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The VP 10.7 beta thread


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#341 toxie

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Posted 17 May 2020 - 06:08 AM

Hmm strange...I got the crash the first time I loaded the table but the second try loading it works and now it works without a problem!?

 

Update: ok it seems to crash constantly with the release version. Something is fishy with one of the huge 8192x8192 images.

@DjRobX can you take a look. It looks like a bug from the loading times optimization changes.

Due to the increased parallelism the amount of temporary memory is too high. I'll see what i can do.



#342 toxie

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Posted 17 May 2020 - 06:53 AM

Fix coming up. It also makes loading a tiny bit faster for some scenarios.



#343 Rajo Joey

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Posted 17 May 2020 - 10:21 AM

 

With ESC or Quit you can't get the menu with back to the editor. The editor quit complete.

Do you use exclusive fullscreen mode? In that mode you won't see a dialog.

 

No, I don't, but after two starts it works like it should. That happened on two PC.


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#344 chepas

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Posted 17 May 2020 - 11:14 AM

Would it be possible to make the single wire ramp rotate on x, y, and z axis? In this manor we could form rings, and half rings or even vuk loops in a laying down position and then rotate them like 90 degrees to stand them up. Or is there a way to make these things already without going into blender?

 

I was doing a write up on this the other night. I will end up using VP objects over going to import where I can but not for rail guides and VUKs, it's actually miles faster doing it this way for me. There's too much messing around trying to make the rails not look like nails or spikes. You have to run the game to see results each time, unless you have a collection of these in a spare table already made it would be quicker but you've only got to go to a JP table with InLane rails copy and compare them to the flipper rails in the example table, change the height so they're the same.

 

It's minimal skills needed in Blender to do this if you import/export in correct sizes to just place into the table.


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#345 DJRobX

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Posted 17 May 2020 - 04:13 PM

 

 

Due to the increased parallelism the amount of temporary memory is too high. I'll see what i can do.

 

Thanks Toxie.

 

The problem of VP struggling when there are a lot of images isn't new.   We fought with it a lot when working on G5k's tables, where has many large-ish textures for lots different rendered lighting combinations.   It's why there's that "compressed" version of TAF.     Cactus Jacks has two of those massive textures with the same name ('outers"), one of the two should probably be removed. 

 

It seems like we run into memory problems way sooner than we ought to for some reason.    VP will start having issues even though it's showing less than 1gb used.    It'll either be when you load the table, or you'll get weird shader compilation errors after starting the table a few times.    These problems almost never happen when you work on smaller tables.    I've been trying to think of ways to reduce heap fragmentation.   Perhaps sorting the image list largest to smallest when loading would help - that would ensure there's enough memory to deal with the bigger images and leave the smaller images to fill in the holes.
 

Attached File  Screen Shot 2020-05-17 at 8.56.27 AM.png   644.16KB   20 downloads

 

This free utility is neat - you can watch VP allocate memory blocks in real time and the "holes" it leaves behind.

https://www.software...oad_free.php?p=
 


Edited by DJRobX, 17 May 2020 - 04:19 PM.


#346 toxie

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Posted 17 May 2020 - 09:05 PM

In the meantime i removed a bit more of 'unnecessary' temporary image copies, maybe that also helps a bit.

 

(plus i added one more thing (stb_image) that makes loading of JPGs shipped with the table faster)



#347 fuzzel

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Posted 18 May 2020 - 07:37 AM

 

 

 

Due to the increased parallelism the amount of temporary memory is too high. I'll see what i can do.

 

Thanks Toxie.

 

The problem of VP struggling when there are a lot of images isn't new.   We fought with it a lot when working on G5k's tables, where has many large-ish textures for lots different rendered lighting combinations.   It's why there's that "compressed" version of TAF.     Cactus Jacks has two of those massive textures with the same name ('outers"), one of the two should probably be removed. 

 

It seems like we run into memory problems way sooner than we ought to for some reason.    VP will start having issues even though it's showing less than 1gb used.    It'll either be when you load the table, or you'll get weird shader compilation errors after starting the table a few times.    These problems almost never happen when you work on smaller tables.    I've been trying to think of ways to reduce heap fragmentation.   Perhaps sorting the image list largest to smallest when loading would help - that would ensure there's enough memory to deal with the bigger images and leave the smaller images to fill in the holes.
 

attachicon.gif Screen Shot 2020-05-17 at 8.56.27 AM.png

 

This free utility is neat - you can watch VP allocate memory blocks in real time and the "holes" it leaves behind.

https://www.software...oad_free.php?p=
 

 

Nice tool but not free...you can test it for 30 days after that it get's really expensive for a hobbist ;)



#348 fripounet

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Posted 18 May 2020 - 01:49 PM

which version of DirectX  vpx uses ?

will you exploit the dxr in the future and also vrs

on paper looks attractive


Edited by fripounet, 18 May 2020 - 01:51 PM.


#349 toxie

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Posted 18 May 2020 - 01:54 PM

Its still DX9. DXR needs DX12.

Or we rather go the Vulkan(RT) route? Caligula has made these nice GL conversions for the VR fork.

Who knows..



#350 DJRobX

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Posted 18 May 2020 - 02:59 PM

Nice tool but not free...you can test it for 30 days after that it get's really expensive for a hobbist ;)

 

 

The tool I used (C++ VM Validator) is free.  They have other for-pay tools. 



#351 Rajo Joey

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Posted 19 May 2020 - 01:07 PM

When I open version 10.7, I usually have this view.
It doesn't matter whether I click directly on the exe or right-click on a table and click on Edit.

 

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#352 supered

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Posted 19 May 2020 - 02:13 PM

Maybe a suggestion for VPX 10.8 ;-)

I know that the play field has a very nice reflection of the items on it.
Is it perhaps possible to do the same with the left and right side of the “cabinet”?
In real-time of course.

At this moment I am making a static “image” for the sides (with some photoshop filters) but a real-time reflection would be nice?!?

Or is it perhaps already there but it’s not known by me?

Thx and keep up the good work :-)


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#353 davidcd13

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Posted 19 May 2020 - 04:12 PM

Is there a possibility of implementing a function to manage the SSF with two sound cards. The first for the rom (backglass) and the second for the four speakers of the table. This would allow the simplified addition of a subwoofer on each of the sound cards, but above all the simplified management of the separate volume of the table and the rom (backglass)? This would allow the sound in 2.1 for the rom and the sound in 4.1 for the table.
I say this because with the PinVol application from http://mjrnet.org/ it is super practical to easily adjust the volume of the table and the rom separately with two sound cards. Unfortunately with SSF and a single sound card, this is not possible.
 
I imagine it must be very complicated to implement. Thank you for all the work you do.

Edited by davidcd13, 19 May 2020 - 04:23 PM.


#354 bord

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Posted 19 May 2020 - 04:52 PM

I ask this every new beta so I'll do it again:

 

Any chance we could get blend modes on mesh textures the way we get them on flashers? That would allow better faked 3D light and a ramp up and down of lighting effects without being confined to a 2D plane.



#355 Rajo Joey

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Posted 19 May 2020 - 06:09 PM

When I open version 10.7, I usually have this view.
It doesn't matter whether I click directly on the exe or right-click on a table and click on Edit.

???
move the mouse over the window partition.
a cursor  <=||=>  will appear, move the curtain.
:-) I know that and I have done that many times, but it wasn't saved.
So the next time I open the exe, the window looks the same.

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#356 Steely

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Posted 19 May 2020 - 09:35 PM

I started playing with the UpdateMaterial() script command. It's a cool option for doing some animation fx on the fly. Very nice!

 

I'm wondering if it's possible to read the 17 variables instead of having to enter each one per material. Also using just a coma, coma, inbetween the values I'd like to change, doesn't work, so the editor's value must be rentered for each variable. Not impossible just alot of extra work.

So far, I can read the material name using vbscript, "TypeName(element/objectname)", but non of material property values.

**A ReadMaterial(MaterialName,,,,etc) function would be very handy in 10.7 as well as 10.6 if possible since the command is there too.

... if it's possible :)

 

Oh... I noticed the debugger Material Editor window does not appear in 10.7(when you hit ESC),,, works fine in 10.6

Thank you so much for all you guys do.



#357 fripounet

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Posted 19 May 2020 - 10:29 PM

I started playing with the UpdateMaterial() script command. It's a cool option for doing some animation fx on the fly. Very nice!

 

 

do you have an example to show us?

what is the syntax ? and value ?

which table uses these instructions?

 

UpdateMaterial(string, float wrapLighting, float roughness, float glossyImageLerp, float thickness, float edge, float edgeAlpha, float opacity,

               OLE_COLOR base, OLE_COLOR glossy, OLE_COLOR clearcoat, VARIANT_BOOL isMetal, VARIANT_BOOL opacityActive,

               float elasticity, float elasticityFalloff, float friction, float scatterAngle) - updates all parameters of a material (same input ranges as used in the material editor)

UpdateMaterialPhysics(string, float elasticity, float elasticityFalloff, float friction, float scatterAngle) - update only the physics parameters of a material (same input ranges as used in the material editor)

 

it means

that we can change the material and the color during the game ?

in real time for example I can change the color of the bumpers cars? (as BAM)

 

r1.jpg


Edited by fripounet, 20 May 2020 - 12:58 PM.


#358 Thalamus

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Posted 19 May 2020 - 10:49 PM

Steely : I believe that you are supposed to write such function yourself. And, putting those elements of yours into a collection that you iterate over. Typical example of seeing it done, but, for other objects than material, would be eg. gi lights.


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#359 rascal

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Posted 19 May 2020 - 11:17 PM

I think what Steely would like is to be able to read and write the material values independently. To use comma delimited reads and writes.

Such as UpdateMaterial(,,,,,,1) and/or GetMaterial(,,,,,,, var).


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#360 Steely

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Posted 19 May 2020 - 11:42 PM

HI guys...

Yes fripounet, realtime change of colors and material finishes. I have not played with the physics yet. Both options are pretty new, I don't know off hand any existing tables that have used it. Sorry, only in my expeirimenting.

 

And thanks Thalamus, done just that already with making an array. What I'm trying to say is the updateMaterial() command only writes, it does not Read the values. I would rather append a value... matobj(8)=matobj(8) + value : updateMaterial matname,,,,,matobj(8),,,,,,,,

then to say just matobj(8) = value. That way code could be writen which could be copy pasted into other scripts without entering each individual value 17 times from the editor to each material you wish to append too.

 

The blank coma spaces as in say the playsound(,,,,,) command does not work with updatematerial(,,,,,,,,). It errors without data inbetween the comas.

 

Edit: ty Rascal , there is also the update base color command available as an individual write commad.

In my numerous attemps I have not been able to read any material variables.

 

Also "objectname.material" returns the material name as a string and not as an object. Hense not being able to read it's variable values. If I have missed something on how to read the material values I would appreciate an example, Thanks


Edited by Steely, 20 May 2020 - 12:09 AM.