Jump to content



Photo
* * * * * 8 votes

The VP 10.6 beta thread

beta 10.6 beta

  • Please log in to reply
1488 replies to this topic

#461 Outhere

Outhere

    Pinball Wizard

  • Platinum Supporter
  • 4,805 posts

  • Flag: United States of America

  • Favorite Pinball: M M

Posted 20 February 2019 - 12:48 AM

I'm running VP10 version 3592 - Seems to be very stable



#462 bord

bord

    Pinball Fan

  • Members
  • PipPipPipPip
  • 603 posts

  • Flag: ---------

  • Favorite Pinball: Star Gazer, Whirlwind, Frontier

Posted 20 February 2019 - 03:00 AM

Yup, 3592 is the last one I thought seemed stable.



#463 Fendrix

Fendrix

    Hobbyist

  • Members
  • PipPip
  • 40 posts
  • Location:Sweden

  • Flag: Sweden

  • Favorite Pinball: Medieval Madness

Posted 20 February 2019 - 08:01 AM

Think I have to agree, 3592 is the last symptoms free version concerning my MM castlegate and the exitcash.
<p><p>PF=43"16:9 - DMD=18.5"16:9 - BG=32"16:9

#464 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,300 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 20 February 2019 - 01:11 PM

Here it is a crash with 3608, it happened after playing a table, and instead of showing the editor it simply closed VPX. I added a ZIP file several posts ago, but I guess fuzzel could not download it due to policies about downloads, so here it is the text.

 

In this 3608 version, the crashes when you started a table were due to SMAA were on, this was fixed.

I don't experience crashes when playing in this version.

 

Crash report VPX rev3608 (after playing a table, editor quits)
============
Process: vpinballx.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:005432AE
Attempt to read from 0x09BDF000
Thread ID: 0x12A0 [4768]

Call stack
==========
005432AE vpinballx.exe (0x7FFF0030 0x098F6A42 0x6A2FFFFC 0x0019efc0)
0048ABCB vpinballx.exe (0x16E78580 0x7FFF0030 0x6A2FFFFC 0x0019efa0)
0048A74C vpinballx.exe (0x16E78580 0x02C903C0 0x0019F000 0x00000424)
004D98A4 vpinballx.exe (0x00000000 0x00000000 0x00000024 0x165b5b78)
779F5D3E ntdll.dll RtlAllocateHeap + 0x3E (0x0F676A08 0x00000000 0x00000001 0x77ac6dc0)
75423879 combase.dll CoGetProcessIdentifier + 0x479 (0x6B6960FC 0x02C03D88 0x00000000 0x0019f084)
779DB842 ntdll.dll RtlImpersonateSelfEx + 0xF2 (0x6B6960FC 0x77AC6DF8 0x0019F09C 0x779f071f)
77A200DD ntdll.dll bsearch + 0xAD (0x0F5D7BE0 0x00000010 0x004D864E 0x0019f114)
004D85F0 vpinballx.exe (0x0019F114 0x02C8EF00 0x02C847C0 0x02c903c0)
004D864E vpinballx.exe (0x0019F158 0x0F5D7BE0 0x00000040 0x004bf8d5)
004BF7F1 vpinballx.exe (0x001C15FC 0x00000002 0x00000000 0x00000000)
7471BF1B user32.dll AddClipboardFormatListener + 0x49B (0x004ED6D0 0x001C15FC 0x00000002 0x00000000)
747183EA user32.dll DispatchMessageW + 0x97A (0x004ED6D0 0x00000000 0x00000002 0x00000000)
74717F8A user32.dll DispatchMessageW + 0x51A (0x03792F20 0x00000000 0x00000002 0x00000000)
7471A6D9 user32.dll SystemParametersInfoW + 0x4A9 (0x0019F3DC 0x00000020 0x0019F500 0x77a1cc70)
77A1CD3D ntdll.dll KiUserCallbackDispatcher + 0x4D (0x03792F20 0x00000000 0x00000000 0x00000001)
74708017 user32.dll CopyRect + 0x147 (0x001C15FC 0x00000010 0x00000000 0x00000000)
74701939 user32.dll DefMDIChildProcA + 0x3A9 (0x001C15FC 0x00000010 0x00000000 0x00000000)
004EDA22 vpinballx.exe (0x001C15FC 0x00000010 0x00000000 0x00000000)
7471BF1B user32.dll AddClipboardFormatListener + 0x49B (0x004ED6D0 0x001C15FC 0x00000010 0x00000000)
747183EA user32.dll DispatchMessageW + 0x97A (0x004ED6D0 0x00000000 0x00000010 0x00000000)
746FBECA user32.dll SendMessageW + 0x3AA (0x03792F20 0x00000000 0x00000000 0x00000001)
746FBAB1 user32.dll SendMessageA + 0x131 (0x001C15FC 0x00000010 0x00000000 0x00000000)
004EAAB8 vpinballx.exe (0x0019FB19 0x0019FA30 0x0019FA1C 0x00000001)

Environment
===========
Date/time: 30/1/2019, 08:09:08:808
Number of CPUs: 12
Processor type: 586
System: Windows 10 (10.0 17134)

Memory status
=============
Total Reserved: 109720K (107M) bytes
Total Commited: 2356800K (2301M) bytes
Total Free: 1727720K (1687M) bytes
Largest Free: 872384K (851M) bytes

Registers
=========
EAX=76706A72 EBX=6A2FFFFC ECX=1A805E90 EDX=00000000
ESI=09BDEFFE EDI=802D85EC EBP=00000000 ESP=0019F7B8 EIP=00539892
FLG=00210202 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B


Mini dump saved successfully.

 

 

 

 

NOTES: If I read the posts right, fuzzel fixed this particular error.

If I'm right, from revision 3608, VPX started to crash while editing, and from revision 3618 started to crash while playing, and this kind of crash continues in the last revision.

I haven't done much editing with the latest 3639, but for now it looks like the crashes in the editor are back to the same as in 10.5, which ocurred while editing with several tables loaded, or loading VP9 atthe same time as VPX.


Edited by jpsalas, 20 February 2019 - 01:24 PM.

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


#465 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,300 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 20 February 2019 - 04:27 PM

I think we can keep concentrating on the latest revision. Here it is another crash when exiting a game. Instead of going back to the editor, VPX simply crashed. This is again without any pinballx or B2S.

Crash report VPX rev3639
============
Process: VPinballX.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:005132ED
Attempt to read from 0x40AA3A60
Thread ID: 0x122C [4652]

Call stack
==========
005132ED VPinballX.exe (0x000F04BE 0x00000002 0x00000000 0x00000000)
7643635B user32.dll AddClipboardFormatListener + 0x4B (0x004E2CB0 0x000F04BE 0x00000002 0x00000000)
7642729C user32.dll CallWindowProcW + 0xB2C (0x004E2CB0 0x00000000 0x00000002 0x00000000)
76426E3A user32.dll CallWindowProcW + 0x6CA (0x03566000 0x00000000 0x00000002 0x00000000)
764337EF user32.dll IsRectEmpty + 0x20F (0x0019F2DC 0x00000020 0x0019F400 0x77d32820)
77D328ED ntdll.dll KiUserCallbackDispatcher + 0x4D (0x03566000 0x00000000 0x00000000 0x00000001)
76416F97 user32.dll SendMessageA + 0x277 (0x000F04BE 0x00000010 0x00000000 0x00000000)
76413416 user32.dll DefMDIChildProcA + 0x3A6 (0x000F04BE 0x00000010 0x00000000 0x00000000)
004E3126 VPinballX.exe (0x000F04BE 0x00000010 0x00000000 0x00000000)
7643635B user32.dll AddClipboardFormatListener + 0x4B (0x004E2CB0 0x000F04BE 0x00000010 0x00000000)
7642729C user32.dll CallWindowProcW + 0xB2C (0x004E2CB0 0x00000000 0x00000010 0x00000000)
76426E3A user32.dll CallWindowProcW + 0x6CA (0x03566000 0x00000000 0x00000010 0x00000000)
764337EF user32.dll IsRectEmpty + 0x20F (0x0019F67C 0x00000020 0x0019F9FC 0x77d32820)
77D328ED ntdll.dll KiUserCallbackDispatcher + 0x4D (0x03566000 0x00000000 0x00000000 0x00000001)
76416E3D user32.dll SendMessageA + 0x11D (0x000F04BE 0x00000010 0x00000000 0x00000000)

Environment
===========
Date/time: 20/2/2019, 17:10:37:251
Number of CPUs: 8
Processor type: 586
System: Windows 10 (10.0 17763)

Memory status
=============
Total Reserved: 315472K (308M) bytes
Total Commited: 505244K (493M) bytes
Total Free: 3373524K (3294M) bytes
Largest Free: 2095448K (2046M) bytes

Registers
=========
EAX=094ED950 EBX=00000002 ECX=40AA3A60 EDX=02C00000
ESI=0A8CAB40 EDI=0DB44D80 EBP=00000000 ESP=0019F738 EIP=004E03E3
FLG=00010206 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
 


And here it is a crash while playing. I can't say what happened.

 

Crash report VPX rev3639
============
Process: VPinballX.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:0047AB0B
Attempt to write to 0x0D99F160
Thread ID: 0xF40 [3904]

Call stack
==========
0047AB0B VPinballX.exe (0xFFFFFFFFC0BC61CE 0x086D64F0 0x0000000F 0x0019f740)
004D8EF0 VPinballX.exe (0x08AE0600 0x086D64F0 0x086D6F10 0xffffffff80000000)
004DA1CF VPinballX.exe (0x00000000 0x00000000 0x77D304CC 0x766a00a9)

Environment
===========
Date/time: 20/2/2019, 17:20:56:655
Number of CPUs: 8
Processor type: 586
System: Windows 10 (10.0 17763)

Memory status
=============
Total Reserved: 325432K (317M) bytes
Total Commited: 1029176K (1005M) bytes
Total Free: 2839632K (2773M) bytes
Largest Free: 2095448K (2046M) bytes

Registers
=========
EAX=0D99EE0C EBX=00000001 ECX=0CC43E10 EDX=3FDCFF83
ESI=0CC43E10 EDI=0D2DF8C0 EBP=00000000 ESP=0019F31C EIP=6C2B12A2
FLG=00010246 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
 


And another crash after exiting a game, different dll this time:

 

Crash report VPX rev3639
============
Process: VPinballX.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:00535A0E
Attempt to read from 0x07EBF000
Thread ID: 0x1204 [4612]

Call stack
==========
00535A0E VPinballX.exe (0xFFFFFFFF98FDE030 0x07D8771C 0x40DF2343 0x0019eeb0)
0048612B VPinballX.exe (0x07B60D70 0xFFFFFFFF98FDE030 0x40DF2343 0x0019ee94)
00485C05 VPinballX.exe (0x07B60D70 0x02F85AB0 0x0019EF04 0x00000424)
004D0B83 VPinballX.exe (0x02EF0000 0x00800000 0x11056FF8 0x11056ff8)
77D16C2A ntdll.dll RtlSizeHeap + 0x30A (0x77D16BBB 0x07B71188 0x00020D08 0x00020000)
77D16BB6 ntdll.dll RtlSizeHeap + 0x296 (0x77D050A0 0x02F87950 0x02F6F5F0 0x02f85ab0)
77D0521A ntdll.dll RtlFreeHeap + 0x35A (0x00000010 0x0019F00C 0x02F87950 0x02f6f5f0)
004CF054 VPinballX.exe (0x08C25B5D 0xFFFFFFFFC54AE800 0x45E80006 0xffffffffccfff4ce)
5E5F0477  (0xFFFFFFFFC54AE800 0x45E80006 0xFFFFFFFFCCFFF4CE 0xffffffffcccccccc)
08C25B5D  (0x45E80006 0xFFFFFFFFCCFFF4CE 0xFFFFFFFFCCCCCCCC 0x0424448b)
C54AE800  (0xFFFFFFFFCCFFF4CE 0xFFFFFFFFCCCCCCCC 0x0424448B 0x08244c8b)
45E80006  (0xFFFFFFFFCCCCCCCC 0x0424448B 0x08244C8B 0x08c20889)
CCFFF4CE  (0x0424448B 0x08244C8B 0x08C20889 0xffffffffcccccc00)
CCCCCCCC  (0x08244C8B 0x08C20889 0xFFFFFFFFCCCCCC00 0x5308ec83)
0424448B  (0x08C20889 0xFFFFFFFFCCCCCC00 0x5308EC83 0x5655d98b)
08244C8B  (0xFFFFFFFFCCCCCC00 0x5308EC83 0x5655D98B 0x04438b57)
08C20889  (0x5308EC83 0x5655D98B 0x04438B57 0xfffffffff8c1032b)
CCCCCC00  (0x5655D98B 0x04438B57 0xFFFFFFFFF8C1032B 0x24448902)
5308EC83  (0x04438B57 0xFFFFFFFFF8C1032B 0x24448902 0x24448b10)
5655D98B  (0xFFFFFFFFF8C1032B 0x24448902 0x24448B10 0xffffffff850c8d1c)
04438B57  (0x24448902 0x24448B10 0xFFFFFFFF850C8D1C 0x00000000)
F8C1032B  (0x24448B10 0xFFFFFFFF850C8D1C 0x00000000 0x14244c89)
24448902  (0xFFFFFFFF850C8D1C 0x00000000 0x14244C89 0xffffffffffffff3d)
24448B10  (0x00000000 0x14244C89 0xFFFFFFFFFFFFFF3D 0xffffffff8305763f)
850C8D1C  (0x14244C89 0xFFFFFFFFFFFFFF3D 0xFFFFFFFF8305763F 0x08ebffc9)

Environment
===========
Date/time: 20/2/2019, 17:25:53:331
Number of CPUs: 8
Processor type: 586
System: Windows 10 (10.0 17763)

Memory status
=============
Total Reserved: 280744K (274M) bytes
Total Commited: 3089348K (3016M) bytes
Total Free: 824148K (804M) bytes
Largest Free: 623032K (608M) bytes

Registers
=========
EAX=48B79A5F EBX=98FDE030 ECX=40CBAA5F EDX=40DF2343
ESI=07EBF000 EDI=99115914 EBP=24448B10 ESP=004CF20C EIP=850C8D1C
FLG=00010207 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B


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


#466 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 20 February 2019 - 05:42 PM

Thanks JP for the crash reports. I checked all revisions since 3592 and nothing of the changes could cause these massive crashes we see in the last revision. BUT I found out that I missed to update the new bass.dll file that was committed by Toxie in revision 3598  :facepalm: All the crash reports point to really random places in the code that makes no sense at all. So I updated the bass.dll in the archive of the last revision 3639. Please redownload it, update the dll and test again!



#467 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 20 February 2019 - 07:56 PM

seems to be working better with that bass.dll in.  played a few games of different tables, open close etc, no crashes.. yet :)



#468 BobAlbright

BobAlbright

    Pinball Wizard

  • Platinum Supporter
  • 2,304 posts
  • Location:York, Pa. USA

  • Flag: United States of America

  • Favorite Pinball: Attack from Mars

Posted 20 February 2019 - 08:05 PM

   I just fiinshed playing numerous games of Attack from Mars using the latest. My hits to the saucer shield were not registering most of the time. I have reverted back to 3592 and all is working normally.


"and in the end , the love you take is equal to the love you make"


#469 Slydog43

Slydog43

    Pinball Wizard

  • Platinum Supporter
  • 3,008 posts
  • Location:Hackettstown, NJ

  • Flag: United States of America

  • Favorite Pinball: Addams Family, All Williams 90's Games

Posted 20 February 2019 - 09:11 PM

Same here with updated 3639, AFM saucer shield hits don't register but DO work with 3592. 



#470 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 20 February 2019 - 09:20 PM

   I just fiinshed playing numerous games of Attack from Mars using the latest. My hits to the saucer shield were not registering most of the time. I have reverted back to 3592 and all is working normally.

The hit event issue isn't fixed in 3639. I've just updated the bass.dll for hopefully fixing the crashes



#471 kds70

kds70

    Enthusiast

  • Members
  • PipPipPip
  • 176 posts
  • Location:Germany

  • Flag: Germany

  • Favorite Pinball: Eight Ball Deluxe

Posted 20 February 2019 - 09:26 PM

seems to be working better with that bass.dll in.  played a few games of different tables, open close etc, no crashes.. yet :)

 

same here ... thanks :otvclap:


-------------------

VPin: Williams Time Warp Cabinet (1979), 4K playfield: 40″ Iiyama X4071UHSU, backglass: 32″ LG, Pin"2"DMD, Pincontrol1, LEDWiz, leaf switches / buttons, nudging, tilt, plunger, 10 siemens contactors, knocker, shaker, gear, rgb flasher, PC: Intel i5 [email protected], 8 GB Ram, Zotac GTX 1070 Mini, Win10
Real Pin: Eight Ball Deluxe LE, Centaur 2, Mr. & Mrs. Pac-Man, Rolling Stones, Funhouse


#472 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 20 February 2019 - 10:07 PM

D'oh.. At least that explains why i couldn't repro all these crashes on my machine..  :)

Thanks fuzzel!


And the missing hits are on my end, will look into this soon if it's the tables fault (due to one setting being ignored before by the code) or mine.. ;)



#473 flupper1

flupper1

    Enthusiast

  • Members
  • PipPipPip
  • 464 posts
  • Location:Netherlands

  • Flag: Netherlands

  • Favorite Pinball: Visual Pinball

Contributor

Posted 21 February 2019 - 07:05 AM

Feature/enhancement request:

As I am working on Totan, I came to an issue for porting the Blender visuals to VPX. To explain, first I will mention how I made lighting effects (prerendered in Blender) in Whitewater: flashing effects on for instance the mountains in the back of Whitewater are done by having a second mountain primitive, slightly larger then the original one, which has the flashing texture. By ramping up the opacity amount in the VPX material.(by having multiple materials which are exchanged) the flashing effects becomes visible in a fading way. This approach works nicely, but has one drawback: the flashing texture used cannot have it's own opacity/transparency (it should be completely opaque). Because if it does, changing the opacity amount in the material has no effect.

For Totan this will be a problem, because there are many transparent plastics (which I want to fade with GI and flashers) and of course the ramps. The workaround could be to use for instance 8 textures for all the effects, but the amount of memory used would be huge. And the the textures for totan will be big anyway (4k).

 

So my request is:

can the opacity amount in the material also work when the texture has transparency? Something simple like opacity amount * transparency of the texture.



#474 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 21 February 2019 - 07:17 AM

Hmm good question. I don't really know if that is possible at the moment because it could have an impact on all other released tables when mixing this. Can you pm me/Toxie a small example where you explain this in more detail?

#475 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 21 February 2019 - 08:31 AM

The wall hit issue is fixed and will be available with the next build.

#476 GInsonic

GInsonic

    Enthusiast

  • Platinum Supporter
  • 188 posts

  • Flag: Austria

  • Favorite Pinball: Addams Family

Posted 21 February 2019 - 09:07 AM

The wall hit issue is fixed and will be available with the next build.

 

Attached File  hug.jpg   15.58KB   9 downloads

 

:dblthumb:



#477 Fendrix

Fendrix

    Hobbyist

  • Members
  • PipPip
  • 40 posts
  • Location:Sweden

  • Flag: Sweden

  • Favorite Pinball: Medieval Madness

Posted 21 February 2019 - 09:38 AM

The wall hit issue is fixed and will be available with the next build.


Sweet
<p><p>PF=43"16:9 - DMD=18.5"16:9 - BG=32"16:9

#478 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 21 February 2019 - 12:28 PM

Thanks, i screwed this up.. Didn't remember the side-effect/abuse of one of the fields there..  :/



#479 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 21 February 2019 - 12:32 PM

No biggie. All those flags are a really minefield

#480 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 21 February 2019 - 12:45 PM

Something else: So i guess we now need to just ignore all crash reports that came in since ~end of january due to the dll screwup.

 

But this means: if you still see some crash although you updated the VPinballX.exe AND bass.dll with the very latest 3639 (and up), PLEASE post the crash log and which table you played/edited!







Also tagged with one or more of these keywords: beta, 10.6 beta