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The road to VP10
Started By
fuzzel
, Apr 30 2014 06:11 AM
834 replies to this topic
#361
Posted 06 August 2014 - 01:15 PM
Hello again. Thanks for the answer. So, you make testing on thread like this. It's cool, since everyone can contribute. At same time, sequential post can become difficult to track.
I will take a try too.
I will take a try too.
Patrickfx
Canada, Quebec
I should play sometimes, not just configure my Pinball !!!
Canada, Quebec
I should play sometimes, not just configure my Pinball !!!
#362
Posted 06 August 2014 - 01:41 PM
Previously we always had a separate thread for alpha/beta versions. As i saw that fuzzel hijacked the thread before to release some early tests, i decided to do the same for this 64bit compile. Maybe not too wise, but vpforums-people are usually aware nowadays about such pre-alpha releases.
The good news though are that i now have a 64bit version on my 64bit dev machine that actually works (except for compiling/running the script stuff, there i need external help as i don't know nothing about all the wizardry there). ![]()
Here is the first real test:
Attached Files
Edited by toxie, 06 August 2014 - 01:50 PM.
#364
Posted 06 August 2014 - 04:47 PM
As said: if some dev could help me out with finding out why the script stuff doesn't work (i bet its really really simple COM knowledge, but i myself don't want to touch this stuff at all if somehow possible).. If that works, VPM-64bit will be the next issue though.. ;(
#367
Posted 07 August 2014 - 01:42 AM
here is a quick (and for now untested, as i only have 32bit systems at home :/) 64bit build of current VP10, so for the brave of you that wanna try this:
EDIT: please rename the scilexer64.dll in there to scilexer.dll
Renamed Scilexer64.dll and copied all files to Visual Pinball directory on a Win 8.1 - 64 bit, ran as administrator, got a App wouldn't start correctly 0xc0150002 error. VP 990a also won't load with these Dll's.
Copied old scilexer and Freeimage dll's back and 990a runs OK, but v10 will not.
Rich
PS: I also renamed Vpinball.exe to vpinballv10alpha.exe
Will this version create a new branch in the registry like v99 did?
This is from my application event log:
Activation context generation failed for "D:\vpin\Visual Pinball\FreeImage.dll". Dependent Assembly Microsoft.VC90.OpenMP,processorArchitecture="amd64",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="9.0.21022.8" could not be found. Please use sxstrace.exe for detailed diagnosis.
And the system event log:
<Data Name="Caption">vpinball.exe - Application Error</Data>
<Data Name="Message">The application was unable to start correctly (0xc0150002). Click OK to close the application.</Data>
</EventData>
</Event>
Edited by RYSr, 07 August 2014 - 01:47 AM.
#368
Posted 07 August 2014 - 01:58 PM
One more call for help (before i give up
), maybe some experienced windows dev that lurks on VP might be able to help:
The 64bit script problem boils down to not being able to get CoCreateInstance working for VBScript (CLSID = B54F3741-5B07-11cf-A4B0-00AA004A55E8), with the error: Class not registered, 0x80040154 (REGDB_E_CLASSNOTREG)).
So somehow the 64bit support with VBScript does not work (just in VP? or even in general?). I searched the net all over the place, but without much success.
But then again i also don't know nothing about all the stuff that goes on there in VP or with VBScript in general. :/
#369
Posted 07 August 2014 - 02:54 PM
Just my two cent hope this help
http://www.codeproje...teredpluserrorp
One more call for help (before i give up
), maybe some experienced windows dev that lurks on VP might be able to help:
The 64bit script problem boils down to not being able to get CoCreateInstance working for VBScript (CLSID = B54F3741-5B07-11cf-A4B0-00AA004A55E8), with the error: Class not registered, 0x80040154 (REGDB_E_CLASSNOTREG)).
So somehow the 64bit support with VBScript does not work (just in VP? or even in general?). I searched the net all over the place, but without much success.
But then again i also don't know nothing about all the stuff that goes on there in VP or with VBScript in general. :/
#370
Posted 07 August 2014 - 03:57 PM
Thanks, but unfortunately that didn't help..
But anyhow, i figured it out the hard way (debugging hell) now.. ![]()
So we have a (hopefully) complete 64bit VP now.. ![]()
EDIT: and again, for the brave of you, here is an early alpha version to test. Note that this version could potentially be very buggy, for example when saving/reloading files, so please don't use it for producing tables yet, but please test it like you would be producing tables
, so that i can iron out potential bugs early on.
If you decide to copy the files into the same folder as the normal 32bit VP you already have, then you have to overwrite the dlls in there!
Later-on, if you wanna use normal 32bit VP again, then please copy the dlls again from the 9.9.0 (or whatever you are using) install or from a backup you created before overwriting the dlls!
Please also test the following:
I'm interested how it works with VPM (does it work at all? couldn't test here quickly, and as said, at home i only have 32bit windows
) and how tables with mp3 music work for you (especially if you choose different speaker/soundcards in the sound setup).
Attached Files
Edited by toxie, 07 August 2014 - 04:59 PM.
#371
Posted 07 August 2014 - 05:29 PM
Thanks! I gave it a try on my pincab (Win 7, 64bit, run as administrator).
Unfortunately, while loading a VPM-Table I get this error:
When I load an old table without VPM (Abra cadabra) it loads, but the table doesn't really fit on the monitor (Video-settings are ok).
Greets
#373
Posted 07 August 2014 - 08:06 PM
Thanks! I gave it a try on my pincab (Win 7, 64bit, run as administrator).
Unfortunately, while loading a VPM-Table I get this error:
When I load an old table without VPM (Abra cadabra) it loads, but the table doesn't really fit on the monitor (Video-settings are ok).
Thanks.. I feared already that VPM wouldn't work, after all its a 32bit dll (but i had a bit of hope that ActiveX would magically take care somehow).. :/
So i guess at some point its time to make VPM 64bit ready, too (including the switch to DX9)..
As for the resolution problem: I'll look into it..
I apologize if I missed your response but does this use it's own registry location so that testing it does not affect current vp install?
Not yet, i'll change that..
#375
Posted 10 August 2014 - 04:59 AM
Quick question about walls.
Do the friction , elasticity, etc properties apply just to the sides or to the top as well.
Reason I'm asking is I was playing with a physics mod of monster bash and I noticed the physics were a little hookey. Mb has an elevated playfield so I wondered how these settings effect the ball.
Maybe could it be possible to add a set as playfield check box to walls _which would allow them to take on the global playfield properties you can set on the backdrop options panel
Do the friction , elasticity, etc properties apply just to the sides or to the top as well.
Reason I'm asking is I was playing with a physics mod of monster bash and I noticed the physics were a little hookey. Mb has an elevated playfield so I wondered how these settings effect the ball.
Maybe could it be possible to add a set as playfield check box to walls _which would allow them to take on the global playfield properties you can set on the backdrop options panel
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#376
Posted 10 August 2014 - 02:32 PM
I almost sure that the settings on the backdrop affects not only the playfield but also the top of the walls. The settings you add to the walls properties only affects the sides of the walls. So they are already "global". Just do a simple test, that should be easy for you.
Edited by jpsalas, 10 August 2014 - 02:32 PM.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#377
Posted 10 August 2014 - 05:16 PM
Quick question about walls.
Do the friction , elasticity, etc properties apply just to the sides or to the top as well.
Reason I'm asking is I was playing with a physics mod of monster bash and I noticed the physics were a little hookey. Mb has an elevated playfield so I wondered how these settings effect the ball.
Maybe could it be possible to add a set as playfield check box to walls _which would allow them to take on the global playfield properties you can set on the backdrop options panel
I would think that it affects the whole wall. Just not many people have had a reason to test out top end elasticity. ![]()
I could have been smart, but I never learned anything by being smart!
#378
Posted 13 August 2014 - 05:52 AM
I just want to add my two cents about the ball spin in the updated physics. I've previously said that the ball spin is perhaps too much and it was suggested that I can always change the table friction to modify. That's all fine but I also did some more real world testing across two tables that a mate just purchased.
He had a reasonable condition Playboy 78 and a really tired Stringray. What I thought was interesting is that the Stringray had crazy ball spin and would also do a few extra moves as it spun against the very worn grooves around some play field lights. Other than the extra movement around the grooves I felt that the spin on the Stingray was very similar to the new physics default spin. The Playboy however was much more subtle as the condition of the table was much better but by no means near a new table. These observations were consistent throughout the evening of playing both tables.
The vp physmod which I gather is being incorporated into vp10 seems to have default ball spin set like the tired Stringray machine which is great for that sort of old tired table but not for a new or good condition table. Given that the majority of table releases are released as 'new tables' or at least very good condition it would seem to make sense to have the 'default' spin being more in line with a good condition table. If people want more spin to reflect a worn or tired table then they could adjust the table surface to suit. Otherwise we have default ball spin on what looks like good tables acting like a bad table.
Hope that makes sense and hopefully the default ball spin behaviour is dialled back a bit to accommodate these real-world observations.
#379
Posted 13 August 2014 - 07:24 AM
You probably have to see to what dll that clsid key is attached, by opening that key in the registry. It may refer to a typelib that is linked to a dll. Then re-register the dll using :One more call for help (before i give up
), maybe some experienced windows dev that lurks on VP might be able to help:
The 64bit script problem boils down to not being able to get CoCreateInstance working for VBScript (CLSID = B54F3741-5B07-11cf-A4B0-00AA004A55E8), with the error: Class not registered, 0x80040154 (REGDB_E_CLASSNOTREG)).
So somehow the 64bit support with VBScript does not work (just in VP? or even in general?). I searched the net all over the place, but without much success.
But then again i also don't know nothing about all the stuff that goes on there in VP or with VBScript in general. :/
cd \windows\syswow64
regsvr32 c:\filename.dll
Edited by FreeMason, 13 August 2014 - 07:27 AM.



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