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The VP 10.4 beta thread


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#481 hauntfreaks

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Posted 02 November 2017 - 04:58 PM

I tested the new materials "in use" on two tables, and it worked.... "crossing fingers"


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#482 Thalamus

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Posted 02 November 2017 - 09:25 PM

Ok. Either there is something I'm doing wrong or there is something weird with this machine. Can someone please verify ?

 

avatar-pre-delete_t.png

 

avatar-delete-playfielddark_t.png

 

avatar-post-delete_t.png

 

avatar-no-script-ref_t.png

 

http://vpinball.com/...ds/avatar-mod/#


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#483 fuzzel

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Posted 02 November 2017 - 11:04 PM

Ok. Either there is something I'm doing wrong or there is something weird with this machine. Can someone please verify ?

 

avatar-pre-delete_t.png

 

avatar-delete-playfielddark_t.png

 

avatar-post-delete_t.png

 

avatar-no-script-ref_t.png

 

http://vpinball.com/...ds/avatar-mod/#

Looks like you found a bug when deleting a material. The values of the next material after the deleted material is changed to the values of the deleted one ;)

As a workaround: sort the materials by "In Use" column so that all unused materials are at the end of the list. Then you can delete one or multiple unused materials.


Edited by fuzzel, 02 November 2017 - 11:09 PM.


#484 hauntfreaks

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Posted 02 November 2017 - 11:52 PM

Looks like you found a bug when deleting a material. The values of the next material after the deleted material is changed to the values of the deleted one ;)

 

 

As a workaround: sort the materials by "In Use" column so that all unused materials are at the end of the list. Then you can delete one or multiple unused materials.

 

NICE!!!


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#485 SPAMP

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Posted 03 November 2017 - 12:07 AM

deleted


Edited by SPAMP, 03 November 2017 - 12:34 AM.


#486 fuzzel

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Posted 03 November 2017 - 11:06 AM

I think the add/remove collection right-click feature could use a little work.  It works fine if you only use it for one selected object, but if you select two or more, even if they already all are in the same collection it does not show that as being the case.  See image below, I selected 2 lights both of which are in the CPULights collection as shown in the upper right, but the pop-up list of collections does not have it checked. 

 

Along with that is the mixed mode usage, if I have several objects, some of which may already be in the collection it doesn't have the check mark as would be expected, but when I do select it it just toggles everything, so that thsoe that were in it are no longer in it and those that were not are.  This is not very helpful.  i would suggest that when the check mark is not indicating they are in the collection that all selected items get added to the collection and if they already are in the collection it leaves them there.  If the check mark indicates they are all in the collection then it removes them all.  of course this is dependent on the first item I mentioned working correctly.

 

capture4.jpg

With the next update I changed the behavior a bit. When you multi selected elements and all elements share the same collection you can add/remove them to one or more collections. But if you selected multiple elements that belongs to different collections the sub context menu is greyed out and you will only see checked collections that were found for these elements but you can change them. It's not really feasable when you have different collections/elements.



#487 BorgDog

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Posted 03 November 2017 - 01:12 PM

 

I think the add/remove collection right-click feature could use a little work.  It works fine if you only use it for one selected object, but if you select two or more, even if they already all are in the same collection it does not show that as being the case.  See image below, I selected 2 lights both of which are in the CPULights collection as shown in the upper right, but the pop-up list of collections does not have it checked. 

 

Along with that is the mixed mode usage, if I have several objects, some of which may already be in the collection it doesn't have the check mark as would be expected, but when I do select it it just toggles everything, so that thsoe that were in it are no longer in it and those that were not are.  This is not very helpful.  i would suggest that when the check mark is not indicating they are in the collection that all selected items get added to the collection and if they already are in the collection it leaves them there.  If the check mark indicates they are all in the collection then it removes them all.  of course this is dependent on the first item I mentioned working correctly.

 

 

With the next update I changed the behavior a bit. When you multi selected elements and all elements share the same collection you can add/remove them to one or more collections. But if you selected multiple elements that belongs to different collections the sub context menu is greyed out and you will only see checked collections that were found for these elements but you can change them. It's not really feasable when you have different collections/elements.

 

 

Not quite sure I understand that last part, but I will wait to see it in the update.  thanks for looking at and addressing it.



#488 fuzzel

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Posted 03 November 2017 - 01:27 PM

lol yes it's not that simple. Actually I fine tuned the way how you can use the context menu to add/remove elements to collections. So it's not possible anymore to add/remove multiple elements to/from collections which belong to different collections.

#489 fuzzel

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Posted 03 November 2017 - 05:14 PM

rev3242 is up:

 

- fix material delete bug

- change context menu behavior of add/remove to collection: it's possible to add/remove one or multiple elements to other collections. 
  If you selected multiple elements but they are not part of the same collection/or are not part of any collection the context menu is
  greyed out and the check marks tell you which collections were found for these selected elements.


#490 Thalamus

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Posted 03 November 2017 - 08:33 PM

Thanks you once again Toxie and Fuzzel. You are amazing. So important and simply put invaluable to us all. Ah, you too DjRobX .. Arngrim ... oh - shit ... etc. etc.

 

Ok, I admit - had a few already. But, doesn't mean I'm wrong.


Edited by Thalamus, 03 November 2017 - 09:26 PM.

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#491 fuzzel

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Posted 03 November 2017 - 09:26 PM

Thanks Thalamus :)

 

I had left some debug code in the last version. I reuploaded a new version with the same revision number, so everyone who downloaded it please redownload it.



#492 Thalamus

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Posted 03 November 2017 - 09:44 PM

Was scratching my head for a moment - re-downloading and thanks once more.


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#493 BorgDog

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Posted 03 November 2017 - 10:56 PM

I've had a couple crashes since downloading the latest beta.  here is the latest crash files this one I had only 1 table open, had just played a game and went to change some settings when it crashed.

 

https://www.dropbox..../crash.zip?dl=0



#494 STAT

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Posted 04 November 2017 - 09:29 AM

Just a small Thing: Sound Manager, if you Play a longer Song, and then you will Play another, the first doesn't stop/end,
also don't stop if you Close SM Window ... you have to quit complete VP, for stop Sounds.
I found this while i browse through "Metal Slug" Sounds, to get one for PinballX Table Audio ...



#495 jpsalas

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Posted 04 November 2017 - 09:47 AM

Just a small Thing: Sound Manager, if you Play a longer Song, and then you will Play another, the first doesn't stop/end,
also don't stop if you Close SM Window ... you have to quit complete VP, for stop Sounds.
I found this while i browse through "Metal Slug" Sounds, to get one for PinballX Table Audio ...

Yes, this "bug" or "feature" has been in VP since its origins :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

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#496 Reaper802

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Posted 04 November 2017 - 03:09 PM

Noticed something strange today in regards to Vsync and Pre-rendered frames vs. Left Flipper rotate and EOS timing values provided via F11:

 

If Vsync = 1 and Pre =1 in video settings Left Flipper rotate averages 18ms and EOS averages 34ms.

 

If Vsync = 0 and Pre = 0 in video settings Left Flipper rotate averages 5.4ms and EOS averages 16ms.

 

Why would these settings add 3 times more flipper lag on rotation and double EOS timing?

 

I'd love to run with Vsync = 0 and Pre = 0 for the reduced lag but many tables stutter badly with those video settings.  That is using a 980Ti at 4K resolution on the playfield.  Also driving a 720P backglass and the DMD monitor.

 

Is this expected behavior or is it a bug?



#497 DawdlingDan

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Posted 04 November 2017 - 03:53 PM

Noticed something strange today in regards to Vsync and Pre-rendered frames vs. Left Flipper rotate and EOS timing values provided via F11:

 

If Vsync = 1 and Pre =1 in video settings Left Flipper rotate averages 18ms and EOS averages 34ms.

 

If Vsync = 0 and Pre = 0 in video settings Left Flipper rotate averages 5.4ms and EOS averages 16ms.

 

Why would these settings add 3 times more flipper lag on rotation and double EOS timing?

 

I'd love to run with Vsync = 0 and Pre = 0 for the reduced lag but many tables stutter badly with those video settings.  That is using a 980Ti at 4K resolution on the playfield.  Also driving a 720P backglass and the DMD monitor.

 

Is this expected behavior or is it a bug?

Expected behaviour. Vsync = 1 (enabled) always increases delay/latency vs Vsync = 0 (disabled). I wouldn't worry about the numbers and just focus on playing cause 18ms is low enough that you won't notice a perceivable delay between pushing the button and the flipper reacting. 50-100ms, you might start to notice.



#498 fuzzel

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Posted 04 November 2017 - 04:05 PM

I've had a couple crashes since downloading the latest beta.  here is the latest crash files this one I had only 1 table open, had just played a game and went to change some settings when it crashed.

 

https://www.dropbox..../crash.zip?dl=0

Thanks...fixed with the next update...



#499 DJRobX

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Posted 04 November 2017 - 04:22 PM

Just a small Thing: Sound Manager, if you Play a longer Song, and then you will Play another, the first doesn't stop/end,
also don't stop if you Close SM Window ... you have to quit complete VP, for stop Sounds.
I found this while i browse through "Metal Slug" Sounds, to get one for PinballX Table Audio ...

 

LOL, I just noticed the same thing when looking at Stranger Things.    On VPM tables, sound manager is more typically used for short table noises, so when you have things like full songs in there, the lack of a way to stop the test sound can get annoying fast.   :)



#500 jpsalas

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Posted 04 November 2017 - 04:27 PM

 

Just a small Thing: Sound Manager, if you Play a longer Song, and then you will Play another, the first doesn't stop/end,
also don't stop if you Close SM Window ... you have to quit complete VP, for stop Sounds.
I found this while i browse through "Metal Slug" Sounds, to get one for PinballX Table Audio ...

 

LOL, I just noticed the same thing when looking at Stranger Things.    On VPM tables, sound manager is more typically used for short table noises, so when you have things like full songs in there, the lack of a way to stop the test sound can get annoying fast.   :)

 

 

Don't worry, it has been like this for 17 years :)


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