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The VP 10.6 beta thread

beta 10.6 beta

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#781 toxie

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Posted 26 May 2019 - 08:03 PM

 

- remove caption and window borders in windowed mode, only re-enable/toggle if ESC menu is brought up

 

Removing the boarders in windowed mode seems fine, but how do i get the player window to always start at a certain position?  After I get the boarder up and can move the window off to the side, it doesn't remember that position so I have to move it over every time.  It would be better if it remembered the position.

 

Done.. Let me know if there are any issues or quirks, especially on multi-monitor setups..



#782 toxie

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Posted 27 May 2019 - 04:14 PM

(small note: also seems to work fine on multi-monitor.. still, let me know if you find some issues, of course!)



#783 fuzzel

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Posted 28 May 2019 - 05:53 PM

rev3705 is up:

 

- save position of the windowed mode player window in registry via WindowPosX/Y
- be more robust when handling huge images and try to auto-rescale if memory allocations fail on the way
- explain parameters of LoadVPM in core.vbs
- add FPVPX.vbs
- add LTD System III vbs, thanks Gaston!
 



#784 Rawnei

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Posted 29 May 2019 - 04:40 AM

Discovered a funny bug (?), if you have ball control enabled it will move the middle Ufo around on G5K's Attack from Mars, the Ufo is a primitive marked as a Toy, working as intended? :)



#785 jpsalas

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Posted 29 May 2019 - 06:01 PM

Hi toxie and fuzzel!

 

I think I found a bug: the ball is missing the playfield reflections.

I have been more busy making tables than playing so I haven't seen that error until now.

 

(to the left is VPX_6_beta_rev3674, on the right is any of the next revisions, including the latest VPX_6_beta_rev3705)

 

So, the last revision that the reflections worked is the VPX_6_beta_rev3674.

In all the next betas the reflections are missing.

 

Greetings

JP

 


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


#786 toxie

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Posted 29 May 2019 - 07:54 PM

So 3684 also is broken for you?



#787 gtxjoe

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Posted 30 May 2019 - 01:22 AM

Woudl it be possible to make POV settings re-usable for all similar pinball tables? I saw some discussion today on POV so thought I would mention it here
 
POV settings vary from table to table since it seems to be dependent on playfield dimensions including objects outside the playfield.  Can a new VPX option be added to force a hardcoded fixed size for this POV calculation?  That way, a good POV setting from one table could be used on tables with the similar playfield dimensions

Edited by gtxjoe, 30 May 2019 - 03:10 AM.


#788 jpsalas

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Posted 30 May 2019 - 01:59 AM

So 3684 also is broken for you?

Yes, there are no reflections on the ball with 3684.


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


#789 toxie

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Posted 02 June 2019 - 03:26 PM

 

So 3684 also is broken for you?

Yes, there are no reflections on the ball with 3684.

 

 

Hmmm.. I just tried 3674 and 3684 with a simple table (modded default table) and both worked the same.. How did you test it, so that i can repro?

Thanks!



#790 Schlabber34

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Posted 02 June 2019 - 03:37 PM

Maybe it's the mesh_playfield that is not reflecting? Was there a prim PF on the default table? Just something that came to my mind while reading!



#791 toxie

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Posted 03 June 2019 - 10:50 AM

Hmmm.. I fear i need some more specific repro from JP..  :/



#792 jpsalas

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Posted 03 June 2019 - 12:25 PM

I have tested on two different computers. Any new revision after 3674 are missing the playfield reflections on the ball.

 

All the tables I have tested are missing the reflections. It happens in my tables too, and I don't use a playfield mesh.

 

I don't know what more I can say. It can't be a configuration issue, since the reflection works for rev 3674.


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


#793 toxie

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Posted 03 June 2019 - 01:32 PM

Phew.. That's bad..

 

Then i'll simply could use Big Horse for example as a repro that fails for you?



#794 jpsalas

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Posted 03 June 2019 - 03:11 PM

Yes, Big Horse, also fails to reflect the playfield on the ball, as you can see in the image:

 

 

The ball reflects other lights, even the "normal" lights, but it doesn't reflect the playfield.


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


#795 toxie

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Posted 03 June 2019 - 05:47 PM

Okay, thanks, i see the same there.. Thought i was going insane already..  ;)



#796 KABS

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Posted 04 June 2019 - 09:19 AM

HI, I am very new to this and not sure on the technical lingo, but i just installed beta3705 and it has made all the black on the tables go fuzzy across the table almost like lines of static. I went back to beta3674 and i dont have that issue.


Windows 10 (64bit) I5-8600 16gb rtx3070 42.5" 4K playfield 27" 1920x1080 Backglass 19" 1366 x 768 DMD


#797 Affenkind

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Posted 04 June 2019 - 10:58 AM

looks like the VPX 10.6 rev 3674 is on the way to a legendary Version.

Is there any Archiv for older 10.6 Beta Version, or where can i download this Masterpiece rev 3674 VPX 10.6 pls.



#798 toxie

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Posted 04 June 2019 - 11:13 AM

HI, I am very new to this and not sure on the technical lingo, but i just installed beta3705 and it has made all the black on the tables go fuzzy across the table almost like lines of static. I went back to beta3674 and i dont have that issue.

 

could you please post a screenshot?

and what was the last VPX 10.6 beta version that worked for you?

 

older versions can be found here: https://vpinball.com...s/vp-10-6-beta/



#799 fuzzel

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Posted 04 June 2019 - 07:05 PM

I think one change in rev3677 in the ball shader code is responsible for loosing the ball-playfield reflection.

 

@Toxie: I think you can't use clamp mode for the v texture coordinates when mapping the reflection envmap to the ball. It must be wrap mode. Or is the comment wrong for texSampler2 and it's texSampler1 that has to use clamp mode?



#800 toxie

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Posted 04 June 2019 - 07:15 PM

Actually everything should work as expected when using clamp.. Otherwise one filters texels from the other side of the sphere (=the opposite pole texels) which lead to some visible artifacts..

 

The problem goes much deeper here: Turns out i was just lucky when implementing the kinda fake lighting for the ball<->playfield reflection, as the lights are just plain ignored and the envmap just looks up a wrong value. I am on this (and it drives me already insane ;)).

 

But as an intermediate workaround your commit is good, thanks!!







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