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The VP 10.6 beta thread

beta 10.6 beta

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#1061 BoltBait

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Posted 29 August 2019 - 02:19 AM

Same as always, yes. Standalone packages, plus the all-in-one-installer.

 

When you say "Same as always" that makes me think you'll be bundling the release build of VPinMAME instead of the SAM build v3.2 beta.

 

I have found several tables that just won't play with the release build of VPinMAME and they actually require the SAM build in order to run.  So, I'm hoping I'm misunderstanding you and that you WILL be bundling the SAM build of VPinMAME.

 

 

(It's not for me, of course, as I already have it installed. But, other users have posted here because they can't get some tables to work and bundling v3.2 beta will reduce support contacts.)


Edited by BoltBait, 29 August 2019 - 02:21 AM.

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#1062 toxie

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Posted 29 August 2019 - 06:34 AM

SAM builds main difference is color ROM support. This one is still kinda WIP and hacky from a codebase point of view, so if at some point we will clear this up, then both builds will be equal.



#1063 Phazer51

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Posted 30 August 2019 - 09:51 PM

btw: update on the final 10.6 release: seems like we're slowly getting there to also have PinMAME finalized (still one major regression since last official release to fix), so it's getting closer!  :)

(as i want to package up a new all-in-one-installer again, too, of course)

You guys are simply amazing!

 

Thank you for all of your hard work to make this all possible for the rest of us.



#1064 knightrdrx

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Posted 31 August 2019 - 09:50 PM

Downloaded the most recent beta and it seems all tables are a bit brighter. This is good for newer tables like the latest TOTAN that is made with this change in mind but i think it kinda messes up some of the older tables. Is there an option somewhere that i need to disable/enable per table so older tables can keep the old lighting?

ahh! happened to me too! I saw someone changed back to 3592  from the latest (for TOTAN)  but that didn't work for me.  I see the vpx screen get brighter as the table loads and then the tint is very grey. pinbot as an example....then i tried changing nvidia settings to use nvvidia for brightness and set to 20% instead of letting applications choose. that did nothing.

So i'm confused...i dont know if i have to tweak each table's brightness now I don't think it's going to change right? So if this how they are going to look going forward and it has to do vpx filtering and not my monitor..when the final 10.6 is done it doesn't necessarily mean each table will look right then.


Edited by knightrdrx, 31 August 2019 - 10:05 PM.


#1065 knightrdrx

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Posted 31 August 2019 - 10:14 PM

i see static fuzzyness on the latest 3758 but none on 3592....so..does that mean it should go away by the final release and perhaps i'm not supposed to get the best performance on each new beta release.



#1066 Schlabber34

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Posted 01 September 2019 - 07:11 AM

Downloaded the most recent beta and it seems all tables are a bit brighter. This is good for newer tables like the latest TOTAN that is made with this change in mind but i think it kinda messes up some of the older tables. Is there an option somewhere that i need to disable/enable per table so older tables can keep the old lighting?

ahh! happened to me too! I saw someone changed back to 3592  from the latest (for TOTAN)  but that didn't work for me.  I see the vpx screen get brighter as the table loads and then the tint is very grey. pinbot as an example....then i tried changing nvidia settings to use nvvidia for brightness and set to 20% instead of letting applications choose. that did nothing.
So i'm confused...i dont know if i have to tweak each table's brightness now I don't think it's going to change right? So if this how they are going to look going forward and it has to do vpx filtering and not my monitor..when the final 10.6 is done it doesn't necessarily mean each table will look right then.
If the NVidia settings are not working in Exclusive Fullscreen Mode try this:

https://www.vpforums...ead#entry433321


Just in case copy and paste:

I finally found the solution to my EFS problem!

In the vpinballx.exe properties (right click) the box for "disable fullscreen optimization" was unchecked. Checking it fixed the problem!

Gesendet von meinem SM-G955F mit Tapatalk

Edited by Schreibi34, 01 September 2019 - 08:42 AM.


#1067 jpsalas

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Posted 03 September 2019 - 09:15 AM

I'm still experiencing a lof of crash reports when closing VPX after to have had open 2 tables. Sometimes also crashes when closing one vpx table (after having copy/pasted somthing).

 

This crash happened when I closed one of the two VPX tables that I had open, both were in the same editor.

 

I think it should be a nice idea to remove this dump/crash report for the official 10.6 release? And enable it again for the next beta.

 

Crash report VPX rev3751
============
Process: vpinballx.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:77703259
Attempt to write to 0x00000014
Thread ID: 0x2E7C [11900]

Call stack
==========
77703259 ntdll.dll TpTimerOutstandingCallbackCount + 0xA9 (0x0ACCD4B0 0x0ACCF048 0x0019E33C 0x0cc6cbe8)
7771EC86 ntdll.dll RtlEnterCriticalSection + 0x126 (0x004FA173 0x0019E330 0x004FA28A 0x0accf048)
7771EBA9 ntdll.dll RtlEnterCriticalSection + 0x49 (0x0ACCF048 0x02DF92F0 0x773DB980 0x00640fea)
004FA28A vpinballx.exe (0x773E89A9 0x00008001 0x0052BBE7 0x00e415c0)
0052BBE7 vpinballx.exe (0x00000001 0x00E415C0 0x00000002 0x02491388)
0052CF1E vpinballx.exe (0x00000005 0x00000000 0x004C47A0 0x00000000)
004C48CC vpinballx.exe (0x057C8168 0x773FA313 0x06B34258 0x00000000)

Environment
===========
Date/time: 3/9/2019, 10:51:40:884
Number of CPUs: 12
Processor type: 586
System: Windows 10 (10.0 17134)

Memory status
=============
Total Reserved: 82948K (81M) bytes
Total Commited: 399592K (390M) bytes
Total Free: 3711700K (3624M) bytes
Largest Free: 2095548K (2046M) bytes

Registers
=========
EAX=00000000 EBX=FFFFFF00 ECX=0ACCF058 EDX=FFFFFFFF
ESI=0ACCF048 EDI=FFFFFFFF EBP=00000000 ESP=0019E524 EIP=7772285C
FLG=00210213 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B


Mini dump saved successfully.


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#1068 DJRobX

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Posted 03 September 2019 - 04:40 PM

 

In the vpinballx.exe properties (right click) the box for "disable fullscreen optimization" was unchecked. Checking it fixed the problem!

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That setting reverts the exclusive fullscreen behavior to what older versions of Windows used to do by default - a more "true" exclusive mode where nothing can pop up over the VPX window.    

The downside is the screen will go black for a while as it changes video modes.    This is a bummer when using Pinup Popper's "seamless" loading mode.    It also means errors can't pop up over the VPX window, which isn't as big of a deal as long as your table is working correctly.

Switching modes helps people with various issues, but it's not something you should do unless you need to. 


Edited by DJRobX, 03 September 2019 - 04:41 PM.


#1069 NailBuster

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Posted 03 September 2019 - 05:13 PM

Hey guys,  im still 'stuck' using build 3592 because of the new method for display/resolution/monitor system in newer builds.  The problem i'm having is on cold-startup most of the time the playfield is on my DMD lcd,  was never a issue prior to new builds.  I need to warm-restart a few times (not changing any settings) before playfield will start to display on playfield tv.  

 

I've done troubleshooting and figured out here's my issue.  I'm thinking that b3592 used the 'primary'=true display flag to determine which is the playfield.  With new builds i assume its using the device name instead '\\.\DISPLAY2'  and ignoring the primary flag?

 

so if you see this page i posted the two scenarios i have.    the first image is a good working environment.  the 2nd photo is when playfield is displayed on dmd.   notice the primary=true is correct (4k tv) via powershell info,  but the actual devicename is changing.  link:  http://www.nailbuste...ound:playground

 

this is only a problem with vpx newer builds,  as Popper and b2s and all others things are using actual x/y positions and thats always correct,  its the devicename that is changing.

 

I get thats its an OS issue that devicename of screens is changing between reboots.... but wasn't an issue before as I assume it was using the primary=true flag?  is it possible to have an option to 'use primary'  in vpx video settings instead of actual devicename?

 

if this problem isn't common,  or if i'm the only one with the issue,  i guess another idea i have is to write a util on winstartup that grabs the devicename of the primary display and post it to a vpx registry of which devicename to use?  Ideally though,  the vpx display settings, where you have the drop-down list to select which monitor # to use could have another item "primary display" (not tied to actual #'s) as an option.


Edited by NailBuster, 03 September 2019 - 06:35 PM.


#1070 Schlabber34

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Posted 03 September 2019 - 05:42 PM

Good to know! But for me it's the only way to use the NVidia colour correction in EFS.

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#1071 DJRobX

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Posted 03 September 2019 - 08:36 PM

if this problem isn't common,  or if i'm the only one with the issue,  i guess another idea i have is to write a util on winstartup that grabs the devicename of the primary display and post it to a vpx registry of which devicename to use?  Ideally though,  the vpx display settings, where you have the drop-down list to select which monitor # to use could have another item "primary display" (not tied to actual #'s) as an option.

 

I do think we should find a better or alternate ways of persisting the selected the display.   I also have the problem that Windows does not keep my display #'s consistent across boots.     The newer builds are working for me, but only because it's displays #1 and #2 that are "flopping" (PF seems to stay on #3)

Windows does know which display is which; it keeps the actual positions correct, so I have to think there's a GUID identifier of the actual display that would be a better key to use rather than the relative display #.   


Edited by DJRobX, 03 September 2019 - 08:36 PM.


#1072 Umpa

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Posted 03 September 2019 - 10:48 PM

Hey guys,  im still 'stuck' using build 3592 because of the new method for display/resolution/monitor system in newer builds.  The problem i'm having is on cold-startup most of the time the playfield is on my DMD lcd,  was never a issue prior to new builds.  I need to warm-restart a few times (not changing any settings) before playfield will start to display on playfield tv.  
 
I've done troubleshooting and figured out here's my issue.  I'm thinking that b3592 used the 'primary'=true display flag to determine which is the playfield.  With new builds i assume its using the device name instead '\\.\DISPLAY2'  and ignoring the primary flag?
 
so if you see this page i posted the two scenarios i have.    the first image is a good working environment.  the 2nd photo is when playfield is displayed on dmd.   notice the primary=true is correct (4k tv) via powershell info,  but the actual devicename is changing.  link:  http://www.nailbuste...ound:playground
 
this is only a problem with vpx newer builds,  as Popper and b2s and all others things are using actual x/y positions and thats always correct,  its the devicename that is changing.
 
I get thats its an OS issue that devicename of screens is changing between reboots.... but wasn't an issue before as I assume it was using the primary=true flag?  is it possible to have an option to 'use primary'  in vpx video settings instead of actual devicename?
 
if this problem isn't common,  or if i'm the only one with the issue,  i guess another idea i have is to write a util on winstartup that grabs the devicename of the primary display and post it to a vpx registry of which devicename to use?  Ideally though,  the vpx display settings, where you have the drop-down list to select which monitor # to use could have another item "primary display" (not tied to actual #'s) as an option.

I also have same issue on newer builds. Still on 3592 because of it.

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#1073 rascal

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Posted 04 September 2019 - 01:33 AM

Hi guys, let me see if I can explain the issue I am having. I'm trying to grab the Plunger.Position value (0 to 25) from the plunger for something (animating a arm actually). Now if I have no analog plunger device present, I can get the Plunger.Position reading just fine using the Plunger button. If I connect a analog plunger device, I can no longer grab the Plunger.Position values using the plunger button, the value always stays at 0. Even though the plunger itself pulls back and releases fine, the Plunger.Position reads at 0. The analog device has taken control of the Plunger.Position value, and only changes if I use the analog device, even when I uncheck using the mechanical device. Is there anyway to fix this or work around it?

 

Basically I need the Plunger.Position feature to work with analog and digital plunger, without unplugging the analog device.


Edited by rascal, 04 September 2019 - 01:50 AM.

Posted Image


#1074 toxie

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Posted 04 September 2019 - 06:45 AM

 

if this problem isn't common,  or if i'm the only one with the issue,  i guess another idea i have is to write a util on winstartup that grabs the devicename of the primary display and post it to a vpx registry of which devicename to use?  Ideally though,  the vpx display settings, where you have the drop-down list to select which monitor # to use could have another item "primary display" (not tied to actual #'s) as an option.

 

I do think we should find a better or alternate ways of persisting the selected the display.   I also have the problem that Windows does not keep my display #'s consistent across boots.     The newer builds are working for me, but only because it's displays #1 and #2 that are "flopping" (PF seems to stay on #3)

Windows does know which display is which; it keeps the actual positions correct, so I have to think there's a GUID identifier of the actual display that would be a better key to use rather than the relative display #.   

 

 

Do you think you could maybe look into this? I'm still busy with the PinMAME side of things.



#1075 Bushav

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Posted 04 September 2019 - 11:59 AM

Hey guys,  im still 'stuck' using build 3592 because of the new method for display/resolution/monitor system in newer builds.  The problem i'm having is on cold-startup most of the time the playfield is on my DMD lcd,  was never a issue prior to new builds.  I need to warm-restart a few times (not changing any settings) before playfield will start to display on playfield tv.  

 

I've done troubleshooting and figured out here's my issue.  I'm thinking that b3592 used the 'primary'=true display flag to determine which is the playfield.  With new builds i assume its using the device name instead '\\.\DISPLAY2'  and ignoring the primary flag?

 

so if you see this page i posted the two scenarios i have.    the first image is a good working environment.  the 2nd photo is when playfield is displayed on dmd.   notice the primary=true is correct (4k tv) via powershell info,  but the actual devicename is changing.  link:  http://www.nailbuste...ound:playground

 

this is only a problem with vpx newer builds,  as Popper and b2s and all others things are using actual x/y positions and thats always correct,  its the devicename that is changing.

 

I get thats its an OS issue that devicename of screens is changing between reboots.... but wasn't an issue before as I assume it was using the primary=true flag?  is it possible to have an option to 'use primary'  in vpx video settings instead of actual devicename?

 

if this problem isn't common,  or if i'm the only one with the issue,  i guess another idea i have is to write a util on winstartup that grabs the devicename of the primary display and post it to a vpx registry of which devicename to use?  Ideally though,  the vpx display settings, where you have the drop-down list to select which monitor # to use could have another item "primary display" (not tied to actual #'s) as an option.

 

This is the exact problem I have been having as I try to get Pinup Player working.  I have described it over on one of the other sites and no one has been able to give me any suggestions beyond what I have already tried.  I have to "restart" the computer after each instance of playing a Popper table.  Otherwise the monitor orders are jumbled up even though I can not find anything wrong with my settings or layout.  A "restart" gets everything back working.



#1076 toxie

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Posted 04 September 2019 - 03:48 PM

Please contact Caligula_ about it.. He added the new support for multi-monitor/selection..



#1077 Slydog43

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Posted 05 September 2019 - 12:51 AM

Windows monitor numbering/naming has always been such a shit show.  I even contacted Nvidia about issues and of course they said its not them its microsoft.  I wanted priority on the ports, but they said it doesn't exist, its up to the OS.  I have mine working fine (sorry), but I did have so many issues, that  I was going crazy.  I know this sounds sick, but what I found worked the best is, 1) unplug all monitors except the primary (playfield) one.  Then install windows, then add 1 at a time and make sure the monitors are in the order from left to riight (playfield, backglass, dmd, topper.  This has worked everytime I have reinstalled my Pincab (I know most do not ever do this).  Good luck, its tough



#1078 alulabxxx

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Posted 05 September 2019 - 02:45 PM

I have EXCEPTION_ACCESS_VIOLATION random crash when i play with some old tables like X-Men LE. I just try some configuration change but i have not solved this random crash. =(

 

Crash report VPX rev3746
============
Process: VPinballX.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:7555E138
Attempt to read from 0x0000000F
Thread ID: 0x1764 [5988]
 
Call stack
==========
7555E138 OLEAUT32.dll VariantCopy + 0x2B8 (0x0019E638 0x2D88F488 0x75577FFF 0x2d88f470)
0046629C VPinballX.exe (0x2D88F470 0x0000009C 0x00000004 0x0000000a)
7555A511 OLEAUT32.dll SafeArrayCreate + 0x941 (0x0A9ECF68 0x2D88F470 0x000005E0 0x00000003)
00465BCE VPinballX.exe (0x000005E0 0x727463CC 0x00000409 0x00000003)
7276B27A vbscript.dll DllGetClassObject + 0xD8BA (0x000005E0 0x00000003 0x0838B800 0x00000000)
7276A12F vbscript.dll DllGetClassObject + 0xC76F (0x0019ECA0 0x00000003 0x0838B800 0x00000000)
7276EE04 vbscript.dll DllGetClassObject + 0x11444 (0x0019EF60 0xFFFFFFFFC54FF307 0x0838B830 0x0019ef60)
7276C8EB vbscript.dll DllGetClassObject + 0xEF2B (0x0019EF60 0x0838C018 0x7276C6A0 0x0019ee80)
7276C785 vbscript.dll DllGetClassObject + 0xEDC5 (0x0019EF60 0x00000000 0x0838B830 0x00000000)
7276FC74 vbscript.dll DllGetClassObject + 0x122B4 (0x00000000 0xFFFFFFFFC54FF1B7 0x0838B850 0x00000000)
7276C8EB vbscript.dll DllGetClassObject + 0xEF2B (0x00000000 0x0829AED8 0x08295120 0x00000000)
7276C785 vbscript.dll DllGetClassObject + 0xEDC5 (0x00000000 0x00000000 0x0838B850 0x0838b850)
7276827D vbscript.dll DllGetClassObject + 0xA8BD (0x0838C680 0x00000000 0x00000000 0x00000000)
72756AE1 vbscript.dll (0x3A7B67D0 0x00000578 0x00562004 0x00000400)
0044F500 VPinballX.exe (0x00000578 0x0019F23C 0x0640A230 0x11b3fa00)
 
Environment
===========
Date/time: 5/9/2019, 14:30:48:650
Number of CPUs: 4
Processor type: 586
System: Windows 10 (10.0 18362)
 
Memory status
=============
Total Reserved: 217556K (212M) bytes
Total Commited: 1626936K (1588M) bytes
Total Free: 2349748K (2294M) bytes
Largest Free: 2095296K (2046M) bytes
 
Registers
=========
EAX=00000010 EBX=2D88F488 ECX=0000000F EDX=0AA10A5A
ESI=00000000 EDI=0019E638 EBP=00000000 ESP=0019F218 EIP=0045684E
FLG=00210206 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
 
It's my crash.txt

Edited by alulabxxx, 05 September 2019 - 03:15 PM.


#1079 boslaw

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Posted 06 September 2019 - 01:00 AM

Since installing the latest beta, PinballX loads my backglasses but only shows a black screen. Games play fine. If I launch the table directly from VPX beta, the backglass loads and displays fine. Is anyone else having this problem (or know how to fix it?)



#1080 rascal

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Posted 06 September 2019 - 05:09 PM

Can the line 1037 in Plunger.cpp (else // non-mechanical) be changed or removed to allow the plunger.position to be read for both a button and a analog plunger at the same time? Some cabs have both a plunger button and a analog plunger. I get no Plunger.Position reading with a button when a analog plunger device is connected. It is also affected by some touchscreens. I'm trying to use the plunger for a arm animation and the plunger never hits a ball, its just for animation and the plunger is actually off the table. Its for a shuffle bowler I am working on. The Plunger.Position reads fine either analog or digital (button), but not both. When both are connected the analog gets the plunger.position and the button does not.

 

A play tester tried to play my bowler project on a laptop with a touchscreen and the PlungerKey would not animate the arm, because the Plunger.Position value stayed at 0. Also when I have a gamepad plugged in my computer the PlungerKey will not work with the Plunger.Position for the same reason, it stays at 0.

 

So you get a picture of what I am doing, here is a screenshot. The arm moves with the plunger, but the plunger is off screen and is just used to animate the arm. The bowler is ready for release with exception to this Plunger.Position issue. Thank you for your attention, please reply, even if it is to tell me to go to hell. At least I will know that it was read. :P

Attached Files

  • Attached File  ss.png   1.3MB   10 downloads

Edited by rascal, 06 September 2019 - 05:12 PM.

Posted Image






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