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The VP 10.7 beta thread


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#3801 teisen

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Posted 27 October 2022 - 12:29 PM

Hello everyone
 
yesterday I updated VPX + VPinMame + B2s on my machine to the latest versions...
 
basically overwritten the files
 
now I have a "rendering" problem for all tables... they don't load completely!
 
20221026_2016040.jpg
 
 
20221026_201703.jpg
 
does anyone have any idea what could be happening?
 
hugs

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#3802 jpsalas

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Posted 27 October 2022 - 12:37 PM

Did you download the official 10.7.2?

 

from here:

 

https://www.vpforums...&showfile=11572


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

 

vp.jpg

 

 


#3803 teisen

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Posted 27 October 2022 - 01:28 PM

Did you download the official 10.7.2?

 

from here:

 

https://www.vpforums...&showfile=11572

Yes JP was exactly this file that I downloaded... then extract it overlaying the old files.
 
I'll try to reinstall to see if that fixes it.

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#3804 kkvsc

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Posted 27 October 2022 - 01:42 PM

 

Hello everyone
 
yesterday I updated VPX + VPinMame + B2s on my machine to the latest versions...
 
basically overwritten the files
 
now I have a "rendering" problem for all tables... they don't load completely!
 
20221026_2016040.jpg
 
 
20221026_201703.jpg
 
does anyone have any idea what could be happening?
 
hugs

 

 

DX version Same problem in 10.8.0 beta,but GL version can work well,
 so I tried upgrading the graphics driver, Re-register Plugins ,Almost all the programs were reinstalled,
then dx and GL version both work well now, just GL ver interactive edit table no Parameter text on playfield,
The beta version has a lot of issues to solve,Try with caution.


#3805 kiwi

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Posted 28 October 2022 - 11:52 AM

Are the "normals" all oriented outwards?



#3806 teisen

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Posted 28 October 2022 - 12:27 PM

Hello
 
really something went wrong with the VPX file overlay... even reinstalling VPX I still have the above rendering problem...
 
I think I will have to start with the installation of 0    :wimper:

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#3807 Thalamus

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Posted 28 October 2022 - 12:42 PM

 

Are the "normals" all oriented outwards?

no ideas ?   I don't know 

 

Wrong facing normals will not show. Simple as that. Download blender, it is free and look at the object there. Blender can also, fix them.


 

Hello
 
really something went wrong with the VPX file overlay... even reinstalling VPX I still have the above rendering problem...
 
I think I will have to start with the installation of 0    :wimper:

 

Why don't you just download any of the older "minimal" releases, and only extract VPinball.exe - if you still has issues, well, then at least you know that it is not 10.7.2 fault. Better, just call it pr. example VPinball1071.exe and test with that one. It should not be a problem putting any older *.exe into the VPinball folder. At least that is what the devs are trying for, and it is also why you can run VP921.exe - VP955.exe etc - without issues.

 

Newer ones, like from github, brace youself, and expect troubles.


Edited by Thalamus, 28 October 2022 - 12:45 PM.

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#3808 kiwi

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Posted 28 October 2022 - 04:11 PM

Exactly, it depends on the angle of the rotation,

if you look from the side where the normals are right the object is visible, on the contrary it becomes invisible.



#3809 wiesshund

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Posted 29 October 2022 - 04:40 AM

 

Hello
 
really something went wrong with the VPX file overlay... even reinstalling VPX I still have the above rendering problem...
 
I think I will have to start with the installation of 0    :wimper:

 

 

the only thing that survives a reinstall

is your registry.

Only thing i can think of
back it up, then delete it, then retest.


depending on the angle of rotation, the object becomes transparent

 

vv0.jpg vv1.jpg

 

directions are good

 

vv3.jpg

 

Need normals facing visible side
make 2 thin walls, stuck together
set all visible faces to normals

 

i think that will stop that


Edited by wiesshund, 29 October 2022 - 04:42 AM.

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#3810 wiesshund

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Posted 29 October 2022 - 06:33 PM

is there an instruction for fall through (kicker)  ?

In what aspect?
the vpx object itself?

Handle like a normal kicker, aside from the part that it wont be kicking anything.
ball just drops through it to the surface below


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#3811 toxie

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Posted 30 October 2022 - 04:14 PM

were there some posts deleted? cannot see fripounets original questions?!?


Not sure if this has been covered yet, my entry from today page 6 on v10.7.2 minimal release; issues with table script LINE 1 "Index Was Out of Range". Has someone addressed this or am I doing something dumb ?

https://www.vpforums...0#commentsStart

 

vpx10_t.png

vpx100_t.png

Did you install also the new scripts?


Thanks for all the work put into this!!

It is appreciated!!

Quick question...

Does the VPX 10.7.2 All-In-One Installer include the new B2S Backglass Server program v1.3.1.1?

Found here..

https://www.vpforums...&showfile=12553

 

Thanks again!!

With your help, Visual pinball is like a fine wine!!

It just gets better with age!!

 

Thanks! Same goes for the community, its the driving force to drive development further..

And yes, 1.3.1.1 is included.
 



#3812 vogliadicane

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Posted 31 October 2022 - 06:44 PM

 

 

GL can also be used for desktop/cab, thats the cool part. On some setups (maybe Intels new GFXboards??) this may be even faster than DX9.

 

Hmmm... I wonder if desktop/cab GL mode might help with an odd problem with regards to the 3D anaglyph rendering of transparent surfaces? The current issue is that everything that is viewed through/below/underneith a transparent surface (ramps, plastics etc) only has the same visually apparent 3D depth as the transparent surface itself (everything under the transparency appears to look like it is simply textured onto the transparency).
 

 

I think the reason for your experiences is: In some and many newer tables, surfaces were first rendered in Blender (or so). Surfaces are actually "simply textured onto the transparency" to look real (in 2D). Means, there is NO transparency on surface textures at all and so, the stuff below cannot be rendered in real 3D no matter, what method. Flupper's tables are a good example for it. Don't get me wrong, I adore Flupper's work A LOT...

 

If you take my Fathom table https://www.vpforums...&showfile=12749

 

I used "real" tranparency for the surface textures. There's a big area at the upper left and with F6 camera view, changing inclination, you can clearly see, that stuff below is rendered correctly, with inbuilt VPX anaglyph and surely also with shader or whatever. Or also to see, if a ball rolls below it...

 

So, my statement: 3d (anaglyph or whatever) works in VPX, if there are real transparencies in the textures.

 

Taken together it is a choice between Cholera and Pest, what method to use. I'll use my oldfashioned method for future projects, cause:

 

1. It complies 3D

2. I don't have any idea, how to use all those 3D rendering stuff (I just politely ask Schreibi/Schlabber for help).



#3813 kiwi

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Posted 31 October 2022 - 07:00 PM

primitive 52 has special properties?

can we replace it with one that has undergone Boolean operations ?

 

why the color inside the holes is not gray like the one on the left?

 

hh.jpg

To have holes in the playfield, you need to create a mesh like in the "Full Exanple table", and name it "playfield_mesh".

 

On the outside of the table, any perforated object is fine, nothing special is needed.



#3814 Gravy

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Posted 01 November 2022 - 02:59 AM

 

 

 

GL can also be used for desktop/cab, thats the cool part. On some setups (maybe Intels new GFXboards??) this may be even faster than DX9.

 

Hmmm... I wonder if desktop/cab GL mode might help with an odd problem with regards to the 3D anaglyph rendering of transparent surfaces? The current issue is that everything that is viewed through/below/underneith a transparent surface (ramps, plastics etc) only has the same visually apparent 3D depth as the transparent surface itself (everything under the transparency appears to look like it is simply textured onto the transparency).
 

 

I think the reason for your experiences is: In some and many newer tables, surfaces were first rendered in Blender (or so). Surfaces are actually "simply textured onto the transparency" to look real (in 2D). Means, there is NO transparency on surface textures at all and so, the stuff below cannot be rendered in real 3D no matter, what method. Flupper's tables are a good example for it. Don't get me wrong, I adore Flupper's work A LOT...

 

If you take my Fathom table https://www.vpforums...&showfile=12749

 

I used "real" tranparency for the surface textures. There's a big area at the upper left and with F6 camera view, changing inclination, you can clearly see, that stuff below is rendered correctly, with inbuilt VPX anaglyph and surely also with shader or whatever. Or also to see, if a ball rolls below it...

 

So, my statement: 3d (anaglyph or whatever) works in VPX, if there are real transparencies in the textures.

 

Taken together it is a choice between Cholera and Pest, what method to use. I'll use my oldfashioned method for future projects, cause:

 

1. It complies 3D

2. I don't have any idea, how to use all those 3D rendering stuff (I just politely ask Schreibi/Schlabber for help).

 

I've think that even with real transparency there is still an issue with anaglyph rendering. This is at least evident in the depthmap view of your Fathom table from within Superdepth3D/Reshade. Notice in the attached image that no depth data is visible underneath your transparent plastics (only in the areas where you have cut a hole through).

I don't think there is a way to show a similar greyscale depthmap in VPX inbuilt anaglyph mode, but from what I can see by eyeballing the inbuilt anaglyph results it still suffers from the same problem.

I'm trying to get my head around how it would even be possible to have a transparency that works correctly but hopefully it is. I think I might ask the Superdepth coder to see what he thinks.

Attached Files


Edited by Gravy, 01 November 2022 - 03:04 AM.

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#3815 toxie

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Posted 01 November 2022 - 08:32 AM

Just wait until VPX 10.8 GL/VR is stable again (or get an older VPVR) build. There the anaglyph rendering is using 'real' stereo 3D, while VPX just uses postprocessing to generate stereo 3D.



#3816 Gravy

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Posted 01 November 2022 - 09:58 AM

Just wait until VPX 10.8 GL/VR is stable again (or get an older VPVR) build. There the anaglyph rendering is using 'real' stereo 3D, while VPX just uses postprocessing to generate stereo 3D.

Yeah vbousquet did mention that GL version should fix the transparency issue so that's great news.


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#3817 teisen

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Posted 01 November 2022 - 12:40 PM

 

 

Are the "normals" all oriented outwards?

no ideas ?   I don't know 

 

Wrong facing normals will not show. Simple as that. Download blender, it is free and look at the object there. Blender can also, fix them.


 

Hello
 
really something went wrong with the VPX file overlay... even reinstalling VPX I still have the above rendering problem...
 
I think I will have to start with the installation of 0    :wimper:

 

Why don't you just download any of the older "minimal" releases, and only extract VPinball.exe - if you still has issues, well, then at least you know that it is not 10.7.2 fault. Better, just call it pr. example VPinball1071.exe and test with that one. It should not be a problem putting any older *.exe into the VPinball folder. At least that is what the devs are trying for, and it is also why you can run VP921.exe - VP955.exe etc - without issues.

 

Newer ones, like from github, brace youself, and expect troubles.

 

 

 

 

 

Are the "normals" all oriented outwards?

no ideas ?   I don't know 

 

Wrong facing normals will not show. Simple as that. Download blender, it is free and look at the object there. Blender can also, fix them.


 

Hello
 
really something went wrong with the VPX file overlay... even reinstalling VPX I still have the above rendering problem...
 
I think I will have to start with the installation of 0    :wimper:

 

Why don't you just download any of the older "minimal" releases, and only extract VPinball.exe - if you still has issues, well, then at least you know that it is not 10.7.2 fault. Better, just call it pr. example VPinball1071.exe and test with that one. It should not be a problem putting any older *.exe into the VPinball folder. At least that is what the devs are trying for, and it is also why you can run VP921.exe - VP955.exe etc - without issues.

 

Newer ones, like from github, brace youself, and expect troubles.

 

 

Hello everybody!
 
Just to give some feedback, regarding the rendering problem after upgrading to VPX7.2 version... I went back to using VPX7 version and the problem disappeared!
 
but now I have that old problem of messages that warn that new tables may have problems when being opened with the old version of VPX
 
Any tips on what to do to be able to use the latest version?

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#3818 Thalamus

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Posted 01 November 2022 - 01:44 PM

@teisen : Not really. There is a micro chance that any of the builds I suggested in this thread will work, but, I would not have high hopes. Please see a few pages back.


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#3819 smaugdragon

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Posted 01 November 2022 - 05:47 PM

Upgrading always makes folks nervous, so I documented my upgrade with step by step instructions if this is helpful to anyone.

https://youtu.be/JYdzqQA9Htg


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#3820 worker

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Posted 02 November 2022 - 06:34 AM

After the update (vpx 10.7.2 final and vpm 3.5) I noticed that Super Mario Brothers doesn't start. It's referring to a ROM error as if I'm using an incorrect ROM file. It worked fine with previous vpx versions. The ROM directory contains both smb.zip and smb3.zip. The package containing the pre-nv files has copied to the right place, the smb.vbs file is also in the script folder. I tried deleting the nv ram, downloading the vpx and ROM files again, but the error persists.
Currently, only the smb2.zip ROM is willing to load and work properly.
Since it worked correctly before with the smb3 ROM and besides me, two other friends of mine also have the same error since we updated to 10.7.2, I think the error is in the vpx.
Anybody else have this error since updated to 10.7.2?