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The VP 10.8 beta thread

VP VPX 10.8 beta Visual Pinball

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#341 jpsalas

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Posted 01 July 2023 - 05:05 PM

flexdmd not working in vpx10.8 older versions is fine

 

How do you think I have updated my Deadpool table? It used FlexDMD :) Just be sure you have the right VPX8 for your system. Nothing will work if you run VPX8 64 bits and all your other programs are 32 bits (or x86 as Microsoft calls it, but I guess not many people remember the Intel's x86 cpu nowadays, like 8086, 80186, 80286, and the the 386 and 486... :) )


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#342 studlygoorite

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Posted 01 July 2023 - 05:18 PM

flexdmd not working in vpx10.8 older versions is fine

What JP said, plus you might if you haven't yet, update FlexDMD to v1.9



#343 BigHein

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Posted 01 July 2023 - 06:03 PM

in vpx it runs fine in vpx10.8 no dmd big gray block



#344 BigHein

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Posted 01 July 2023 - 06:15 PM

its working again don't ask how i just moved de dmd in pinbalx to monitor 1 a later moved it back



#345 fripounet

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Posted 01 July 2023 - 06:21 PM

from vpx7 to vpx8 , we still can't animate a collection.  neither add a side addpoint on a ramp  , neither create a rotation of a plunger


Edited by fripounet, 02 July 2023 - 05:11 PM.


#346 wiesshund

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Posted 01 July 2023 - 06:50 PM

vpx 7 or vpx8 , we still can't animate a collection.  neither add a side addpoint on a ramp  , neither create a rotation of a plunger

I dont see any open feature requests for ramps or plungers?
Can you link the github feature request that is supposed to have been completed on those things?

 

 

Not sure what you mean by animating a collection, i can put things in a collection and animate the entire collection
can you show an example of what you can not do?


flexdmd not working in vpx10.8 older versions is fine

 

FlexDMD works fine.
What error are you receiving?

Which 10.8 are you running? 32 or 64 bit, DX9 or OpenGL?
What version of freezyz dmddevice.dll do you have installed and is it 32 or 64 bit?


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#347 fripounet

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Posted 01 July 2023 - 06:58 PM

Not sure what you mean by animating a collection, i can put things in a collection and animate the entire collection

can you show an example of what you can not do?


 

animate  (rotation) a whole mini pf from left to right, with all the related elements (potc)
animate (rotation) a whole mini pf from top to bottom with all related elements (mandalorian)


 

Can you link the github feature request that is supposed to have been completed on those things?

 

 

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Edited by fripounet, 02 July 2023 - 05:12 PM.


#348 wiesshund

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Posted 01 July 2023 - 07:38 PM

animate a whole mini pf from left to right, with all the related elements (potc)

animate a whole mini pf from top to bottom with all related elements (mandalorian)

 

 

 

 

 

Seems to work for me, for elements that are capable of moving or rotating

not all objects are capable of moving in a desired manner.

Walls can only drop
Some objects can only change X / Y coordinates

Some objects can only do simple rotations

And some can move all over the place in 6dof

 

though i am watching potc (the real physical machine) and unsure what should be moving, aside from the ship to the left of the upper PF??

 

Mandalorian is a bit more complex than up and down.
You have to rot the PF
raise and rot and trans the flashers acting as inserts etc
same with whatever prims one uses as the physical targets.

 

But the flippers, not sure there since they cant change position, and the upper PF is playable in both the raised and lowered positions from what i can tell.
Can you make prim flippers that will actually flip? i have never tried, maybe? not like that PF has immensely complex flipping?
That is kind of the only thing i cant move that is used in that machine.


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#349 fripounet

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Posted 01 July 2023 - 08:20 PM

 

animate a whole mini pf from left to right, with all the related elements (potc)

animate a whole mini pf from top to bottom with all related elements (mandalorian)


though i am watching potc (the real physical machine) and unsure what should be moving, aside from the ship to the left of the upper PF??

 

 

potc LE jjp

 

a5.jpg



#350 wiesshund

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Posted 01 July 2023 - 08:25 PM

 

 

animate a whole mini pf from left to right, with all the related elements (potc)

animate a whole mini pf from top to bottom with all related elements (mandalorian)


though i am watching potc (the real physical machine) and unsure what should be moving, aside from the ship to the left of the upper PF??

 

 

potc LE jjp

 

 

 

 

It moves?
gonna have to find the LE version


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#351 djredick

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Posted 02 July 2023 - 12:44 AM

There is an issue with the Paul Bunyan table in 10.8.  The ball in play lights on the apron do not light up as they should.  10.7.3 works fine.



#352 Gravy

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Posted 02 July 2023 - 02:52 AM

There is an issue with the Paul Bunyan table in 10.8.  The ball in play lights on the apron do not light up as they should.  10.7.3 works fine.

There was an issue with some lights appearing as black blobs in some tables that was fixed in the most recent updates but you need to be a github member to access those newer builds. Give a more recent build a try. https://github.com/v...pinball/actions


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#353 djredick

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Posted 02 July 2023 - 04:13 AM

 

There is an issue with the Paul Bunyan table in 10.8.  The ball in play lights on the apron do not light up as they should.  10.7.3 works fine.

There was an issue with some lights appearing as black blobs in some tables that was fixed in the most recent updates but you need to be a github member to access those newer builds. Give a more recent build a try. https://github.com/v...pinball/actions

 

 

Can't get more recent than 10.8.0-1271-71581f5, which is what I am using.



#354 wiesshund

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Posted 02 July 2023 - 04:29 AM

There is an issue with the Paul Bunyan table in 10.8.  The ball in play lights on the apron do not light up as they should.  10.7.3 works fine.

 

Can you link table?

 

It could be due to the way the lamps were used, table may need updated
because lamps have changed in 10.8


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#355 Rajo Joey

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Posted 02 July 2023 - 04:42 AM

There is an issue with the Paul Bunyan table in 10.8.  The ball in play lights on the apron do not light up as they should.  10.7.3 works fine.

There was an issue with some lights appearing as black blobs in some tables that was fixed in the most recent updates but you need to be a github member to access those newer builds. Give a more recent build a try. https://github.com/v...pinball/actions
 
Can't get more recent than 10.8.0-1271-71581f5, which is what I am using.

Well, you're not up to date on that. V1296 is currently the latest version and many bugs have been fixed since v1271.

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#356 djredick

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Posted 02 July 2023 - 04:45 AM

 

There is an issue with the Paul Bunyan table in 10.8.  The ball in play lights on the apron do not light up as they should.  10.7.3 works fine.

 

Can you link table?

 

It could be due to the way the lamps were used, table may need updated
because lamps have changed in 10.8

 

 

https://vpuniverse.c...-gottlieb-1968/


 

 

 

There is an issue with the Paul Bunyan table in 10.8.  The ball in play lights on the apron do not light up as they should.  10.7.3 works fine.

There was an issue with some lights appearing as black blobs in some tables that was fixed in the most recent updates but you need to be a github member to access those newer builds. Give a more recent build a try. https://github.com/v...pinball/actions
 
Can't get more recent than 10.8.0-1271-71581f5, which is what I am using.

Well, you're not up to date on that. V1296 is currently the latest version and many bugs have been fixed since v1271.

 

 

Took some digging but I found 1297.

 

Behavior is the same, 32-bit and 64-bit.  I never saw any black blobs though.

 

As an aside, other tables that use those apron lamps for BIP work fine with no issues, no not sure what is wrong with this one table.


Edited by djredick, 02 July 2023 - 05:14 AM.


#357 Mike DA Spike

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Posted 02 July 2023 - 05:17 AM

Weird behavior's with latest builds.

 

When I use for example Earthshaker  from bigus, and turn on the flex DMD, my FPS is dropping and is not in sync with my monitor)/ drops to 90-120 FPS. 

Disable FlexDMD works and keeps it on 144 FPS

this wasn't with older builds.

trying the new option "Sunchronisation mode" and put it on "Frame facing", gives an  error on the DX9 exe 

c9000401f0d044b38a4d2364fcda65ed.png

 

doing the same on GL version (VR disabled, just on screen):

with Vsync or  with "Frame facing" results in a crash of VP

7f1963eaf42a06ddabecae6a9345946e.png

 

When switching off the flex DMD, it is working, but still keeps the D3derr (also in GL) 

 

older version just worked and keeps the FPS to 144 FPS
used  rev 1294

 

EDIT: Playing JP's deeadpool with FlexDMD is running butter smooth with a constant of 144 FPS


Edited by Mike DA Spike, 02 July 2023 - 05:23 AM.

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#358 jpsalas

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Posted 02 July 2023 - 06:33 AM

 

 

There is an issue with the Paul Bunyan table in 10.8.  The ball in play lights on the apron do not light up as they should.  10.7.3 works fine.

 

Can you link table?

 

It could be due to the way the lamps were used, table may need updated
because lamps have changed in 10.8

 

 

https://vpuniverse.c...-gottlieb-1968/


 

 

 

There is an issue with the Paul Bunyan table in 10.8.  The ball in play lights on the apron do not light up as they should.  10.7.3 works fine.

There was an issue with some lights appearing as black blobs in some tables that was fixed in the most recent updates but you need to be a github member to access those newer builds. Give a more recent build a try. https://github.com/v...pinball/actions
 
Can't get more recent than 10.8.0-1271-71581f5, which is what I am using.

Well, you're not up to date on that. V1296 is currently the latest version and many bugs have been fixed since v1271.

 

 

Took some digging but I found 1297.

 

Behavior is the same, 32-bit and 64-bit.  I never saw any black blobs though.

 

As an aside, other tables that use those apron lamps for BIP work fine with no issues, no not sure what is wrong with this one table.

 

 

There are changes in the lights in VPX8, that's one of the reasons why I'm making some updates. Sometimes in VPX8 a halo light with a height will not be visible, and you need to put those lights on a wall or any other surface of that height. So a light with a halo height of 65 was visible in VPX7, but now it is not, and you need to put the light on a wall that's 65 units height, then you set the halo height to 0, since the lights in on a surface now which is 65 units height, and then the light will be visible. In short, many tables will need to be updated.

 

If all this sounded like gibberish :) then take a look at my VPX8 updates, and check the Gi lights on top of the plastics:   

Attached File  halo_light_in_AFM_VPX8.png   919.8KB   3 downloads

 

The surface 56h, is a wall, called 56h. The lights now are on that surface with a halo height of 0.

 

Is this a bug? Or if this something we used to do because it was a bug before and we simply exploit it :)


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

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#359 kiwi

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Posted 02 July 2023 - 06:45 AM

Or decrease the "Falloff Power", such as when it is used to light a post that moves up and down.



#360 Gravy

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Posted 02 July 2023 - 06:58 AM

 

 

 

There is an issue with the Paul Bunyan table in 10.8.  The ball in play lights on the apron do not light up as they should.  10.7.3 works fine.

 

Can you link table?

 

It could be due to the way the lamps were used, table may need updated
because lamps have changed in 10.8

 

 

https://vpuniverse.c...-gottlieb-1968/


 

 

 

There is an issue with the Paul Bunyan table in 10.8.  The ball in play lights on the apron do not light up as they should.  10.7.3 works fine.

There was an issue with some lights appearing as black blobs in some tables that was fixed in the most recent updates but you need to be a github member to access those newer builds. Give a more recent build a try. https://github.com/v...pinball/actions
 
Can't get more recent than 10.8.0-1271-71581f5, which is what I am using.

Well, you're not up to date on that. V1296 is currently the latest version and many bugs have been fixed since v1271.

 

 

Took some digging but I found 1297.

 

Behavior is the same, 32-bit and 64-bit.  I never saw any black blobs though.

 

As an aside, other tables that use those apron lamps for BIP work fine with no issues, no not sure what is wrong with this one table.

 

 

There are changes in the lights in VPX8, that's one of the reasons why I'm making some updates. Sometimes in VPX8 a halo light with a height will not be visible, and you need to put those lights on a wall or any other surface of that height. So a light with a halo height of 65 was visible in VPX7, but now it is not, and you need to put the light on a wall that's 65 units height, then you set the halo height to 0, since the lights in on a surface now which is 65 units height, and then the light will be visible. In short, many tables will need to be updated.

 

If all this sounded like gibberish :) then take a look at my VPX8 updates, and check the Gi lights on top of the plastics:   

attachicon.gif halo_light_in_AFM_VPX8.png

 

The surface 56h, is a wall, called 56h. The lights now are on that surface with a halo height of 0.

 

Is this a bug? Or if this something we used to do because it was a bug before and we simply exploit it :)

 

This is perhaps related to to a secondary issue that smilelikejoker raised/added to my bug report 585 regarding black lights (I don't think this secondary issue was fixed when the bug was closed but was regarding halos being too high and creating a cut off shadow effect). Basically if the halos are at the front of the table and the height setting is too high then they will get chopped off, or not visible at all. This perhaps needs to be explained in a separate bug report.

https://github.com/v...ment-1600518868

Also, read further down the bug report for a possible explanation from me.


Edited by Gravy, 02 July 2023 - 06:59 AM.

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