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The VP 10.7 beta thread


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#1041 jammit

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Posted 10 December 2020 - 03:25 PM

I noticed, when I zoom in with Ctrl+Mousewheel to max zoom level, I can't zoom back out anymore. I have to reset the view by going to backglass view, for example. rev4356 but also before.



#1042 kiwi

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Posted 10 December 2020 - 03:44 PM

Question: Does the gate register the hit as soon as it is touched, or when it reaches a certain opening angle? If so, what angle?



#1043 fuzzel

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Posted 10 December 2020 - 04:17 PM

Question: Does the gate register the hit as soon as it is touched, or when it reaches a certain opening angle? If so, what angle?

A hit event will be fired if the gate reaches the min/max angle

#1044 kiwi

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Posted 10 December 2020 - 06:36 PM

 

Question: Does the gate register the hit as soon as it is touched, or when it reaches a certain opening angle? If so, what angle?

A hit event will be fired if the gate reaches the min/max angle

 

Thanks for the info.



#1045 wiesshund

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Posted 10 December 2020 - 07:38 PM

Question: Does the gate register the hit as soon as it is touched, or when it reaches a certain opening angle? If so, what angle?

gate_hit seems to take place when gate hits open angle
gate_unhit seems to take place when gate reaches back to close angle

 

I found you can also do this if it is useful

 

Sub GateTimer_Timer()
   If  ABS(Gate2.currentangle) some value in between open and close Then
Do some function or event
End Sub
 
can be used to discern the difference between hitting the gate, and actually passing through the gate
seems to work anyways

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#1046 kiwi

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Posted 10 December 2020 - 08:26 PM

 

Question: Does the gate register the hit as soon as it is touched, or when it reaches a certain opening angle? If so, what angle?

gate_hit seems to take place when gate hits open angle
gate_unhit seems to take place when gate reaches back to close angle

 

I found you can also do this if it is useful

 

Sub GateTimer_Timer()
   If  ABS(Gate2.currentangle) some value in between open and close Then
Do some function or event
End Sub
 
can be used to discern the difference between hitting the gate, and actually passing through the gate
seems to work anyways

 

Interestingly, I've used something similar before but with flippers,

what I seem to have seen is that the ball half opened the gate, and then it came back, registering the hit.

Tomorrow I will check again ...



#1047 wiesshund

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Posted 11 December 2020 - 03:40 AM

Interestingly, I've used something similar before but with flippers,

 

 

 

 

what I seem to have seen is that the ball half opened the gate, and then it came back, registering the hit.

Tomorrow I will check again ...

 

 

Hmm strange.

I got a gate here with a min of 90 and a max of 0 and it is not playing right, if it is supposed to

 

gate_hit
playsound "bell"

gate_UnHit
playsound tilt_"buzzer"

 

Well, it plays the hit sound, if i even breathe on it
So if it breaks 0, it counts as hit, which i guess is not exactly out of line

so gate > 0 = hit

But Gate_UnHit seems to be a non thing?
On gate returning to a state of 0 there is no unhit even
and gate becoming less than gate max, there still seems to be no unhit event

I thought well maybe the gate is simply not hitting the max

So i tried the gate max at both 30 degrees and at 15 degrees
and all it did was limit the animation.

So it seems that for the gate, as long as the ball breaks the plane of it's pivot point
It is in a state of HIT, but it seems that it has no interactive state of UNHIT ?

I tried to test it better by making a timer with a default of OFF
hit gate and timer came on, it just dinged a bell every 2 seconds

 

gate_hit timer.enabled=1

That part worked
But nothing for gate unit

gate_unhit timer.enabled=0
timer just kept running

 

I did one more thing, i set the gates min value to 45 degrees, so it could not close straight down
does not matter, when the ball broke the plane of the gates pivot point, even though the gate was not visually reached yet
it registered hit

Not sure if that is a case of working as intended?

going to install a stand alone copy of VPX61 to see if it does the same.

As it does not appear to be following fuzzel's description of it's operation?

 


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#1048 arcadezz

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Posted 11 December 2020 - 06:42 PM

 

 


I did try deleting the NVRAM and the issue persists.

Also, I noticed any VPX version before and including VPX_7_beta4142 works fine, as soon as I update to any version past VPX_7_beta 4142, the "missing pinball" error starts and I cant start the table.

 

As it might still be a legit error though:

Could you please test via https://vpinball.com...s/vp-10-7-beta/ which revision is the first to fail? Is it already rev 4144?
 

Hi, it starts in rev 4144 and happens in every release after that as well. As soon as I switch back to 4142 or any earlier version of VPX 7 beta ....its fixed and works fine.....also works fine in an version before VPX 7, ie...beta 6,5,4,etc.

I can provide logs or any other info if that's useful.......Thanks for helping.



#1049 jpsalas

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Posted 11 December 2020 - 07:11 PM

@wiesshund: only triggers have an _UnHit event.


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#1050 kiwi

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Posted 11 December 2020 - 08:18 PM

@wiesshund: only triggers have an _UnHit event.

To check, maybe even the kicker has UnHit event?

 

 

Beta and VPX6, the ball just touches the gate without fully opening it to register the Hit.



#1051 fuzzel

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Posted 11 December 2020 - 08:44 PM

@wiesshund: only triggers have an _UnHit event.

To check, maybe even the kicker has UnHit event?
 
 
Beta and VPX6, the ball just touches the gate without fully opening it to register the Hit.
Yes it's does. As I said the bit event is fired if the gate reaches the min/max angle. If the ball touches the gate it will leave the min angle for short moment and then it reaches out again and triggers an event

#1052 wiesshund

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Posted 11 December 2020 - 09:12 PM

@wiesshund: only triggers have an _UnHit event.

kickers register unhit, kind of figured other active devices would as well
but i guess if it is that way previously, then technically not a bug

 

more like a future feature request


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#1053 hungrybay101

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Posted 12 December 2020 - 05:47 PM

Hello!

 

I know a few people brought up sound issues in 10.7b, specifically volume. I'm not sure if anyone brought up these other things I noticed about the sound. I did read it is taking a while to fix the sound code, so I understand. This is not an "I'm impatient" post but rather just to make aware some of the potentially hidden sound issues I found. There is also a chance I might be doing something wrong.

 

I am using revision 4356. And I tested with OGG sounds. I have not tested MP3 nor WAV with this revision, so these observations are only for OGG (but I do know the WAV versions of everything worked fine in 10.6 with the same script code).

 

- OGG sounds, like the MP3 ones, are much louder than they should be (someone I think already mentioned this)
- No matter what combinations of useexisting and restart I try in PlaySound, sounds are not properly "duplicating". For example, if the ball hits a bumper and then another one before the sound of the previous bumper finishes, I expect to be hearing two bumper's noises going at the same time. Instead, it either immediately cuts out the previous bumper, or it lets the previous bumper finish but never starts a new sound for the new bumper hit (and furthermore, it does not play any new bumper sounds from that point on)
- loopcount is ignored; all sounds only play once regardless what you specify here.
- Pitch changes are compounded; instead of restarting to the default settings on each new occurrence of the sound, it compounds on top of the changes from the previous use of the sound. For example, random pitch fluctuations of frequently-used elements such as the plunger ball release eventually caused the pitch to keep getting higher and higher until it was so high you could not hear the sound anymore.

I suspect there might be an issue where VPX does not know when an OGG sound is finished playing and thinks it plays in infinitum. I could be wrong.



#1054 fuzzel

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Posted 12 December 2020 - 05:58 PM

rev4360 is up:

 

- fix crash in layers dialog if multiple tables were open and one was closed
- manually (un)check open tables in the main menu
- fix unusual behavior that if the script window is open but NOT the top window, that starting the table via F5/F6 will still start the table linked to that script


#1055 Pin-Pete

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Posted 12 December 2020 - 07:40 PM

I've got still the same oddity with roulette ball on Bally's Speakeasy


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#1056 jejepinball

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Posted 12 December 2020 - 10:28 PM

Hi, with the new beta 4360 : the new table "Hunter (Jennings 1935)" crash when loading, but there is no crash.log file. The table works with the 10.6. Maybe the same previous problem with corrupted images ?

 

Sorry for that, and thank you for yours works !



#1057 Mitchell

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Posted 13 December 2020 - 12:12 AM

Look like the plunger moving back and forth now. :)


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#1058 antisect

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Posted 13 December 2020 - 12:11 PM

Hi, with the new beta 4360 : the new table "Hunter (Jennings 1935)" crash when loading, but there is no crash.log file. The table works with the 10.6. Maybe the same previous problem with corrupted images ?

 

Sorry for that, and thank you for yours works !

 

 

 

Same here, some of the images are massive, wonder if that's an issue?


Edited by antisect, 13 December 2020 - 12:13 PM.


#1059 wiesshund

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Posted 13 December 2020 - 08:14 PM

Hi, with the new beta 4360 : the new table "Hunter (Jennings 1935)" crash when loading, but there is no crash.log file. The table works with the 10.6. Maybe the same previous problem with corrupted images ?

 

Sorry for that, and thank you for yours works !

 

Tried that table, it about killed VPX 10.6.1 even, hung for a long time before loading.

table has some oddly large images in it, some are approx 2k *10 in resolution
I reduced those images to 2k (1440p as apposed to 14400p) from 20k and the table loaded into the beta fine.

So it does not like the huge images


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#1060 batch

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Posted 15 December 2020 - 01:05 PM

I've a question about elements naming

 

For example, I can create several triggers with the same name

 

So, then it's hard to find where the problem is if the table doesn't work properly


Edited by batch, 15 December 2020 - 01:06 PM.

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