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The VP 10.5 beta thread
Started By
fuzzel
, Jan 09 2018 11:26 PM
1031 replies to this topic
#462
Posted 31 March 2018 - 09:01 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
I have 2 10.5 revisions each in there own folders on my desktop. Works fine for me.
This. Note though that video preferences and the other global settings will always be the same/shared across all VPX versions.
#463
Posted 01 April 2018 - 10:31 PM
So. I have two different cases that I'm curious if anyone else are experiencing.
1) Mechanical tilt. I have a tilt bob and I've set it ... lets say quite sensitive. Whenever I play a stern, I can shake it as much as I want. I get a warning but never a direct tilt. I Do get the 3 times. Is this because of the hack we did on Star Wars over at mb ? I mean, I do get the warning, but only that. I can move the table as much as I want - but, it counts as "one" not as "how much".
2) I just recently installed a 7.1 surrond setup. And it is awesome. Thank you guys. Now I can't be without it. But, there are one issue that I don't understand. I've setup under audio options 7.1 and background isn't working. I have 1 single real tech audio card in use. If I try to test a sound, it is always muffled if I place it to background in the sound mananger. And it seem for me that background at the moment is only working for games that are running pinmame. Orignals or EM's feels like "muted".
Guys. After installing the extra amps and the 7.1 setup. I urge you all to do the same. This is frigging scary near the real tables if the sound are place where there are supposed to. Thanks you so much devs ... Rob included of course !
Ah - yes. Should include - I'm still on Carny's SAM releases.
Edited by Thalamus, 06 April 2018 - 10:04 AM.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
#464
Posted 01 April 2018 - 10:37 PM
Please forgive me if this is the wrong place to be asking this question. I am curious if anaglyph 3D would ever be considered for release in a future version?
I have been using it in BAM for my cabinet I am working on and it really adds to the depth giving you the sensation of being on a real table. It may sound silly to be talking about anaglyph 3D in 2018, but I like the sensation of playing on a real table and they stopped making 3D tvs at this point. This gives you the best of both worlds with equipment they are making now.
Anyway, please ignore my rambling if it is out of place. I think the work you guys having been doing is simply amazing!
I have been using it in BAM for my cabinet I am working on and it really adds to the depth giving you the sensation of being on a real table. It may sound silly to be talking about anaglyph 3D in 2018, but I like the sensation of playing on a real table and they stopped making 3D tvs at this point. This gives you the best of both worlds with equipment they are making now.
Anyway, please ignore my rambling if it is out of place. I think the work you guys having been doing is simply amazing!
Edited by morcus, 01 April 2018 - 10:42 PM.
#466
Posted 02 April 2018 - 11:20 AM
rev3390 is up:
- add support to change the default ball mass when throwing a ball. The user can also set the default ball mass in the editor options under preferences menu.
- global physics settings: -1 for the flipper physics disables the physics value defined in the physics set
- add 'Set Defaults' button to the editor properties to reset editor changes and position/size of the script window
- add documentation for DMD data access
#467
Posted 02 April 2018 - 02:11 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.
With Win 10 and nvidia card it works.
#468
Posted 02 April 2018 - 03:04 PM
rev3390 is up:- add support to change the default ball mass when throwing a ball. The user can also set the default ball mass in the editor options under preferences menu.- global physics settings: -1 for the flipper physics disables the physics value defined in the physics set- add 'Set Defaults' button to the editor properties to reset editor changes and position/size of the script window- add documentation for DMD data access
Toxie,
Might this new ball mass enhancement now allow us to set ball mass in the table properties, instead of in the script? Kind of similar to how we do PF friction?
Would really love to be able to do that. ![]()
And many thanks on the -1 for flippers global physics. Great work as usual.
Edited by wrd1972, 02 April 2018 - 03:05 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.
#471
Posted 03 April 2018 - 11:22 AM
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.
But this is already the case??! A checkbox in the video pref, and a dropdown menu in the user table settings..
#473
Posted 04 April 2018 - 04:25 AM
Hi,
My .xml dof files are no longer working in VP9 or VP10 but DOF seems to work fine in VP9, VP10, FX2, FX3, etc..
I had re-build a lot of my system since I played one of those tables.
Any suggestions on what might be wrong?
Thanks
Edited by coreduo0099, 04 April 2018 - 04:36 AM.
#474
Posted 05 April 2018 - 02:29 AM
Hi,
My .xml dof files are no longer working in VP9 or VP10 but DOF seems to work fine in VP9, VP10, FX2, FX3, etc..
I had re-build a lot of my system since I played one of those tables.
Any suggestions on what might be wrong?
Thanks
BTW, Figured it out. I had switched to letting cabinet.xml autoconfig with DOFLinx. I set it back to my hand built cabinet.xml and all is working again.
#475
Posted 05 April 2018 - 05:58 AM
A feature request:
Is it possible to expose the FSS camera shift value in the editor and also make it independently exposed for the camx direction? Which is now fixed on 500 for just camy.
In the source pin3d.cpp it says:
const float camy = m_camy + (FSS_mode ? 500.0f : 0.f);
The 500.0f should be a editable variable and the same sort of code for camx (which currently does not have this). That is, if I understand correctly what is happening in the source, not sure if other code will/should be affected.
And what would this be for? I did a little test and I am quite sure that with a camera shift in the X direction of the camera, you can do 2 things to FS view:
- stop using layback, since this is a hack and warps the 3d view
- you can have a perfect trapezoidial (?) mapping of FS view with the apron aligned to the bottom of the screen and the upper cabinet corners in the actual screen corners; this is not possible with the current camera settings (unless you have an inclination of 0)
I did a test with current FSS view and you can get this:

But in this image the apron is squished a little since the camera is not at the actual position of the player, but 1/3 above the bottom playfield area.
And as a suggestion concerning the screen space reflections:
It works quite nicely! 3 things could maybe improve it:
- expose the angle at which it is reflected, in some views it looks evidently beautiful, in slightly different fov settings it is hardly visible
- it seems like some image aspects have blown out colors, when the light intensity of it or near it is too high, should this be capped to a maximum?
- low intensity colors are not reflected, boost these somewhat? Especially for sidewall reflections, not everything is bright enough, so nothing is visible.
But thanks for the effect, Another boost in realism!
Is it possible to expose the FSS camera shift value in the editor and also make it independently exposed for the camx direction? Which is now fixed on 500 for just camy.
In the source pin3d.cpp it says:
const float camy = m_camy + (FSS_mode ? 500.0f : 0.f);
The 500.0f should be a editable variable and the same sort of code for camx (which currently does not have this). That is, if I understand correctly what is happening in the source, not sure if other code will/should be affected.
And what would this be for? I did a little test and I am quite sure that with a camera shift in the X direction of the camera, you can do 2 things to FS view:
- stop using layback, since this is a hack and warps the 3d view
- you can have a perfect trapezoidial (?) mapping of FS view with the apron aligned to the bottom of the screen and the upper cabinet corners in the actual screen corners; this is not possible with the current camera settings (unless you have an inclination of 0)
I did a test with current FSS view and you can get this:

But in this image the apron is squished a little since the camera is not at the actual position of the player, but 1/3 above the bottom playfield area.
And as a suggestion concerning the screen space reflections:
It works quite nicely! 3 things could maybe improve it:
- expose the angle at which it is reflected, in some views it looks evidently beautiful, in slightly different fov settings it is hardly visible
- it seems like some image aspects have blown out colors, when the light intensity of it or near it is too high, should this be capped to a maximum?
- low intensity colors are not reflected, boost these somewhat? Especially for sidewall reflections, not everything is bright enough, so nothing is visible.
But thanks for the effect, Another boost in realism!
#477
Posted 05 April 2018 - 10:46 AM
Ideally I would like the change for FS, I referred to FSS because that already works, I think Hans would like the FSS code as is, because it works for that view. For FS this would give the benefit of not having to use layback and therefore having a real perspective view which fills the cabinet FS view as in reality. If the current FS view is enhanced with a additional camera shift (X and Y), is will be backward compatible (old tables load as 0,0 shift).
#478
Posted 05 April 2018 - 03:04 PM
I think we've already discussed that some time ago. My problem was I don't know how Blender uses the shift X/Y values internally for calculating the camera matrix. As far as I remember I tested some ways to add the shift values to VP but all tries weren't successful. Unfortunately it's not just a simple shift value added or multiplied to the matrix and everything is set.
#479
Posted 05 April 2018 - 05:37 PM
ok, this one will sound strange, but here it is... Fro the last several beta releases, since 3365, I believe I've always had problems with sound after upgrading. I think I nailed down a way to "fix" the issue with every upgrade, and figured I should share in case it rings the bell on why this happens: After overwriting 10.5b with a new release all tables with soundmode 0 or 1 lose rom sounds. FX sounds keep working, and tables with soundmode 2 work well with pinsound studio 0.9.
re-setting sound settings, registry values, changing sound card order in windows, etc. do not fix the issue. The one step I can take that consistently fixes this (tested with 3385 and 3390) is running ACDC LE acdc_168hc (soundmode 0)
I don;t know what makes this rom or table special, bu it is not plain luck, as I can reproduce this at will. I cannot say if any other table/rom fixes the problem, but I try, at least 10 different ones each time this happens, and I just found ACDC LE to "fix" the problem (soundmode 0 and 1 rom sounds start working again for every table).
I don't know if this will make sense to the devs, but I figured I should share.
Edited by psmiraglia, 05 April 2018 - 07:42 PM.



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