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The VP 10.5 beta thread


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#881 DJRobX

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Posted 16 July 2018 - 01:48 AM

Indeed. The whole backdrop code/shader code is kinda not-so-official-DX9-compatible, as it was quickly ported from VP9 when i redid all the material/lighting code, but never fully finished up.  :/

I'll look into the new issues later-on.

 

 

Well, whatever you did was a good change, I noticed it is now working on my laptop where it never did before.  Very cool!



#882 Rawnei

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Posted 16 July 2018 - 08:56 AM

Thanks for your hard work Toxie and everyone else. :hi:



#883 toxie

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Posted 16 July 2018 - 09:06 AM

 

Indeed. The whole backdrop code/shader code is kinda not-so-official-DX9-compatible, as it was quickly ported from VP9 when i redid all the material/lighting code, but never fully finished up.  :/

I'll look into the new issues later-on.

 

 

Well, whatever you did was a good change, I noticed it is now working on my laptop where it never did before.  Very cool!

 

 

This is completely not possible, but apparently it is in practice..  ;)



#884 Slydog43

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Posted 17 July 2018 - 03:55 PM

Not sure if this has been discussed before, but sometimes when I import an image into the image manager it displays some very weird image sizes.  If I save and exit VP and reload/open table the sizes are correct.

Wow trying my hand at converting a VP9 to VP10 again, so much simpler than VP9.  I can't believe people used all those wall for everything, VPX objects are just so easy, thanks Devs.  This is so much fun. 


Edited by Slydog43, 17 July 2018 - 03:55 PM.


#885 wrd1972

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Posted 18 July 2018 - 02:16 PM

 

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.

 

No problem. I will test it out on the next release.


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#886 fuzzel

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Posted 18 July 2018 - 07:45 PM

rev3479 is up:

 

- fix player shutdown if global physics set not setup by user AND fix wrong initialization order for global physics set, leading to completely wrong physics parameters on the first run of a table (including potential crashes due to these strange values)
- Handle corner case where timer is disabled and re-enabled within its own handler.   Prevent doubling up on the timer interval.
- Rename apollo13.vbs to sega2.vbs since more than one game (GoldenEye) uses this mapping.  Add note in original sega.vbs to this effect.  
- Add game specific script for Apollo 13, as the switches in Sega.vbs are not correct for this game.  
- Fast flips for Capcom
- Fast flips for WhiteStar.  
- fix rubber control points issue


Edited by fuzzel, 18 July 2018 - 07:46 PM.


#887 BorgDog

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Posted 18 July 2018 - 09:00 PM

thanks for the update guys!

 

feature request/change:

 

On hit targets, round, rectangle, slim the bracket built into the objects sticks above the target face.  for many new machines that is basically correct, but for the older machines I primarily build the bracket does not stick up above the target face, and I actually have to put the target lower than real life to have the bracket not stick through the plastics.  

 

Ideally would it be possible to decouple the object so that the bracket can be height adjustable separately from the target face? that way it could work for whatever case and the table builder could adjust to their liking?

 

Along with that currently the bracket is animated along with the target face when hit, when it really shouldn't be.  Most tables you can't really see that effect, but on ones where it can be seen it looks rather odd and once seen it can't be unseen.  along with decoupling to adjust the height separately could you not animate the bracket as well?

 

I personally would be OK with removing the bracket from the built in targets if that what it takes to fix these things, but of course I realize it would likely 'break' a lot of tables, well not really break, just no longer have a bracket.



#888 bord

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Posted 18 July 2018 - 09:13 PM


Ideally would it be possible to decouple the object so that the bracket can be height adjustable separately from the target face? that way it could work for whatever case and the table builder could adjust to their liking?

 

 

Emphatic second to this request.



#889 Thalamus

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Posted 19 July 2018 - 02:35 PM

Maybe I should challenge Joey2001 and hope that he hasn't upgraded to 3479 yet on Aztec hosted on MBPC http://www.monsterba...wnload_id=21932
Only way to beat the German it seems :)

When the ball drains and the bonus count starts it never ends. Tried a few different versions and it seems to start on the latest 3479.
3465 seems to be ok and others earlier I've randomly tried.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#890 DJRobX

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Posted 19 July 2018 - 05:08 PM

Maybe I should challenge Joey2001 and hope that he hasn't upgraded to 3479 yet on Aztec hosted on MBPC http://www.monsterba...wnload_id=21932
Only way to beat the German it seems :)

When the ball drains and the bonus count starts it never ends. Tried a few different versions and it seems to start on the latest 3479.
3465 seems to be ok and others earlier I've randomly tried.

 

Must be something with timer fix, I will look.

Yeah this table has some very convoluted code to handle the bonus count-up.    In short, it's sort of depending on the timer interval to be longer and breaks when it's not.    Easiy fixed by doubling the timer interval (which was bugged before):

 

On line 488 change from:

 

if (dbl.state)=lightstateoff then bonuscount.interval=500

 

to:

 

if (dbl.state)=lightstateoff then bonuscount.interval=1000


Edited by DJRobX, 19 July 2018 - 05:34 PM.


#891 Thalamus

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Posted 19 July 2018 - 05:38 PM

Thanks. I just wonder if we are going to see more of these cases :)

From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#892 DJRobX

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Posted 19 July 2018 - 07:53 PM

Thanks. I just wonder if we are going to see more of these cases :)

Always a risk when you change existing behavior. But we have taken bigger ones changing ramp collision code. At least in this case the fix is almost always going to be simple, double the interval wherever timers reference their own intervals.

#893 Rawnei

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Posted 19 July 2018 - 11:20 PM

Found some weird stuff going on in windowed mode, I set the window width to the same as my desktop resolution which is 1440 but the windows seems to be a couple of pixels short of 1440 (not window borders), see both screengrabs:

 

Attached File  pixels.jpg   23.97KB   11 downloads

 

Attached File  pixels2.jpg   27.3KB   11 downloads

 

I verified with another windowed game in 1440 window that it's not a general problem, only happens in VPX.

 

Verified a couple of other things, width is correct in registry, tested in windows 7 compatibility mode and removed reshade, same result.


Edited by Rawnei, 19 July 2018 - 11:39 PM.


#894 kino412

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Posted 24 July 2018 - 02:25 AM

 

 

Hi,
 
Just to report, I ran into a table that plays on 10.4 but not on 10.5...  "Nobs (BorgDog 2016)" original table will not put the ball to the plunger in 10.5.
 
Just a heads up in case it it not known. 
 
I was going to post in the download section for the actual table, but could not find it with search.

It's over on vpinball.com. it's an issue with the ramps used for the trough, make the physical wall on them 0 and it should work (based on other similar tables, have not tested this one)

 

yep, that did it, selected trough ramp, went to physics, changed both physical wall values to 0

 

Hello all. I don't belong in this thread at all as I am not anything near proficient in Visual Pinball coding. However, I'm seeing the trough issue on the Jack's Open from vpinball. Selected the ramp that loads the ball and changed both physical wall values to 0, but it didn't fix it. Not sure if it's a bug or table specific, but figured I'd at least let you know. Thanks. You guys are seriously awesome and do amazing work.



#895 sliderpoint

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Posted 24 July 2018 - 02:46 AM

I replied over there on the support thread.  Not sure I would call it a bug.  I think they just 'fixed the glitch' on ramps and some tables may need to be updated to work again.

 

-Mike



#896 kino412

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Posted 24 July 2018 - 02:49 AM

I replied over there on the support thread.  Not sure I would call it a bug.  I think they just 'fixed the glitch' on ramps and some tables may need to be updated to work again.

 

-Mike

You are completely correct. I had thought I applied the fix BorgDog supplied, but I was using it on the wrong ramp. My apologies, the fix works perfectly. If you perfectly use the fix, lol.



#897 sliderpoint

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Posted 24 July 2018 - 03:40 AM

Although here is an issue that should be remedied.  I just opened a new table (both Blank and example) and in Fullscreen backdrop settings the Z-Scale is set to 1.4, should be 1.

 

-Mike



#898 kiwi

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Posted 24 July 2018 - 09:38 AM

Can the rotation angle reading of the flippers be used (or could it be in the future) in this way? for example.

If Flipper1.CurrentAngle = 100 Then
bla bla bla
End If

Do an operation when the flipper reaches a certain angle.



#899 Slydog43

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Posted 24 July 2018 - 05:01 PM

Kiwi, you can do that with a timer to check the angle.  Not sure how to create an event to fire if angle is some value if that is what you mean.

 

if you set the timer.interval is small

 
Sub Timer1_Timer
  if LeftFlipper.currentangle < 100 Then
    'Do something special
  end if
End Sub


#900 kiwi

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Posted 24 July 2018 - 09:13 PM

Thanks Slydog43,

 

I used the "Game Timer" which should be the same thing as a timer?,

in the same sub routine I have the reading of the angle of the flipper (which works, I connected a Textbox that displays the angle),

and the statement "If " (that does not work), at a certain angle it should change the value of a variable from 0 to 1, for example.

 
Now it's time to go to sleep, tomorrow I'll resume the experiments .....