Which version of Haunted House did you test?
testing
But flippers seem fine here
but have only tested on laptop
which only has in CPU intel HD4000 graphics
Edited by wiesshund, 08 September 2022 - 07:08 AM.
Posted 08 September 2022 - 07:05 AM
Which version of Haunted House did you test?
testing
Edited by wiesshund, 08 September 2022 - 07:08 AM.
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Posted 08 September 2022 - 08:38 AM
@toxie : I'll have to answer for the exact version when I'm home. Standard vs2019.sln - generated from the bat and this is Release x86 build.
Maybe the code change in itself is very insignificant, something else, like upx or whatever small unexpected thing is effected ?
All I know for sure now, is that for my new win10 machine - LGA 1700, 12-Core, 20-Threads, 2.1/4.9GHz, Alder Lake. There IS a difference !
The weird thing is that the latest beta posted here also does not use UPX anymore..
Posted 08 September 2022 - 09:39 AM
@toxie : I'll have to answer for the exact version when I'm home. Standard vs2019.sln - generated from the bat and this is Release x86 build.
Maybe the code change in itself is very insignificant, something else, like upx or whatever small unexpected thing is effected ?
All I know for sure now, is that for my new win10 machine - LGA 1700, 12-Core, 20-Threads, 2.1/4.9GHz, Alder Lake. There IS a difference !
The weird thing is that the latest beta posted here also does not use UPX anymore..
What is the common thread among those affected?
There has to be something common among them.
Since Thalamus can self-compile, and run the same code perfectly fine, it cannot be the code itself.
So what could the compiler do, that would be hateful to some machines.
Probably know a bit more when Thalamus is home and can give more info on his compiling environment
But there must be something common among the affected machines, that pertains to the compiling environment and how it makes the program operate
just wish i knew how to figure out what it is, then it could be added to a dont do it this way when compiling note.
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Posted 08 September 2022 - 02:00 PM
@toxie : We're on same version / Platform Toolset : Visual Studio 2017 - Windows XP (v141_xp) / Win SDK Version 7.0
Microsoft Visual Studio Community 2019
Version 16.11.18
VisualStudio.16.Release/16.11.18+32802.440
Microsoft .NET Framework
Version 4.8.04084
Installed Version: Community
Visual C++ 2019 00435-00000-00000-AA878
Microsoft Visual C++ 2019
ASP.NET and Web Tools 2019 16.11.110.1451
ASP.NET and Web Tools 2019
Azure App Service Tools v3.0.0 16.11.110.1451
Azure App Service Tools v3.0.0
C# Tools 3.11.0-4.22108.8+d9bef045c4362fbcab27ef35daec4e95c8ff47e1
C# components used in the IDE. Depending on your project type and settings, a different version of the compiler may be used.
Common Azure Tools 1.10
Provides common services for use by Azure Mobile Services and Microsoft Azure Tools.
IntelliCode Extension 1.0
IntelliCode Visual Studio Extension Detailed Info
Microsoft JVM Debugger 1.0
Provides support for connecting the Visual Studio debugger to JDWP compatible Java Virtual Machines
Microsoft MI-Based Debugger 1.0
Provides support for connecting Visual Studio to MI compatible debuggers
Microsoft Visual C++ Wizards 1.0
Microsoft Visual C++ Wizards
Microsoft Visual Studio VC Package 1.0
Microsoft Visual Studio VC Package
NuGet Package Manager 5.11.2
NuGet Package Manager in Visual Studio. For more information about NuGet, visit https://docs.nuget.org/
ProjectServicesPackage Extension 1.0
ProjectServicesPackage Visual Studio Extension Detailed Info
Test Adapter for Boost.Test 1.0
Enables Visual Studio's testing tools with unit tests written for Boost.Test. The use terms and Third Party Notices are available in the extension installation directory.
Test Adapter for Google Test 1.0
Enables Visual Studio's testing tools with unit tests written for Google Test. The use terms and Third Party Notices are available in the extension installation directory.
TypeScript Tools 16.0.30526.2002
TypeScript Tools for Microsoft Visual Studio
Visual Basic Tools 3.11.0-4.22108.8+d9bef045c4362fbcab27ef35daec4e95c8ff47e1
Visual Basic components used in the IDE. Depending on your project type and settings, a different version of the compiler may be used.
Visual F# Tools 16.11.0-beta.21514.6+b6c2c4f53ea3a08fa603ea93d6d2f808a62a21d1
Microsoft Visual F# Tools
Visual Studio Code Debug Adapter Host Package 1.0
Interop layer for hosting Visual Studio Code debug adapters in Visual Studio
Visual Studio Tools for CMake 1.0
Visual Studio Tools for CMake
Edited by Thalamus, 08 September 2022 - 02:03 PM.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 08 September 2022 - 05:01 PM
Using Thalamus rev 0 build has been mostly flawless until this morning, and I can't say it was a vpx issue 100%.
Was testing cyberpez' haunted house v1.3 by opening vpx, select table, play. exit back to editor in order to reposition the Y value (I'm in desktop mode), save, hit play again, looks good. Exit to editor again while I edit the dmddevice.ini to enable freezys alphanumeric, disable dmd, change style to green. Save the ini, hit play from editor again and reposition/resize the score displays on the backdrop. Play a 3 ball game, great. Exit back to editor again so I can edit the dmd ini and fine tune the score display positions, save it again, ,hit play from editor again and bang- compile error. Hit the ok button twice and then it just crashed vpx to a full close- nothing left running in task manager. DMDDevice.log shows no crash. Started vpx from shortcut again, loaded HH and it played perfectly.

Posted 08 September 2022 - 05:50 PM
Using Thalamus rev 0 build has been mostly flawless until this morning, and I can't say it was a vpx issue 100%.
Was testing cyberpez' haunted house v1.3 by opening vpx, select table, play. exit back to editor in order to reposition the Y value (I'm in desktop mode), save, hit play again, looks good. Exit to editor again while I edit the dmddevice.ini to enable freezys alphanumeric, disable dmd, change style to green. Save the ini, hit play from editor again and reposition/resize the score displays on the backdrop. Play a 3 ball game, great. Exit back to editor again so I can edit the dmd ini and fine tune the score display positions, save it again, ,hit play from editor again and bang- compile error. Hit the ok button twice and then it just crashed vpx to a full close- nothing left running in task manager. DMDDevice.log shows no crash. Started vpx from shortcut again, loaded HH and it played perfectly.
![]()
Unfortunately. I'm not surprised to see crashes after loading up the game, exiting, restarting. This seems to a problem related to tables that use a rom/pinmame. Do that for a EM, and you'll be able to go back to the editor for what feels like eternity. Honest truth. If editing for EM's where as unstable as rom based tables, I doubt we'd see as many avail as we do ![]()
If you exit completely, needing to load the game/table again, then I doubt you would see this happening. Well, at least, not easily re-producible. In general, this isn't a big problem for "in-experienced" users that just download a table and put it into a front end. Those do exactly that. Load the game, and when you exit, closes vp and its companion pinmame. More advanced guys that tinker a bit, might, for the reason explained. Just save now and then and you'll be fine.
Edited by Thalamus, 08 September 2022 - 05:55 PM.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 08 September 2022 - 07:56 PM
Using Thalamus rev 0 build has been mostly flawless until this morning, and I can't say it was a vpx issue 100%.
Was testing cyberpez' haunted house v1.3 by opening vpx, select table, play. exit back to editor in order to reposition the Y value (I'm in desktop mode), save, hit play again, looks good. Exit to editor again while I edit the dmddevice.ini to enable freezys alphanumeric, disable dmd, change style to green. Save the ini, hit play from editor again and reposition/resize the score displays on the backdrop. Play a 3 ball game, great. Exit back to editor again so I can edit the dmd ini and fine tune the score display positions, save it again, ,hit play from editor again and bang- compile error. Hit the ok button twice and then it just crashed vpx to a full close- nothing left running in task manager. DMDDevice.log shows no crash. Started vpx from shortcut again, loaded HH and it played perfectly.
Unfortunately. I'm not surprised to see crashes after loading up the game, exiting, restarting. This seems to a problem related to tables that use a rom/pinmame. Do that for a EM, and you'll be able to go back to the editor for what feels like eternity. Honest truth. If editing for EM's where as unstable as rom based tables, I doubt we'd see as many avail as we do
If you exit completely, needing to load the game/table again, then I doubt you would see this happening. Well, at least, not easily re-producible. In general, this isn't a big problem for "in-experienced" users that just download a table and put it into a front end. Those do exactly that. Load the game, and when you exit, closes vp and its companion pinmame. More advanced guys that tinker a bit, might, for the reason explained. Just save now and then and you'll be fine.
Yeah I wasn't complaining at all- just adding my two cents worth of stress testing your vpx compile. In play only use it hasn't crashed once so I'm happy, just sharing my findings. I suppose it matters more though if I do the same with toxies latest greatest.
Posted 08 September 2022 - 08:52 PM
Using Thalamus rev 0 build has been mostly flawless until this morning, and I can't say it was a vpx issue 100%.
Was testing cyberpez' haunted house v1.3 by opening vpx, select table, play. exit back to editor in order to reposition the Y value (I'm in desktop mode), save, hit play again, looks good. Exit to editor again while I edit the dmddevice.ini to enable freezys alphanumeric, disable dmd, change style to green. Save the ini, hit play from editor again and reposition/resize the score displays on the backdrop. Play a 3 ball game, great. Exit back to editor again so I can edit the dmd ini and fine tune the score display positions, save it again, ,hit play from editor again and bang- compile error. Hit the ok button twice and then it just crashed vpx to a full close- nothing left running in task manager. DMDDevice.log shows no crash. Started vpx from shortcut again, loaded HH and it played perfectly.
![]()
This happens to everyone, on all VPX versions, when heavily editing relaunching quitting to editor relaunching etc a lot
Save before every launch
Occasionally quit out and reopen VPX and reload the table (only takes seconds)
VPX does not unload certain DLL's cleanly once loaded, VPinMAME for one.
eventually the recycling has a bit of an accident, and the above error happens
10.6.x 10.7.0 10.7.1 10.7.2 etc
all can have same issue
An EM table probably wont have the issue
but i suppose it could due to the fact that B2SServer DLL does not unload either, if you load from dll
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Posted 09 September 2022 - 07:36 AM
possible to use the bg as a rail shooter ?
integrate static or dynamic targets. ?
Yes, if i understand you correctly
But it requires you set up your cabinet much different than what you consider correct.
I did a working hack together of banzai run that way
but no one was much interested because you had to totally change your video setup
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Posted 09 September 2022 - 09:29 AM
do you need a special controller for the gun? because with a pc the gun is used as a mouse pointer (AimTrak Light Guns)
, with kinect or a similar system is it possible?
with tables like fast draw for example, it would be nice to integrate it.
You want the light gun (which emulates mouse axis position) to interface with VPX?
I am not sure that VPX by itself would do that as i dont think it has a function outside debug mode's ball control
to acknowledge mouse position, i am not aware of one anyways.
I am sure though that you could do something with VBscript though to get mouse coordinates
and then translate that to a place on the backglass
I think that perhaps the sinden guns would be a better pick though
i can pick what screen the TSR puts the tracking overlay on, and the sinden guns tend to work better in my experience.
Having table parts on the backglass is the easy part, no actual magic required in doing that
You are actually doing it in almost the same was as done way back in early VP9
The ability to span screens never went away after XP, but the responsibility for the ability shifted from OS to video driver vendor
and both Nvidia and AMD provide the ability.
But it is a total change in how people currently design tables (Except FSS authors, they are already almost doing it, only a small rethink for them) as well as how cab owners set up their cabs.
Building your mouse axis tracking and shooting routine is probably the hard part, and would be really interesting to see.
I think you would probably be making use of this
but i am not positive, since mouse cursor does not exist in exclusive fullscreen, you may have to turn that off?
DotNetFactory.CreateInstance("System.Windows.Forms.Control").MousePosition.X
DotNetFactory.CreateInstance("System.Windows.Forms.Control").MousePosition.Y
Edited by wiesshund, 09 September 2022 - 09:32 AM.
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 09 September 2022 - 10:15 AM
You want the light gun (which emulates mouse axis position) to interface with VPX?
yes
even if it means having a second screen, you might as well take full advantage of it, by adding a new feature.
and a new fun game.
i will try the sinden
Edited by fripounet, 09 September 2022 - 10:31 AM.
Posted 10 September 2022 - 01:51 AM
Just reminding that analog nudge is still borked in 10.7
Is it? I'm running a RC version and my Pinscape nudge works fine.
If you are running anything within the last 20 builds i think you will find it is not working fine.
Open the nudge test table
Try and nudge ball sidewaysball only goes UP
Nudge it Realllllly hard
Ball only goes UP
Got a joystick?
Plug it in
Hold it to 1 side
All balls should slam into the side of the table right?
But they dont, in fact they do not continue to do anything, but they should due to the continued input
all they do is bump UP and come back.
Also, you have to increase the nudge a hell of a lot to get the balls to do anything
Now while the balls are not doing a damned thing you tell them to, look at the indicators on the apron
they are moving correctly, but the balls are definitely not
I second this man.
any fix other than use an old version?
EDIT: Actually, it only behaves this way with XINPUT, not DIRECT Input..
Edited by squidboy, 10 September 2022 - 02:13 AM.
Posted 10 September 2022 - 02:48 AM
Just reminding that analog nudge is still borked in 10.7
Is it? I'm running a RC version and my Pinscape nudge works fine.
If you are running anything within the last 20 builds i think you will find it is not working fine.
Open the nudge test table
Try and nudge ball sidewaysball only goes UP
Nudge it Realllllly hard
Ball only goes UP
Got a joystick?
Plug it in
Hold it to 1 side
All balls should slam into the side of the table right?
But they dont, in fact they do not continue to do anything, but they should due to the continued input
all they do is bump UP and come back.
Also, you have to increase the nudge a hell of a lot to get the balls to do anything
Now while the balls are not doing a damned thing you tell them to, look at the indicators on the apron
they are moving correctly, but the balls are definitely not
I second this man.
any fix other than use an old version?
EDIT: Actually, it only behaves this way with XINPUT, not DIRECT Input..
Pretty sure it does this on my dInput controller as well? guess i will have to break it out and retest.
but without xInput you dont get any dof like feedback
I dont think dinput gives feedback even with a working dinput controller
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow