - 06:35 PM

Oh maybe the hit event is disabled?

#315 BorgDog

BorgDog

    We come in peace.. shoot to kill.. shoot to kill.

  • Members
  • PipPipPipPip
  • 1,427 posts
  • Location:Leavenworth, WA

  • Flag: United States of America

  • Favorite Pinball: Alien Star, TNA



Posted 22 March 2016 - 06:38 PM

Both Has Hit Event and Collidable are checked.  Ball collides with it but just rolls off.

 

unchecked and rechecked and still nothing.

 

added a new bumper and still nothing, both checked by default.

 

and just tried on the "new" table and same thing.


Edited by BorgDog, 22 March 2016 - 06:40 PM.


#316 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 22 March 2016 - 07:16 PM

Yes found the (stupid) bug. Next revision will follow asap.


rev2547 is up:

 

- fix hit event bug for bumpers

- add new trigger mesh (TriggerButton)



#317 BorgDog

BorgDog

    We come in peace.. shoot to kill.. shoot to kill.

  • Members
  • PipPipPipPip
  • 1,427 posts
  • Location:Leavenworth, WA

  • Flag: United States of America

  • Favorite Pinball: Alien Star, TNA



Posted 22 March 2016 - 07:21 PM

Thanks for the quick fix and the TriggerButton!   :otvclap:



#318 Dozer316

Dozer316

    Dozer

  • VIP
  • 669 posts

  • Flag: Australia

  • Favorite Pinball: Cirqus Voltaire

Posted 23 March 2016 - 03:31 AM

Thanks a million guys for adding these additional features - much appreciated.



#319 hauntfreaks

hauntfreaks

    Real 4K Tables Since 2013

  • VIP
  • 2,522 posts
  • Location:South Jersey

  • Flag: United States of America

  • Favorite Pinball: -<3<3<3 All Real Pins



Posted 23 March 2016 - 04:34 PM

is the button animated like the star?


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#320 BorgDog

BorgDog

    We come in peace.. shoot to kill.. shoot to kill.

  • Members
  • PipPipPipPip
  • 1,427 posts
  • Location:Leavenworth, WA

  • Flag: United States of America

  • Favorite Pinball: Alien Star, TNA



Posted 23 March 2016 - 04:58 PM

is the button animated like the star?

Yup, haven't had one get stuck down yet like the star, but have not played with it much.