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The VP 10.2 beta thread

vpx beta

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#761 DJRobX

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Posted 02 November 2016 - 02:58 PM

That VPM timer loop is where you read solenoid and lamp change values (remember, VPM doesn't fire events.  Yuck).   When I saw that it was modified for VP 10.2, I wasn't sure why that was done.  I would think you'd want that to be "as fast as possible" since slowing that down will add to flipper latency also.   P-Roc's VPCom controller mimics VPInMame, so it would apply to both.   

 

Actual Vpinmame tends to smooth solenoids and lamp values over 60hz vsync intervals.  This helps ensure that if a solenoid blips on once in a 60hz Vsync interval, the solenoid in the game actually fires.     I haven't dug into the P-Roc VPCom stuff far enough but it sounds like we are just hoping that P-Roc holds the solenoid open long enough that it happens to be 1 when VPM timer checks it.  


Edited by DJRobX, 02 November 2016 - 03:09 PM.


#762 toxie

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Posted 02 November 2016 - 03:21 PM

The thing is that all the timers in VP are implicitly synced to the FPS.

So if one has vsync enabled they might always be "running at max 60Hz", and will just be repeated X times then to "catch up".

This was always like this, but pre-VPX the timers were also maxing out at 100Hz anyway, although VP "pretended" to actually run them at 1000Hz.

So to replicate the old behavior, the core.vbs was changed to reflect that (interval to 10 instead of 1).

Also mainly because of performance reasons, as it caused issues on slower machines, and was useless somehow anyway (due to the implicit syncing to the VP FPS).

 

EDIT: one of the things on my todo-list: have timers that are called once per frame-update, so one can get rid of this stupid interval for everything that wants to be simply updated once per frame.

this would also get rid of the varying flipper-lag-times, i guess, as the 100Hz of the PinMAME timer will alias with the usual 60Hz FPS.


Edited by toxie, 02 November 2016 - 03:26 PM.


#763 vogliadicane

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Posted 02 November 2016 - 08:46 PM

sorry some basic questions on betas:

Do you guys install them seperately (in a seperate folder) or directly over the old version? If the latter, which scripts need to be updated this time (I use the official 10.1 atm)? And do tables for 10.1 also work with the current beta.

 

I would really like to test the changes made for flipper latency, so..



#764 Drybonz

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Posted 02 November 2016 - 09:50 PM

Overwrite all  files and scripts too.

 

I usually don't overwrite vpmkeys.vbs because I have made changes to it, but if you haven't just overwrite.


Edited by Drybonz, 02 November 2016 - 09:51 PM.


#765 vogliadicane

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Posted 02 November 2016 - 10:17 PM

hmm, had done it before the way you recommended (that's, why I asked) and did it again now. Again, for every table I, get the error "Line 1 file not found". Line 1 is in most cases an empty line...


Edited by vogliadicane, 02 November 2016 - 10:18 PM.


#766 Drybonz

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Posted 02 November 2016 - 10:23 PM

The answer to your previous question about installing them in separate folders is no, you should overwrite the old files.  Do not install the betas in separate folders... but where are you keeping your scripts files?  In the scripts folder?



#767 vogliadicane

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Posted 02 November 2016 - 11:06 PM

in the scripts folder. And yes, I did install it where I had installed VPX before, so not in a seperate folder.



#768 allknowing2012

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Posted 02 November 2016 - 11:36 PM

10.2 scripts are like 99% compatible with 9.x and 10.1 tables .. so you are likely just fine to run with just them -- dont mix and match though. If you have some in tables directory you likely want to remove them and just keep a clean set in your scripts directory.

Error on Line 1 usually means some basic error ... like core.vbs is not found or vpm is not installed or a rom is not available or perhaps a directb2s file is not available.


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#769 fuzzel

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Posted 03 November 2016 - 12:18 PM

rev2830 is up:

 

- apply changes done in the lights debugger to the table after user quits the player



#770 toxie

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Posted 03 November 2016 - 12:30 PM

Small update on the CCC issue: apparently it happens in both 10.1 (and old core) and 10.2 (new core.vbs) alike and is related to the python game updates that happened at some point. ninuzzu is on it.



#771 poposchmatzer

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Posted 03 November 2016 - 01:22 PM

Is it possible to add this particular sound effect from time to time, when the ball hits the glass after it was played with a good shot and a decent amount of strenght?

#772 fuzzel

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Posted 03 November 2016 - 01:40 PM

That's not possible at the moment. The physics engine doesn't support a flying ball like you see it on real tables. So we can't hit the glass with a good/hard shot.

#773 poposchmatzer

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Posted 03 November 2016 - 01:56 PM

Ok, Cheers.

#774 shadowshd

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Posted 03 November 2016 - 02:10 PM

Small update on the CCC issue: apparently it happens in both 10.1 (and old core) and 10.2 (new core.vbs) alike and is related to the python game updates that happened at some point. ninuzzu is on it.

 

 

Thanks Toxie, glad to know Ninuzzu is looking at it ;)

 

++



#775 vogliadicane

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Posted 03 November 2016 - 08:10 PM

 I give up on trials to install the beta.

 

- I extracted the zip (before I unblocked it, so I don't have to unblock every single file afterwards)

- I replaced the exe and all files in the main folder with the ones from the zip

- I replaced all files in the scripts folder with the ones from the zip

- I made sure, that they are unblocked

- I made sure there are no scripts left from former times in the tables folder

 

But, I still get error line 1 file not found :angry: :angry: :angry:

 

Strange is, I updated from 1.0 to 1.1 the same way some time ago and had no problems at all :think:


Edited by vogliadicane, 03 November 2016 - 08:10 PM.


#776 sliderpoint

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Posted 03 November 2016 - 08:20 PM

Search your VP folder for all *.vbs files.  Remove any that are not in the scripts folder.

 

-Mike



#777 vogliadicane

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Posted 03 November 2016 - 08:26 PM

I have done this before, but to be sure, I checked this again: ALL vbs files are in the scripts folder!


Edited by vogliadicane, 03 November 2016 - 08:27 PM.


#778 fuzzel

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Posted 04 November 2016 - 07:11 AM

rev2834 is up:

 

- add GameTime() and SystemTime() calls for script usage
- change default VPM timer interval to 3 to make it trigger more frequently, even at high FPS (updated core.vbs)
- timer improvements: interleave rendering and physics/key/timer/VPM updates better by having 2x updates per frame

 

Please give this revision a thoroughly test. The physics engine and the animation handling (movement of the flippers, spinners, bumpers and so on) are all depending on the timing so it could break something.
 



#779 toxie

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Posted 04 November 2016 - 08:54 AM

i actually forgot to really add SystemTime() in that version, sorry..  :(

(and GameTime will not be the 'real' time, so cannot be used for lag measurement!)



#780 fuzzel

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Posted 04 November 2016 - 09:16 AM

rev2835 is up:

 

- fixes GameTime() and SystemTime() script function

- special mode (setting the interval to -1) that triggers a timer multiple times per frame (e.g. dependent on the FPS), and make PinMAME timer in core.vbs use that one

- core.vbs updated







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