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The VP 10.8 beta thread

VP VPX 10.8 beta Visual Pinball

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#321 teisen

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Posted 30 June 2023 - 03:28 PM

 

In my case I can't make the VPX8 work at all....
 
I load the program, I manage to open the table, but when I run the table, the message always appears that the program has stopped working and needs to be closed (windows message)...
 
maybe something is missing, I don't know... simply extract the files that come zipped and replace them in the Visual Pinball folder
 
this happens with all versions, beta1, 2 and also 3
 
I'm using windows 7 professional


Are you trying the dx9 or gl version ? 32 or 64bit ? Maybe visual c×× redist needs an update/ repair?
Anything in the eventlog that shows the problem ?

 

 

 

trying to use the 32bit dx version
 
when I go back to the VPX7 version it runs normally

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#322 darthvito

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Posted 30 June 2023 - 07:14 PM


 


I read through this entire thread but didn't catch my answer so forgive me if I missed it. After updating to 10.8, my B2S is no longer working. Hope this is a quick/easy fix? Don't see any related setting in vpx editor under graphics options. 

 
Hi...you probably checked this but Disable B2S isn't checked in the Preferences.  It is in the Configure Keys area.
 
unchecked.
 

what frustrates me most is I downloaded 3 updated tables that are designed for vpx8 yet now the b2s continues to not load at all, not even on another screen. any other suggestions welcome.


 


I read through this entire thread but didn't catch my answer so forgive me if I missed it. After updating to 10.8, my B2S is no longer working. Hope this is a quick/easy fix? Don't see any related setting in vpx editor under graphics options. 

 
Hi...you probably checked this but Disable B2S isn't checked in the Preferences.  It is in the Configure Keys area.
 
unchecked.
 
what frustrates me most is I downloaded 3 updated tables that are designed for vpx8 yet now the b2s continues to not load at all, not even on another screen. any other suggestions welcome.

There isnt a stable build of 10.8 out there yet so the table are a little early and arent gonna work yet

#323 wiesshund

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Posted 30 June 2023 - 07:18 PM

 


There isnt a stable build of 10.8 out there yet so the table are a little early and arent gonna work yet

 

 

I would not say that is true at all.
I am running it, many others are running it also.

 

And JP's updated tables work fine as well.


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#324 jpsalas

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Posted 30 June 2023 - 07:30 PM

I agree with wiesshund. I know it is still in beta but it is very much playable.


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

 

vp.jpg

 

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#325 jino0372

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Posted 30 June 2023 - 08:03 PM

The latest releases of 10.8 works great for me.  I'll be releasing any new tables and upgrading my tables to this version.


 

 

I read through this entire thread but didn't catch my answer so forgive me if I missed it. After updating to 10.8, my B2S is no longer working. Hope this is a quick/easy fix? Don't see any related setting in vpx editor under graphics options. 

 

Hi...you probably checked this but Disable B2S isn't checked in the Preferences.  It is in the Configure Keys area.

 

unchecked.

 


what frustrates me most is I downloaded 3 updated tables that are designed for vpx8 yet now the b2s continues to not load at all, not even on another screen. any other suggestions welcome.

 

 

For VPX did you install the 32 bit or 64 bit?  If you went 64 bit you have to have all associated apps at 64 to.  This includes the B2S server.


Check out my website for any latest updates or information on current builds that I am working on.

 

077b59_220a28a7f1c8449998b6a25f36fd5f47~


#326 darthvito

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Posted 30 June 2023 - 08:06 PM


 
There isnt a stable build of 10.8 out there yet so the table are a little early and arent gonna work yet
 

 
I would not say that is true at all.
I am running it, many others are running it also.
 
And JP's updated tables work fine as well.

My bad I was just quoting was I was seeing earlier today on Facebook groups about it.


 
There isnt a stable build of 10.8 out there yet so the table are a little early and arent gonna work yet
 

 
I would not say that is true at all.
I am running it, many others are running it also.
 
And JP's updated tables work fine as well.


My bad I was just quoting was I was seeing earlier today on Facebook groups about it.

#327 Carny_Priest

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Posted 30 June 2023 - 08:36 PM

Facebook!



#328 bpjacobsen

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Posted 30 June 2023 - 08:47 PM

For VPX did you install the 32 bit or 64 bit?  If you went 64 bit you have to have all associated apps at 64 to.  This includes the B2S server.

 

Bingo! I replaced with the x86 version and now it's all working! I forgot about all that. thanks!



#329 darthvito

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Posted 30 June 2023 - 09:15 PM

Facebook!

:facepalm:



#330 drinkcristal

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Posted 30 June 2023 - 09:39 PM

Halo or classic lights?

 

If halo what level is modulate?

I have tried both. I suspect that a light where the surface is not defined defaults to the playfield. Now with the changes in 10.8 to the way images are handled for the Playfield and playfield_mesh , I might need to tweak the opacity of the actual playfield image. Alternatively, I could use a ramp with the lights images and then set that as a surface for the light.

 

I'll try a few things out and see how it goes :-) 



#331 wiesshund

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Posted 30 June 2023 - 10:39 PM

 

Halo or classic lights?

 

If halo what level is modulate?

I have tried both. I suspect that a light where the surface is not defined defaults to the playfield. Now with the changes in 10.8 to the way images are handled for the Playfield and playfield_mesh , I might need to tweak the opacity of the actual playfield image. Alternatively, I could use a ramp with the lights images and then set that as a surface for the light.

 

I'll try a few things out and see how it goes :-) 

 

Halo lamps floating in the invisible void will probably not be visible, except when the ball gets near them, as reflections.

 

try
modulate  0.9
transmit 0.5
to start out, then adjust as needed
but see if that makes your halo lamps visible

 

Lamp default surface is playfield, if no other is definite.

 

New lamps are different to work with


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#332 drinkcristal

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Posted 01 July 2023 - 03:39 AM

 

 

Halo or classic lights?

 

If halo what level is modulate?

I have tried both. I suspect that a light where the surface is not defined defaults to the playfield. Now with the changes in 10.8 to the way images are handled for the Playfield and playfield_mesh , I might need to tweak the opacity of the actual playfield image. Alternatively, I could use a ramp with the lights images and then set that as a surface for the light.

 

I'll try a few things out and see how it goes :-) 

 

Halo lamps floating in the invisible void will probably not be visible, except when the ball gets near them, as reflections.

 

try
modulate  0.9
transmit 0.5
to start out, then adjust as needed
but see if that makes your halo lamps visible

 

Lamp default surface is playfield, if no other is definite.

 

New lamps are different to work with

 

thanks for the tips.

 

I have actually solved my problem by doing the following.

 

I made the lights "Classic" with a depth bias of -0.1 and image as the playfields image.

 

On the underlying playfieldmesh, I set disable lighting and light below to both 0.

 

It's good to see the Thunderbirds table working in 10.8 :-) 

 

cheers



#333 Mike DA Spike

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Posted 01 July 2023 - 04:39 AM

Thx for your reply _

 

Yep, in my case, it's when you do some testing with tables in a cabinet, with keyboard and (not necessary) a mouse (the fact is that the mouse is rolling down the cabinet glass but the keyboard not that easily),

Gerald (COY)

 

Tested again om my cabinet.

pressing Q on my keyboard brings up the menu and pressing Q again brings me to the editor again (no mouse needed)
cursors won't work  and no way to star live editor or adjust POV from there

to adjust real-time POV witthout using a mouse, just launch the table in interactive mode (f6 instead of F5)
and with flipper keys, magna keys you can adjust all. Pressing Q will quit again.

Don't think you want to use live editor with keyboard only :P 

or just use a remote session (VNX/TeamViewer/Anydesk etc) to remote into the cabinet and adjust all things :P  


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#334 Mike DA Spike

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Posted 01 July 2023 - 05:17 AM

I;m a bit lost to setup a table in window mode and use the Kinect (2.0) for head tracking.

 

when I hit the adjust camera, I get a warning that this is legacy mode and need to adjust it

6d4b19ef83c8db3bad3bd8cfb7699ed0.png

 

If I do this without headtracking, I can switch to window mode, but don't have the option when headtracking is enabled.

how do I enable this ? Don't see anything on the https://github.com/v...s/View Setup.md to adjust this for headtracking.
anyone got an idea ?


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#335 wiesshund

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Posted 01 July 2023 - 05:21 AM

Maybe here mike?

iXtjk1G.png


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#336 Mike DA Spike

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Posted 01 July 2023 - 07:12 AM

Maybe here mike?
iXtjk1G.png

I thought I checked that, but properly not. Will check later, thanks buddy.

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#337 Gravy

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Posted 01 July 2023 - 07:34 AM

 

Thx for your reply _

 

Yep, in my case, it's when you do some testing with tables in a cabinet, with keyboard and (not necessary) a mouse (the fact is that the mouse is rolling down the cabinet glass but the keyboard not that easily),

Gerald (COY)

 

Tested again om my cabinet.

pressing Q on my keyboard brings up the menu and pressing Q again brings me to the editor again (no mouse needed)
cursors won't work  and no way to star live editor or adjust POV from there

to adjust real-time POV witthout using a mouse, just launch the table in interactive mode (f6 instead of F5)
and with flipper keys, magna keys you can adjust all. Pressing Q will quit again.

Don't think you want to use live editor with keyboard only :P 

or just use a remote session (VNX/TeamViewer/Anydesk etc) to remote into the cabinet and adjust all things :P  

 

The issue is not just in relation to adjusting POV though, prior to 10.8 I used the Q key as a pause, and then can just press Enter to resume. Can no longer do this in 10.8. Esc key can also work as pause/unpause but it sometimes has problems with the ball rolling sounds continuing when paused.

I raised the issue as a suggestion at Github last week https://github.com/v...ball/issues/587


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#338 wiesshund

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Posted 01 July 2023 - 07:34 AM

i am only guessing Mike


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#339 lukpcn

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Posted 01 July 2023 - 12:47 PM

In 10.8 beta when I press F11 there is no info on the flipper up time (to check if the table is using fast flips or not), is it elsewhere ?


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#340 BigHein

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Posted 01 July 2023 - 04:48 PM

flexdmd not working in vpx10.8 older versions is fine







Also tagged with one or more of these keywords: VP, VPX, 10.8, beta, Visual Pinball