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The VP 10.1 beta thread


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#741 toxie

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Posted 30 May 2016 - 07:38 PM

it should be better again now, so just wait until fuzzel pushes a new build to the first post.. (i screwed up some details when reverting the code/making it configurable)



#742 Ben Logan

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Posted 30 May 2016 - 09:16 PM

I like the idea of an alternative build with physics tweaks to explore refinements to the engine. I missed the experimental build this time around, but look forward to grabbing the next one if we move forward with this idea.

#743 bent98

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Posted 31 May 2016 - 02:11 AM

I also think there should be a check box for alternate physics. It's not an easy task for Toxie, Fuzzel and table builders as adjustment to vp can sometimes cause it to break or even require a table rebuild to make it compatible with new beta builds. That's the price table builders pay to use the latest builds to take advantage of new features i.e. Dozers CV.

In my mind there are three must have features that need to get implemented. Integrated back glass, proper nvidia/ATI Antialiasing, true full screen support which may require pin name to get ported to dx9.

It's a lot of work and I am sure a lot more stuff will get broken along the way :;

Edited by bent98, 31 May 2016 - 02:12 AM.


#744 Shockman

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Posted 31 May 2016 - 02:57 AM

2 physic sets in the same build? I have been trying to figure that out. One post it sounds like a different build, and in the next it sounds like 2 sets in one. I will never get past the point of asking why two?, but if I did the next question might be why not 30?. 



#745 nFozzy

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Posted 31 May 2016 - 04:17 AM

Fixed Congo by Increasing the height of the flippers on the lower playfield. A 100% solution would be the ability to tweak flipper angle around the X axis, the ball jostles around when it gets pinched between the odd angles of the flippers and the inverted playfield.

 

For what it's worth I'm 100% behind throwing physics changes in the beta.



#746 toxie

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Posted 31 May 2016 - 06:04 AM

In my mind there are three must have features that need to get implemented. Integrated back glass, proper nvidia/ATI Antialiasing, true full screen support which may require pin name to get ported to dx9.

 

Backglass seems like a must have IMHO, too, simply because it could make things so much easier, especially when thinking about having DT and FS supported at the same time (properly).

'Proper' AA has to be determined, its not as simple due to the way we render at the moment (static and dynamic rendering phases mixed).

True fullscreen support is already in there, and there is nothing that we can improve in the code. Even if i would port PM to DX9, it would not change the behavior, as exclusive fullscreen is exactly what it means: One application owns the screen, and nothing else can interfere.


2 physic sets in the same build? I have been trying to figure that out. One post it sounds like a different build, and in the next it sounds like 2 sets in one. I will never get past the point of asking why two?, but if I did the next question might be why not 30?. 

 

Because i answered it in detail already many many times in here: Going forward, it would be nice to get rid of all the hacks that piled up over years of development, and have a cleaned up version in the end that is as good, or even better than the old one, for both the authors and the developers. So two sets: The old, stable, working one. And the new, experimental one.


Fixed Congo by Increasing the height of the flippers on the lower playfield. A 100% solution would be the ability to tweak flipper angle around the X axis, the ball jostles around when it gets pinched between the odd angles of the flippers and the inverted playfield.

 

For what it's worth I'm 100% behind throwing physics changes in the beta.

 

Interesting thought. I actually wondered about exactly the same already when going over the flipper code. Currently in theory (=from my understanding), the flippers are '2D', e.g. aligned with the playfield, in the physics code. So i don't know how simple it is to make that configurable to 'other planes'.


Edited by toxie, 31 May 2016 - 05:58 AM.


#747 Drybonz

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Posted 31 May 2016 - 06:52 AM

From the perspective of a guy who is new to VP, I can say that integrated backglass would save you guys from answering a lot of questions from new players, and make it easier for new guys.



#748 MrKnister

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Posted 31 May 2016 - 02:52 PM

For a guy who is also pretty new in VP i just wanted to say a big thank you to all of you coders developers and table creators. i'm deeply impressed about the love and passion you bring into this "niche hobby". its sometimes hard to keepo track about all the changes you made and with all the "hardcore technical details" im pretty often "buffer overflowed" :) but its nice to learn new things every day in this. so once again .... 

BRAVO !



#749 atarian

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Posted 31 May 2016 - 05:21 PM

True fullscreen support is already in there, and there is nothing that we can improve in the code. Even if i would port PM to DX9, it would not change the behavior, as exclusive fullscreen is exactly what it means: One application owns the screen, and nothing else can interfere.

Hi Toxie - actually I am not sure if there is a misunderstanding and apologies if I am repeating here what you already know. Exclusive fullscreen seems to be almost perfect and works quite happily with b2s on the second screen. The only issue (at least for me and a few others) is when VP runs a table the VP player minimises after the b2s controller is run which loads on the 2nd screen. An alt-tab back to the player and all works properly. ie: VP Player maximises, has focus and plays, and b2s works on the 2nd screen.

I did a workaround in PinballX using AHK to maximise the VP player after the b2s 'Form1' window becomes active. Would this be something that could be integrated from VP in the code that launches a controller (maybe if it is b2s)? Or maybe even from the VBScript? It could be a configurable option I suspect.

PinballX workaround:
http://www.vpforums....=34672&p=342675

Edited by atarian, 31 May 2016 - 05:27 PM.


#750 hauntfreaks

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Posted 31 May 2016 - 05:39 PM

 

True fullscreen support is already in there, and there is nothing that we can improve in the code. Even if i would port PM to DX9, it would not change the behavior, as exclusive fullscreen is exactly what it means: One application owns the screen, and nothing else can interfere.

Hi Toxie - actually I am not sure if there is a misunderstanding and apologies if I am repeating here what you already know. Exclusive fullscreen seems to be almost perfect and works quite happily with b2s on the second screen. The only issue (at least for me and a few others) is when VP runs a table the VP player minimises after the b2s controller is run which loads on the 2nd screen. An alt-tab back to the player and all works properly. ie: VP Player maximises, has focus and plays, and b2s works on the 2nd screen.

I did a workaround in PinballX using AHK to maximise the VP player after the b2s 'Form1' window becomes active. Would this be something that could be integrated from VP in the code that launches a controller (maybe if it is b2s)? Or maybe even from the VBScript? It could be a configurable option I suspect.

PinballX workaround:
http://www.vpforums....=34672&p=342675

 

I use this method and it works PERFECT!!  I cant thank you enough!!


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#751 fuzzel

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Posted 31 May 2016 - 06:39 PM

rev2649 is up:

 

- revert left overs from the recent physics changes

- bugfixes

- controller.vbs updated by arngrim



#752 arngrim

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Posted 31 May 2016 - 08:23 PM

the alt tab ahk that i have is not working for table that take longer to load, like monster bash or demolition man vpx, not sure if that's the same one that i took, need to double check

#753 fuzzel

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Posted 31 May 2016 - 09:12 PM

Oh I've forgotten something to mention: if you save a 10.0 table with rev 2649 you can't load it in 10.0 anymore. We had to increase the file format version for the upcoming 10.1 so that people get an error if they try to play a 10.1 table with VP10.0

#754 hauntfreaks

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Posted 31 May 2016 - 11:17 PM

that's fine with me... just that it reverence compatible (meaning it will play 10.0 tables)  the latest 10.1 seems to feel better again

 

thanks!!


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#755 toxie

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Posted 01 June 2016 - 05:27 AM

good to know, thanks.. if somebody finds something still with the physics that differs from rev 2621 and before, please speak up.. :)



#756 wrd1972

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Posted 01 June 2016 - 12:16 PM

I installed beta 10.1 now my editor looks like this when showing the PF image. I dont recall it happening on VP10 official release and as of now, it does NOT happen on my VP9 editor. Clearly there is something different now between these two editors that seems to be related to the issue. I also reverted back to official release and the problem remains. Man this is pissing me off. Again, VP9 is NOT doing this.

 

I also have a cloned drive that was upgraded to Windows10. The VP10 editor on that drive does NOT have this issue. So I think its fair to say, it has something to do with windows 7.

 

This has brought my work to a near stand still because I cant accurately place objects. I have tried many different VP10 settings as well as Nvidia settings. No improvement.

 

Any idea whats going on?

editor.jpg


Edited by wrd1972, 01 June 2016 - 12:47 PM.

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#757 fuzzel

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Posted 01 June 2016 - 12:48 PM

Oh that's really strange. I've never seen this before. The way how the elements are drawn in the editor hasn't change for years, it's actually the same as in VP9. So no idea from my side sorry.

#758 wrd1972

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Posted 01 June 2016 - 01:19 PM

Damn my luck. Well it looks like I will be converting to Windows10 much sooner than I wanted.


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

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#759 toxie

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Posted 01 June 2016 - 02:21 PM

Sorry, also never saw that before. And as fuzzel said, nothing should have changed since VP9.9.



#760 DonRobby

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Posted 01 June 2016 - 07:51 PM

 

 

After more then 4 months of clowining around it really is time to make an official release of VP 10.1. 

...

That's not a very respectful first sentence / way to start any attempted point with hopes of a post being deemed "constructive criticism".  The dev team works too hard and spends too much of their free time, constantly trying to improve VP, to ever be referred to as "clowning around".  Pretty sad to see that type of sentiment.

 

 

I hear that JIMMY that statement is nothing but 100% DIS-respect.... I believe everyone should have aright to there own opinion... but christ... that was DISrespect to anyone involved at all in the hobby.... IMO
maybe he needs a new user name like "i'm-a-lazy-taker" or a nice badge under his name   ;)

 

Only a weakling would see an offense in my words.

If that is disrespectful then better stay away from Holland cause you will be crying back towards your airplane.

I guess toxie knows that wasnt meant as an insult since Germans are as tough as Dutch people.

And if he was offended then it was up to him to make a statement and nobody else.

In any way it wasn t mean t to be disrespectful but I guess the insults I get back for absolutely nothing are even worse but I will not be bothered by it.

Just don t talk about repect when you yourself can t show any to somebody else and try to be the better person instead of becoming the worst of the 2 of us.

What I simply wanted to point out it s seriously messy with all the beta's and games that are being released.

If developers also would care of simplicity then they would stop making games that require beta software.

And since it s too late for that now I simply hope that the devs would drop that release.

The way things are going now is just over complicating things and to make it even worse the last beta's are conformed to be a huge step back.

So it s going beyond a point that things are turning into a desperation attempt to fix things that werent broken before but are starting to fall apart now.

I d say take 2 steps back and release that last stable version as an official 10.1.