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The VP 10.5 beta thread


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#681 DJRobX

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Posted 02 June 2018 - 06:02 AM

That can be a coincidence or a leftover from old DX7 days or old Windows versions needs such handling together with DX7. Who knows but I would change that and we will see if someone reports an error under Windows XP, 7, Vista, 8 or earlier 10 versions ;)

 

 

Thanks fuzzel.  Sounds good.   I ended up coding it to change the closedown behavior for exclusive mode only, just to avoid breaking anything unnecessarily.    Checked win7 and didn't see any ill effects, so I committed the change. 



#682 flupper1

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Posted 02 June 2018 - 06:33 AM

T&F,
Forgive me if I have already asked this. :)
 
I like to use a very large flasher to add shadows to the playfields on my tables. I do this so that their intensities can be tweaked to ones liking to add or remove depth. This works nicely, but a darker shadow intensity can inadvertently darken lights that are used for PF inserts.
 
Is it possible to create a new setting so that when activated, lights/flashers being used for PF inserts, can not be altered by a very large flasher, being used to create a PF shadow? So in short, I want to be able to lighten or darken my large shadow flasher without the PF insert lighting, being impacted. Might there be some other technique to accomplish what I need?
 
Thanks


I know of 2 ways to do this:
1. In photoshop: overlay the shadow image with the playfield image for reference, and cut out the inserts from the shadow image. In my experience you do not notice that the inserts are not shadowed.
2. A little more complicated but also works for other lights: make a transparent playfield size image with only the image parts of the inserts. Put this on a wall object at 1 unit above the playfield. Put your shadow image at for instance 0.5 unit above the playfield. The insert lights should be put on the 1 unit above playfield wall. You can see this technique in diner and bk2000 (not for a shadow layer, but for indirect playfield lighting)

#683 jpsalas

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Posted 02 June 2018 - 01:19 PM

I think I found a bug: In this latest revision 3434 the lights on the backdrop are not working, this is using a single monitor. They worked fine in the last revision.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#684 BorgDog

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Posted 02 June 2018 - 03:09 PM

I think I found a bug: In this latest revision 3434 the lights on the backdrop are not working, this is using a single monitor. They worked fine in the last revision.

 

I'm seeing the same thing.



#685 senseless

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Posted 02 June 2018 - 04:22 PM

 

rev3434 is up:

 

- Fast flips support.   To activate, add InitVpmFFlipsSAM to table init.  Should work for most games.  May need additional configuration for two-stage flipper support. (sam.vbs)

 

 

When I try to activate this for certain tables (like LOTR) it trows me an error that InitVpmFFlipsSAM is not defined as variable. Is there anything else I need to add or is this a table that is not supported? Running latest vpx beta rev (3434) and latest sam beta.

 

FastFlips works fine with the newest Tron release.



#686 Thalamus

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Posted 02 June 2018 - 04:57 PM

I might be wrong. But, for InitVPMFFlipsSAM to work, vpinmame needs to support the table ? From Robs original post it seems to be : tron, acdc LE, metallica, the walking dead, wheel of fortune, star trek LE, Xmen LE, Family Guy ( needs script changes ), Pirates of the Carribean, Iron Man Vault Ed, Avatar, Avengers, World Poker Tour, Transformers and Batman Dark night. The last two I don't think has been released yet for vpx.

 

Is my understanding of the Fast flip for stern correct ?


Edited by Thalamus, 03 June 2018 - 09:49 AM.

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#687 DJRobX

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Posted 02 June 2018 - 05:53 PM

 

 

rev3434 is up:

 

- Fast flips support.   To activate, add InitVpmFFlipsSAM to table init.  Should work for most games.  May need additional configuration for two-stage flipper support. (sam.vbs)

 

 

When I try to activate this for certain tables (like LOTR) it trows me an error that InitVpmFFlipsSAM is not defined as variable. Is there anything else I need to add or is this a table that is not supported? Running latest vpx beta rev (3434) and latest sam beta.

 

FastFlips works fine with the newest Tron release.

 

 

LOTR is not SAM, it is WhiteStar.   So it is not loading SAM.VBS, making that function fail. 

LOTR and others probably can work with the same technique, but it requires analysis of a particular ROM to make work.    If the solenoid signal is not seen, it uses standard flips, so enabling it on tables that don't support it will have no effect.  



#688 toxie

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Posted 02 June 2018 - 09:07 PM

@all: PLEASE carefully test the physics behavior of rubbers then, if these have noticeably changed.

 

Also rubbers will now also fully respect the element detail slider, same as ramps and balls.

 

 

*ping* for that, now that this revision is released..


I think I found a bug: In this latest revision 3434 the lights on the backdrop are not working, this is using a single monitor. They worked fine in the last revision.

 

In general, or only specific tables/setups?! Which table(s) did you test?


@DJRobX: Is this new exclusive fullscreen mode triggered exactly the same as before, or is this something new that must be setup explicitly within Win 10 itself and not enabled within VPX?



#689 coreduo0099

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Posted 02 June 2018 - 09:51 PM

I was updating my table videos for pinballX and may have found an obscure issue/bug that was a feature in v3.0 to support speech emulation for the sp0256.

 

V1 (IDSA 1986) does not play speech, but seems to attempt to do so garbled.  My old rom was outdated without the sp0256-al2.bin, so I grabbed the one on the universe and just get scratchy noise.  My checksum on that bin matches other mame roms, so I think the ROM is OK...



#690 BorgDog

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Posted 02 June 2018 - 09:56 PM

 

I think I found a bug: In this latest revision 3434 the lights on the backdrop are not working, this is using a single monitor. They worked fine in the last revision.

 

In general, or only specific tables/setups?! Which table(s) did you test?


 

 

It seems to be any table I play.  I tried several of mine, Buck Rogers and Card Whiz for example.  And I made a test table from the built in blank table with just a blinking light on the backdrop and it does not show in latest rev, but works in 3427 as do all the ones I tested.  Here is that table https://www.dropbox....httest.vpx?dl=0

 

backdrop lights have always been kind of weird, like intel cards don't like them in my experience.



#691 coreduo0099

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Posted 02 June 2018 - 09:59 PM

Nevermind that last post re V1:

1) it is a vpt table not vpx

2) sound came back mysteriously

 -looks like 32assassin had same issue with an unreleased .vpx he did, so maybe an intermittent bug ported that we'll need the new table to verify.


Edited by coreduo0099, 02 June 2018 - 10:00 PM.


#692 DJRobX

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Posted 02 June 2018 - 10:58 PM

 

@DJRobX: Is this new exclusive fullscreen mode triggered exactly the same as before, or is this something new that must be setup explicitly within Win 10 itself and not enabled within VPX?

 

 

With the latest Windows 10 v1803 update, it is now the default behavior for apps that request an exclusive fullscreen window.    So our existing VPX works with it - but magically the debug windows, VPM F1 setup window, etc can now pop up over the display as if you weren't in exclusive.     It requires support from the video driver but it works for Nvidia and ATI per Nailbuster.     Both me and Nailbuster are finding it quite nice.

If you want the "classic" fullscreen window, you have to go into the application's compatibility settings and disable "full screen optimizations".   Some people (TerryRed most notably) are reporting that the new mode is slower.  On my system I think it's actually faster (per Microsoft it's supposed to be faster.)  

 


 

backdrop lights have always been kind of weird, like intel cards don't like them in my experience.

 

Heh yeah I brought this up, I think in the 10.4 beta.  They've never worked on my laptop, and still don't now.   :)


Edited by DJRobX, 02 June 2018 - 11:00 PM.


#693 Jodannar

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Posted 03 June 2018 - 06:55 AM

screen space reflections are causing strange haloing around the flippers on some tables. its edge highlighting as if there is a piece of virtual mylar about double a flippers width under the flipper. can be seen in G5k T2 very clearly



#694 senseless

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Posted 03 June 2018 - 09:12 AM

 

 

 

rev3434 is up:

 

- Fast flips support.   To activate, add InitVpmFFlipsSAM to table init.  Should work for most games.  May need additional configuration for two-stage flipper support. (sam.vbs)

 

 

When I try to activate this for certain tables (like LOTR) it trows me an error that InitVpmFFlipsSAM is not defined as variable. Is there anything else I need to add or is this a table that is not supported? Running latest vpx beta rev (3434) and latest sam beta.

 

FastFlips works fine with the newest Tron release.

 

 

LOTR is not SAM, it is WhiteStar.   So it is not loading SAM.VBS, making that function fail. 

LOTR and others probably can work with the same technique, but it requires analysis of a particular ROM to make work.    If the solenoid signal is not seen, it uses standard flips, so enabling it on tables that don't support it will have no effect.  

 

 

Thanks, I thought it was only SAM based but was triggered by release notes that it should work for most games. I got my hopes up too high but am very happy with the SAM support :)!



#695 toxie

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Posted 03 June 2018 - 09:34 AM

screen space reflections are causing strange haloing around the flippers on some tables. its edge highlighting as if there is a piece of virtual mylar about double a flippers width under the flipper. can be seen in G5k T2 very clearly

 

Unfortunately like it is implemented at the moment, there is not much hope to change this. So for some tables the best 'solution' at the moment is to disable them :/ or turn them down to something lower than 1.


 


 

backdrop lights have always been kind of weird, like intel cards don't like them in my experience.

 

Heh yeah I brought this up, I think in the 10.4 beta.  They've never worked on my laptop, and still don't now.   :)

 

 

Indeed. The whole backdrop code/shader code is kinda not-so-official-DX9-compatible, as it was quickly ported from VP9 when i redid all the material/lighting code, but never fully finished up.  :/

I'll look into the new issues later-on.



#696 Draifet

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Posted 04 June 2018 - 11:31 AM

For me the SSR 1 default value is always too high for my taste, on some EM or few other SS tables like White Waters it looks fine at 0,5 but on most ot the tables I lower it till 0,25 or 0,15.

 

Edit: Vsync issue resolved, something messed up with the fullscreen option.


Edited by Draifet, 04 June 2018 - 05:10 PM.


#697 Thalamus

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Posted 04 June 2018 - 05:48 PM

There is some fishy going on and has been for a long time with switching sound between table and gbout in the sound manager. As a 7.1 user you often want to move table sounds to the backgrouind. Easiest and fastest way seems to be. Do you change, save, exit and return to the table. So, not a show stopper bug.


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#698 darquayle

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Posted 05 June 2018 - 01:48 AM

I'm very interested in the new fast flips code for SAM tables (InitVpmFFlipsSAM).  However, I have been unable to see a difference when looking at my flipper lag time.  I've tried this with Avatar, Tron, Iron Man, and ADCD LE.  It isn't throwing any errors, it just doesn't appear to be making a difference in the "Left Flipper Keypress to Rotate" metric.  Other than adding this command in the init section of the table, is there anything else that needs to be done to modify a table for this feature?.... Thanks. 



#699 coreduo0099

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Posted 05 June 2018 - 02:17 AM

I'm very interested in the new fast flips code for SAM tables (InitVpmFFlipsSAM).  However, I have been unable to see a difference when looking at my flipper lag time.  I've tried this with Avatar, Tron, Iron Man, and ADCD LE.  It isn't throwing any errors, it just doesn't appear to be making a difference in the "Left Flipper Keypress to Rotate" metric.  Other than adding this command in the init section of the table, is there anything else that needs to be done to modify a table for this feature?.... Thanks. 

 

You have to modify your table scripts to leverage the new feature.  Take a look at the "3461-sambuild31-beta-thread" thread over at the vpuniverse for all the table mods necessary.



#700 darquayle

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Posted 06 June 2018 - 01:32 AM

coreduo0099 - Thanks for the sambuild31 info. 

 

I pulled down the latest vpinmame.dll and am also running the latest version of the SAM.VBS script.  Adding the InitVpmFFlipsSAM call in the init section is now working perfectly.  I've tried 3 of my 17 SAM tables and they are each running at about 2MS for the flipper delay. 

 

I think the only systems left for find fast flips solutions for are WPC-95, and Stern Whitestar… And it appears at least one WPC-95 system (Scared Stiff) is working with fast flips.