Jump to content



Photo
* * * * - 10 votes

The VP 10.4 beta thread


  • Please log in to reply
740 replies to this topic

#381 DuMichAuch

DuMichAuch

    Hobbyist

  • Members
  • PipPip
  • 28 posts

  • Flag: Germany

  • Favorite Pinball: Tron Legacy, Black Hole, CFTBL

Posted 03 October 2017 - 12:39 PM

For Taito Tables you have to went back to the old taito.vbs, too...


Edited by DuMichAuch, 03 October 2017 - 05:17 PM.


#382 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 03 October 2017 - 04:22 PM

yeah, sorry, a last minute change (of course untested) was responsible for this, fix is in..  :/



#383 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 03 October 2017 - 05:32 PM

rev3235 is up

 

- vbs scripts should work again now
- Sound Manager: remove *BG* from the file name, instead toggle Table/Backglass in the output column


#384 GInsonic

GInsonic

    Enthusiast

  • Platinum Supporter
  • 188 posts

  • Flag: Austria

  • Favorite Pinball: Addams Family

Posted 03 October 2017 - 05:36 PM

Great, thanks for all guys!

#385 DJRobX

DJRobX

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 941 posts
  • Location:Valencia, CA

  • Flag: United States of America

  • Favorite Pinball: F14 Tomcat

Posted 06 October 2017 - 09:08 PM

Weird problem: On my laptop (mac with ATI video/parallels), VPX will not display lights on the backdrop.    I've never really noticed this until now because I'm trying to display the score on a segment display for Fire!.   The new Class of 1812 VPX also has the issue.    

 

Internal DMD rendering on the backdrop on DMD tables works perfectly fine, and the table lights all work fine.  I've tried various options (alternative depth buffer, true fullscreen, windowed, etc) and none seem to make a difference. 

 

It does work correctly on my cab, so it's probably something video driver specific, but it's just odd because I've never seen an issue with table lights.  :) 


Edited by DJRobX, 06 October 2017 - 09:09 PM.


#386 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 06 October 2017 - 09:48 PM

most of the backdrop code uses some 'semi-official' way of rendering things via DX9 (e.g. most drivers (=most AMD and NVIDIA ones) get this done, but Intel ones for example fail).

the backdrop rendering code itself needs to be badly rewritten in that aspect but this was always delayed for when multi-monitor support, etc would happen as then it would have to be changed anyway.. :/



#387 DJRobX

DJRobX

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 941 posts
  • Location:Valencia, CA

  • Flag: United States of America

  • Favorite Pinball: F14 Tomcat

Posted 07 October 2017 - 04:37 AM

The decals and backdrop itself render fine, just not the lights.  It's like they don't exist.   So weird... :)



#388 DJRobX

DJRobX

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 941 posts
  • Location:Valencia, CA

  • Flag: United States of America

  • Favorite Pinball: F14 Tomcat

Posted 07 October 2017 - 04:53 AM

*Edit* forum posted response to wrong board :(


Edited by DJRobX, 07 October 2017 - 04:54 AM.


#389 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,321 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 07 October 2017 - 07:06 PM

 

rev3235 is up

 

- vbs scripts should work again now
- Sound Manager: remove *BG* from the file name, instead toggle Table/Backglass in the output column

 

 

I just wanted to say that this build is quite stable. I had a few crashes, but I guess it was because I opened/run a VP9 table several times while I was editing. I have not had a single crash while selecting with the mouse, thanks! :)


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


#390 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 07 October 2017 - 10:08 PM

 

 

rev3235 is up

 

- vbs scripts should work again now
- Sound Manager: remove *BG* from the file name, instead toggle Table/Backglass in the output column

 

 

I just wanted to say that this build is quite stable. I had a few crashes, but I guess it was because I opened/run a VP9 table several times while I was editing. I have not had a single crash while selecting with the mouse, thanks! :)

 

Thanks for the feedback. Let's hope we resolved most of these bugs :)



#391 BorgDog

BorgDog

    We come in peace.. shoot to kill.. shoot to kill.

  • Members
  • PipPipPipPip
  • 1,427 posts
  • Location:Leavenworth, WA

  • Flag: United States of America

  • Favorite Pinball: Alien Star, TNA



Posted 08 October 2017 - 07:02 PM

It came up in a conversation regarding the enable mechanical plunger button on a plunger object.  I believe it's been brought up before, but is there any reason why this button would not be checked?  I don't think it has any impact if you don't have a mechanical plunger, and if you have one you definitely want it checked.  If you add a new plunger object now it is not checked, can we at a minimum have that checked by default, and if there really is no reason to not have it checked lets just remove that button and have mechanical plunger always enabled in the code.

 

Thanks.



#392 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 08 October 2017 - 07:24 PM

I do not know enough about the implications, and i also do not remember the exact outcome of the previous discussions.. :/

Anybody knows what the state was back then?


The decals and backdrop itself render fine, just not the lights.  It's like they don't exist.   So weird... :)

 

Backdrop is 'safe' code, the decals i do not remember, but the backdrop lights definetly used the 'not-so-standard-conform' DX9 code..



#393 flupper1

flupper1

    Enthusiast

  • Members
  • PipPipPip
  • 464 posts
  • Location:Netherlands

  • Flag: Netherlands

  • Favorite Pinball: Visual Pinball

Contributor

Posted 08 October 2017 - 07:44 PM

I have been at it all day, and no crashes anymore for me!  :tup:



#394 DJRobX

DJRobX

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 941 posts
  • Location:Valencia, CA

  • Flag: United States of America

  • Favorite Pinball: F14 Tomcat

Posted 09 October 2017 - 03:58 PM

I believe it's been brought up before, but is there any reason why this button would not be checked?

 

 

You may have other plunger objects on the table that you do not want the mechanical plunger to affect...



#395 sliderpoint

sliderpoint

    Pinball Fan

  • Members
  • PipPipPipPip
  • 760 posts
  • Location:Spokane, WA

  • Flag: United States of America

  • Favorite Pinball: Metallica

Posted 10 October 2017 - 03:44 AM

They could be disabled for those. I think he just means, by default it should be on. How often are they used in other areas?  They could be used a lot more if they could have the direction changed.

 

I would also like to suggest that 'primitives' NOT be collidable by default.

 

-Mike



#396 nFozzy

nFozzy

    Pinball Fan

  • Members
  • PipPipPipPip
  • 553 posts

  • Flag: ---------

  • Favorite Pinball: Pinbot

Posted 10 October 2017 - 04:10 AM

Might be a bug too, 'set as default' doesn't work with primitive objects



#397 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 10 October 2017 - 10:25 AM

I get crashes with the latest release when opening the sound manager and reimporting a new sample. Sometimes it works, sometimes it crashes when importing a second one...



#398 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 10 October 2017 - 10:52 AM

Might be a bug too, 'set as default' doesn't work with primitive objects

What exactly doesn't work?

#399 nFozzy

nFozzy

    Pinball Fan

  • Members
  • PipPipPipPip
  • 553 posts

  • Flag: ---------

  • Favorite Pinball: Pinbot

Posted 10 October 2017 - 11:00 AM

Set as Default makes any object settings the new default for that object type. Doesn't work with primitives objects, so they always start with 100/100/100 scale with collidable physics on.



#400 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 10 October 2017 - 12:10 PM

You're right. Is fixed in the next update.