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The VP 10.7 beta thread


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#521 toxie

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Posted 15 June 2020 - 01:30 PM

@fuzzel I’m still seeing graphical interference on the latest build (4144) that’s particularly noticeable on dark areas of tables. I’ve also noticed this on the last couple of builds, but not on 4134 - see my original post below.

“@fuzzel Ive also noticed 4134 totally cured the graphical interference issue introduced in 10.6. But with 4139 Ive noticed some slight interference back again, not as bad, but a slight sparkly effect in dark areas. Its noticeable on Bords Pinbot at the top of the table to give an example.

but this new one is fixed/static and not moving/"animated", right?


Edited by toxie, 15 June 2020 - 01:30 PM.


#522 ashleyb

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Posted 15 June 2020 - 03:42 PM

@fuzzel I’m still seeing graphical interference on the latest build (4144) that’s particularly noticeable on dark areas of tables. I’ve also noticed this on the last couple of builds, but not on 4134 - see my original post below.

“@fuzzel Ive also noticed 4134 totally cured the graphical interference issue introduced in 10.6. But with 4139 Ive noticed some slight interference back again, not as bad, but a slight sparkly effect in dark areas. Its noticeable on Bords Pinbot at the top of the table to give an example.

but this new one is fixed/static and not moving/"animated", right?

Yeah, it’s more like a sparkly static. It’s quite noticeable on the grey/dark areas on Bord’s Jackbot and Pinbot.

#523 Segovia11

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Posted 16 June 2020 - 01:27 AM

Dear VPX.7 management team,

                                                    have you ever considered increasing the size of the undo memory. It would be a welcomed contribution.

 

 

Thank you

Joseph Gofton  :pinnochio:  :pinnochio:  :pinnochio:     



#524 toxie

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Posted 16 June 2020 - 08:45 AM

Hi, the beta 10.7 4154 crash when I add an image to a target (type Drop Target Simple). In this case the name of my image was too long. In 10.6 the problem exists because the image is not apply, but the application don't crash.

 

Both the crash and not being able to select such images is now fixed. Also the reimport of such images is now possible.



#525 Segovia11

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Posted 16 June 2020 - 11:31 AM

Dear Forum, 

                     Found a solution to the issue that occurs when ball reflection creates unwanted transparency.

My quote from last forum regarding the ball reflection comment " When ball rolls over the under playfield table, ball reflection manufactures transparency on Flash and mesh properties. The ball does not manufacture transparency on anything when it is below the playfield and rolling around.

 

Resolution 

1. Select Preferences 

2. Video/Graphics Options 

3. Remove check from Reflect Ball on Playfield 

 

ThankYou

 

Joseph Gofton  :pinnochio:  :pinnochio:  :pinnochio: 



#526 Segovia11

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Posted 16 June 2020 - 02:12 PM

Dear VPX.7 Upgrade team,

                                             Non Critical Bug report ;- when Gottlieb kicker is positioned next to a Wall / primitive object, it cuts a hole through them.

 

Presently using invisible kicker display mode with Future Pinball wavefront.Obj designed kicker models.

 

Thank you for the work that you are doing, and have already done - it is most appreciated. 

 

Thank You  

Joseph Gofton :pinnochio:  :pinnochio:  :pinnochio:       



#527 fuzzel

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Posted 16 June 2020 - 03:00 PM

Dear VPX.7 Upgrade team,

                                             Non Critical Bug report ;- when Gottlieb kicker is positioned next to a Wall / primitive object, it cuts a hole through them.

 

Presently using invisible kicker display mode with Future Pinball wavefront.Obj designed kicker models.

 

Thank you for the work that you are doing, and have already done - it is most appreciated. 

 

Thank You  

Joseph Gofton :pinnochio:  :pinnochio:  :pinnochio:       

That's a known issue. If you place a build-in kicker a hole is punched in the z-buffer to render the kicker mesh. Any nearby element is effected by that. To circumvent the problem you should create a playfield_mesh with holes and add a kicker mesh into the holes. The example table shows that a bit.



#528 dazzadasha

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Posted 16 June 2020 - 03:49 PM

I'm reading through this topic and it occurs to me that the amount of work, dedication, cooperation and just raw talent that goes into everything here is staggering.Nearly 40 years ago I made my first pin. A shoddy Firepower made in my dads garage from wood, nails and rubber bands. To have dreamed of something like we have here was unimaginable. This may not be the right place for this, but I trust that the people I wish to thank will see it. I wish I could contribute in some way.  These tables are incredible  The programs are incredible. The thousands, maybe millions of lines of code.  Its still surreal now to look at a cab and just watch it rotate. When people ask how much its cost me over the years I tell 'em about the community, and that the tables, the hundreds of incredible tables, are all free. They're all just gobsmacked. A seamless fully playable library of almost every pinball table ever made,the back-glasses, original artwork digitally restored, fully working DMDs. Hell you bloody geniuses have even worked out how to enhance lighting, make plungers work and now toppers. Hell even in VR. Pinball wont die with us 60,70s and 80s kids, thanks to you guys.


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I still cant believe that we have


#529 toxie

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Posted 16 June 2020 - 03:53 PM

 

                                             Non Critical Bug report ;- when Gottlieb kicker is positioned next to a Wall / primitive object, it cuts a hole through them.

 

Presently using invisible kicker display mode with Future Pinball wavefront.Obj designed kicker models.

   

That's a known issue. If you place a build-in kicker a hole is punched in the z-buffer to render the kicker mesh. Any nearby element is effected by that. To circumvent the problem you should create a playfield_mesh with holes and add a kicker mesh into the holes. The example table shows that a bit.

Yes, this is an artefact from the static rendering optimization and we cannot get rid of this until we switch to fully dynamic rendering.


                     Found a solution to the issue that occurs when ball reflection creates unwanted transparency.

My quote from last forum regarding the ball reflection comment " When ball rolls over the under playfield table, ball reflection manufactures transparency on Flash and mesh properties. The ball does not manufacture transparency on anything when it is below the playfield and rolling around.

 

Resolution 

1. Select Preferences 

2. Video/Graphics Options 

3. Remove check from Reflect Ball on Playfield 

Also the same reason here.  :/



#530 Slydog43

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Posted 17 June 2020 - 01:59 AM

I'm reading through this topic and it occurs to me that the amount of work, dedication, cooperation and just raw talent that goes into everything here is staggering.Nearly 40 years ago I made my first pin. A shoddy Firepower made in my dads garage from wood, nails and rubber bands. To have dreamed of something like we have here was unimaginable. This may not be the right place for this, but I trust that the people I wish to thank will see it. I wish I could contribute in some way.  These tables are incredible  The programs are incredible. The thousands, maybe millions of lines of code.  Its still surreal now to look at a cab and just watch it rotate. When people ask how much its cost me over the years I tell 'em about the community, and that the tables, the hundreds of incredible tables, are all free. They're all just gobsmacked. A seamless fully playable library of almost every pinball table ever made,the back-glasses, original artwork digitally restored, fully working DMDs. Hell you bloody geniuses have even worked out how to enhance lighting, make plungers work and now toppers. Hell even in VR. Pinball wont die with us 60,70s and 80s kids, thanks to you guys.

 

You really have to try VR, I love cabs (I have way to many, but VR stuff is amazing, and the future)  Im still building a new 43" but VR stuff is just way to awesome with very LITTLE lag in flipper response (SOOOO IMPORTANT). at least that is how it runs my my main rig.   Building more stations now (I have a problem)



#531 Robsoie

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Posted 17 June 2020 - 08:55 PM

rev4142 is up:

 

- add player window title name (fix for different front ends)
 

Hello,

 

About that point from a previous beta7 update, after using an autohotkey script to know the names of various active windows , i noticed that for the current beta 7 it returns that the player window class is

 

 

Win32++ Window

While in beta6 it was

 

 

VPPlayer

 

I don't know why it was changed, but it seems that "Win32++ Window"  sounds generic (and so could easily be used by other active windows from other programs when you don't only have Visual Pinball active), and could lead to problems with such autohotkey scripts that could then target the wrong active window.

Could that window class be renamed to "VPPlayer" , that was more unique to the the visual pinball player window ?


Edited by Robsoie, 17 June 2020 - 08:56 PM.


#532 jpsalas

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Posted 18 June 2020 - 06:45 AM

I found another bug :)

 

If you run a table and open the debugger by pressing ESC and selecting the Debugger in the menu, then the debugger window opens, you can click on the editor, and you can go back to the table and check for errors. Everything is ok.

But if you open the debugger window by pressing the letter D, then the window opens, but you can't get back to the table, the focus is locked on the debugger window.

 

-JP


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


#533 bord

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Posted 18 June 2020 - 03:41 PM

Hey guys, here is a feature request. Currently the bumper skirt animation (which is really cool) doesn't have controls for speed and plays too slow/choppy for my taste. Can you tie the speed of the animation to the bumper's timer or add a "skirt speed" option just as there is a "ring speed" option?

 

Thanks for considering.



#534 fuzzel

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Posted 18 June 2020 - 07:04 PM

 

rev4142 is up:

 

- add player window title name (fix for different front ends)
 

Hello,

 

About that point from a previous beta7 update, after using an autohotkey script to know the names of various active windows , i noticed that for the current beta 7 it returns that the player window class is

 

 

Win32++ Window

While in beta6 it was

 

 

VPPlayer

 

I don't know why it was changed, but it seems that "Win32++ Window"  sounds generic (and so could easily be used by other active windows from other programs when you don't only have Visual Pinball active), and could lead to problems with such autohotkey scripts that could then target the wrong active window.

Could that window class be renamed to "VPPlayer" , that was more unique to the the visual pinball player window ?

 

Can you please retest this with the latest version? That should be fixed by now.


I found another bug :)

 

If you run a table and open the debugger by pressing ESC and selecting the Debugger in the menu, then the debugger window opens, you can click on the editor, and you can go back to the table and check for errors. Everything is ok.

But if you open the debugger window by pressing the letter D, then the window opens, but you can't get back to the table, the focus is locked on the debugger window.

 

-JP

Thanks! Will take a look.


Hey guys, here is a feature request. Currently the bumper skirt animation (which is really cool) doesn't have controls for speed and plays too slow/choppy for my taste. Can you tie the speed of the animation to the bumper's timer or add a "skirt speed" option just as there is a "ring speed" option?

 

Thanks for considering.

Really it's too slow for you? I can bundle it with the ball speed so if the ball hits the bumper with high speed the skirt is moving faster and vice versa?



#535 Robsoie

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Posted 18 June 2020 - 09:26 PM

Can you please retest this with the latest version? That should be fixed by now.
 

 

Unless there's a version i am missing, on VPX_7_beta_rev4154 :

the player window title is as expected and correct :

Visual Pinball Player

but the player window class name is (while it was in beta 6 "VPPlayer" ) :

Win32++ Window

It's not a real problem for me, as my scripts works very well with window titles, but i imagine people using scripts involving the window class name could have problem with such generic class name as it could be used possibly by other active windows.


Edited by Robsoie, 18 June 2020 - 09:26 PM.


#536 bord

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Posted 18 June 2020 - 09:51 PM


Hey guys, here is a feature request. Currently the bumper skirt animation (which is really cool) doesn't have controls for speed and plays too slow/choppy for my taste. Can you tie the speed of the animation to the bumper's timer or add a "skirt speed" option just as there is a "ring speed" option?

 

Thanks for considering.

Really it's too slow for you? I can bundle it with the ball speed so if the ball hits the bumper with high speed the skirt is moving faster and vice versa?

 

Too slow or not enough frames - it is hard to say without being able to play with it. I can see the stop frames in between the movements so it should either play faster or have double the positions. Ball speed idea is pretty cool and may be a good solve.

 

BTW, is there a way to change the skirt's texture via script since there isn't a place in the options dialog? Would be nice to bake out some textures for those.



#537 3rdaxis

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Posted 19 June 2020 - 08:30 AM

Hey guys, here is a feature request. Currently the bumper skirt animation (which is really cool) doesn't have controls for speed and plays too slow/choppy for my taste. Can you tie the speed of the animation to the bumper's timer or add a "skirt speed" option just as there is a "ring speed" option?

 

Thanks for considering.

If this is for Seawitch maybe have a look at what I did on Firepower's popbumpers. 



#538 Mrtr32

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Posted 19 June 2020 - 12:39 PM

New Feature request:

 

Full support for Xbox Controller directly in Visual Pinball like Pinball Arcade and Pinball FX3

 

Is it possible to add support with default configuration for easy setup and use in vpx without third party utility?

 

I Have PinballX setup in desktop mode with MAME and Pinball games

 

 

 

Thank you for this awesome pinball Emulator!


Edited by Mrtr32, 19 June 2020 - 12:45 PM.


#539 stampedem

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Posted 19 June 2020 - 04:57 PM

Not sure if it's a bug per se, but it has happened on my machine with the 10.7 betas, and doesn't appear to have happened on 10.6 final.  I switched between the two .exe's to test.

 

When I exit out of a table, I sometimes, but not always, get a message saying "Table 'XXXX' has changed.  Do you want to save changes before exiting?"

 

It then gives Yes, No, or Cancel options.  But I have not made any changes, just played the table.

 

This occurs when using a front end or directly through VPX.

 

I assume it's related, but when then looking at recently played tables, in the drop down menu of VPX, those tables then sometime show crazy file extensions, like Table Name.vpxÿÿÿÿKNv¡RŸv .  Usually it seems to be that vpxÿÿÿÿKNv¡RŸv string but not always.  It's not possible to then replay a table with that extension, but the original table is still there and can be loaded up and played.

 

If there is a report/log or something that would help, please let me know and I'll be happy to find that for you.  Thanks!

 

Here is a folder with a few pictures.  I'm sorry I don't know how to embed an image.

 

https://app.box.com/...cprlb9uundkmfrz



#540 Halen

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Posted 20 June 2020 - 03:51 PM

I download the new Bad Cats table by brad1x and i have a problem with part of playfield. See the images: https://mega.nz/file...bhhhfgvxbwY-JKw

 

Iam playing with 10.7 and brad1x send to me other table with image rotated but it didn't work either. I changed it to 10.6 and worked now. I think there is a bug, but the Bad Cats  review 1 without mod was working without problems.


Edited by Halen, 20 June 2020 - 03:53 PM.