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The VP 10.7 beta thread


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#3221 wolis

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Posted 11 April 2022 - 10:12 PM

Thangs for the link. Now GitHub I trust :-)

 

There are more than enough beautiful tables made in 10.7.0 that I probably will just wait.. but sometimes one gets keen to see these shiny new things.

 

As for the wording in the dialog.. Anyone involved in the coding side of things interested in fixing the 10.70 to be 10.7.0 (likewise for 10.71?) Just to avoid future confusion 10.1.0 v 10.10.0 etc..



#3222 jpsalas

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Posted 14 April 2022 - 03:36 AM

Thangs for the link. Now GitHub I trust :-)

 

There are more than enough beautiful tables made in 10.7.0 that I probably will just wait.. but sometimes one gets keen to see these shiny new things.

 

Just now there are no graphical differences between 10.7.0 and 10.7.1, only a few bug fixes. So you can always save the table with 10.7.0 to remove the pop up. But if the table contains some 32 bits wave sounds then you may get an error when running the table under 10.7.0, but it hast nothing to do if the table was saved with 10.7.1 or older.


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#3223 Jasonh1981

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Posted 26 April 2022 - 02:12 PM

I'm having an issue with Who Dunnit 1947 Mod by bord in 10.62 and newer revisions. Sometimes when the ball moves from the trough to the shooter lane it falls back down into the trough and is unrecoverable.

This issue can be fixed by launching this table in 10.60 but then I lose the 7.1 enhanced ssf option in newer versions. This also creates another problem of reverting 10.60 audio to 2 channel if I change 10.7 to enhanced ssf.

#3224 studlygoorite

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Posted 26 April 2022 - 04:57 PM

I'm having an issue with Who Dunnit 1947 Mod by bord in 10.62 and newer revisions. Sometimes when the ball moves from the trough to the shooter lane it falls back down into the trough and is unrecoverable.

This issue can be fixed by launching this table in 10.60 but then I lose the 7.1 enhanced ssf option in newer versions. This also creates another problem of reverting 10.60 audio to 2 channel if I change 10.7 to enhanced ssf.

FYI, the enhanced version of 7.1 was introduced and is available in VPX 10.6.2 



#3225 Jasonh1981

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Posted 26 April 2022 - 05:22 PM

I'm having an issue with Who Dunnit 1947 Mod by bord in 10.62 and newer revisions. Sometimes when the ball moves from the trough to the shooter lane it falls back down into the trough and is unrecoverable.

This issue can be fixed by launching this table in 10.60 but then I lose the 7.1 enhanced ssf option in newer versions. This also creates another problem of reverting 10.60 audio to 2 channel if I change 10.7 to enhanced ssf.

FYI, the enhanced version of 7.1 was introduced and is available in VPX 10.6.2

Yes 10.6.2 is where the issue begins for me. 10.6.1 and older work as expected with this table.

#3226 studlygoorite

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Posted 26 April 2022 - 05:26 PM

Oops, missed that :)



#3227 toxie

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Posted 26 April 2022 - 06:36 PM

Just a small update: 10.7.1 is still in development. See https://github.com/v...t/Changelog.txt for the changes that already happened.

But there are still a few UI regressions that happened with 10.7.0 that i first want to resolve before starting the new beta cycle.



#3228 jpsalas

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Posted 26 April 2022 - 07:54 PM

I'm having an issue with Who Dunnit 1947 Mod by bord in 10.62 and newer revisions. Sometimes when the ball moves from the trough to the shooter lane it falls back down into the trough and is unrecoverable.

This issue can be fixed by launching this table in 10.60 but then I lose the 7.1 enhanced ssf option in newer versions. This also creates another problem of reverting 10.60 audio to 2 channel if I change 10.7 to enhanced ssf.

 

This is not a bug in 7.0 or 7.1 but a bug in the table. It is because of the way the trough was build. To fix the issue you should add an invisible gate in front of ball release, so the ball can't go back there and get stuck.


Edited by jpsalas, 27 April 2022 - 12:26 AM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#3229 Jasonh1981

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Posted 26 April 2022 - 10:01 PM

I'm having an issue with Who Dunnit 1947 Mod by bord in 10.62 and newer revisions. Sometimes when the ball moves from the trough to the shooter lane it falls back down into the trough and is unrecoverable.

This issue can be fixed by launching this table in 10.60 but then I lose the 7.1 enhanced ssf option in newer versions. This also creates another problem of reverting 10.60 audio to 2 channel if I change 10.7 to enhanced ssf.

 
This is not a bug in 7.0 or 7.1 but a bug in the table. It is because of the way the trough was build. To fix the issue you should add an invisible gate in from of ball release, so the ball can go back there and get stuck.

That did the trick! Thank you for the solution.

#3230 jurkevicz

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Posted 28 April 2022 - 01:50 AM

Great News!  I can't wait to try 7.1 :dblthumb:



#3231 jpsalas

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Posted 01 May 2022 - 08:59 AM

Hi toxie & fuzzel!

 

Here you have an update of the INDER VBS files. The only change is to set to default 5 key to add 1 coin instead of adding 4. Some Spanish people think that's better as it is easier for them to check how many extra games they have obtained :)

 

 

Greetings

JP

 


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#3232 kiwi

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Posted 01 May 2022 - 10:51 AM

Request: if it were possible to read the "Value" of the EMREEL, such as the angle of the flipper,

if it were possible to read separately units, tens, hundreds, etc.

 

Thanks.


Edited by kiwi, 01 May 2022 - 11:07 AM.


#3233 Gravy

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Posted 04 May 2022 - 01:46 AM

Just a small update: 10.7.1 is still in development. See https://github.com/v...t/Changelog.txt for the changes that already happened.

But there are still a few UI regressions that happened with 10.7.0 that i first want to resolve before starting the new beta cycle.

Can't recall if there is a suggestions thread or not, but anyway I was thinking today that it would a nice feature to be able to press F11 to hide all the components of the playfield BUT still keep the balls visible. This might come in handy for figuring out where a lost ball has ended up and speed up troubleshooting in situations where you don't know or can't see where the ball is stuck.

Perhaps there is already a way to do this that I'm not aware of?


Edited by Gravy, 04 May 2022 - 01:47 AM.

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#3234 Thalamus

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Posted 04 May 2022 - 02:34 AM

Press 'D' - go into the debugger - paste this.

 

dim b:b=getballs:debug.print b(0).x & " " & b(0).y & " " & b(0).z

You can now pinpoint exactly the x, y and z coordinates for the ball. Of course, if there is more than 1 ball on the table, you might need to change the 0 to 1 etc.

Tips I picked up from DjRobX.

 

A extra tip - add a kicker, make it 50 unit, then put in the coordinates, you will kind of "see" where the ball lies. IMO, this is actually much better than to make everything invisible. You will have no idea to where it is stuck compared to seeing the objects by this method.


Edited by Thalamus, 04 May 2022 - 02:39 AM.

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#3235 Gravy

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Posted 04 May 2022 - 04:14 AM

Press 'D' - go into the debugger - paste this.

 

dim b:b=getballs:debug.print b(0).x & " " & b(0).y & " " & b(0).z

You can now pinpoint exactly the x, y and z coordinates for the ball. Of course, if there is more than 1 ball on the table, you might need to change the 0 to 1 etc.

Tips I picked up from DjRobX.

 

A extra tip - add a kicker, make it 50 unit, then put in the coordinates, you will kind of "see" where the ball lies. IMO, this is actually much better than to make everything invisible. You will have no idea to where it is stuck compared to seeing the objects by this method.

Great tip thankyou. When I said make components invisible but still be able to see the balls I did not mean for the playfield itself to be invisible. I guess it might be hard to gauge how high above the playfield the ball is stuck if just eyeballing it though.

edit: what happens if a ball is stuck during a multiball session when all the other multi balls have been drained and there is only one ball left on the table? Will that remaining ball revert to ball 0 even if it originally had a different number or will it have it's original number that it was assigned when it left the ball trough?


Edited by Gravy, 04 May 2022 - 05:35 AM.

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#3236 jpsalas

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Posted 04 May 2022 - 11:09 AM

Yes, that ball will be the ball number 0. The function getballs return an array with the balls that are on the table, so when all the multiballs finish the last ball  will be 0.

 

Depending on the table, sometimes you can press F11 and if you press F11 a few times you will see a table with only the prerendered objects, and sometimes you can spot the ball when the dynamic objects disappear. 


If you want to check my latest uploads then click on the image below:

 

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#3237 Gravy

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Posted 04 May 2022 - 01:57 PM

Yes, that ball will be the ball number 0. The function getballs return an array with the balls that are on the table, so when all the multiballs finish the last ball  will be 0.

 

Depending on the table, sometimes you can press F11 and if you press F11 a few times you will see a table with only the prerendered objects, and sometimes you can spot the ball when the dynamic objects disappear. 

Thanks JP, yeah that was what I was getting at with regards to spotting the ball, but from what I can see the ball also disappears by the time the F11 method strips the playfield back. For instance I was having a ball go missing on Funhouse yesterday and fairly sure it was under Rudy's head somewhere but once I pressed F11 a few times to get rid of the head the ball also becomes invisible.


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#3238 Quickdraw19

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Posted 18 May 2022 - 11:13 PM

I'm trying to find a summary of all the things changed, added, and removed from 10.7. I've haven't been able to find something searching the forums. Can someone point me to something, if such a write up exists?



#3239 wiesshund

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Posted 18 May 2022 - 11:52 PM

Read the change log that comes with 10.7


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#3240 toxie

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Posted 19 May 2022 - 07:05 PM

Hi toxie & fuzzel!

 

Here you have an update of the INDER VBS files. The only change is to set to default 5 key to add 1 coin instead of adding 4. Some Spanish people think that's better as it is easier for them to check how many extra games they have obtained :)

 

attachicon.gif Inder_VBS.zip

 

Greetings

JP

 

Thanks JP, will exchange it!