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The VP 10.1 beta thread


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#581 Drybonz

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Posted 11 May 2016 - 12:48 AM

I'm having an issue where if I re-map my flippers to 3 and 4 (which they need to be for my X-Arcade) those buttons work as the flippers, but on some tables are also still registering coins... so I get a coin insert every time I hit the flippers. 

 

I wasn't sure if this was a beta issue, or something else, but I thought I would start here.



#582 Carny_Priest

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Posted 11 May 2016 - 02:23 AM

I'm having an issue where if I re-map my flippers to 3 and 4 (which they need to be for my X-Arcade) those buttons work as the flippers, but on some tables are also still registering coins... so I get a coin insert every time I hit the flippers. 

 

I wasn't sure if this was a beta issue, or something else, but I thought I would start here.

 

http://www.vpforums....showtopic=25890



#583 Drybonz

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Posted 11 May 2016 - 04:09 AM

Thank you... worked perfectly.

 

It would be great if you could edit those keys in the key editor and they weren't hard coded.



#584 RogerRoger

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Posted 12 May 2016 - 01:31 AM

After being confused with a different troll, I was informed this thread was the location to post this:

Ninuzzu's VPX implementation for The Who's Tommy is showing odd behavior in 10.1 beta when I switch from Windowed Fullscreen to Forced Exclusive Fullscreen. In both 10 and 10.1 Windowed Fullscreen, physics seem pretty realistic and natural. Switching to Forced Exclusive Fullscreen in 10.1 exhibits, but is not limited to the following:

 

  • Flippers are less responsive and randomly make weak shots or shots at unexpected angles
  • All playfield objects seem more elastic/bouncy
  • Slings more frequently send the ball either straight to the outlanes or directly into the flippers area at high speed
  • Center drains are far more frequent, mostly due to the faulty flipper response

The ball doesn't feel like it's moving any faster, maybe a bit slower generally. Having no knowledge or experience with VP development, I can offer no useful speculation, but my gut tells me it feels like a latency between an observed frame and what is actually happening, including keypress processing and human response time.

 

The issue is only being reported here because I have tried 3 other VPX tables to date(Medieval Madness 2.3, Cirqus Voltaire and Road Kings) in 10.1 beta using Forced Exclusive Fullscreen mode, and I have seen nothing but improvement over Windowed Fullscreen mode.



#585 toxie

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Posted 12 May 2016 - 09:37 AM

Unfortunately there is exactly nothing we can do about that. We just use some slightly different parameters to create the DirectX stuff. Thats it. The rest of the code is exactly the same.

 

Thats also why this new option is in the performance and troubleshooting section of the video preferences, simply as its not really supported/suggested to be used by Microsoft nowadays.



#586 Slydog43

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Posted 12 May 2016 - 10:43 AM

whats the roadmap look like nowadays as it seems that 10.1 is about ready to be released.  Just curious what might make it into 10.2 or whatever it will be called.  Thanks devs for an awesome 10.1



#587 toxie

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Posted 12 May 2016 - 11:13 AM

Multi monitor support would be awesome to have for 10.2, so that one can design backglasses directly in VP, and have the DMD also output by VP, but we do not know yet how much effort it will be in the end.

 

EDIT: and also if performance will be good, as DX9 only has so-so support for such things.


Edited by toxie, 12 May 2016 - 12:49 PM.


#588 fuzzel

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Posted 12 May 2016 - 12:28 PM

rev2613 is up:

 

- add EOSTorque setting to the flipper properties

- force flippers that are resting to match -exactly- the specified angle
- add support to assign left/right flipper button to left/right mouse buttons and middle mouse button to plunger key
- fix flapping issue if script opens/closes gate
 



#589 toxie

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Posted 12 May 2016 - 12:50 PM

note: according to JF, the mouse input -can- further reduce flipper lag, when compared to the usual keyboard remappers.



#590 Knorr

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Posted 12 May 2016 - 01:52 PM

What can i do with that eostorque?

#591 gtxjoe

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Posted 12 May 2016 - 02:21 PM

Overview in the changelog.txt :)

- add EOSTorque to the flipper physics settings. This value/factor effects the way how long a flipper arm stays in the up/raised position even when you depressed the flipper button. 
  On real pinballs it will take some time until the flipper solenoid loses it's power until the flipper drops down or is forced to move by a hitting ball.
 
But yes curious as to what flipper trick/behavior this helps with

Edited by gtxjoe, 12 May 2016 - 02:22 PM.


#592 fuzzel

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Posted 12 May 2016 - 02:27 PM

Ok gtxjoe was faster with a response :) This feature was a request from JimmyFingers so he might give you a more detailed information. This EOSTorque value was hard coded in the physics engine with a value of 0.75 and until you know what you do you shouldn't touch it ;)


Edited by fuzzel, 12 May 2016 - 02:29 PM.


#593 cyberpez

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Posted 12 May 2016 - 02:31 PM

Tried out the new version.  Not sure what the original gate issue was, but whatever the fix was fixed an issue I was seeing of gates not flapping on the way back through... (roll up a ramp through gate then back down through gate second time)  So thanks!!!

 

One weird things is the flipper rubbers got all weird..  same sorta thing on two different tables.  see screenshot

 

Last thing, a feature request if it's not hard..  Could you add an option to ramps to display their image in the editor like walls have?  That would make trying to line up objects on them so much easier..  thanks!!!

Attached Files



#594 sliderpoint

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Posted 12 May 2016 - 02:50 PM

I saw the flipper texture problem in the previous build as well, but thought it was some setting I had messed with and didn't explore it further at that time. If others are seeing it, I guess it's not just me.


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#595 fuzzel

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Posted 12 May 2016 - 02:54 PM

No it's a bug :)



#596 Drybonz

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Posted 12 May 2016 - 03:58 PM

if performance will be good, as DX9 only has so-so support for such things.

 

I'm sure this has been discussed, but just curious... do you guys have plans to update to DX11?



#597 toxie

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Posted 12 May 2016 - 04:56 PM

No it's a bug :)

 

And its fixed.. ;)


 

if performance will be good, as DX9 only has so-so support for such things.

 

I'm sure this has been discussed, but just curious... do you guys have plans to update to DX11?

 

 

At some point, sure, but first there are so many other things that we could/should do. And at the moment i doubt that we will get really substantial performance benefits from using it, as there would be additional work first to benefit from its new features.

Or are there any volunteers?  :)



#598 fuzzel

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Posted 12 May 2016 - 05:29 PM

And don't forget that you can't use win xp anymore if we jump on dx10+ ;)

#599 freezy

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Posted 12 May 2016 - 06:23 PM

And don't forget that you can't use win xp anymore if we jump on dx10+ ;)

 

That's a good thing, right? :)



#600 hauntfreaks

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Posted 12 May 2016 - 06:32 PM

And don't forget that you can't use win xp anymore if we jump on dx10+ ;)

 

I'm sure there would be a group of users that would be all jammed up because of that, but if the majority of the users are running 7-8-10 and XP is what is holding us back from having better performance and newer high end features, that's the price of progress....  I personally wouldn't want to see anyone left out, but you cant hold back the majority for the minority....


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