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The VP 10.5 beta thread


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#481 psmiraglia

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Posted 05 April 2018 - 07:43 PM

I believe that is in general, I distinctly remember testing with ghostbusters, afm, elvis, and bttf (a couple soundmode 0 and a couple soundmode 1). But I just cannot remember all the ones i tested when upgrading every few weeks. strange indeed.



#482 DJRobX

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Posted 06 April 2018 - 05:25 AM

1) [ Mech tilt problems ].. Is this because of the hack we did on Star Wars over at mb ? 

 

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".

 

1) We did not do a hack.   We corrected a bug in the mechanism that disables flippers and pop bumpers when the table tilts.   Some tables do not define these objects, but the plugin was failing to check for that particular condition.   It is not really involved in Danger vs. Tilt. 

 

2) Your center channel is probably enabled.   Make sure it is unchecked from the Windows speaker setup.    On some cards we've found that disabling center doesn't work correctly, and installing EqualizerAPO fixes it.   EqualizerAPO is a great tool anyway, I recommend installing it regardless.



#483 toxie

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Posted 06 April 2018 - 12:43 PM

I believe that is in general, I distinctly remember testing with ghostbusters, afm, elvis, and bttf (a couple soundmode 0 and a couple soundmode 1). But I just cannot remember all the ones i tested when upgrading every few weeks. strange indeed.

 

Pretty diverse then. I have no clue at all then how this can happen, especially the part with ACDC being able to fix it. :/



#484 fuzzel

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Posted 06 April 2018 - 12:49 PM

Maybe Brian Johnson can fix it :D

#485 gtxjoe

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Posted 08 April 2018 - 09:58 PM

Is it possible to add command line option to enable exclusive fullscreen, like the opposite of the -DisableTrueFullscreen option?

 

This would make it possible to setup PinballX to always force fullscreen mode for VPX.  I would like to leave VPX defaulted to windows fullscreen mode, so the F6 menu options are visible when running new tables for the first time



#486 Thalamus

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Posted 08 April 2018 - 10:41 PM

That and if it isn't too much work, command line option to override for alt-sound mode. Would make it much easier to setup normal or pinsound enabled tables.


Edited by Thalamus, 08 April 2018 - 10:41 PM.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#487 toxie

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Posted 09 April 2018 - 09:58 AM

Is it possible to add command line option to enable exclusive fullscreen, like the opposite of the -DisableTrueFullscreen option?

 

This would make it possible to setup PinballX to always force fullscreen mode for VPX.  I would like to leave VPX defaulted to windows fullscreen mode, so the F6 menu options are visible when running new tables for the first time

 

Yes..


That and if it isn't too much work, command line option to override for alt-sound mode. Would make it much easier to setup normal or pinsound enabled tables.

 

Unfortunately not possible, as VP does absolutely know nothing at all about VPM running or not, or what it features.. This is all done via scripting..

 

Maybe somebody could do a patch so that one could switch between the two modes via core.vbs??

VPM 3.0 features this functionality via "SoundMode", btw: https://sourceforge....whatsnewVPM.txt


Edited by toxie, 09 April 2018 - 10:55 AM.


#488 toxie

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Posted 09 April 2018 - 08:09 PM

-EnableTrueFullscreen has been added to command line options now



#489 Slydog43

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Posted 09 April 2018 - 09:51 PM

Has anyone contacted Randy Davis recently?  I would be curious on what he thinks of the amount of tables that have come out for VPX and the beauty and play ability of these tables.  I can hardly keep up modifying my personal database and system to handle all of the tables.  Incredible community and devs!! 



#490 fuzzel

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Posted 09 April 2018 - 09:59 PM

I've never been in contact with Randy so don't know how to contact him. Maybe he's visiting this site from time to time?

#491 toxie

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Posted 10 April 2018 - 05:26 AM

Some years ago he made some minor commits to the codebase even.. Apparently he showed VP9.X to his kid(s) and was pretty pleased how it all turned out.. Then he vanished again before VPX was started..



#492 hanzoverfist

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Posted 10 April 2018 - 02:52 PM

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:
screenshot950_t.jpg
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!

 

Flupper,

 

I will PM you a debug build for testing purposes only!!! I have added this code to the area you are interested in, it is not in SVN:

before I PM you I will need an OK from either toxie or fuzzel if they see a problem with this? I don't think so but hey who knows.

 

HKEY hKey;
   float _camx =0.0f;
   float _camy =0.0f;
   float _camz =0.0f;

   _camy = FSS_mode ?  500.0f: 0.0f;

        if(RegOpenKeyEx( HKEY_CURRENT_USER, "Software\\Visual Pinball\\VP10\\Editor", 0, KEY_QUERY_VALUE, &hKey )== ERROR_SUCCESS)
        {
        const int SIZE = 32;
        char value[SIZE];
        DWORD value_length = SIZE;

            if(RegQueryValueEx(hKey, "modcam", NULL, NULL, (LPBYTE)&value[0], &value_length) == ERROR_SUCCESS)
            {
                if(value[0] != '0')
                {
                value_length = SIZE;
                    if(RegQueryValueEx(hKey, "modcamx", NULL, NULL, (LPBYTE)&value[0], &value_length) == ERROR_SUCCESS)
                    {
                    _camx =atof(value);
                    }
                value_length = SIZE;

                    if(RegQueryValueEx(hKey, "modcamy", NULL, NULL, (LPBYTE)&value[0], &value_length) == ERROR_SUCCESS)
                    {
                    _camy =atof(value);
                    }
                value_length = SIZE;
                    if(RegQueryValueEx(hKey, "modcamz", NULL, NULL, (LPBYTE)&value[0], &value_length) == ERROR_SUCCESS)
                    {
                    _camz =atof(value);
                    }
                }
            }
        RegCloseKey(hKey);
        }
   const float camx = m_camx + _camx;
   //const float camy = m_camy + (FSS_mode ? 500.0f : 0.f);
   const float camy = m_camy + _camy;
         float camz = m_camz + _camz;

 

 

you will need to modify your registry under "Software\\Visual Pinball\\VP10\\Editor" and add the 4 new string values :

modcam, modcamx, modcamy, modcamz

 

modcam must be greater than 0 to enable this functionality.


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#493 toxie

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Posted 10 April 2018 - 03:06 PM

In principle no problem with me.. Should this be part of global video preferences then in the end instead of the table options??


Edited by toxie, 10 April 2018 - 03:06 PM.


#494 hanzoverfist

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Posted 10 April 2018 - 03:09 PM

In principle no problem with me.. Should this be part of global video preferences then in the end instead of the table options??

 

Its just a hack so flupper can test his idea. not planned to be permanent , unless he comes back with good news.


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#495 fuzzel

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Posted 10 April 2018 - 03:32 PM

Flupper and I had a small conversation about this I highly doubt that this will help him but for a test balloon it's ok

#496 hanzoverfist

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Posted 11 April 2018 - 01:55 AM

@devs, getting a weird audio chirping noise with the current code on SVN, when I run the table "back to the future" are any of you getting this?


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#497 toxie

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Posted 11 April 2018 - 08:32 AM

we haven't touched the audio code in a while.. but: is this in the emulation or really the VP part?



#498 hanzoverfist

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Posted 11 April 2018 - 12:42 PM

we haven't touched the audio code in a while.. but: is this in the emulation or really the VP part?

 

so I deleted the nvram and it's fine, I guess it got corrupted.


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#499 wrd1972

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Posted 12 April 2018 - 11:43 AM

Ive seen a few glitches like that too. Nvram delete fixed it.

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.


#500 wrd1972

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Posted 12 April 2018 - 01:39 PM

Devs,

Following up on a recent request to have a global button in video preferences, to turn off playfield reflections on all tables.

This could greatly help those that get PF reflection induced stutter.

 

Thanks


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.