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The VP 10.5 beta thread


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#441 kiwi

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Posted 25 March 2018 - 05:30 PM

SSR does not work for me yet.



#442 markrock76

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Posted 26 March 2018 - 12:00 AM

SSR working for me now toxie.  Thanks!  Really cool.

 

Something else I noticed, physics related I guess, on Jurassic Park when the ball kicks up the right wire ramp and on to the other wire ramp the ball rolls up the wire ramp a bit before rolling down.  I did not remember this so I went back to 10.4 final and it did not do it there.  Not sure it is worth mentioning but just letting you know.



#443 Dozer316

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Posted 27 March 2018 - 02:26 PM

Heya all, I noticed a couple of weird things tonight too after a bit of a break from VP updates with the latest beta.

 

On my Indy 500 table for instance where I have 2 ramps, one on top of another with a 60 point height difference (acting as a roof to prevent air balls on ramp entrances) from time to time it's like the top ramp becomes non collidable and I get balls flying out the side of ramps but then the next shot will be o.k until it does it again at seemingly random times.

 

Went back to v3359 and it seems o.k again.

Cheers - Dozer.



#444 toxie

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Posted 27 March 2018 - 05:25 PM

SSR does not work for me yet.

 

Any error messages? What are your video settings in VP? GFX card?


@markrock76 and @dozer: I corrected a very old bug with ramp sidewalls, where these walls were usually a bit too tall and in addition even reaching below the actual ramp, so that might be the reason, so could you please try if it can be solved by changing/adapting the ramps/sidewalls in question?


Edited by toxie, 27 March 2018 - 05:28 PM.


#445 Dozer316

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Posted 27 March 2018 - 05:46 PM

 

SSR does not work for me yet.

 

Any error messages? What are your video settings in VP? GFX card?


@markrock76 and @dozer: I corrected a very old bug with ramp sidewalls, where these walls were usually a bit too tall and in addition even reaching below the actual ramp, so that might be the reason, so could you please try if it can be solved by changing/adapting the ramps/sidewalls in question?

 

 

Hey Toxie, I'm happy to make some changes to see if it solves it.  The ramp in question has very low side walls and I'm limited in how high I can make them because they're invisible and follow a ramp primitive height. Another ramp crosses over which also follows a primitive so I'm kinda stuck in how much I can change.

What is a bit weird though is I noticed tonight in some areas of the table where there are no ramps, I was seeing balls stuck in weird places (like the inside of walls etc.) - It could have been that they fell off the ramp into these locations during a busy multi-ball but I'm pretty sure I saw one roll through what looked like a collidable target primitive at one point.

I'll keep investigating to see what I can find.   Love the SSR addition by the way!

Dozer. 


Edited by Dozer316, 27 March 2018 - 05:48 PM.


#446 kiwi

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Posted 27 March 2018 - 06:20 PM

 

SSR does not work for me yet.

 

Any error messages? What are your video settings in VP? GFX card?

No error, I have no reflections,
ATI 5770 and Win Xp, in the video setting is enabled the "Force Anisotropic Texture Filtering" and "Alternative Depth Buffer processing".

 
Honestly, I have not yet tried with the other PC, Win 10 and GTX 960,
in the next few days I will try to test the SSR.



#447 markrock76

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Posted 27 March 2018 - 10:39 PM

 

SSR does not work for me yet.

 

Any error messages? What are your video settings in VP? GFX card?


@markrock76 and @dozer: I corrected a very old bug with ramp sidewalls, where these walls were usually a bit too tall and in addition even reaching below the actual ramp, so that might be the reason, so could you please try if it can be solved by changing/adapting the ramps/sidewalls in question?

 

This is the Jurassic Park table from Dark.  I went to Ramp116 and changed the RightWall to 0 under Physical Wall.  Now it works as it did before the ramp updates.



#448 Thalamus

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Posted 28 March 2018 - 12:18 AM

Imo. closing a bug that breaks a few eggs is just something we should/need to accept. When 10.5 is released however. If the reports are correct of course, We should, if possible have some kind of information on how to fix it. Preferable written so that anyone can follow along. Not only authors. Actually. I kind of hope that we go into such a situation. I can't really know how many there is that is just leeching tables and enjoying the work of the community. But, personally. Needing to use the software to fix/improve is very rewarding once you take the step. Personally. When I started to poke around, that's when I started to really appreciate the work you all put down.

 

Just my 2 cents ... slightly drunk I admit :)


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#449 hanzoverfist

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Posted 28 March 2018 - 12:39 AM

@toxie, Is it possible that SSR works better in Lanscape than in portrait?  I find most of the blurring in the vertical and much less in the horizontal.


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#450 toxie

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Posted 28 March 2018 - 06:31 AM

 

 

SSR does not work for me yet.

 

Any error messages? What are your video settings in VP? GFX card?


@markrock76 and @dozer: I corrected a very old bug with ramp sidewalls, where these walls were usually a bit too tall and in addition even reaching below the actual ramp, so that might be the reason, so could you please try if it can be solved by changing/adapting the ramps/sidewalls in question?

 

 

Hey Toxie, I'm happy to make some changes to see if it solves it.  The ramp in question has very low side walls and I'm limited in how high I can make them because they're invisible and follow a ramp primitive height. Another ramp crosses over which also follows a primitive so I'm kinda stuck in how much I can change.

What is a bit weird though is I noticed tonight in some areas of the table where there are no ramps, I was seeing balls stuck in weird places (like the inside of walls etc.) - It could have been that they fell off the ramp into these locations during a busy multi-ball but I'm pretty sure I saw one roll through what looked like a collidable target primitive at one point.

 

As said, before ramps had this bug where rather "straight"/low curvature ramps had their sidewalls extremely stretched up/downwards. But i did not change anything with walls or other table elements.

So it's not possible to solve this differently now? Cause then i'd re-tweak the ramp changes if necessary..


 

 

SSR does not work for me yet.

 

Any error messages? What are your video settings in VP? GFX card?

No error, I have no reflections,
ATI 5770 and Win Xp, in the video setting is enabled the "Force Anisotropic Texture Filtering" and "Alternative Depth Buffer processing".

 
Honestly, I have not yet tried with the other PC, Win 10 and GTX 960,
in the next few days I will try to test the SSR.

 

 

Weird. Note though that the effect of reflections can also differ wildly, depending on the table materials/textures as it's only based on heuristics, so on some tables there will be barely noticable changes, whereas on others it's dramatic.


@toxie, Is it possible that SSR works better in Lanscape than in portrait?  I find most of the blurring in the vertical and much less in the horizontal.

 

As written above, it can vary wildly. Note though that i fixed an issue with FS setups in the latest build, so if you tested with the older version, please test again.



#451 Dozer316

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Posted 28 March 2018 - 06:51 AM

Hey Toxie, had an hour to test some other tables today and they all seemed fine with the exception of Indianapolis 500 which has the low walled ramps.  The balls stuck in wall areas were probably air balls from the ramps that I didn't see while the table was busy.

I don't have much room to move with the ramp walls on Indy 500 but I'll try some stuff when I get a moment.   I'm not sure whether the bug fix will affect any other tables as I only had the time to check out about 5 of them.

 

Cheers, Dozer.


Edited by Dozer316, 28 March 2018 - 06:51 AM.


#452 DJRobX

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Posted 28 March 2018 - 04:24 PM

 

BTW, I personally tend to turn reflection off to get a performance boost...especially on resource-hungry tables.

Might we be able to get a "switch" in video preferences that will globally turn off all reflections for all tables? This could be very beneficial to those whose systems might be struggling to play tables properly.

 

 

Yes I have thought the same thing.  Turning off playfield reflections is usually my go-to if my system can't handle a table.   It ought to be treated like the other performance tuning options - have a checkbox in video settings, and have override option in table user settings. 



#453 wrd1972

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Posted 28 March 2018 - 04:46 PM

Agreed, Reflections are very hungry for system resource.


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

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#454 cyberpez

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Posted 29 March 2018 - 06:17 PM

I'm digging the reflections!!!!  Working on both of my systems with the new version.  

 

Quick question.  Is there a way to adjust the reflection intensity for some objects?  I tried adjusting the material, but didn't seem to affect anything.  I also tried to disable reflections for the object (that was being reflected) and also had no effect.  



#455 toxie

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Posted 29 March 2018 - 08:11 PM

Unfortunately not and i don't know if it will be at some point, so for now you're stuck with experimenting, sorry..  :/



#456 DJRobX

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Posted 29 March 2018 - 09:34 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).

 

In the case of KingPin, I think the tricky part is getting the solenoid strength out of the ROM.    It would work in theory for SAM/WPC with the UseVPMModSol option.    Even then it probably won't work that great, ModSol is an "averaging" technique that would probably produce strange results with flippers.   Since I think we're only talking about one game (KingPin) it would probably be more appropriate to try and use something like CheatEngine or MAME debugger to determine what memory values hold the flipper strength state, and try to pass that along to the table.    


Edited by DJRobX, 29 March 2018 - 09:34 PM.


#457 Koolywiz

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Posted 30 March 2018 - 09:52 PM

Is it possible to install version 10.5 in it's completely own directory?  I have all my tables 9.x, 10.x tables in my main folder.  I'd hate to install 10.5, overwrite all the script files and have tables that don't work, etc with my current settings.  So just wondering if I can put  a standalone of10.5, scripts, roms, new tables, in it's own folder separate from everything else and get it to work as well as in Pinballx?  Thanks for any advice



#458 The Loafer

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Posted 30 March 2018 - 10:24 PM

I don't think you can but those VPX 10.5 scripts are backward compatible (and in fact 10.4 VPX release works BETTER with the 10.5 scripts ahem ahem LOL).  If you are concerned, just back everything up first, then install 10.5.  if it doesn't work, just restore from your backup.



#459 softfish

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Posted 31 March 2018 - 12:35 AM

Is it possible to install version 10.5 in it's completely own directory?  I have all my tables 9.x, 10.x tables in my main folder.  I'd hate to install 10.5, overwrite all the script files and have tables that don't work, etc with my current settings.  So just wondering if I can put  a standalone of10.5, scripts, roms, new tables, in it's own folder separate from everything else and get it to work as well as in Pinballx?  Thanks for any advice

 

I have 2 10.5 revisions each in there own folders on my desktop. Works fine for me.



#460 Koolywiz

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Posted 31 March 2018 - 01:38 AM

Thanks guys, I will give it a shot.  I just hate to install 10.5 over my 10.3 and then have certain tables not work, or certain parts of the table not work, etc.  I have about 600 tables I hate to mess with and test each one, but I do want to add some of the new tables that require 10.4+


Edited by Koolywiz, 31 March 2018 - 01:38 AM.