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The VP 10.7 beta thread


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#361 toxie

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Posted 20 May 2020 - 12:09 PM

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?

 

There are only the screen space reflections at the moment which just give some kind of illusion of a reflection, but also not super bad.


Oh, and of course, my future vision (as i mentioned multiple times before) is still a 100% fully ray traced pinball table with full dynamic lighting, which is not that far off nowadays, but first the tech/API(s) has to mature a bit (also the consoles will come into play there) and supported gfx cards need to be more common (i.e. AMD and Intel).

But then it will be a pleasure to implement this  ;)


 

 

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.

 

I think that happens if the table was started via -Play and then the next time VPX was started "regular", so a bug for @Fuzzel  ;)


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.

Also, @Fuzzel to the rescue, please!



#362 fripounet

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Posted 20 May 2020 - 01:01 PM

we will have the volumetric lights ? with source and target

and a little "particle system" (light) , including sparks


Edited by fripounet, 20 May 2020 - 01:52 PM.


#363 fuzzel

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Posted 20 May 2020 - 01:34 PM


I think that happens if the table was started via -Play and then the next time VPX was started "regular", so a bug for @Fuzzel  ;)


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.

Also, @Fuzzel to the rescue, please!

 

at your service :D
 



#364 Rawnei

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Posted 20 May 2020 - 01:38 PM

we will have the volumetric lights ? with source and target

and a particle system, including sparks

Yes as soon as you convert VP to DX12 fripounet all those things will be available. :dblthumb:

 

I think you can answer all those graphical feature questions with the same answer. :P



#365 fripounet

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Posted 20 May 2020 - 01:55 PM

@ rawnei nothing ventured, nothing gained  ))

who knew that vr with vp was possible 10 years ago

 

or vulkan  https://github.com/p.../ParticleSystem

 

ParticleSystem.png

 

because apparently the devs will migrate to vulkan...??? (so no need to have windows 10)


Edited by fripounet, 20 May 2020 - 02:27 PM.


#366 toxie

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Posted 20 May 2020 - 02:29 PM

we will have the volumetric lights ? with source and target

and a little "particle system" (light) , including sparks

still don't think so. also still no winamp visualizer support. cause both does not make sense for pinball.


 

we will have the volumetric lights ? with source and target

and a particle system, including sparks

Yes as soon as you convert VP to DX12 fripounet all those things will be available. :dblthumb:

 

I think you can answer all those graphical feature questions with the same answer. :P

 

If at some point, maybe rather Vulkan? Also given the efforts from Caligula? And there are by now some nice wrappers to get one started more easily when transitioning from GL -> Vulkan

Don't think that exists for DX9 -> DX12  ;)



#367 toxie

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Posted 20 May 2020 - 02:52 PM

..or wait, what the hell is this: https://devblogs.mic...e-interop-apis/

It could at least be a nice vehicle to get some modern stuff into VPX, without breaking older setups, lol..



#368 rascal

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Posted 20 May 2020 - 02:55 PM

Hey is that animated gif feature ready yet? How about dual screens? Just kidding, love you guys!

https://media.giphy....fy32o/giphy.gif

 

Take a break. How does 5 minutes sound?


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#369 Rawnei

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Posted 20 May 2020 - 04:19 PM

@ rawnei nothing ventured, nothing gained  ))

who knew that vr with vp was possible 10 years ago

Well Caligula ported VP to OpenGL, so essentially same thing I was saying. ^_^

 

My point is that you are asking for features not available with DX9, so as long as it's DX9 the answer will be no, the future is a different story!

 

If at some point, maybe rather Vulkan? Also given the efforts from Caligula? And there are by now some nice wrappers to get one started more easily when transitioning from GL -> Vulkan

 

Don't think that exists for DX9 -> DX12  ;)

 

I'm all for Vulkan was just using that as an example. ;)



#370 Slydog43

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Posted 20 May 2020 - 07:10 PM

Any way VPX can allow POV or HAT input instead of just 1-32 buttons assigned to keys.  I have a strange setup on a control panel that can be used in android and windows.  I have strange button assignments because Pinball FX2/3 are very limiting in their button assignments.  Right now I use Joy2Key for VP but would like to eliminate it.  ie have joystick up direction assigned to flipper button.   Thanks devs for all your awesome work.



#371 supered

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Posted 20 May 2020 - 08:23 PM

No Vulcan please ;-).......many “older” Nvidia DX12 cards don’t support Vulcan, like my GTX650.......

But let’s move this discussion to another thread, this thread is for vpx10.7 testing.

And yes, I am guilty too asking for reflections on the pincab sides in this thread. I am sorry for that.

Regards
Ed


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#372 trizoneGB

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Posted 21 May 2020 - 12:32 AM

On beta pinMAME3.3 and vpx10.7 and the music and sound effects arent working on Dr Who but the mechanical sounds are still working, any idea what that could be? Thanks in advance fellas!



#373 Carny_Priest

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Posted 21 May 2020 - 05:07 AM

Sound rom was updated. Redownload dw_l2 from VPU.



#374 arngrim

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Posted 21 May 2020 - 08:48 AM

I have recently bought a 32:9 pc screen that is capable to display a 3840*1080 resolution, this is awesome for confort work :)

 

I would like to have vp windowed at 1920*1080 to have the bg at the second part of the screen, but the window resolution is max 1280*960.

 

Is this limitation hardcoded from vp?



#375 toxie

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Posted 21 May 2020 - 09:35 AM

Yes, stupid legacy code. Will add more resolutions.

 

Let me know if that works for you then with the next build.


Edited by toxie, 21 May 2020 - 09:41 AM.


#376 makmak

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Posted 21 May 2020 - 10:07 AM

I discovered something strange in 10.6: whats wrong with this command?

"lightSeqDrainCenter.Play SeqDownOn, 40,1" its called when the ball drains. Sometimes vpx crashes and shows an error in this line (nothing else in this line).

Only in very rare occasions and my impression is, it happens if the ball is very very fast only. I have similar commands for side drains, there it has never happened (maybe because the ball is always slowed down there)

 

Something else strange effect: if you hav a DOF command that is not defined inside the sub "rotatelanelights" then it happens the rotating of lights does not work correct sometimes; took ma ages to find out (had a "DOF910, DOFOn" inside the sub, but DOF910 did not exist to that time)

 

cheers , have a nice (fathers ) day ;-)



#377 fripounet

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Posted 21 May 2020 - 08:14 PM

Abscissa impossible to go beyond 999

 

 

l0.jpg



#378 toxie

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Posted 21 May 2020 - 08:35 PM


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.

 

Next build will have a GetMaterial and GetMaterialPhysics with all the parameters. Please test and let me know if it works as intended.


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

 

As i know close to nothing about VBS, COM and everything related. i don't know if this is really possible. But PlaySound is also a bit special, as it will just use default values for everything omitted, which is not the same as reusing existing material parameters.



#379 Steely

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Posted 21 May 2020 - 08:44 PM

This will help alot !, Will test it out, Thanks Toxie


Edited by Steely, 21 May 2020 - 08:45 PM.


#380 fuzzel

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Posted 23 May 2020 - 04:46 PM

rev4131 is up:

 

- fix exclusive fullscreen not closing (works but player window closes delayed)
- fix some tab orders
- add GetMaterial to the globals (counterpart to UpdateMaterial) add GetMaterialPhysics to the globals (counterpart to UpdateMaterialPhysics) see commandReference.txt
- add more highres modes for windowed
- rework debugger dialog and fix lights/material debug dialog fix asking twice for saving table on closing VPX
- convert debugger dialog to C++
- rework player window handling to use proper Win32++ API

- update AO calculation
- Add possibility to selectively disable B2S by setting new variable "B2SOff=True" (by mfuegemann) controller.vbs and core.vbs
- fix closing editor if VPX was started with '-play' command line option
- optimize internal image handling especially with really huge images
- only load/generate GDI/UI version of texture if table not played from command line (i.e. never needed then)
- use stb_image instead of FreeImage for JPEG decompression, as it's 1.5 to 3 times faster (due to SSE2 opts)
- avoid an additional image copy, if already in correct pixel format
- make image raw size better human readable (image manager)
- ask user for saving changes while closing a table

Update:

A word about exiting exclusive fullscreen: ony my system when quitting the player the window closes after some seconds of waiting. Maybe your have to wait long or less on your system so please test this. It could be also the case that the screen won't close at all but it's unclear why that happens.


Edited by fuzzel, 23 May 2020 - 04:55 PM.