Jump to content



Photo
* * * * * 3 votes

VP9.1.6 Alpha/Beta Bugs & Feedback


  • Please log in to reply
1394 replies to this topic

#1021 Slydog43

Slydog43

    Pinball Wizard

  • Platinum Supporter
  • 3,008 posts
  • Location:Hackettstown, NJ

  • Flag: United States of America

  • Favorite Pinball: Addams Family, All Williams 90's Games

Posted 12 November 2013 - 07:08 PM

wow plunger update is great addition, Can't believe how much easier it is going to be for good looking plungers with analog features.  Great job guys.  


Edited by Slydog43, 12 November 2013 - 07:23 PM.


#1022 koadic

koadic

    Pinball Fan

  • VIP
  • 1,363 posts
  • Location:Omaha, NE, USA

  • Flag: United States of America

  • Favorite Pinball: Addams Family/Fish Tales/Medieval Madness



Contributor

Posted 12 November 2013 - 07:18 PM

I notice if the end of the plunger is drawn off of the table due to table scaling to cut off part of the apron, the plunger isn't shown at all... Is there a work around for this? or in this instance would an alpha ramp animation still be necessary?

#1023 rascal

rascal

    two-faced as they come

  • VIP
  • 1,374 posts
  • Location:Indiana USA

  • Flag: United States of America

  • Favorite Pinball: Bally Eight Ball



Posted 12 November 2013 - 07:33 PM

The plunger is freakin awesome!!! Here is the same plunger with a white tip if you want to include it.

plungerwhitetip.png

 

 

 

 

I notice if the end of the plunger is drawn off of the table due to table scaling to cut off part of the apron, the plunger isn't shown at all... Is there a work around for this? or in this instance would an alpha ramp animation still be necessary?

Yeah I had the same problem with the plunger I had coded in there when it had a spring. Like the default plunger it has to cut off the end as it gets pulled back. It screws up if it pulls off the table limits.


Edited by rascal, 12 November 2013 - 07:40 PM.

Posted Image


#1024 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 12 November 2013 - 08:13 PM

I notice if the end of the plunger is drawn off of the table due to table scaling to cut off part of the apron, the plunger isn't shown at all... Is there a work around for this? or in this instance would an alpha ramp animation still be necessary?

I haven't changed the original plunger, I've just added texture coordinate to it. I'm gonna check how to fix this, as Rascal said the end of the plunger has to cut/cull off at the end of table somehow ;)

 

Btw. something is wrong with this server or the connection, I get connection problems and script error messages if I submit a post all day...


Edited by fuzzel, 12 November 2013 - 08:14 PM.


#1025 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,325 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 13 November 2013 - 03:59 AM

Nice plunger! :otvclap:


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


#1026 jimmyfingers

jimmyfingers

    Pinball Fan

  • VIP
  • 832 posts

  • Flag: Canada

  • Favorite Pinball: Comet



Posted 13 November 2013 - 04:06 AM

Yah, the plunger is a good last fix / feature to get in before the freeze / official release :tup:  Thanks for picking up that code and good suggestion / reminder by JP about getting if fully baked as it had been halfway there and under most everyone's radar for a while.



#1027 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 13 November 2013 - 07:51 AM

Yes totally agree. The plunger really needed an update.
Btw what about adding some off the new stuff into VP's default table so other authors can use it as reference. I don't want to add something like templates because there are so many ways to create pinball tables but maybe we could add some examples how to use e.g. light maps or a collection of peg primitives.

#1028 Dozer316

Dozer316

    Dozer

  • VIP
  • 669 posts

  • Flag: Australia

  • Favorite Pinball: Cirqus Voltaire

Posted 13 November 2013 - 12:24 PM

Greetings Guys, have noticed a few crashes lately with the latest beta on an otherwise stable system for the last 12 months.

 

Usually happens from the pinballx frontend with b2s and DOF running.  I know these errors may be related to these two external progs but I need to trouble shoot

in a fairly structured order so thought I would post the windows event logs following the crash to see if there was something some of the devs in here may notice.

 

If anyone could shed any light on the following it would be much appreciated.

 

=================================================================

Faulting application name: VPinball.exe, version: 9.1.6.0, time stamp: 0x527d5dd6
Faulting module name: KERNELBASE.dll, version: 6.1.7601.18015, time stamp: 0x50b83c8a
Exception code: 0xe0434352
Fault offset: 0x0000c41f
Faulting process id: 0x15ec
Faulting application start time: 0x01cee054aa054ff6
Faulting application path: C:\HyperPin\Visual Pinball\VPinball.exe
Faulting module path: C:\Windows\syswow64\KERNELBASE.dll
Report Id: eb10d992-4c47-11e3-a84e-c86000c39f2d

============================================

============================================

Application: VPinball.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.InvalidOperationException
Stack:
   at System.ThrowHelper.ThrowInvalidOperationException(System.ExceptionResource)
   at System.Collections.Generic.List`1+Enumerator[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].MoveNextRare()
   at System.Collections.Generic.List`1+Enumerator[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].MoveNext()
   at System.Linq.Enumerable.First[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](System.Collections.Generic.IEnumerable`1<System.__Canon>, System.Func`2<System.__Canon,Boolean>)
   at DirectOutput.General.ThreadInfoList.get_Item(System.Threading.Thread)
   at DirectOutput.General.ThreadInfoList.HeartBeat(System.Object)
   at DirectOutput.Cab.Out.LW.LedWiz+LedWizUnit.LedWizUpdaterDoIt()
   at System.Threading.ThreadHelper.ThreadStart_Context(System.Object)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
   at System.Threading.ThreadHelper.ThreadStart()

========================================================================================================



#1029 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 13 November 2013 - 12:27 PM

Looks like DOF is crashing VP.

#1030 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 13 November 2013 - 12:31 PM

to me that looks like DirectOutput..


Yes totally agree. The plunger really needed an update.
Btw what about adding some off the new stuff into VP's default table so other authors can use it as reference. I don't want to add something like templates because there are so many ways to create pinball tables but maybe we could add some examples how to use e.g. light maps or a collection of peg primitives.

 

I think that's a good idea! I mean, deleting unused stuff is much easier for a newbie than creating stuff that one needs (or even not knowing that this exists at all)..

Especially with all the new features, i guess it could be useful to guide people into the new recommended workflow..

That's also why i added the new flipper settings, new physics settings, new audio options, etc into the default table before..



#1031 Dozer316

Dozer316

    Dozer

  • VIP
  • 669 posts

  • Flag: Australia

  • Favorite Pinball: Cirqus Voltaire

Posted 13 November 2013 - 12:31 PM

Many thanks guys, I'll give Tom a yell and supply the logs.

 

Much appreciated.



#1032 Argo

Argo

    Enthusiast

  • Members
  • PipPipPip
  • 95 posts

  • Flag: ---------

  • Favorite Pinball: Jurassic Park

Posted 13 November 2013 - 04:14 PM

The problem with Harley Davidson table is still there, but thanks for the improvements! So, after the official release of VP 9.2, you'll go straight to VP10, right?



#1033 kiwi

kiwi

    Pinball Fan

  • VIP
  • 2,672 posts

  • Flag: Italy

  • Favorite Pinball: Star Trek 25th Anniversary



Posted 13 November 2013 - 04:42 PM

Nice plunger and sound good.

 

Thanks

 

Max



#1034 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 13 November 2013 - 05:08 PM

The problem with Harley Davidson table is still there, but thanks for the improvements! So, after the official release of VP 9.2, you'll go straight to VP10, right?

 

no clue yet.. maybe add some more stuff still to VP 9.2 if there is need for it..



#1035 UltraPeepi

UltraPeepi

    Enthusiast

  • Platinum Supporter
  • 216 posts
  • Location:Redmond, WA

  • Flag: United States of America

  • Favorite Pinball: Mary Shelly's Frankenstein

Posted 13 November 2013 - 05:46 PM

I have a question on backward compatibility and version numbers.  Running existing tables, designed for v9.0 on the latest beta is important.  Any changes made to add mesh support, should not effect tables that do not take advantage of that feature.  This is great for testing.

 

How much effort is made to remain backward compatible?  If there is a "bug" in 9.0 that table designers worked around, then a "fix" could break the work around.  So do you keep the bug?

 

On versioning: does a table authored for v8 open on v9?  Or does it at least warn the user that the table was created with an older version, and may not work correctly?  Also, does a v9 table open on v8?

 

The reason I ask is, I'd like to know if there is a versioning strategy.


Edited by UltraPeepi, 13 November 2013 - 05:47 PM.

ultradmd_splash.png


#1036 koadic

koadic

    Pinball Fan

  • VIP
  • 1,363 posts
  • Location:Omaha, NE, USA

  • Flag: United States of America

  • Favorite Pinball: Addams Family/Fish Tales/Medieval Madness



Contributor

Posted 13 November 2013 - 05:51 PM

As far as I am aware, any VP9 tables should remain working on the version it was released for and later VP9 updates. When we get around to VP10, some VP9 tables may work as is, but there might be incompatibility issues with others, just like there are some issues running VP8 tables in VP9.

Edited by koadic, 13 November 2013 - 06:49 PM.


#1037 Tropi

Tropi

    Enthusiast

  • Members
  • PipPipPip
  • 55 posts
  • Location:near of Hanover

  • Flag: Germany

  • Favorite Pinball: TOM

Posted 13 November 2013 - 06:10 PM

Greetings Guys, have noticed a few crashes lately with the latest beta on an otherwise stable system for the last 12 months.
 
Usually happens from the pinballx frontend with b2s and DOF running.  I know these errors may be related to these two external progs but I need to trouble shoot
in a fairly structured order so thought I would post the windows event logs following the crash to see if there was something some of the devs in here may notice.


I did the same test today, it is working for me without any crash.

Another update on my "bug" regarding DOF initializing:
it turned out only the Playboy table seems to have this issue. Meanwhile I tested several other tables, but all came up with lights at every startup.
Still interesting is, that the issue with this table only occurs with versions after 646.

Edited by cs2908, 13 November 2013 - 06:13 PM.


#1038 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 13 November 2013 - 07:21 PM

As far as I am aware, any VP9 tables should remain working on the version it was released for and later VP9 updates. When we get around to VP10, some VP9 tables may work as is, but there might be incompatibility issues with others, just like there are some issues running VP8 tables in VP9.


I would say that there will be compatibilty issues in VP10. VP10 will have a new render API with shader support but to use the new API (DX9) we have to rewrite a lot of parts of the rendering engine. My plans are to totaly remove the region updates and make the whole rendering dynamic. This way we can add really nice effects, like dynamic lighting or real reflection mapping. So loading VP9 tables with VP10 should be possible but if they will even run is questionable. But it's too early to talk about those details because we have to prepare VP9 to make the API switch much easier.

#1039 koadic

koadic

    Pinball Fan

  • VIP
  • 1,363 posts
  • Location:Omaha, NE, USA

  • Flag: United States of America

  • Favorite Pinball: Addams Family/Fish Tales/Medieval Madness



Contributor

Posted 13 November 2013 - 08:08 PM

Just saw the 723 update... was the plunger change intended to fix the issue I reported? or was it a slightly different one?

I just ask because if the bottom of the plunger is off the screen, it still ends up not being shown... With a new table, and the table y offset set to 120 to move the table downward, the plunger image still disappears.
c5c185929e7c14e35ee2b3112ffb00d8_t.jpg

#1040 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 13 November 2013 - 09:07 PM

Hmm I thought I fixed it...but now with your settings it seems that I missed something...so consider it as a half-fix ;)