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The VP 10.7 beta thread


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#41 Halen

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Posted 20 April 2020 - 06:12 PM

I ran a table outside the tables directory. I received a message: File not found ij4_210.directb2s not found. Please rename or download the matching directb2s backglass file. I renamed and it worked for me. I think VPX 10.7 is using the roms names to load B2S files.


Edited by Halen, 20 April 2020 - 06:12 PM.


#42 fuzzel

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Posted 20 April 2020 - 06:46 PM

The issue that the editor always starts maximized will be fixed in the next update.

#43 nicolas0057

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Posted 20 April 2020 - 06:53 PM

Same problem : B2s does not appear.

 

Test with table "Rat Fink" :

 

Sans-titre.jpg

 

--> startreb is the roms name. 

If I rename the B2s file with the roms name (startreb.directb2s) all is working fine.

 

Test with table "Terminator Salvation"

 

Sans-titre2.png


Edited by nicolas0057, 20 April 2020 - 06:55 PM.


#44 toxie

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Posted 20 April 2020 - 09:47 PM

 

 

Is there a way to turn off the new plunger feature. We have a auto plunger in the Playboy table that keeps going backwards and forwards while you are playing. I gather this is because of the new digital plunger feature?

 

It's just the new default. One can change it to the old behavior in the key/etc preferences.

Or do you need it per script/table?

 

 

 

I think its great for the default plunger, but for a autoplunger, I think it should just fire at 100%, don't you think? We are talking about a solenoid fired plunger (no interaction from the player). Perhaps, if the property is set to "Autoplunger" the backward/forward action should be disabled. I had to make the plunger invisible as a workaround right now, because you could see it going constantly while it was in waiting to fire (waiting for the solenoid to fire that is). Then I'm worried that it is not going to fire at 100% when the solenoid does fire it. I hope I am clear in explaining this. I don't want to disable the nice default action for the normal plunger, I just want to be able to disable it for the autoplunger. 

 

Could you please contact mfuegemann about this and work with him on that? He provided the patch for this feature. Thanks!!



#45 smokiemc

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Posted 20 April 2020 - 10:12 PM

Gutes update, aber das B2s geht leider nicht.



#46 Slydog43

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Posted 20 April 2020 - 10:34 PM

Thanks Devs, love following the beta as VPX progresses.  Such great new features at the start, thanks

 

B2s not loading on my cabinet


Edited by Slydog43, 21 April 2020 - 12:06 AM.


#47 whynotpizza

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Posted 21 April 2020 - 12:39 AM

This is great news!

 

What's the best way to give this new release a test without impacting my setup which has taken a very long time to get to a stable/working state?

 

In the past, we have simply copied the contents of the ZIP file from this thread directly onto the root level of Visual Pinball and renamed the VPinballX.exe to something like VPinballX107.exe, keeping previous main EXE files around. In doing so, 3 core DLL's (Bass, FreeImage, SciLexerVP) and the entire contents of "scripts" is replaced (or at least new files copied overtop of pre-existing ones).

 

Instead, what would it take exactly to run v10.7 side-by-side with v10.6?



#48 webby

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Posted 21 April 2020 - 12:45 AM

you mean the updated/script based physics??!


also: note that the new MP3/OGG support is not 100% compatible to the old built-in WAV sounds yet. (for example the volume does not match yet)

 

please post any incompatibilities you see (or rather hear ;)) in here.

 

Is it possible, while this is being overhauled, to split the channels of the inbuilt sounds, if you think its a good idea?

example. Flipper left and right could use front left and right only channel. Nudge centre, centre channel.

it might mean duplicating the sounds and implementing in the script, more work!



#49 Slydog43

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Posted 21 April 2020 - 12:48 AM

you can rename your current VPX executable to VPX10.6.exe or something.  You can then run that if you want 10.6.  Sure scripts have been updated, but are usually backward compatible.  then just run the new exe as your Visual Pinball.  This how its been for a while and works great.



#50 gtxjoe

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Posted 21 April 2020 - 01:18 AM

You should be able to unzip and run the beta from its own folder without any issue

#51 DJRobX

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Posted 21 April 2020 - 05:23 AM

I ran a table outside the tables directory. I received a message: File not found ij4_210.directb2s not found. Please rename or download the matching directb2s backglass file. I renamed and it worked for me. I think VPX 10.7 is using the roms names to load B2S files.

 

B2S falls back to looking for ROM names when it can't identify the table name.   That feature was semi-recently added to deal with the PinballX launching bug.   B2S can't find the table name in 10.7, because "Visual Piinball - [xxx]" is missing from the editor window. 

 

Attached File  Screen Shot 2020-04-20 at 9.50.38 PM.png   15.46KB   17 downloads

 

If "Visual Pinball" is restored, B2S should function as before. 



#52 toxie

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Posted 21 April 2020 - 06:10 AM

Fuzzel, can you please look at this? I fail to see how to do this properly nowadays with Win32++  :/



In the past, we have simply copied the contents of the ZIP file from this thread directly onto the root level of Visual Pinball and renamed the VPinballX.exe to something like VPinballX107.exe, keeping previous main EXE files around. In doing so, 3 core DLL's (Bass, FreeImage, SciLexerVP) and the entire contents of "scripts" is replaced (or at least new files copied overtop of pre-existing ones).

 

This is still the case and you can do so without worrying. Scripts are always backwards compatible (up to VP8 times!) and the newer dlls at least always worked in practice, too.


 

you mean the updated/script based physics??!


also: note that the new MP3/OGG support is not 100% compatible to the old built-in WAV sounds yet. (for example the volume does not match yet)

 

please post any incompatibilities you see (or rather hear ;)) in here.

 

Is it possible, while this is being overhauled, to split the channels of the inbuilt sounds, if you think its a good idea?

example. Flipper left and right could use front left and right only channel. Nudge centre, centre channel.

it might mean duplicating the sounds and implementing in the script, more work!

 

One can already fade between left/right and back/front via PlaySound.



#53 fuzzel

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Posted 21 April 2020 - 06:48 AM

rev4030 is up:

 

- fix B2S not loading bug
- fix that VPX editor always starts maximized even if it shouldn't
 



#54 Albert

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Posted 21 April 2020 - 06:51 AM

I can't try it. I get an "VPinballX.exe is not a valid Win32 application" error (Windows XP Professional, Service Pack 3 [X86]).

 

I re-downloaded it, tried to run it as administrador, but to no avail.

 

I never had this problem before with any of the VP versions.



#55 fuzzel

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Posted 21 April 2020 - 07:13 AM

rev4031 is up:

 

sorry there was a problem with the last build.



#56 Albert

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Posted 21 April 2020 - 07:25 AM

The problem persists with rev4031.



#57 fuzzel

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Posted 21 April 2020 - 07:47 AM

Ah you're using WinXP. That's not supported in this build. I will change that with the next one.



#58 timblo

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Posted 21 April 2020 - 09:39 AM

Great that there are further updates - would it be possible to include further options for the increasingly popular topic "SSF" in the new 10.7 (see e.g. this post). Some tables in the SSF are not well coordinated. Each user is currently working on a perfect SSF update for himself and with every Tabel update all settings are lost. It would really be better if the update of a kind of POV with suitable music folder could be integrated into the new table update with short mouse clicks. It would also be very easy to exchange the data among the users

 

it would also be possible that the position of the sound file in question is not indicated with the help of the position sliders in the sound manager but instead the suitable sound is visually displayed on a kind of rectangular pinball table and you can slide it exactly onto the position with the mouse ( like a kind of chess board) on which it is also needed

 

 

sorry for my bad english

 

https://www.vpforums...showtopic=43939


Edited by timblo, 21 April 2020 - 10:32 AM.


#59 Ze-BOB

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Posted 21 April 2020 - 10:15 AM

Thank you for this new and fine version, you are really very reactive.



#60 Thalamus

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Posted 21 April 2020 - 10:37 AM

https://vpinball.com...ta/#post-174454

 

"is it me, or doesn’t the script editor accept the “Enter” key for a new line ?!?"

 

- just tried pressing enter on the latest update, doesn't seem to work for me either.


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