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The VP 10.5 beta thread


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#981 batch

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Posted 08 September 2018 - 06:52 AM

Toxie, as I used the table "Blackout" from 32assassin as a starting point, the ROM I use is "blkou_l1"

 

And the other table I played was Diner from Flupper1

 

I did the same thing a few minutes ago, I player the table "Motörhead", closed it, played the table "Diner", closed it,

 

and then tried to play the table "Motörhead" again and VPX / VPinMAME crashed

 

I tried with another table, "Canasta" from JP Salas, and it also did the same

 

Perhaps it's because I don't close VPinball ?

 

For information, I use VPinMAME 3.1

 

The crash report seems to be the same

 

Crash report VPX rev3490
============
Process: vpinballx.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:283C4B69
Attempt to write to 0x2A72D000
Thread ID: 0x1674 [5748]

Call stack
==========
283C4B69 vpinmame.dll (0x287F8A3C 0x282E0E46 0xFFFFFFFFFFFFFFFF 0x282cca05)
282EB514 vpinmame.dll (0xFFFFFFFFFFFFFFFF 0x282CCA05 0x288090C8 0x28807ce8)
282E0E46 vpinmame.dll (0x288090C8 0x28807CE8 0x28807D00 0x00000000)
282CCA05 vpinmame.dll (0x00000000 0x00000010 0x287F8A40 0x00000068)
282EC5D6 vpinmame.dll (0x00000020 0x1ABC9D28 0x18C9FE08 0x287d8ea8)
282CC4B5 vpinmame.dll (0x1ABC9D28 0x282DFF90 0x00000001 0x287ff16c)
282CBC82 vpinmame.dll (0x000006B9 0x287D8EA8 0x18C9FF80 0x00000001)
282DFE72 vpinmame.dll (0x0E319AC0 0x00000000 0x757B63F0 0x00000000)
282DFBAA vpinmame.dll (0x6BF617C0 0x00000000 0x00000113 0x00000001)
73E07BEE USER32.dll DispatchMessageW + 0x22E (0x00000000 0x25C86018 0x25C86018 0x2872ef84)
28445ADC vpinmame.dll (0x285D48DC 0x25C86018 0x18C9FF80 0x00000000)
28445ADC vpinmame.dll (0x00000000 0x0E319AC0 0x757B63F0 0x284347ab)

Environment
===========
Date/time: 8/9/2018, 09:16:44:299
Number of CPUs: 8
Processor type: 586
System: Unknown Windows version - 6.2 ()

Memory status
=============
Total Reserved: 164668K (160M) bytes
Total Commited: 708796K (692M) bytes
Total Free: 3320776K (3242M) bytes
Largest Free: 2095548K (2046M) bytes

Registers
=========
EAX=00000000 EBX=FFFFFFFE ECX=2A72D000 EDX=FF2B949A
ESI=00007FFF EDI=00000B65 EBP=00000000 ESP=18C9FF48 EIP=2843C543
FLG=00010207 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B


Mini dump saved successfully.


Edited by batch, 08 September 2018 - 08:49 AM.

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#982 toxie

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Posted 08 September 2018 - 10:15 AM

Very most likely an issue with VPM.

It's not designed 'everywhere' in its codebase to allow for different games to be played one after the other, but still: crashing is always bad!



#983 batch

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Posted 08 September 2018 - 12:17 PM

Thanks for the reply

 

It's not very important, it just happens when I work on a table and sometimes play another one to relax :)

 

When I want to play, I use PinballX


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                                               LINK TO MY 204 BACKDROPS : Design Resources/ Main Resources/Table Templates/Table Resources/Backdrops for VPX Tables (DT 16/9)  2.0 


#984 kiwi

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Posted 09 September 2018 - 02:39 PM

If I remember correctly it should be 0,02, instead it is this value.

 

panp.png



#985 wrd1972

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Posted 10 September 2018 - 02:56 PM

Toxie, Fuzzle,

Is there a plan to fix the image/sound export image? Where if you export images/sounds, the exported file can be named differently than what is shown in the managers?

 

Recently, Freaks helped me reduce image sizes for one on my table, which cut the table size more than in half, with no visual quality impacts. He simply exported all images, reduced their size. But I was not able to just re import them to the table, cause most of the names did not match, what was in the manager. So the process of fixing image names was very painful, and error prone, and caused lots of breakage and it took considerable time to fix. But in the end, its hoped that a smaller table, wont be as resource hungry.

 

I would love to do this to my other tables, but the process is just far too painful difficult, due to the name change issue described above. If it were as simple as export images, reduce size, re-import images, done. That would be awesome and would certainly help others, with less capable systems, to enjoy the more resource hungry tables.

 

So is this something that will be looked at during.6?


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

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#986 fuzzel

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Posted 10 September 2018 - 03:19 PM

Sure. Maybe a checkbox could be used for this. If checked and you export resources the files will be renamed to the their VPX names and not to the used filenames they where imported with.

#987 wrd1972

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Posted 10 September 2018 - 03:45 PM

Oh man please make this happen, for images and sounds. :)

A million thanks.


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

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#988 wrd1972

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Posted 10 September 2018 - 04:36 PM

Fuzzel,

One more question if you dont mind.

 

"Fall through kicker" objects.

I want to have a ball fall through the PF plane (0 units), and be caught by a collidable prim, about -15 units under the PF or so.

 

So If I place a fall through kicker on the PF plane on any given table. And then if I place the COL prim anywhere between -1 and -49 units, weirdness happens. The ball will just fall through the COL prim as if its not even there. If I set the COL prim at -50 units, the the COL prim will catch the ball as intended.

 

So it seems that -1units though -49 units is out of bounds for under the PF, for the engine to handle. Is this true? Is there any work around where I can catch the ball -15 units beneath the PF plane? Might the engine be fixed in the future, to allow things to work within this -1 through -49 range, under the PF.

 

Thanks again. :)


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

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#989 fuzzel

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Posted 10 September 2018 - 04:42 PM

I haven't looked at the code but afaik the default collision height is 50. I never tried to add a prim under the pf so that might be just a bug. A workaround could be to use a invisible wall or a ramp and set the prim to non collidable?

Fuzzel,
One more question if you dont mind.
 
"Fall through kicker" objects.
I want to have a ball fall through the PF plane (0 units), and be caught by a collidable prim, about -15 units under the PF or so.
 
So If I place a fall through kicker on the PF plane on any given table. And then if I place the COL prim anywhere between -1 and -49 units, weirdness happens. The ball will just fall through the COL prim as if its not even there. If I set the COL prim at -50 units, the the COL prim will catch the ball as intended.
 
So it seems that -1units though -49 units is out of bounds for under the PF, for the engine to handle. Is this true? Is there any work around where I can catch the ball -15 units beneath the PF plane? Might the engine be fixed in the future, to allow things to work within this -1 through -49 range, under the PF.
 
Thanks again. :)



#990 wrd1972

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Posted 10 September 2018 - 04:58 PM

I haven't looked at the code but afaik the default collision height is 50. I never tried to add a prim under the pf so that might be just a bug. A workaround could be to use a invisible wall or a ramp and set the prim to non collidable?

Fuzzel,
One more question if you dont mind.
 
"Fall through kicker" objects.
I want to have a ball fall through the PF plane (0 units), and be caught by a collidable prim, about -15 units under the PF or so.
 
So If I place a fall through kicker on the PF plane on any given table. And then if I place the COL prim anywhere between -1 and -49 units, weirdness happens. The ball will just fall through the COL prim as if its not even there. If I set the COL prim at -50 units, the the COL prim will catch the ball as intended.
 
So it seems that -1units though -49 units is out of bounds for under the PF, for the engine to handle. Is this true? Is there any work around where I can catch the ball -15 units beneath the PF plane? Might the engine be fixed in the future, to allow things to work within this -1 through -49 range, under the PF.
 
Thanks again. :)

 

So I tried that too. Still wont work.

I can set a COL wall at -15, and the ball will just go right through it like its not even there. Or the ball will dance around erratically. There is just something about the -1 through -49 range. So if I set that same wall to -50, or the prim to -50, either will catch the ball.

 

If we can get the negative range more usable, then we can create very realistic saucer physics. I have already done this for the eye/mouth on BOP and the saucer on BBBB. Of course, those are easy to do since they are located, well above the PF. The end results are very good.

 

Whenever you can, please take a look and see if its really a simple bug. Once this gets addressed, we can vastly improve the saucer physics on the tables, with no other work needed for the kicker objects.

 

Thanks again for all the efforts.


Edited by wrd1972, 10 September 2018 - 05:05 PM.

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

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#991 fuzzel

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Posted 10 September 2018 - 05:07 PM

Ah ok now I got it :) I think the reason is that the ball itself has a size of 50 or something like that. The fall-through option is more a "beam-through" option :D So when the ball is falling through the playfield it is beamed about it's size downwards and then the physics engine takes over. If something is less then -50 the physics engine can't recognize the movement of the ball.



#992 wrd1972

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Posted 10 September 2018 - 05:12 PM

Ah ok now I got it :) I think the reason is that the ball itself has a size of 50 or something like that. The fall-through option is more a "beam-through" option :D So when the ball is falling through the playfield it is beamed about it's size downwards and then the physics engine takes over. If something is less then -50 the physics engine can't recognize the movement of the ball.

I think that well describes what I am seeing.

Any chance we can get normal physics for that negative range? Or any kind of hack?


Edited by wrd1972, 10 September 2018 - 05:13 PM.

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

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#993 Wizball

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Posted 10 September 2018 - 05:43 PM

Sure. Maybe a checkbox could be used for this. If checked and you export resources the files will be renamed to the their VPX names and not to the used filenames they where imported with.

If you're changing the sound manager, please consider adding the ability to import more sound file formats into the sound manager.



#994 fuzzel

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Posted 10 September 2018 - 06:11 PM

Ah ok now I got it :) I think the reason is that the ball itself has a size of 50 or something like that. The fall-through option is more a "beam-through" option :D So when the ball is falling through the playfield it is beamed about it's size downwards and then the physics engine takes over. If something is less then -50 the physics engine can't recognize the movement of the ball.

I think that well describes what I am seeing.
Any chance we can get normal physics for that negative range? Or any kind of hack?
Sorry but that isn't easily possible. The fall through option is already a hack.

Sure. Maybe a checkbox could be used for this. If checked and you export resources the files will be renamed to the their VPX names and not to the used filenames they where imported with.

If you're changing the sound manager, please consider adding the ability to import more sound file formats into the sound manager.
Not for this feature. Adding different sound formats is on the to-do list but that needs much more time and testing.

#995 wrd1972

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Posted 10 September 2018 - 06:49 PM

Fuzzle,

Might there be a way in the future, to raise ever single object on the table, by x amount of units?

If I could raise every single object on the table by maybe 20 units. That would give me what I needed.


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

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#996 toxie

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Posted 10 September 2018 - 08:20 PM

If I remember correctly it should be 0,02, instead it is this value.

 

panp.png

 

The problem is that the orginial value is not stored, but rather a quantized value (due to legacy table loading reasons, as it could be squeezed into a free slot), thus for some values the thing looks a bit messy.



#997 cyberpez

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Posted 11 September 2018 - 02:12 PM

Thinking about the kicker physics and raised playfields....  Would it be possible to just disable the playfield the actual playfield and not have it coliddable?  I'm using a primitive playfield on HH with the holes cut into it.  It's working very well so far and would like to try it on other tables.  But like Wrd said it's a pain to raise everything up after the fact...  just an idea.



#998 wrd1972

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Posted 11 September 2018 - 02:37 PM

Thinking about the kicker physics and raised playfields....  Would it be possible to just disable the playfield the actual playfield and not have it coliddable?  I'm using a primitive playfield on HH with the holes cut into it.  It's working very well so far and would like to try it on other tables.  But like Wrd said it's a pain to raise everything up after the fact...  just an idea.

I would love this...as an option. :) It would be dirt easy to just have a collidable wall, or prim to be the PF surface. Or maybe if the built in PF plane (currently 0 units), could be assigned a custom height, just like any other object. If I stuck it at -50, then theses very realistic saucer physics would likely work as intended.

 

Might there be a hack to simply remove, or re-assign the height, of the current 0-plane PF object?


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

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#999 ClarkKent

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Posted 11 September 2018 - 05:46 PM

I still would like to see a preview of the primitives with texture in the editor. At least a simple view.

#1000 bord

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Posted 11 September 2018 - 06:34 PM

While everyone is rocking out ideas: Would it be possible to get flasher blending options (multiply, overlay etc) for mesh textures? I can do it in advance in PS, I guess but it would be nice for VP to do it.