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The VP 10.5 beta thread


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#861 toxie

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Posted 11 July 2018 - 11:54 AM

spooky, wrd1972, will check this..



#862 wrd1972

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Posted 11 July 2018 - 02:37 PM

Many thanks Toxie.


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#863 DJRobX

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Posted 11 July 2018 - 03:51 PM

Toxie has already said time and time that he's been trying to nail this and that too is earlier in this thread. If you actually have read this thread - you should know that too. Case closed.

Indeed it's one of the most annoying bugs.   It seems like it's memory usage related as it seems to get progressively more prevalent as our code grows.     I'm hoping that it gets prevalent enough that it will actually happen on one of my win7 machines so I can finally debug it.  :(



#864 STV

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Posted 11 July 2018 - 03:54 PM

Adding a datapoint - my brandy new windows 10 build is confirmed to NOT have the at91jit related DMD slowdown disease on TWD LE and I copied the vpx file, rom, nvram everything from the win7 machine that did have the disease...



#865 hauntfreaks

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Posted 11 July 2018 - 04:57 PM

everyone bring it up the at91jit issue... this has nothing to do with 10.5... so this is NOT the thread for it, this is for testing VP10.5 and its features not a thread for VPM issues you might be having with specific tables... most of the people here are to nice to tell you to move on... i am not one of those people.... move on...


Edited by hauntfreaks, 11 July 2018 - 05:00 PM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#866 fuzzel

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Posted 11 July 2018 - 05:53 PM

everyone bring it up the at91jit issue... this has nothing to do with 10.5... so this is NOT the thread for it, this is for testing VP10.5 and its features not a thread for VPM issues you might be having with specific tables... most of the people here are to nice to tell you to move on... i am not one of those people.... move on...

a pure hauntfreaks comment :D lol



#867 toxie

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Posted 11 July 2018 - 11:25 PM

:bar3:



#868 Draifet

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Posted 14 July 2018 - 10:18 AM

- built-in ball control: Enable in debug window (or via "ball control always on" in the global options)

 

I'm blind or probably stupid, where's the: "ball control always on" in the global options? I only found the ingame debug window ball control option.



#869 Thalamus

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Posted 14 July 2018 - 12:02 PM

Editor options if I remember correctly.


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#870 jpsalas

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Posted 14 July 2018 - 12:24 PM

Yes, as Thalamus said, you find the option in the menu Preferences > Editor/UI Options, almost at the bottom of the window.


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vp.jpg

 

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#871 DJRobX

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Posted 14 July 2018 - 02:04 PM

- built-in ball control: Enable in debug window (or via "ball control always on" in the global options)

 

I'm blind or probably stupid, where's the: "ball control always on" in the global options? I only found the ingame debug window ball control option.

 

I'd post a screenshot but I can't do that on this forum for whatever reason.  :( 



#872 Draifet

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Posted 14 July 2018 - 02:54 PM

Already found it, thanks guys! Checked 2 or 3 times every option and missed it.  :stunned: 

 

Nice, now I can use the ball control in forced full screen, maybe u don't have the same problem as me, but I can't see the debugger or F1/F6 options when using forced full screen, and I need this mode for G-Sync. I take advantage of this post to thank u again for all these new improvements.



#873 DJRobX

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Posted 14 July 2018 - 06:01 PM

Hey @Toxie,

I think there are still issues with ramp wall collisions being wrong.    It's easier to see with the ball control working.    Here's a test table with the simple ramp copied out of G5k's new AFM table.

 

https://drive.google...iew?usp=sharing

 

Use ball control and follow the ball up the ramp.   Drag it towards the right.   You'll see the ball easily falls off near where the two ramps intersect.    Yet visibly there is no gap and no way that should happen.   Further, if you pull the ball below the ramp, it seems it collides with sidewalls below the ramp in places it shouldn't.   You should be able to easily pull it to the right since the bottom of the ramp doesn't have a lip. 



#874 rothbauerw

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Posted 14 July 2018 - 07:30 PM

Is it possible to add blenddisablelighting to the ball?

#875 toxie

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Posted 15 July 2018 - 06:44 AM

Hey @Toxie,

I think there are still issues with ramp wall collisions being wrong.    It's easier to see with the ball control working.    Here's a test table with the simple ramp copied out of G5k's new AFM table.

 

https://drive.google...iew?usp=sharing

 

Use ball control and follow the ball up the ramp.   Drag it towards the right.   You'll see the ball easily falls off near where the two ramps intersect.    Yet visibly there is no gap and no way that should happen.   Further, if you pull the ball below the ramp, it seems it collides with sidewalls below the ramp in places it shouldn't.   You should be able to easily pull it to the right since the bottom of the ramp doesn't have a lip.

 

ramps are a mess to be honest. if i could count the amount of fixes that went in there over the years, then i should have rewritten everything from scratch instead.  ;)

(back in the early VP days they were fast to compute and handle though, so.. .. ..)

 

all sidewalls are only approximated by the physics code, so always reach down and up when the ramp is not equal height everywhere.  :/   so this is not easily fixable without introducing too much overhead during gameplay. (or that part to be rewritten, on my todo list, but very low priority)

 

as for the 'gap': this should not happen.. meh.. i'll put in on my todo list..


Edited by toxie, 15 July 2018 - 06:44 AM.


#876 toxie

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Posted 15 July 2018 - 10:06 AM

Devs,

I have found a new bug related to "global physics options".

 

So I am currently using the improved global physics options to to more quickly and easily set the physics for the hundreds of tables on my cab. But for the tables where I actually have done this, I get weirdness on the first play of the table.

 

So when you play the table the first time only, the ball skates around the PF like its on a sheet of ice, meaning very fast and bouncy. Obviously, the expected physics did not work properly. Now if you exit the table and restart it, then the ball speed is perfectly normal and the physics are as expected.

 

So again, this issue only appears on the first start of any given table where "overwrite physics by global set" on the table properties, is set to something other than "disable". 

 

So when you have the time, can this bug please be tracked down to see why this happens? Might check all of the physics items since it may be more than just one, that are contributing to the issue. And thanks again for the attention to this feature, I am making very great use of it and highly recommend it to others trying to accomplish the same task.

 

 

Oh wow, this opened up even more bugs than that one (all related to the physics sets) to me.  ;)

Fixes for all of them coming with the next build.

 

So please test again, and let me know of any kind of remaining problems with the global physics sets.



#877 jpsalas

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Posted 15 July 2018 - 11:18 AM

About the ramps: they have always behaved strange, but they are much better now. Mostly what you need to do is to add an extra point in the lower ramp, about in the middle, then the ramp walls will behave like it should.

This is the same if you have a ramp that goes from 0 to 90, and you want the ball to go under it, and you see the ball hitting an invisible wall, all you need to do is to add a point on top of that area you want the ball to go under, and the ball will go under.

What I found out is that the more points you add the better will the ramps behave, even if the ramp is a strait line :)

 

Edit: here it is the test table with an extra point in the middle, now the ball does not fall anymore from the ramp. This will not only helps us who make tables, but also to toxie to debug the error :)

 

 

I never use to think a lot about these small bugs, or even report them, since building tables with VP6 or even VP7 was a much bigger nightmare than now :)


Edited by jpsalas, 15 July 2018 - 11:25 AM.

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


#878 Slydog43

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Posted 15 July 2018 - 11:45 AM

Not sure if this is a bug or windows bug.  When I upgrade my VP installation with a new beta, I open up the zip and select all the files in the root and copy over into my VP directory overwriting all files, then I do the same for the scripts directory.  If I then run vpinballx.exe I get a windows warning about security, I click run anyways.  I never have to click that option again.  Today I upgraded my VP and decided not to run the exe but to double click on a vpx table.  It did NOT open up the security window.  Very strange as if I open the exe it asks me if the computer should run it again.  Is this normal?



#879 toxie

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Posted 15 July 2018 - 01:33 PM

We do not own a MS security certificate that could get rid of this warning, so that's at least what's causing that 'alert' usually.



#880 DJRobX

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Posted 15 July 2018 - 03:30 PM

I never use to think a lot about these small bugs, or even report them, since building tables with VP6 or even VP7 was a much bigger nightmare than now :)

 

Hehe yes exactly!  Since I only more recently got involved in building tables, I can see my perspective is wildly different.     I just kind of assumed one of the most basic elements in pinball would work more as expected in software thats this mature, although I certainly understand wanting to avoid touching it as it breaks existing tables as we saw with the last fix.      I have been tackling the problem of balls falling off of ramps all wrong for a long time.     I would never have thought to try adding extra control points.   Thanks for the insight and tips on how to work around it, JP.   :)
 

I have been seeing balls fall off of ramps in weird places in existing tables which is why I felt more compelled to report it, also knowing that the ramp code had changed in 10.5. I just didn't have a concrete example until now. 


Edited by DJRobX, 15 July 2018 - 03:41 PM.