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The VP 10.7 beta thread


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#541 jpsalas

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Posted 21 June 2020 - 09:13 AM

Some bugs from the editor:

 

1.- Import Export of materials
 
- Importing and exporting materiales ended up with all the metals with the "metal" unchecked. and all the materials having the same physical parameters as the first one. What I did:
  - Imported a set of physycal material, as the table didn't have them.
  - Then before I pressed OK, I selected all the materials and exported them, and then pressed ok.
  - The exported materials are all ok, but the materiales in the table are all a copy of the first one.
I tried to reproduce it and only once I got the same error, but many times it worked fine. I guess it all depends of how I select the material. But it is strange that a the "metaL" check disappeared from all the materials, and the physical propwerties of the first material gor copied to all.
 
 
2.- Properties Window not getting focus
 
This bug is easy to reproduce, and you'll see two bugs (maybe it is just the same bug in the code):
  - Say that you wan to set both flippers at the same height (Y pos). To do that I select one flipper, go to the properties window, dobleclick on the Y pos value, CTRL C for copy, then I select the second flipper, go to the Y pos, dobbelclick on the Y pos and press CTRL V. And the result is that the new flipper does not get the new value, and you get a copy of the first flipper.
  
  - To test this further, I did all of the same until I was going to paste the value on the second flipper, this time, after dobleclicking on the Y pos I pressed the delete key (DEL) to see if the value was deleted before I press CTRL V, but then the flipper got deleted instead of the value.
  
This can't be a Windows focus problem, since this was working fine in 10.6. I know the Window system in VPX has changed, but that feels like a bug to me :)
 
Also using CTRL C and CTRL V in the properties window doesn't seem to work very well, mostly when copying the X and Y pos to align flippers and a primitive.
 
It feels to me like the properties window never gets the focus.
 
 
 
3.- Copy / Paste of several objects not moving with the arrow keys.
 
This has been better in the latest revision (4154) but still most of the time I'm not able to move the objects until I click on them, and then of course they get deselected. I have learned to click with SHIFT down, then just one of the objects gets deselected and I can select it again. Then all the objects move again using the arrow keys.
 
 
 
4.- The images not showing in the Image Manager.
 
This works from time to time. Sometimes the images are shown, sometimes not. I haven't been able to find why sometimes work and sometimes don't.
 
 
 
5.- Importing Sounds.
 
It looks like there is a limit of the amount of sounds you can import at the same time. If I try to import more than 50 sounds then nothing happen and none gets imported. This limit wasn't in 10.6.
 
 
That's all for now :)

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


#542 jpsalas

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Posted 21 June 2020 - 09:25 AM

I can add two other bugs, but I haven't been able to reproduce them.

 

- The F3 doesn't bring up the Image Manager. It didn't do anything.

 

- The Menu View > Playfield Image /Backdrop didn't do anything.

 

When I got these errors I quit VPX, opened again, and everything worked.


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


#543 fuzzel

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Posted 21 June 2020 - 12:08 PM

Thanks JP for such a great bug list :D

The next update fixes bug 2, 3 and maybe the issue with pressing F3 for the image manager. Main cause of all this was the wrong event handling when pressing a button. Copy'n paste with ctrl+c/v wasn't catched by the property dialog but by the main editor window. Therefore the element was selected and copied instead of the value in the property dialog. The same goes for pressing del key. The reason that no image/material manager was showing up when you press an F-key is that the focus could be on another window than the main editor window.

I'm unable to reproduce the rest of the bugs so they need some investigation.



#544 jpsalas

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Posted 21 June 2020 - 12:10 PM

I found out point nr 4 :) I guess it is a feature :)

If I run a table by double-clicking then when I quit the table I can't see the images in the editor.

If I simply load the table in the editor then I can see the images.

 

I guess it is to save some memory when running a table. I didn't catch that you added that :)

 

One bug less :)

 

(I mean in the editors image manager)


Edited by jpsalas, 21 June 2020 - 12:12 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


#545 fuzzel

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Posted 21 June 2020 - 12:12 PM

rev4171 is up:

 

- fix static text if user multiselected different elements
- fix copy'n paste issue and overall event handling if user pressed F1-F12 keys while in sub dialogs
- fix debugger window is blocking the player loop
- fix window class name (player window class is now 'VPPlayer' again)
- fix reimport of images with long names
 



#546 supered

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Posted 21 June 2020 - 02:23 PM

Rev4171

- Bug found. When inserting a flasher from the menu on a table, vpx dis-appear without any text or warning.

 

Crash report VPX rev4171
============
Process: VPinballX.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:00481AA0
Attempt to read from 0x00006567
Thread ID: 0x637C [25468]
 
Call stack
==========
00481AA0 VPinballX.exe (0x00006567 0x0B2CF530 0x75202420 0x00000001)
0046C9F1 VPinballX.exe (0xFFFFFFFFFFFFFFFF 0x00900912 0x0B2CF530 0x004270b8)
0046DC7E VPinballX.exe (0x00000110 0x01F205B0 0x00000000 0xffffffff80006011)
00425246 VPinballX.exe (0x004251F0 0x00900912 0x00000110 0x01f205b0)
7520601D USER32.dll CallWindowProcW + 0x1B4D (0x00900912 0x00000110 0x01F205B0 0x00000000)
752055F1 USER32.dll CallWindowProcW + 0x1121 (0x03A75F60 0x00000000 0x00000110 0x01f205b0)
7521F165 USER32.dll CreateWindowExA + 0x65 (0x00900912 0x00000110 0x01F205B0 0x00000000)
752244BB USER32.dll AddClipboardFormatListener + 0x4B (0x7521F140 0x00900912 0x00000110 0x01f205b0)
75204FFC USER32.dll CallWindowProcW + 0xB2C (0x3A29BDF0 0x00007FFA 0x00000110 0x01f205b0)
752047AD USER32.dll CallWindowProcW + 0x2DD (0x03A75F60 0x00000000 0x00000000 0x00000000)
751FF094 USER32.dll RegisterClassExW + 0xB64 (0x00400000 0x007B9598 0x00000644 0x03780786)
751FCD45 USER32.dll CreateDialogIndirectParamAorW + 0x35 (0x00400000 0x007B9598 0x03780786 0x004251f0)
752216AC USER32.dll CreateDialogParamA + 0x6C (0x00400000 0x00000225 0x03780786 0x004251f0)
004252EC VPinballX.exe (0x0B2CF530 0x0303A928 0x0B2CF530 0x00000000)
0044E635 VPinballX.exe (0x0B2CF530 0x00734F38 0x00000000 0x00000000)
0044CAE4 VPinballX.exe (0x099A364C 0x0305D530 0x0019ED50 0x0019e568)
00481DA6 VPinballX.exe (0x0305EA48 0x0305EA48 0x0019ED50 0x00536abe)
005B05BA VPinballX.exe (0x0305F164 0x00537863 0x099A364C 0x00000000)
00537863 VPinballX.exe (0x099A3688 0x44700000 0x0000807A 0x00100dc2)
00530DEE VPinballX.exe (0x00000201 0x00000001 0x019C036A 0x00000201)
00425FDF VPinballX.exe (0x00425F90 0x00100DC2 0x00000201 0x00000001)
75204FFC USER32.dll CallWindowProcW + 0xB2C (0x00425F90 0x00000000 0x00000201 0x00000001)
7520414E USER32.dll DispatchMessageW + 0x22E (0x75219A00 0x005A51D6 0x0019E83C 0x0019ff24)
7521E8B0 USER32.dll DispatchMessageA + 0x10 (0x0019E83C 0x0019FF24 0x002E8000 0x00000000)
005A51D6 VPinballX.exe (0x00000000 0x00000001 0x002E8000 0x007488c8)
005A5340 VPinballX.exe (0
Environment
===========
Date/time: 21/6/2020, 15:46:28:619
Number of CPUs: 8
Processor type: 586
System: Windows 10 (10.0 18363)
 
Memory status
=============
Total Reserved: 62216K (60M) bytes
Total Commited: 266400K (260M) bytes
Total Free: 3865624K (3775M) bytes
Largest Free: 2095444K (2046M) bytes
 
Registers
=========
EAX=0019DB58 EBX=0B2CF774 ECX=00006568 EDX=00006567
ESI=00006567 EDI=0B2CF530 EBP=000001EA ESP=0019E85C EIP=005A5340
FLG=00010202 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
 
 
Mini dump saved successfully.


#547 Robsoie

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Posted 21 June 2020 - 04:34 PM

rev4171 is up:

 

- fix static text if user multiselected different elements
- fix copy'n paste issue and overall event handling if user pressed F1-F12 keys while in sub dialogs
- fix debugger window is blocking the player loop
- fix window class name (player window class is now 'VPPlayer' again)
- fix reimport of images with long names
 

 

Thank you a lot for the update
 



#548 LynnInDenver

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Posted 21 June 2020 - 09:33 PM

So, I'm curious if providing a 64-bit distribution would help with a problem that's starting to develop... there's two tables now that the current downloads cause issues with crashing VPX with memory errors because they're using excessively much higher resolution textures in attempts to future proof for 8K displays. I know some of the common wisdom is 64-bit removes a memory ceiling in some circumstances versus 32-bit.



#549 Joe

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Posted 22 June 2020 - 03:17 AM

So, I'm curious if providing a 64-bit distribution would help with a problem that's starting to develop... there's two tables now that the current downloads cause issues with crashing VPX with memory errors because they're using excessively much higher resolution textures in attempts to future proof for 8K displays. I know some of the common wisdom is 64-bit removes a memory ceiling in some circumstances versus 32-bit.

is exe coded with the 4GB flag also vpiname 64 may be needed as well.



#550 jpsalas

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Posted 22 June 2020 - 04:08 AM

rev4171 is up:

 

- fix static text if user multiselected different elements
- fix copy'n paste issue and overall event handling if user pressed F1-F12 keys while in sub dialogs
- fix debugger window is blocking the player loop
- fix window class name (player window class is now 'VPPlayer' again)
- fix reimport of images with long names
 

 

The editor keys are not working on the playfield, like CTRL S for save, CTRL C, CTRL V, CTRL SHIFT L for lock/unlock, etc. But the copy/paste in the properties window works fine now :)


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


#551 supered

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Posted 22 June 2020 - 07:03 AM

Old "bug" returned?

Hi, I'm working for a few weeks on a new table, using 10.7 (rev 4171 at this moment)

 

I have an issue with "select element" from the menu. When using this, VPX freezes and kills itself in a few second.

No crash dump is created.

 

Regards

Ed



#552 fuzzel

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Posted 22 June 2020 - 08:33 AM

 

rev4171 is up:

 

- fix static text if user multiselected different elements
- fix copy'n paste issue and overall event handling if user pressed F1-F12 keys while in sub dialogs
- fix debugger window is blocking the player loop
- fix window class name (player window class is now 'VPPlayer' again)
- fix reimport of images with long names
 

 

The editor keys are not working on the playfield, like CTRL S for save, CTRL C, CTRL V, CTRL SHIFT L for lock/unlock, etc. But the copy/paste in the properties window works fine now :)

 

Fixed with the next update.
 


Old "bug" returned?

Hi, I'm working for a few weeks on a new table, using 10.7 (rev 4171 at this moment)

 

I have an issue with "select element" from the menu. When using this, VPX freezes and kills itself in a few second.

No crash dump is created.

 

Regards

Ed

Can't repro that. Does it happen all the time or sporadic? Maybe it's already fixed here because I changed the way how VPX handles all the names internally.


Edited by fuzzel, 22 June 2020 - 08:35 AM.


#553 supered

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Posted 22 June 2020 - 08:49 AM

 

rev4171 is up:
 
- fix static text if user multiselected different elements
- fix copy'n paste issue and overall event handling if user pressed F1-F12 keys while in sub dialogs
- fix debugger window is blocking the player loop
- fix window class name (player window class is now 'VPPlayer' again)
- fix reimport of images with long names
 

 
The editor keys are not working on the playfield, like CTRL S for save, CTRL C, CTRL V, CTRL SHIFT L for lock/unlock, etc. But the copy/paste in the properties window works fine now :)
 
Fixed with the next update.
 

Old "bug" returned?

Hi, I'm working for a few weeks on a new table, using 10.7 (rev 4171 at this moment)
 
I have an issue with "select element" from the menu. When using this, VPX freezes and kills itself in a few second.
No crash dump is created.
 
Regards
Ed

Can't repro that. Does it happen all the time or sporadic? Maybe it's already fixed here because I changed the way how VPX handles all the names internally.
It does not happen with a new table from scratch. Maybe it’s something with my table. What I also saw this morning that I can rename an item with an already existing name...... maybe I have a double name that make the “find object” crash

I’ll see to it this afternoon

Thx


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#554 DJRobX

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Posted 22 June 2020 - 04:41 PM

So, I'm curious if providing a 64-bit distribution would help with a problem that's starting to develop... there's two tables now that the current downloads cause issues with crashing VPX with memory errors because they're using excessively much higher resolution textures in attempts to future proof for 8K displays. I know some of the common wisdom is 64-bit removes a memory ceiling in some circumstances versus 32-bit.

It almost certainly would help with memory stability problems that we see.    But it may create some new support headaches, like there is no dynamic recompiler for ARM in 64 bit Vpinmame.    There's much slower legacy procedural emulation that works, but not for all games (a lot of the Stern SAM LE games like Star Trek and Walking Dead have a "slow DMD disease" because the timing is less precise to save CPU).  

I don't know about B2S's 64 bit compatibility.   I don't expect that to be too big of a hurdle though.


Edited by DJRobX, 22 June 2020 - 04:42 PM.


#555 toxie

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Posted 22 June 2020 - 07:12 PM

I found out point nr 4 :) I guess it is a feature :)

If I run a table by double-clicking then when I quit the table I can't see the images in the editor.

If I simply load the table in the editor then I can see the images.

 

I guess it is to save some memory when running a table. I didn't catch that you added that :)

 

One bug less :)

 

(I mean in the editors image manager)

Yes, this is part of a plan to have 2 new behaviors:

1) If double-clicking / starting with '-play' from command line, VPX exits immediately after playing

2) If launching a table from within VPX via the file open dialog that (optionally) pops up on launch, it returns to VPX, but closes the table and re-opens the file dialog

 

Does that sound fine?



#556 toxie

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Posted 22 June 2020 - 08:20 PM

5.- Importing Sounds.
 
It looks like there is a limit of the amount of sounds you can import at the same time. If I try to import more than 50 sounds then nothing happen and none gets imported. This limit wasn't in 10.6.

Fix coming up for this.



#557 LynnInDenver

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Posted 22 June 2020 - 08:59 PM

 

So, I'm curious if providing a 64-bit distribution would help with a problem that's starting to develop... there's two tables now that the current downloads cause issues with crashing VPX with memory errors because they're using excessively much higher resolution textures in attempts to future proof for 8K displays. I know some of the common wisdom is 64-bit removes a memory ceiling in some circumstances versus 32-bit.

It almost certainly would help with memory stability problems that we see.    But it may create some new support headaches, like there is no dynamic recompiler for ARM in 64 bit Vpinmame.    There's much slower legacy procedural emulation that works, but not for all games (a lot of the Stern SAM LE games like Star Trek and Walking Dead have a "slow DMD disease" because the timing is less precise to save CPU).  

I don't know about B2S's 64 bit compatibility.   I don't expect that to be too big of a hurdle though.

 

OK, good to know there's a serious "knock on" effect of such a change.

 

Might it be possible to set up a memory warning when a table creator/modder loads in an image above a certain resolution? "Hey, some people may have serious issues loading this table if you load in an image this large. Please reconsider."



#558 toxie

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Posted 22 June 2020 - 10:23 PM

One can see the image sizes (in memory) clearly in the image manager already. And i think if somebody downloads a 4k or 8k table MOD then that someone knows that this is not a lightweight table.  ;)



#559 jpsalas

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Posted 23 June 2020 - 03:39 AM

 

I found out point nr 4 :) I guess it is a feature :)

If I run a table by double-clicking then when I quit the table I can't see the images in the editor.

If I simply load the table in the editor then I can see the images.

 

I guess it is to save some memory when running a table. I didn't catch that you added that :)

 

One bug less :)

 

(I mean in the editors image manager)

Yes, this is part of a plan to have 2 new behaviors:

1) If double-clicking / starting with '-play' from command line, VPX exits immediately after playing

2) If launching a table from within VPX via the file open dialog that (optionally) pops up on launch, it returns to VPX, but closes the table and re-opens the file dialog

 

Does that sound fine?

 

Yes, that sounds fine :)


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


#560 loserman76

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Posted 23 June 2020 - 03:26 PM

Totally off the current subjects, but here's a request for VPX: an additional key/preference for Manual Ball lift and use "ManualBallLift" in the scripting to reference. Us old timer EM authors have plenty of tables with a manual ball lift and folks have different configurations and/or lack of buttons on their cabs so being able to set a key would be helpful for them.

 

Just a thought, I won't die if you don't include this :)