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The VP 10.4 beta thread


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#581 allknowing2012

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Posted 29 November 2017 - 03:04 PM

Is this git available for others to look into? What is the repo?


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#582 DJRobX

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Posted 29 November 2017 - 03:25 PM

Hey @Toxie, I made one more commit you should pick up.   I woke up this morning and realized that the new "stop all sounds" functionality might get called unexpectedly from a SoundFX() call when DOF is in use.   I broke it out into its own function to avoid any issues like that.   And no, I have no idea why I came to this conclusion while sleeping.  :) 


Is this git available for others to look into? What is the repo?

 

If you want to give the new nudge configuration table a try before Toxie gets a chance integrate, here's my unofficial beta build:

 

https://drive.google...iew?usp=sharing

 

The GIT where this code is is here:

 

https://github.com/djrobx/vpinballx



#583 allknowing2012

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Posted 29 November 2017 - 08:03 PM

Hey @Toxie, I made one more commit you should pick up.   I woke up this morning and realized that the new "stop all sounds" functionality might get called unexpectedly from a SoundFX() call when DOF is in use.   I broke it out into its own function to avoid any issues like that.   And no, I have no idea why I came to this conclusion while sleeping.   :)


Is this git available for others to look into? What is the repo?

 

If you want to give the new nudge configuration table a try before Toxie gets a chance integrate, here's my unofficial beta build:

 

https://drive.google...iew?usp=sharing

 

The GIT where this code is is here:

 

https://github.com/djrobx/vpinballx

Will give it a whirl .. I was asking for this back earlier as a nice feature - you (folks) went over the top with this update!


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#584 randr

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Posted 29 November 2017 - 09:00 PM

I’ll try this tonight too! Will post results later tonight but wanted to thank you for this one as it really is a problem with real feedback or even a lot of bass on the sub so really interested in testing this! Thanks again

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#585 randr

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Posted 29 November 2017 - 11:43 PM

I’m having a crash after using left magna save but here is a video with deadzone of zero I usually run at 30 but set to zero in Video
https://www.dropbox.... 52 PM.mov?dl=0

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#586 xantari

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Posted 30 November 2017 - 12:34 AM

I’m having a crash after using left magna save but here is a video with deadzone of zero I usually run at 30 but set to zero in Video
https://www.dropbox.... 52 PM.mov?dl=0

 

Can you post a link to this version of the nudge test table?

 

Oops. Looked one page back. It's probably the one DJRobX posted. Disregard!


Edited by xantari, 30 November 2017 - 12:36 AM.


#587 Thalamus

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Posted 30 November 2017 - 01:48 AM

As randr, I do get a crash on a variable. This came at a perfect time though. Planning to do some work on the cab this weekend. Great stuff as usual Rob. Thank you !


Edited by Thalamus, 30 November 2017 - 01:48 AM.

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#588 hauntfreaks

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Posted 30 November 2017 - 03:38 AM

I wanted to test the new kickers.... and i'm getting this... I tried messing with the depth bias of the wire ramp.... no change 


post-73849-0-16425100-1512012837.png

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 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#589 DJRobX

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Posted 30 November 2017 - 04:16 AM

Hi Randr, judging from what I see in the video I suspect your gains are much too high.     I don't think a nudge is supposed to launch the balls up the table with quite so much gusto.    But then again this is what I was saying before, I don't really have a good idea about what a properly performing nudge is supposed to look like.   I can only compare to my real pin, and to be honest, if a ball is sitting in the shooter lane and I push on the front of the cab, it's damn hard to make it move at all.  :)  

 

If your nudger is being affected by bass sound waves, it will present the same problem as a shaker - deep bass notes are going to be in the 40-80hz range.   So again we have the problem, if we only look at the sensor once every 60hz, we aren't going to see the oscillation back and forth, and likely misread it as force in a single direction.   You should be able to see this effect visibly with the right indicator vs. the left virtual tilt bob.    I think we need a much higher sample rate, but even something like 125hz (default USB polling freq) would probably be a huge improvement.   Would probably need to break sensor reading in its own thread to accomplish this, or I'd have to buy a fast video card to get VP running at 120fps.  :) 

 

Sound waves don't cause problems for me, but I think that's because my subwoofer is mounted flat on the cab floor, parallel to the sensor.   The sensor probably picks up bass as Z movement.    I will say I'm quite shocked to see how isolated the directions are.   My shaker is currently mounted vertically (so it shakes side to side).   I get violent side to side nudge action from the sensor, but it shows ZERO Y movement! 



#590 fuzzel

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Posted 30 November 2017 - 06:29 AM

I wanted to test the new kickers.... and i'm getting this... I tried messing with the depth bias of the wire ramp.... no change 


post-73849-0-16425100-1512012837.png

Is the wire ramp a dynamic object? If not you get this behaviour because every kicker is a dynamic object. Set opacity to 1 and activate it in the material then the ramp should be over the kicker as expected.

#591 DJRobX

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Posted 30 November 2017 - 06:33 AM

As randr, I do get a crash on a variable. This came at a perfect time though. Planning to do some work on the cab this weekend. Great stuff as usual Rob. Thank you !

 

Looks like a rogue keypress found its way into the script.   I've fixed that in the google drive if you re-download, but you can also just delete the errant "I" (it should be "amt" not "amtI")


Edited by DJRobX, 30 November 2017 - 06:33 AM.


#592 toxie

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Posted 30 November 2017 - 07:16 AM

@DJRobX: I incorporated your git changes.. Thanks!! Now its up to you guys, please test this..



#593 toxie

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Posted 30 November 2017 - 07:28 AM

 

As randr, I do get a crash on a variable. This came at a perfect time though. Planning to do some work on the cab this weekend. Great stuff as usual Rob. Thank you !

 

Looks like a rogue keypress found its way into the script.   I've fixed that in the google drive if you re-download, but you can also just delete the errant "I" (it should be "amt" not "amtI")

 

 

I also updated the table in svn then..



#594 DJRobX

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Posted 30 November 2017 - 07:58 AM

So more on the slow reading rate issue.  I looked through the Pinscape sources and determined that it already has code to read from the accelerometer at a higher rate and report the sum of the movements.   However, it sums and outputs accelerometer data in 10ms intervals.    If VP is reading every 16ms, that means VP is missing a lot of the data.

 

Simple code change to Pinscape to change it to output every 16ms.    The difference is amazing - the shaker runs and the virtual tilt bob BARELY MOVES!   But I can knock it around by shaking the cab!    I'll take this finding over to the pinscape thread.  



#595 hauntfreaks

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Posted 30 November 2017 - 08:37 AM

 

I wanted to test the new kickers.... and i'm getting this... I tried messing with the depth bias of the wire ramp.... no change 

Is the wire ramp a dynamic object? If not you get this behaviour because every kicker is a dynamic object. Set opacity to 1 and activate it in the material then the ramp should be over the kicker as expected.

 

 
I had it set to one (opaque)... but i also had it set as a static image... unchecking that fixed it

thanks man


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#596 allknowing2012

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Posted 02 December 2017 - 12:10 AM

@DJRobX: I incorporated your git changes.. Thanks!! Now its up to you guys, please test this..

Just checking .. testing DJ's build or did you incorporate it in the zip on page 1 ( it doesnt appear to be in the that download )


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#597 toxie

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Posted 02 December 2017 - 06:59 AM

Fuzzel needs to do a new build as soon as he has time..



#598 kiwi

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Posted 02 December 2017 - 10:32 AM

I have already read in the past discussions about whether to delete or make the wall at the bottom of the playfield invisible.
This wall could be annoying in non-standard tables, for example in cocktail tables.

 

Thanks



#599 Schlabber34

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Posted 02 December 2017 - 03:47 PM

Hey guys,

 

i have a problem regarding the rendering of insert lights. The problem is, when you are using a lot of (GI) light on the table, this will effect the brightness of the insert lights. I'm fighting this problem from the first day i was playing around with lighting. I usually do darker tables with big GI lights and i run into this problem every day! I have fooled around on the table i'm doing right now and i found out that the problem is the image that you are using for the lights when the bulb is disabled. To me it looks like VPX uses the rendered playfield for the image (when you have chosen the playfield for the image) which will double the amount of light on the insert light. I made a series of pictures that should make this clear (for whatever reason i'm not allowed to post a picture in the thread):

 

https://1drv.ms/i/s!...n9eP_AhN9Wscllw

 

The most important picture is the one with the IL intensity at 0,01! Compare it to the one with the IL turned off.

 

I have two questions for the devs now:

 

1. Is it possible that VPX is using the rendered playfield picture for the IL?

2. Would it be possible to add a checkbox to turn lighting on the light image on and off?

 

Big thanks to the devs! You guys are out of this world!

 

I'm in a hurry, i will answer any questions tomorrow!

 

Thanks



#600 fuzzel

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Posted 03 December 2017 - 11:20 AM

rev3259 is up:

 

- internal meshes optimized

- Patch by DJRobX: 1) Stop sounds when exiting sound dialog or exiting position dialog. Support reading nudge data from table script, and reading/writing nudge calibration settings. 2) Sound dialog: Stop playing a sound when you pick a differ...
- add nudge test and calibration table (by DJRobX) to tables directory
- all property option dialogs are switched to modal dialogs

Edited by fuzzel, 04 December 2017 - 11:00 AM.