Jump to content



Photo
* * * * * 7 votes

The VP 10.5 beta thread


  • Please log in to reply
1031 replies to this topic

#381 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 16 March 2018 - 07:26 AM

crash.dmp can be pretty large depending what else is running on your system. The error handler tries to dump the whole process with all available memory so someone can analyze the crash situation as good as possible.



#382 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 16 March 2018 - 09:37 AM

Small bit of testing gives me this. Crashes when it's turned off in the video options and enabled in the table options.

Works fine when enabled in video options and set to default or on in table options.

Hopefully this helps you solve the issue faster.

 

Indeed, thanks, i missed that part.. Fix coming up..


 

As said, it's applied to everything at the moment. So i fear there will be some more tweaking necessary on both ends (us and you guys) to have it work for all kinds of scenarios. At the moment it works mostly fine, but for some spots on a table it can look weird.

 

Out of the box it's good. I think will need to brighten the areas where you really want it to reflect.

 

On the truck in knight rider it's getting the reflection from PF? There's an arrow below the truck door, it does look like that projecting onto it. Even still, the artifacts you get from it are quite nice there, dare I say it, like a lens-flare.

 

 

Unlike what most modern games do (screen space ray tracing), this one uses a way faster, but also way less precise way to calculate some fake reflections.. The additional benefit on the other hand though is that this even looked better on the average than trying to make it more precise!  (technical reason: screen space ray tracing out-of-the-box is only good at calculating very sharp reflections and also only works well with additional helpers, like (local) reflection maps, which must usually be artist driven as well)


- fix ramp collision/internal walls reaching below and above the actual visible walls or wires, which was mainly an issue for rather straight and/or very steep ramps

 

This one seems to cause some issues for some tables, as these seem to rely on the old faulty behaviour.. If you stumble upon something like that (like a ball getting stuck somewhere wheras with the previous version it didn't), please point me to it, so i can retweak this..



#383 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 16 March 2018 - 10:59 AM

I thought my cab was suffering some serious graphics/fps issues until I put it together that it was the ball trails that were missing. 3323 - trails 3324 - trails 3330 - trails 3352 - trails 3359 - no trails

 

btw: Ball trails are back again with this build.. Also for you?

(weird!!! :hmm: )



#384 hanzoverfist

hanzoverfist

    Enthusiast

  • VP Dev Team
  • PipPipPip
  • 406 posts

  • Flag: Canada

  • Favorite Pinball: arabian nights, congo... heck I love e'm all

Posted 16 March 2018 - 12:07 PM

@toxie thanks for the quasi clarification on your SSR technique.


space-invader-wheel1_t.png


#385 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 16 March 2018 - 12:33 PM

Did you notice that the displayed size of the table is different in camera and regular game mode? It began several betas before. Just weird.



#386 wrd1972

wrd1972

    Authoring Padawan

  • Platinum Supporter
  • 2,265 posts
  • Location:Central KY. USA

  • Flag: United States of America

  • Favorite Pinball: Funhouse

Posted 16 March 2018 - 01:09 PM

 

rev3376 is up:

 

- increase usable layers from 8 to 11
- add (fake) screen space reflection shader 
- add 'Disable Lighting from below' functionality for Targets and Walls (0..1) to optionally disable light coming from below (e.g. from light elements)
- add min/max playfield slope to the global physics settings
- fix ramp collision/internal walls reaching below and above the actual visible walls or wires, which was mainly an issue for rather straight and/or very steep ramps
- only show touch screen startup/help message overall 10 times

 

 

Toxie, Fuzzle

Woohoo Many Thanks for getting two of my most passionate requests in. :yahoo:

Question regarding the global Physics. So what is the value that would be used to "ignore" a specific physic? Thought I recall a value of "1". Is that still correct?

 

Cant wait to check out the new reflections too.


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#387 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 16 March 2018 - 01:20 PM

Oh I think I didn't add the wild card feature to this build.

#388 wrd1972

wrd1972

    Authoring Padawan

  • Platinum Supporter
  • 2,265 posts
  • Location:Central KY. USA

  • Flag: United States of America

  • Favorite Pinball: Funhouse

Posted 16 March 2018 - 01:35 PM

Oh I think I didn't add the wild card feature to this build.

Okay no worries. :)

 

What will the "wild card" be? a "1"?

And just to be sure my request makes sense. So if the "flipper strength" is ignored in the Global settings, then the "flipper strength" can be set as desired in the flipper properties on the specific table.

 

So is that doable?


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#389 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 16 March 2018 - 01:37 PM

Yes the wild card would be -1.0

#390 wrd1972

wrd1972

    Authoring Padawan

  • Platinum Supporter
  • 2,265 posts
  • Location:Central KY. USA

  • Flag: United States of America

  • Favorite Pinball: Funhouse

Posted 16 March 2018 - 01:44 PM

You guys Rock!

 

Cant wait to work on tables tonight with the new layers. My Funhouse is a total cluttered mess and now I can organize things much better.


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#391 Vizzini

Vizzini

    Enthusiast

  • Members
  • PipPipPip
  • 212 posts

  • Flag: United States of America

  • Favorite Pinball: ???

Posted 16 March 2018 - 11:59 PM

Yes. Ball trails are back on my rig with your last build (3376), toxie. Thank you.

#392 The Loafer

The Loafer

    Pinball Wizard

  • VIP
  • 3,471 posts
  • Location:Embrun, Ontario, Canada

  • Flag: ---------

  • Favorite Pinball: Superman, Firepower & Tron



Posted 17 March 2018 - 04:18 AM

Toxie/fuzzle: I've noticed several posts from users both on this site and others (and on Facebook) having issues with the new flipper code because they are not aware they have to download the scripts from beta 10.5, since the 10.4 final scripts are broken. As it has been some time since the release of 10.4 (so we know the 10.5 scripts appear ok), can these be added to the 10.4 final build and the all-in-one installer? The new users would be very happy if this could get done. Thanks in advance :)

#393 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 17 March 2018 - 01:03 PM

One request: Adjustable flippers strength via script or ROM controlled to be able to fully support Capcom games. Especially the flippers in KingPin are important (get weaker and stronger while playing).


Edited by ClarkKent, 17 March 2018 - 01:04 PM.


#394 wrd1972

wrd1972

    Authoring Padawan

  • Platinum Supporter
  • 2,265 posts
  • Location:Central KY. USA

  • Flag: United States of America

  • Favorite Pinball: Funhouse

Posted 17 March 2018 - 02:03 PM

Toxi, Fuzzle,

If I save a table being developed with the latest beta that allows for more layers. Must that table ONLY be played with the latest beta? Or can someone with 10.4 final be able to play it also.

 

Thanks


Edited by wrd1972, 17 March 2018 - 02:03 PM.

My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#395 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 17 March 2018 - 02:27 PM

Good question :) I would say please test it yourself. I don't know how VP 10.4 handles additional layers that it doesn't support. If we didn't make a mistake all additional layers should be assigned to layer 1 in VP 10.4 but it could also lead into a crash :D

#396 wrd1972

wrd1972

    Authoring Padawan

  • Platinum Supporter
  • 2,265 posts
  • Location:Central KY. USA

  • Flag: United States of America

  • Favorite Pinball: Funhouse

Posted 17 March 2018 - 03:43 PM

Good question :) I would say please test it yourself. I don't know how VP 10.4 handles additional layers that it doesn't support. If we didn't make a mistake all additional layers should be assigned to layer 1 in VP 10.4 but it could also lead into a crash :D

Will do ASAP. If anyone else already knows the answer, please chime in.

I will post my findings.


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#397 flupper1

flupper1

    Enthusiast

  • Members
  • PipPipPip
  • 464 posts
  • Location:Netherlands

  • Flag: Netherlands

  • Favorite Pinball: Visual Pinball

Contributor

Posted 17 March 2018 - 04:08 PM

Small bit of testing gives me this. Crashes when it's turned off in the video options and enabled in the table options.

Works fine when enabled in video options and set to default or on in table options.

Hopefully this helps you solve the issue faster.

 

1 more quick observation, i'm sure you already know since you stated it wasn't perfect. The reflection on the back of the flippers looks pretty out of place.

 

Out of curiosity, why are crash.dmp files so large? The table crashed 2 or 3 times testing and the .dmp file was over a gigabyte. Something to look out for if you notice your hard drive getting full quicker than you think it should.

I am very curious to see what the fake reflections look like, but this workaround does not work for me. Every combination of video options and table option crashes (except both off/default).



#398 kiwi

kiwi

    Pinball Fan

  • VIP
  • 2,670 posts

  • Flag: Italy

  • Favorite Pinball: Star Trek 25th Anniversary



Posted 17 March 2018 - 05:09 PM

The same here, once crashed, and the reflection does not work even if enabled.



#399 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 17 March 2018 - 05:21 PM

Next build should work for you guys..



#400 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 17 March 2018 - 05:31 PM

One request: Adjustable flippers strength via script or ROM controlled to be able to fully support Capcom games. Especially the flippers in KingPin are important (get weaker and stronger while playing).

 

???

Flipper strength can already be controlled (as well as some other physics parameters) via script. Or doesn't it work in practice?