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The VP 10.4 beta thread


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#641 The Loafer

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Posted 17 December 2017 - 09:20 PM

rev3270 = immediate quit to desktop with any table on my test computer. Reverting to 3235 works.

 

No crash dump. It behaves exactly as if the "q" key is pressed immediately after table load, displaying the usual quit text for the table then quitting to desktop. But VPX doesn't stay open as it normally does. Resetting the video settings to default does not fix it. 

 

Edit: I realized it actually works if I open VPX, cancel choosing a table, then open the table, then play it. Or if I double click on the table to start it that way. If I open VPX then choose a table when it prompts for one, it will quit.

 

Also no problem from PinballX.

I have no such issues.  Have you updated the scripts that came with this new version? 



#642 The Loafer

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Posted 17 December 2017 - 09:49 PM

fuzzel/toxie/djrobx: Can you elaborate how this is supposed to be used?

 

- I can't find the registry key as you indicate under "HKEY_CURRENT_USER\Software\Visual Pinball\VP10\Player"

- I don't see it's option under video or anywhere else

- I do think I see it under individual table options (under physics "Physics max loops"?, the default is -1 which would make me think the master option does exist somewhere else.  Is this the place to use it and if yes, then this needs to be enabled for each table?

 

I may be misunderstanding how to activate this, apologies, but appreciate the clarification.  I may also be misunderstanding what you mean by "non-exposed registry keys eheh


Edited by The Loafer, 17 December 2017 - 09:52 PM.


#643 Sir Cheddar

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Posted 17 December 2017 - 10:20 PM

Thanks a lot for the nudging calibration improvements & test table, they help a lot.

 

It took me a long time to get nudging right on my cab. Problem is, contactors are not only for sound but also for force feedback, and maybe I attached them in a way that worked a tad too good for that purpose.

 

For nudging the contactors, especially the ones in front, are worse than the shaker in my cab. Way worse.

So was the gear motor, which I placed conveniently right next to the acceleration sensors.

 

For me everything works better now with some dampening material under the sensors which suppresses the vibration but not a good nudge.

 

Anyway, I lifted a timer subroutine from American's Most Haunted and put in a few tests, Start button starts a short sequence that fires the flipper and and slingshot contactors, Credit button starts a sequence for the upper playfield contactors.

EB starts the gear motor for a short time - AMH's DOF configuration isn't optimal for that purpose.

 

It seems to work. The contactor test sequence told me that my settings still are too sensitive.

 

@DJRobX

Can you take a look at it? There may be room for improvement.

 

@Arngrim

If you are reading this, can you add an empty entry for the Nudging Test and Calibration table?

It would allow me to clean up the contactor tests, also we could set plunger/start/credit/EB buttons to blink to indicate that they do something.

Attached Files


Edited by Sir Cheddar, 17 December 2017 - 10:26 PM.


#644 LeChucksBeard

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Posted 17 December 2017 - 10:38 PM

 

rev3270 = immediate quit to desktop with any table on my test computer. Reverting to 3235 works.

 

No crash dump. It behaves exactly as if the "q" key is pressed immediately after table load, displaying the usual quit text for the table then quitting to desktop. But VPX doesn't stay open as it normally does. Resetting the video settings to default does not fix it. 

 

Edit: I realized it actually works if I open VPX, cancel choosing a table, then open the table, then play it. Or if I double click on the table to start it that way. If I open VPX then choose a table when it prompts for one, it will quit.

 

Also no problem from PinballX.

I have no such issues.  Have you updated the scripts that came with this new version? 

 

 

Yes, running with everything from the new version. Automatically quits when choosing a table in the dialog at start of VPX, not when launching the table any of the other ways.



#645 RYSr

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Posted 17 December 2017 - 11:35 PM

 

 

rev3270 = immediate quit to desktop with any table on my test computer. Reverting to 3235 works.

 

No crash dump. It behaves exactly as if the "q" key is pressed immediately after table load, displaying the usual quit text for the table then quitting to desktop. But VPX doesn't stay open as it normally does. Resetting the video settings to default does not fix it. 

 

Edit: I realized it actually works if I open VPX, cancel choosing a table, then open the table, then play it. Or if I double click on the table to start it that way. If I open VPX then choose a table when it prompts for one, it will quit.

 

Also no problem from PinballX.

I have no such issues.  Have you updated the scripts that came with this new version? 

 

 

Yes, running with everything from the new version. Automatically quits when choosing a table in the dialog at start of VPX, not when launching the table any of the other ways.

 

 

I'm having the same problem with r3270 and 3264, the newest version I have before those 2 is r3251 and it works ok with the auto load popup when you start VP. I also updated the scripts files. I'm  running the latest VPM 3.0 beta


Edited by RYSr, 18 December 2017 - 10:07 PM.


#646 Sir Cheddar

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Posted 18 December 2017 - 12:37 AM

I played around with MinPhysLoopTime a bit. I decided to try it on Hanibal's T2 Chrome mod, which felt a bit wonky on my system.

FPS Limiter/VSync is set to 1

 

MinPhysLoopTime at 1000: Not good, as expected.

MinPhysLoopTime at 600: Definitely an improvement, table plays a lot better :)

There is a problem when firing the cannon, I need to press the launch button a few times for it to register, so aiming is almost impossible

MinPhysLoopTime at 500: Works great and it seems I can fire the cannon.

 

However I noticed an similar problem with the laser beam on Austin Powers last week, so far I didn't look any further into solving that.



#647 gtxjoe

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Posted 18 December 2017 - 01:52 AM

Sam.vbs added to the scripts? Hmmm...

#648 hauntfreaks

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Posted 18 December 2017 - 03:24 AM

Sam.vbs added to the scripts? Hmmm...

 

was there i mutiny I missed??....LOL


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#649 DJRobX

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Posted 18 December 2017 - 03:24 AM

Caught a crash in debugger when starting a table:

 

 

Exception thrown: read access violation.

 

this->m_shader was nullptr.

 

> VPinballX.exe!Shader::SetValue(const char * const hParameter, const void * pData, const unsigned int Bytes) Line 515 C++

  VPinballX.exe!Pin3D::InitLights() Line 439 C++

  VPinballX.exe!Pin3D::InitLayout(const bool FSS_mode) Line 698 C++

  VPinballX.exe!Player::Init(PinTable * const ptable, HWND__ * const hwndProgress, HWND__ * const hwndProgressName) Line 1298 C++

  VPinballX.exe!PinTable::Play(bool _cameraMode) Line 2561 C++

  VPinballX.exe!VPinball::DoPlay(bool _cameraMode) Line 1706 C++

  VPinballX.exe!VPinball::ParseCommand(unsigned int code, HWND__ * hwnd, unsigned int notify) Line 863 C++

  VPinballX.exe!VPWndProc(HWND__ * hwnd, unsigned int uMsg, unsigned int wParam, long lParam) Line 2556 C++

  [External Code]

  [Frames below may be incorrect and/or missing, no symbols loaded for user32.dll]

  VPinballX.exe!Win32xx::CWnd::FinalWindowProc(unsigned int uMsg, unsigned int wParam, long lParam) Line 466 C++

  VPinballX.exe!Win32xx::CWnd::WndProcDefault(unsigned int uMsg, unsigned int wParam, long lParam) Line 1171 C++

  VPinballX.exe!Win32xx::CWnd::WndProc(unsigned int uMsg, unsigned int wParam, long lParam) Line 1045 C++

  VPinballX.exe!Win32xx::CWnd::StaticWindowProc(HWND__ * hWnd, unsigned int uMsg, unsigned int wParam, long lParam) Line 968 C++

  [External Code]

  VPinballX.exe!VPinball::MainMsgLoop() Line 2203 C++

  VPinballX.exe!VPApp::Run() Line 423 C++

  VPinballX.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * __formal, char * __formal, int __formal) Line 442 C++

 

  [External Code]


Edited by DJRobX, 18 December 2017 - 03:57 AM.


#650 DJRobX

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Posted 18 December 2017 - 03:54 AM

 

@DJRobX

Can you take a look at it? There may be room for improvement.

 

 

I don't have contactors in my cab, but what you did is one of the reasons I wanted to go with the external table approach, so people could customize it to help them solve whatever the issues they're having.    For me it was the shaker, for you the contactors, and some people have issues with sound. 

 

FWIW, I also don't have an EB button, or a credit button.  LOL

 

Interesting results with the physics loops test.   Are you saying you had trouble firing the cannon when vsync is on in general or just using this option?   Those issues you are describing sound like what happens if the framerate drops below 60fps too much.  VPM tends to update once every 16ms, so if VP is moving slower than that, events start getting lost (can completely miss a "pulse").    That's when flippers start sticking and stuff. 

 

-- Rob 


Edited by DJRobX, 18 December 2017 - 03:57 AM.


#651 Ben Logan

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Posted 18 December 2017 - 04:17 AM

Question for DJRobX: Does the new physics loop routine potentially speed up latency even if...

1. You’ve added nFozzy’s fastflips routine to a table?
2. Bypassed flipper vpinmame polling (leaving flippers “always on” even when game is over)?

Thanks!

#652 toxie

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Posted 18 December 2017 - 07:41 AM

fuzzel/toxie/djrobx: Can you elaborate how this is supposed to be used?

 

- I can't find the registry key as you indicate under "HKEY_CURRENT_USER\Software\Visual Pinball\VP10\Player"

- I don't see it's option under video or anywhere else

- I do think I see it under individual table options (under physics "Physics max loops"?, the default is -1 which would make me think the master option does exist somewhere else.  Is this the place to use it and if yes, then this needs to be enabled for each table?

 

I may be misunderstanding how to activate this, apologies, but appreciate the clarification.  I may also be misunderstanding what you mean by "non-exposed registry keys eheh

 

You have to add it yourself under "HKEY_CURRENT_USER\Software\Visual Pinball\VP10\Player", at least for the moment, as it's too experimental to have it exposed for the average user..


Thanks a lot for the nudging calibration improvements & test table, they help a lot.

 

It took me a long time to get nudging right on my cab. Problem is, contactors are not only for sound but also for force feedback, and maybe I attached them in a way that worked a tad too good for that purpose.

 

For nudging the contactors, especially the ones in front, are worse than the shaker in my cab. Way worse.

So was the gear motor, which I placed conveniently right next to the acceleration sensors.

 

For me everything works better now with some dampening material under the sensors which suppresses the vibration but not a good nudge.

 

Anyway, I lifted a timer subroutine from American's Most Haunted and put in a few tests, Start button starts a short sequence that fires the flipper and and slingshot contactors, Credit button starts a sequence for the upper playfield contactors.

EB starts the gear motor for a short time - AMH's DOF configuration isn't optimal for that purpose.

 

It seems to work. The contactor test sequence told me that my settings still are too sensitive.

 

@DJRobX

Can you take a look at it? There may be room for improvement.

 

@Arngrim

If you are reading this, can you add an empty entry for the Nudging Test and Calibration table?

It would allow me to clean up the contactor tests, also we could set plunger/start/credit/EB buttons to blink to indicate that they do something.

 

Thanks, can/should we add this table instead?

@DJRobX: Okay with you? You think this is a good idea?


Question for DJRobX: Does the new physics loop routine potentially speed up latency even if...

1. You’ve added nFozzy’s fastflips routine to a table?
2. Bypassed flipper vpinmame polling (leaving flippers “always on” even when game is over)?

Thanks!

 

Should also work better when doing these two tweaks, yes. Basically it will resolve some of the timing variance you get when pressing a button and when VP will then react to it (e.g. more consistent flipping behavior).


Caught a crash in debugger when starting a table:

 

 

Exception thrown: read access violation.

 

this->m_shader was nullptr.

 

> VPinballX.exe!Shader::SetValue(const char * const hParameter, const void * pData, const unsigned int Bytes) Line 515 C++

  VPinballX.exe!Pin3D::InitLights() Line 439 C++

  VPinballX.exe!Pin3D::InitLayout(const bool FSS_mode) Line 698 C++

  VPinballX.exe!Player::Init(PinTable * const ptable, HWND__ * const hwndProgress, HWND__ * const hwndProgressName) Line 1298 C++

  VPinballX.exe!PinTable::Play(bool _cameraMode) Line 2561 C++

  VPinballX.exe!VPinball::DoPlay(bool _cameraMode) Line 1706 C++

  VPinballX.exe!VPinball::ParseCommand(unsigned int code, HWND__ * hwnd, unsigned int notify) Line 863 C++

  VPinballX.exe!VPWndProc(HWND__ * hwnd, unsigned int uMsg, unsigned int wParam, long lParam) Line 2556 C++

  [External Code]

  [Frames below may be incorrect and/or missing, no symbols loaded for user32.dll]

  VPinballX.exe!Win32xx::CWnd::FinalWindowProc(unsigned int uMsg, unsigned int wParam, long lParam) Line 466 C++

  VPinballX.exe!Win32xx::CWnd::WndProcDefault(unsigned int uMsg, unsigned int wParam, long lParam) Line 1171 C++

  VPinballX.exe!Win32xx::CWnd::WndProc(unsigned int uMsg, unsigned int wParam, long lParam) Line 1045 C++

  VPinballX.exe!Win32xx::CWnd::StaticWindowProc(HWND__ * hWnd, unsigned int uMsg, unsigned int wParam, long lParam) Line 968 C++

  [External Code]

  VPinballX.exe!VPinball::MainMsgLoop() Line 2203 C++

  VPinballX.exe!VPApp::Run() Line 423 C++

  VPinballX.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * __formal, char * __formal, int __formal) Line 442 C++

 

  [External Code]

 

Are you sure you do not have local changes? Cause line 439 in pin3d does not feature a setValue (or is it the m_pd3dDevice->basicShader->SetValue("packedLights", l, sizeof(CLight)*MAX_LIGHT_SOURCES); call above that?).. Also i do not understand how this could even happen at all.. m_pd3dDevice->basicShader.m_shader is ALWAYS initialized via Shader::Load() (in RenderDevice: basicShader = new Shader(this))..

I'll add an additional error handling there just to be sure..


Edited by toxie, 18 December 2017 - 07:42 AM.


#653 toxie

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Posted 18 December 2017 - 08:18 AM

 

 

 

rev3270 = immediate quit to desktop with any table on my test computer. Reverting to 3235 works.

 

No crash dump. It behaves exactly as if the "q" key is pressed immediately after table load, displaying the usual quit text for the table then quitting to desktop. But VPX doesn't stay open as it normally does. Resetting the video settings to default does not fix it. 

 

Edit: I realized it actually works if I open VPX, cancel choosing a table, then open the table, then play it. Or if I double click on the table to start it that way. If I open VPX then choose a table when it prompts for one, it will quit.

 

Also no problem from PinballX.

I have no such issues.  Have you updated the scripts that came with this new version? 

 

 

Yes, running with everything from the new version. Automatically quits when choosing a table in the dialog at start of VPX, not when launching the table any of the other ways.

 

 

I'm having the same problem with r3270 and 3264, the newest version I have before those 2 is r3251 and it works ok with the auto load popup when you start VP. I also updated the scripts files. I'm  running the latest VPM SAM 3.0 beta

 

 

could you two please find the exact last version where it works for you and the first where it breaks from these builds?: http://vpinball.com/...s/vp-10-4-beta/

 

EDIT: fixed with rev 3273.. :)


Edited by toxie, 18 December 2017 - 09:01 AM.


#654 arngrim

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Posted 18 December 2017 - 08:54 AM

@Arngrim

If you are reading this, can you add an empty entry for the Nudging Test and Calibration table?

It would allow me to clean up the contactor tests, also we could set plunger/start/credit/EB buttons to blink to indicate that they do something.

 

Hi Sir, 

 

you can use table ZZZ ;)



#655 The Loafer

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Posted 18 December 2017 - 11:56 AM

Thanks Toxie, appreciate the clarification on the manual registry entry, will try it tonight.

#656 Sir Cheddar

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Posted 18 December 2017 - 01:41 PM

I don't have contactors in my cab, but what you did is one of the reasons I wanted to go with the external table approach, so people could customize it to help them solve whatever the issues they're having.    For me it was the shaker, for you the contactors, and some people have issues with sound. 

 

FWIW, I also don't have an EB button, or a credit button.  LOL

 

Interesting results with the physics loops test.   Are you saying you had trouble firing the cannon when vsync is on in general or just using this option?   Those issues you are describing sound like what happens if the framerate drops below 60fps too much.  VPM tends to update once every 16ms, so if VP is moving slower than that, events start getting lost (can completely miss a "pulse").    That's when flippers start sticking and stuff. 

 

-- Rob 

 

 

Sound issues. Yes, I have that problem too. I went ahead and added a sound test sequence.

So far I'm using four sounds in the table, anybody knows an especially problematic sound from another table?

And since not all cabs have Plunger/EB/Credit Buttons I extended the menu by two new entries:

 

1) Flipper contactors test/upper playfield contactors test

2) Shaker & gear test/cabinet sound test

 

I don't have a chime unit in my cab but if placed close to the nudging sensors I guess it can be pretty disruptive too, so I've included them and everything potentially movable into the upper playfield test sequence.

The knocker I left out. That would be annoying.

 

About the T2 cannon:

VSync doesn't seem to be the problem. I tested some more and got 3 clean cannon shots in w/o the MinPhysLoopTime and 5 with the parameter at 500, all with VSync enabled. With MinPhysLoopTime at 600 everything plays well but I have problems shooting the cannon.

 

The AP laser beam I only managed to test once in a couple of games, with MinPhysLoopTime at 500. That one time it worked without issues.

At least I got a few good games in, even if I didn't get what I wanted  :)

 

 

Thanks, can/should we add this table instead?

Not yet. New version coming right up :)

 

 

 

Hi Sir, 

 

 

 

 

you can use table ZZZ ;)

 

Thank you. Request for public consideration sent



#657 jimmihenry

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Posted 18 December 2017 - 07:00 PM

I thought my crashing time was solved but it is not. I am still getting crashes. As i start VPin the window open...(Visual Pinball Tables)

appears automatically. Choosing the desired table and loading it, causes the table to crash. Every time i close VPin than start it again

and go thru this procedure the loaded table apears for a moment and crashes. But if i start VPin and cancel the open... (Visual Pinball Table)

window, and open it than manually, choose a table, it does load the table without a crash. It doesent matter how my Video Settings are. It crashes

everytime... Now know how this sounds, but i really do experience this strange behavior since VPX_Beta_rev3262. And i have no idea WTFreak is

going on? It doesent matter how i start VPX, as admin or not it's always the same, it crashes.



#658 toxie

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Posted 18 December 2017 - 07:03 PM

This one will be fixed with the next build (as soon as fuzzel builds it :)).. So no need to worry..



#659 jimmihenry

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Posted 18 December 2017 - 07:11 PM

This one will be fixed with the next build (as soon as fuzzel builds it :)).. So no need to worry..

Thanks a lot i thought i was going nuts. It does sound like someone went loonatic, or smoked

a ton of weed than lost it beyond recognition. But it is a legit bug, ouhhh this bugs nowadays!



#660 fuzzel

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Posted 18 December 2017 - 07:42 PM

rev3273 is up:

 

- fix bug with new POV autload code when using the UI to load a table on start

- add some null pointer checks