Jump to content



Photo
* * * * - 10 votes

The VP 10.4 beta thread


  • Please log in to reply
740 replies to this topic

#601 jipeji16

jipeji16

    Enthusiast

  • Members
  • PipPipPip
  • 104 posts

  • Flag: France

  • Favorite Pinball: Creature from the black lagoon

Posted 03 December 2017 - 11:40 AM

Hi everybody, i've notice a lot of crashes cloning materials...

i saw that when the name is longer, 31 or 32 characters, it crash cloning. if you reduce the name it doesn't crash the application... in the 3237 and 3251 version.

 

have you notice that too ?

 

Another time thanks for your hard work !!!!! ;) ;) ;)



#602 Rajo Joey

Rajo Joey

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,489 posts
  • Location:Niedersachsen

  • Flag: Germany

  • Favorite Pinball: Attack from Mars, Abra Ca Dabra and many old EM-Tables

Posted 03 December 2017 - 12:41 PM

I have problems with the taito.vbs the last weeks. After installing the last updates of 10.4, all Taito-tables produce the following error-message.

Attached File  taito-error.jpg   10.36KB   20 downloads

So I test older ones and in the minimal setup I found a script, which works. All Taito-tables run fine with it.

Now I find the different entries in these scripts.

These is the script (excerpt), which doesn't work for me.

' Keyboard handlers
Function vpmKeyDown(ByVal keycode)
    On Error Resume Next
    vpmKeyDown = True ' assume we handle the key
    With Controller
        Select Case keycode
            Case RightFlipperKey .Switch(swLRFlip) = True : vpmKeyDown = False
            Case LeftFlipperKey  .Switch(swLLFlip) = True : vpmKeyDown = False
            Case keyInsertCoin1  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
            Case keyInsertCoin2  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
            Case keyInsertCoin3  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin

And here is the script, which works for me.

' Keyboard handlers
Function vpmKeyDown(ByVal keycode)
	On Error Resume Next
	vpmKeyDown = True ' assume we handle the key
	With Controller
		If keycode = RightFlipperKey Then .Switch(swLRFlip) = True
		If keycode = LeftFlipperKey  Then .Switch(swLLFlip) = True
		Select Case keycode
			Case keyInsertCoin1  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
			Case keyInsertCoin2  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
			Case keyInsertCoin3  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin

In the last 3259 is again the non working vbs. What's the problem? Or is my installation a problem?


Edited by Joey2001, 03 December 2017 - 12:42 PM.

Rajo Joey - My front-end-files; Hundreds of Audio- and Videorecordings in high quality for Playfield (4k/60FPS) and Backglass (HD), Wheels & POV-Files: The Media-Post

https://www.facebook...02697096474910/

https://www.facebook...oups/VPAddicts/

https://www.facebook...oups/VPjunkies/


#603 flupper1

flupper1

    Enthusiast

  • Members
  • PipPipPip
  • 464 posts
  • Location:Netherlands

  • Flag: Netherlands

  • Favorite Pinball: Visual Pinball

Contributor

Posted 03 December 2017 - 07:00 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


If you look at my tables (bk2000 or diner) you can see the workaround I use for this:
There is a non collidable wall at height 1 with an almost complete transparent texture
Only the light inserts are non transparent (black)
The insert light is placed on this wall and lights the insert
There is a normal light on the playfield level which cannot light up the insert ( because it is at height 0)
This way you can have any light 1 vp unit below the insert light, which does not affect the insert light

#604 Schlabber34

Schlabber34

    Enthusiast

  • Members
  • PipPipPip
  • 311 posts

  • Flag: Germany

  • Favorite Pinball: High Speed

Posted 03 December 2017 - 07:11 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

If you look at my tables (bk2000 or diner) you can see the workaround I use for this:
There is a non collidable wall at height 1 with an almost complete transparent texture
Only the light inserts are non transparent (black)
The insert light is placed on this wall and lights the insert
There is a normal light on the playfield level which cannot light up the insert ( because it is at height 0)
This way you can have any light 1 vp unit below the insert light, which does not affect the insert light
Crazy stuff! I understood what you explained. But it sounds like it's a bit timeconsuming. I can only work at a snail pace and i have to take every short cut i can get.

Thanks for the reply! You do awesome stuff man!

Gesendet von meinem SM-A510F mit Tapatalk

#605 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 04 December 2017 - 06:30 AM

@Joey: What i did should be an equivalent cleanup, so did you also update VPMKeys.vbs? That one changed, too!

 

Otherwise i changed

Function vpmKeyDown(ByVal keycode)
	On Error Resume Next
	vpmKeyDown = True ' assume we handle the key
	With Controller
		If keycode = RightFlipperKey Then .Switch(swLRFlip) = True
		If keycode = LeftFlipperKey  Then .Switch(swLLFlip) = True
		Select Case keycode
			Case keyInsertCoin1  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
			Case keyInsertCoin2  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
			Case keyInsertCoin3  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
			Case StartGameKey    .Switch(swStartButton)   = True
			Case keyUp		   .Switch(swDiagnostics)   = Not .Switch(swDiagnostics)
			Case keyHiScoreReset .Switch(swStatistics)    = Not .Switch(swStatistics)
			Case keySelfTest     .Switch(swService)       = Not .Switch(swService)
			Case keyDown         .Switch(swAdjustments)   = Not .Switch(swAdjustments)
			Case 12              .Switch(swConfigurations)= True
			Case keyEnter        .Switch(swEnter)         = True
			Case keySlamDoorHit  .Switch(swSlamTilt)      = True
			Case keyCoinDoor     If toggleKeyCoinDoor Then .Switch(swCoinDoor) = Not .Switch(swCoinDoor) Else .Switch(swCoinDoor) = Not inverseKeyCoinDoor
			Case 13		   .Switch(swSoundDiag)     = Not .Switch(swSoundDiag)
			Case keyMasterEnter  .Switch(swBoxDoor)       = Not .Switch(swBoxDoor)
			Case keyBangBack     vpmNudge.DoNudge   0,6
			Case LeftTiltKey     vpmNudge.DoNudge  75,2
			Case RightTiltKey    vpmNudge.DoNudge 285,2
			Case CenterTiltKey   vpmNudge.DoNudge   0,2
			Case keyVPMVolume    vpmVol
			Case Else            vpmKeyDown = False
		End Select
	End With
	On Error Goto 0
End Function

to:

nction vpmKeyDown(ByVal keycode)
	On Error Resume Next
	vpmKeyDown = True ' assume we handle the key
	With Controller
		Select Case keycode
			Case RightFlipperKey .Switch(swLRFlip) = True : vpmKeyDown = False
			Case LeftFlipperKey  .Switch(swLLFlip) = True : vpmKeyDown = False
			Case keyInsertCoin1  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
			Case keyInsertCoin2  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
			Case keyInsertCoin3  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
			Case StartGameKey    .Switch(swStartButton)   = True
			Case keyUp	         .Switch(swDiagnostics)   = Not .Switch(swDiagnostics)
			Case keyHiScoreReset .Switch(swStatistics)    = Not .Switch(swStatistics)
			Case keySelfTest     .Switch(swService)       = Not .Switch(swService)
			Case keyDown         .Switch(swAdjustments)   = Not .Switch(swAdjustments)
			Case keyConfigurations .Switch(swConfigurations) = True
			Case keyEnter        .Switch(swEnter)         = True
			Case keySlamDoorHit  .Switch(swSlamTilt)      = True
			Case keyCoinDoor     If toggleKeyCoinDoor Then .Switch(swCoinDoor) = Not .Switch(swCoinDoor) Else .Switch(swCoinDoor) = Not inverseKeyCoinDoor
			Case keySoundDiag    .Switch(swSoundDiag)     = Not .Switch(swSoundDiag)
			Case keyMasterEnter  .Switch(swBoxDoor)       = Not .Switch(swBoxDoor)
			Case keyBangBack     vpmNudge.DoNudge   0,6
			Case LeftTiltKey     vpmNudge.DoNudge  75,2
			Case RightTiltKey    vpmNudge.DoNudge 285,2
			Case CenterTiltKey   vpmNudge.DoNudge   0,2
			Case keyVPMVolume    vpmVol
			Case Else            vpmKeyDown = False
		End Select
	End With
	On Error Goto 0
End Function

Edited by toxie, 04 December 2017 - 06:35 AM.


#606 Rajo Joey

Rajo Joey

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,489 posts
  • Location:Niedersachsen

  • Flag: Germany

  • Favorite Pinball: Attack from Mars, Abra Ca Dabra and many old EM-Tables

Posted 04 December 2017 - 09:12 AM

 

@Joey: What i did should be an equivalent cleanup, so did you also update VPMKeys.vbs? That one changed, too!

 

Otherwise i changed

Function vpmKeyDown(ByVal keycode)
	On Error Resume Next
	vpmKeyDown = True ' assume we handle the key
	With Controller
		If keycode = RightFlipperKey Then .Switch(swLRFlip) = True
		If keycode = LeftFlipperKey  Then .Switch(swLLFlip) = True
		Select Case keycode
			Case keyInsertCoin1  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
			Case keyInsertCoin2  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
			Case keyInsertCoin3  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
			Case StartGameKey    .Switch(swStartButton)   = True
			Case keyUp		   .Switch(swDiagnostics)   = Not .Switch(swDiagnostics)
			Case keyHiScoreReset .Switch(swStatistics)    = Not .Switch(swStatistics)
			Case keySelfTest     .Switch(swService)       = Not .Switch(swService)
			Case keyDown         .Switch(swAdjustments)   = Not .Switch(swAdjustments)
			Case 12              .Switch(swConfigurations)= True
			Case keyEnter        .Switch(swEnter)         = True
			Case keySlamDoorHit  .Switch(swSlamTilt)      = True
			Case keyCoinDoor     If toggleKeyCoinDoor Then .Switch(swCoinDoor) = Not .Switch(swCoinDoor) Else .Switch(swCoinDoor) = Not inverseKeyCoinDoor
			Case 13		   .Switch(swSoundDiag)     = Not .Switch(swSoundDiag)
			Case keyMasterEnter  .Switch(swBoxDoor)       = Not .Switch(swBoxDoor)
			Case keyBangBack     vpmNudge.DoNudge   0,6
			Case LeftTiltKey     vpmNudge.DoNudge  75,2
			Case RightTiltKey    vpmNudge.DoNudge 285,2
			Case CenterTiltKey   vpmNudge.DoNudge   0,2
			Case keyVPMVolume    vpmVol
			Case Else            vpmKeyDown = False
		End Select
	End With
	On Error Goto 0
End Function

to:

nction vpmKeyDown(ByVal keycode)
	On Error Resume Next
	vpmKeyDown = True ' assume we handle the key
	With Controller
		Select Case keycode
			Case RightFlipperKey .Switch(swLRFlip) = True : vpmKeyDown = False
			Case LeftFlipperKey  .Switch(swLLFlip) = True : vpmKeyDown = False
			Case keyInsertCoin1  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
			Case keyInsertCoin2  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
			Case keyInsertCoin3  vpmTimer.AddTimer 750,"vpmTimer.PulseSw swCoin1'" : Playsound SCoin
			Case StartGameKey    .Switch(swStartButton)   = True
			Case keyUp	         .Switch(swDiagnostics)   = Not .Switch(swDiagnostics)
			Case keyHiScoreReset .Switch(swStatistics)    = Not .Switch(swStatistics)
			Case keySelfTest     .Switch(swService)       = Not .Switch(swService)
			Case keyDown         .Switch(swAdjustments)   = Not .Switch(swAdjustments)
			Case keyConfigurations .Switch(swConfigurations) = True
			Case keyEnter        .Switch(swEnter)         = True
			Case keySlamDoorHit  .Switch(swSlamTilt)      = True
			Case keyCoinDoor     If toggleKeyCoinDoor Then .Switch(swCoinDoor) = Not .Switch(swCoinDoor) Else .Switch(swCoinDoor) = Not inverseKeyCoinDoor
			Case keySoundDiag    .Switch(swSoundDiag)     = Not .Switch(swSoundDiag)
			Case keyMasterEnter  .Switch(swBoxDoor)       = Not .Switch(swBoxDoor)
			Case keyBangBack     vpmNudge.DoNudge   0,6
			Case LeftTiltKey     vpmNudge.DoNudge  75,2
			Case RightTiltKey    vpmNudge.DoNudge 285,2
			Case CenterTiltKey   vpmNudge.DoNudge   0,2
			Case keyVPMVolume    vpmVol
			Case Else            vpmKeyDown = False
		End Select
	End With
	On Error Goto 0
End Function

Ah, that's the problem. I don't change the VPMKeys.vbs, because I edit it a while ago for some tables, so I can use special buttons.

OK, update it and the problem is solved. :dblthumb:


Rajo Joey - My front-end-files; Hundreds of Audio- and Videorecordings in high quality for Playfield (4k/60FPS) and Backglass (HD), Wheels & POV-Files: The Media-Post

https://www.facebook...02697096474910/

https://www.facebook...oups/VPAddicts/

https://www.facebook...oups/VPjunkies/


#607 Joppnl

Joppnl

    Enthusiast

  • Members
  • PipPipPip
  • 301 posts

  • Flag: Netherlands

  • Favorite Pinball: Where I can put my name on as Grand Champion......

Posted 04 December 2017 - 10:46 AM

 

rev5259 is up:

 

 

 


I guess it should be 3259 as that's the one in the start-post ?  (and that one does have the nudge-table)...



#608 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 04 December 2017 - 11:00 AM

 

 

rev5259 is up:

 

 

 

I guess it should be 3259 as that's the one in the start-post ?  (and that one does have the nudge-table)...

 

yes right...was a typo ;)



#609 SPAMP

SPAMP

    Enthusiast

  • Members
  • PipPipPip
  • 94 posts

  • Flag: United States of America

  • Favorite Pinball: High Speed

Posted 07 December 2017 - 03:01 PM

Is there a beginners thread for optimizing play and graphics? New to the hobby a few weeks and everything was working fine. I then noticed some ball stutter withing PinballX so I reverted to playing exclusively with direct VPX launches. over time things got worse and tables are unplayable even in VPX directly. I have core i5 with 16GB ram and GTX 1050 ti ... i realize there are multiple layers between global settings on the card vs application control and then within VPX I assume there are global vs table specific settings. Is there a good article or materials I can read to get the gist of all of this or is there a reco'd setting that works for most things but may not be the best graphically I can apply. With dozens of setting and multiple layers between the card and the program it can be a little overwhelming. 

~Thanks!

 

PS I am running 10.4 beta


Edited by SPAMP, 07 December 2017 - 03:01 PM.


#610 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 07 December 2017 - 03:08 PM

Is there a beginners thread for optimizing play and graphics? New to the hobby a few weeks and everything was working fine. I then noticed some ball stutter withing PinballX so I reverted to playing exclusively with direct VPX launches. over time things got worse and tables are unplayable even in VPX directly. I have core i5 with 16GB ram and GTX 1050 ti ... i realize there are multiple layers between global settings on the card vs application control and then within VPX I assume there are global vs table specific settings. Is there a good article or materials I can read to get the gist of all of this or is there a reco'd setting that works for most things but may not be the best graphically I can apply. With dozens of setting and multiple layers between the card and the program it can be a little overwhelming. 
~Thanks!
 
PS I am running 10.4 beta

Use the search option and you will find a lot of informations how to tweak your system for smooth game play. You should post your questions in the help section. This thread is for testing the beta version of VP and for reporting bugs ;)

#611 32assassin

32assassin

    Pinball Fan

  • VIP
  • 853 posts

  • Flag: United States of America

  • Favorite Pinball: terminator 2

Posted 07 December 2017 - 10:34 PM

can you please add this mesh to the Stand up target list

https://www.dropbox....target.obj?dl=0

 

another missing stand up target

I found more than one table that has flat rectangle stand up targets

 

by the ramp entrance

http://www.ipdb.org/...000&picno=48041

 

and 

http://www.ipdb.org/...no=41861&zoom=1

 

 

can you duplicate the "Drop Target Flat Simple" mesh and add it as a stand up target


My Files
http://www.vpforums....4de64a621eccd40
My Table List
www.youtube.com/watch?v=DlaxLrXlPOU
See a table you like, help me complete it by finding the missing resources
https://www.dropbox....xTzKtGHTHa?dl=0

#612 BorgDog

BorgDog

    We come in peace.. shoot to kill.. shoot to kill.

  • Members
  • PipPipPipPip
  • 1,427 posts
  • Location:Leavenworth, WA

  • Flag: United States of America

  • Favorite Pinball: Alien Star, TNA



Posted 10 December 2017 - 06:25 PM

Hi,

 

......

 

Only annoying is that one: opening the material manager does not switch the cursor focus towards the manager, so that hitting the "Del" key (while editing the material name) is deleting any marked table object.

 

Regards

Michael

 

Can this very annoying bug be looked at?  I don't know how many times I've deleted playfield objects when I was editing the name of a material or collection and pressed the delete key expecting to delete a character in the field I'm in but nope, deleted whatever playfield object was selected at that time.  Backspace key works, delete key does not.



#613 BorgDog

BorgDog

    We come in peace.. shoot to kill.. shoot to kill.

  • Members
  • PipPipPipPip
  • 1,427 posts
  • Location:Leavenworth, WA

  • Flag: United States of America

  • Favorite Pinball: Alien Star, TNA



Posted 10 December 2017 - 06:37 PM

can we also revisit the add/remove collection workings.  It's fine if you are only doing one object, but the real strength could be when you select multiple objects, but it's current restrictions make it mostly useless at that.  

 

Maybe it would be easier if the Add and Remove were separate options.  for example, I could select a bunch of objects then right-click and say Add to Collection and all of them would be added to that collection whether they were in it or not and if they were already in there it would not double-add of course.  or select a bunch of objects and say Remove from Collection and they would all be removed.  this would eliminate the confusion involved with have a bunch of objects selected that may or may not be in the same collections.

 

It basically becomes make sure all these are in this collection or make sure all these are not in this collection.  Along with this I could see that the only time the check mark by the collection comes into play is if all of the selected objects (whether 1 or many) are in a collection.



#614 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 13 December 2017 - 01:28 PM

Hi,
 
......
 
Only annoying is that one: opening the material manager does not switch the cursor focus towards the manager, so that hitting the "Del" key (while editing the material name) is deleting any marked table object.
 
Regards
Michael

 
Can this very annoying bug be looked at?  I don't know how many times I've deleted playfield objects when I was editing the name of a material or collection and pressed the delete key expecting to delete a character in the field I'm in but nope, deleted whatever playfield object was selected at that time.  Backspace key works, delete key does not.
Yes that is annoying but the only fast way in fixing this is to change the dialog to modal. If a dialog ist modeless you have to handle all special key strokes by your own.

#615 BorgDog

BorgDog

    We come in peace.. shoot to kill.. shoot to kill.

  • Members
  • PipPipPipPip
  • 1,427 posts
  • Location:Leavenworth, WA

  • Flag: United States of America

  • Favorite Pinball: Alien Star, TNA



Posted 13 December 2017 - 01:58 PM

is there a drawback to that?  you just switched the properties dialogs to modal, any reason to not do all the dialogs?



#616 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 13 December 2017 - 03:28 PM

Well it was a request to have modeless dialogs for the managers.
And no there is no drawback if I switch them back.

Edited by fuzzel, 13 December 2017 - 03:28 PM.


#617 wrd1972

wrd1972

    Authoring Padawan

  • Platinum Supporter
  • 2,265 posts
  • Location:Central KY. USA

  • Flag: United States of America

  • Favorite Pinball: Funhouse

Posted 13 December 2017 - 07:13 PM

Toxie, Fuzzel,

Please take a look at the flipper physics testing thread and see my last reply.

http://www.vpforums....984#entry395097

 

Many thanks guys. :)


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#618 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 14 December 2017 - 04:39 PM

rev3262 is up:

 

- add support for loading auto POV settings if they exists. You can now define an extra POV xml file for each table and name it like the VPX file.
  Example: you have custom POV settings for the table "QBerts Quest (Gottlieb 1983).vpx" then save the POV settings into the file "QBerts Quest (Gottlieb 1983).xml" and place it 
           in the same directory as the VPX file. Now VPX will load the POV settings when loading the "QBerts Quest (Gottlieb 1983).vpx" (in the editor/player).
  Or if you like to have a default POV settings that is used for all other tables save it under "autopov.xml"
 
- only allow material names with a max size of 31 characters


#619 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 14 December 2017 - 05:07 PM

@wrd1972: hopefully soon.. but no promises.. :/



#620 jimmihenry

jimmihenry

    Hobbyist

  • Members
  • PipPip
  • 48 posts

  • Flag: Germany

  • Favorite Pinball: Alien Star (Gottlieb 1984); Genesis (Gottlieb 1986); Attack From Mars (Bally 1995); Nautilus (Playmatic 1984).

Posted 14 December 2017 - 05:55 PM

Unfortunely the VPX_4_beta_rev3262 does not start :(. It loads the table and crashes. Is there a log file to see what happens?

All files were updated and dll's allowed. MS .NET Framework 4.7 is installed also MS XNA Framework Redis... 3.0 and 3.1 and 4.0.

Previous Beta (VPX_4_beta_rev3259) doesen't crash. Any ideas?