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The VP 10.4 beta thread


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#721 toxie

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Posted 24 December 2017 - 09:24 PM

Hey guys...thanks for all your hard work. I searched but could not find anything related to my issue. I recently loaded 3286 and noticed several stern tables lighting was not working correctly...specifically a new machine that uses PuP and a machine That plays back in black. It appears to be an issue with some of the main lighting on the tables.

 

Sounds more like an issue with VPinMAME than VPX.. Did you also update VPM?

 

Could be that my additional changes done to VPMs new official SAM support broke something.. Could you please test an older version from 'the other site' and the official VPM 3.0 release from here?



#722 DJRobX

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Posted 25 December 2017 - 01:24 AM

We also should add a tutorial or a documentation of the nudging settings (x/ymax, x/ygain and so on) and how they influence the ball behavior.
I have a sidewinder installed in my cab and I already play around with these settings but I don't really know what I'm actually doing (well that's normal anyway  :) )

 

Yeah definitely.   Even after going through all this I still don't really have any idea why one would change XMax, YMax.  I was hoping to get a better idea now that I can adjust them in real time but they didn't seem to have a whole lot of effect when I messed with them. 

Dead Zone/XGain/YGain seem straightforward enough.   I do now fully understand the tilt bob/tilt sensitivity though where I didn't before.   At some point it would be nice to update the test table to draw the "ring" that represents the tilt bob switch.   It would get smaller as you increase the sensitivity.  



#723 blackvulcan3

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Posted 25 December 2017 - 08:21 AM

Hi all, Has there been any discussion about making the options under Preferences - Audio Options available on a per table basic, like from Sound Manager or something similar.

 

The reason I ask is that some of us who have taken up PMD (or SSF as it is now known) and we get issues across tables.

 

For example, to get music on UltraDMD tables (specifically Champions League 17 & 18, Minions, Gargamel Park and JP's Ghostbusters) requires the Audio to be set to Primary Sound Driver.

 

However to enjoy the correct settings to be applied in ROM tables that make use of the SSF, then it works correct on the Speakers selection (or a nominated driver like Realtek). When using the Primary Sound Driver it throws off the effects to different areas on, from what I can see, Mono Audio ROM tables.

 

Anyway, it was just a suggestion, if at all possible. Thanks so much for all the work you all do to keep our community alive and kicking.

 

Cheers, BV3.

 

EDIT - Hey all it appears to be a Bass.dll issue that @DJRobX identified. Anyway, mine is now fixed. I was using 3282. 


Edited by blackvulcan3, 26 December 2017 - 02:48 AM.


#724 chepas

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Posted 25 December 2017 - 09:21 AM

Duders. If I go and remove this or even add a flag and build... there is no point because you're updating frequently and I wouldn't be able to keep up.

 

https://sourceforge....layer.cpp#l3804

 

I think  a user only needs to be told once about this, it's just horrible to look at when playing a game when you're using a touch screen. I see the comment about adding buttons there too. Fair play but could you maybe add an option to remove all of this?

 

Keep it real, think simulation, not TPA / Pinball FX.


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#725 imajonzin

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Posted 25 December 2017 - 05:11 PM

 

Hey guys...thanks for all your hard work. I searched but could not find anything related to my issue. I recently loaded 3286 and noticed several stern tables lighting was not working correctly...specifically a new machine that uses PuP and a machine That plays back in black. It appears to be an issue with some of the main lighting on the tables.

 

Sounds more like an issue with VPinMAME than VPX.. Did you also update VPM?

 

Could be that my additional changes done to VPMs new official SAM support broke something.. Could you please test an older version from 'the other site' and the official VPM 3.0 release from here?

 

I tested an older version from the other site and had the same results.  Lighting was still not correct on stern.  I loaded 3.0 from here and all is working great again!   Maybe I corrupted my original VpinMAME install somehow.  Thanks for the support! 


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#726 Thalamus

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Posted 25 December 2017 - 07:04 PM

Odd. I haven't noticed any issues. Had a quick run through most of the tables that still need the other version and they looked ok to me ?!

Edited by Thalamus, 25 December 2017 - 07:05 PM.

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#727 toxie

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Posted 25 December 2017 - 07:59 PM

Duders. If I go and remove this or even add a flag and build... there is no point because you're updating frequently and I wouldn't be able to keep up.

 

https://sourceforge....layer.cpp#l3804

 

I think  a user only needs to be told once about this, it's just horrible to look at when playing a game when you're using a touch screen. I see the comment about adding buttons there too. Fair play but could you maybe add an option to remove all of this?

 

Keep it real, think simulation, not TPA / Pinball FX.

 

is on my todo list already..



#728 chepas

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Posted 25 December 2017 - 08:03 PM

Great thanks! I don't suppose many people using a touch screen, on some laptops maybe. If font was smaller and put on the bottom left or right maybe then it wouldn't be so intrusive.


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#729 mfuegemann

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Posted 25 December 2017 - 10:27 PM

Hi Guys,

 

a big Thank You from me for the combined SAM version and all the effort You put into the development. Have a great year 2018!

 

Michael



#730 rothbauerw

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Posted 26 December 2017 - 09:17 PM

Any table that use cSingleLFliip or cSingleRFlip set to false could be broken by the new WPC.vbs.  In the case of Indiana Jones, the upper flipper switches conflict with actual switches on the table and the cSingleFlip variables are used to disable them from firing with the flippers.  If you can leave/add code to disable with upper flipper switches when cSingleFlip variables are set to false, it would maintain backward compatibility.  Hopefully that makes sense.

 

BTW, awesome job to the Dev's on another great release



#731 chepas

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Posted 28 December 2017 - 09:34 AM

 

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"

 

 

Also: - in addition, there is also -Pov [filename] to load, export POV settings and then close VPX (via the command line)

 

Awesome. Wow, where have you been all my life, I only just noticed this whilst going through source. This makes much easier to lock down files for hi scoring because this is usually the only part of the game you'd want the user to customize.


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#732 kiwi

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Posted 01 January 2018 - 05:05 PM

I moved some bumpers from layer 1 to another layer, and to a bumper the ears :D became white (the two circles on the sides).

 

bumpers0.png

 
Depending on the combination of the layers that I select as visible, the bumper's ears are normal or white,

I did not understand the logic of how it happens (if there is a logic).
It's just a visual thing that does not create any problems.

 
Happy New Year to everyone,

and thanks for another super release!



#733 Ben Logan

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Posted 01 January 2018 - 09:00 PM

Been meaning to mention: This latest release allows me for the first time to use “Quality” rendering (I forget the drop down menu title when not at my cab) and “Update AO” setting of On for all tables. Looks so much better! Also, playfield reflections no longer seem to bring my machine to a grinding halt (GTX 750ti).

The latest 10.4 has some serious optimization. Thanks so much, dev team. Happy New Year!

#734 Thalamus

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Posted 01 January 2018 - 09:31 PM

Yeah. I've noticed that too Ben. On my old editing computer I'm able to run quite a few more tables stutter free. Did add the MinPhysLoopTime with a setting of 100. Might be the placebo effect ?? What I am sure of is that it is better.


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#735 chepas

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Posted 01 January 2018 - 10:05 PM

Quick setup for the new flipper script:

 

Go into the table script and change UseSolenoids = 2, add the line 'VpmInit me' to the table _init sub (if it's not there already). That's it.

 

Anyone have better eyes than me for this. I've had to update the proc_controller because it was missing the Controller.Solenoid but now run into "TiltSol" problem.

 

https://www.dropbox....stFlip.jpg?dl=0


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#736 nFozzy

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Posted 01 January 2018 - 10:21 PM

I'm confused at what I'm looking at. Is that a real WPC rom? Did it use usesolenoids at all to begin with?

 

The script is for bypassing the pinmame callback. If the table doesn't use pinmame then it won't work (and most likely isn't necessary)


Edited by nFozzy, 01 January 2018 - 10:27 PM.


#737 chepas

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Posted 01 January 2018 - 10:25 PM

P-ROC which uses the VPMame interface. All my other solenoids are working, I know you say there's trouble with WPC but this shouldn't matter as let's pretend this is a T2.

 

I can use it without , I just wanted to get it working.

 

The soltilt (31) confuses me really. Const GameOnSolenoid = 31

 

I could probably have a go at switching the machine type to something else. I'll try tomorow, enough VP for one day.


Edited by chepas, 01 January 2018 - 10:30 PM.

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#738 Thalamus

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Posted 01 January 2018 - 10:46 PM

I feel ashamed - he's had enough VP all because of me :)


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#739 nFozzy

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Posted 01 January 2018 - 10:52 PM

Well if it's similar enough to pinmame and uses usesolenoids = 1, then it might work assuming there's a game on solenoid. But if it only has program controlled flippers that would put it in the same boat as WPC-95/Capcom/Whitestar/SAM. This would also completely disable rom-controlled flipper effects, if there are any.

 

If GameOnSolenoid isn't correct for a specific game:

UseSolenoids = 2 automatically sets vpmFlips.Solenoid to the constant GameOnSolenoid defined in the [whatever system].vbs. But...

if UseSolenoids > 2 then vpmFlips.Solenoid = UseSolenoids else vpmFlips.Solenoid = GameOnSolenoid End If

... you can set UseSolenoids to a bigger number and will use that solenoid instead.

Alternatively vpmFlips.Solenoid can be changed in script, (below vpmInit me) or in debugger.

 

vpmflips.PrintSols will print any enabled solenoids in the debug box which can be handy for finding flipper solenoids



#740 chepas

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Posted 01 January 2018 - 11:00 PM

vpmflips.PrintSols will print any enabled solenoids in the debug box which can be handy for finding flipper solenoids

 

Awesome cheers for the info, only just caught wind of this today, even though I had the latest scripts.

 

I feel ashamed - he's had enough VP all because of me :)

 

Lol. Of course not. Foreign to "en-gb" users will love you after it made me pull finger out to fix bug. Long time coming.


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