Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.
Posted 15 December 2020 - 01:17 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
I did something similar, I tried to rename a rubber, but it was in a collection, and since I had zoomed inn, I didn't see that the other rubbers were also selected, so I renamed the rubber, and suddenly there were 50 rubbers with the same name I had to delete them all. I hope this bug can be fixed
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
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
I did something similar, I tried to rename a rubber, but it was in a collection, and since I had zoomed inn, I didn't see that the other rubbers were also selected, so I renamed the rubber, and suddenly there were 50 rubbers with the same name I had to delete them all. I hope this bug can be fixed
Favorite Pinball: Anyone if gaming and appearence are great
Posted 18 December 2020 - 01:41 PM
I was working on a table (LHexagone.vpx), creating rubbers (copying, editing...) with another table open, the same with a different name (L'HEXAGONE_VP9_3.0c.vpx), and when I wanted to file, VPinball crashed
Crash report VPX rev4360
============
Process: vpinballx.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:753F21EE
Attempt to read from 0x00000001
Thread ID: 0x2248 [8776]
Environment
===========
Date/time: 18/12/2020, 14:31:56:803
Number of CPUs: 8
Processor type: 586
System: Windows 10 (10.0 18363)
Memory status
=============
Total Reserved: 211116K (206M) bytes
Total Commited: 698580K (682M) bytes
Total Free: 3284544K (3207M) bytes
Largest Free: 2095424K (2046M) bytes
the call stack looks like you tried to put a very long name and/or with wrong characters to a bumper. Element names shouldn't be longer than 32 characters.
Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.
Posted 19 December 2020 - 09:29 AM
There is a "bug" or maybe it is due to a new feature, but the las 8 Taito tables I saved with this latest revision do not show textures when played under 10.6. If this is a result of the new features, then it is ok by me But if it wasn't the meaning maybe there is some "bug" that has occurred
There is a "bug" or maybe it is due to a new feature, but the las 8 Taito tables I saved with this latest revision do not show textures when played under 10.6. If this is a result of the new features, then it is ok by me But if it wasn't the meaning maybe there is some "bug" that has occurred
Confirmed, it does it to any table saved in 10.7 last revision
just opened a demo table i was tinkering with
i did not do anything but copy and paste a light and saved it
VPX 10.6.1
VPX 10.7 rev 4360
Does this possibly pertain to the bug that was fixed about how textures were stored or addressed?
If so, is this a fix to a bug that even exists in 10.6, or like JP said, is this an unintended new bug?
Edited by wiesshund, 19 December 2020 - 10:07 AM.
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Not sure what causes this but maybe we have to increase the file version in 10.7 that triggers the message that it might be incompatible when played with older version of VPX.
Not sure what causes this but maybe we have to increase the file version in 10.7 that triggers the message that it might be incompatible when played with older version of VPX.
Didnt you or toxie do something in the last revision that addressed some issue with how images were stored or utilized?
Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.
Posted 19 December 2020 - 11:12 AM
About my latest 9 Taito tables: I have loaded them in the older revision, saved them again, and now they play fine under 10.6 (and 10.6.1). I have reupload the tables, as it was better that they all played fine under 10.6, just like the rest
If you need a test table, just save any table with this latest revision and you'll see that the textures are not visible when running under 10.6.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
10.7 has been playable for quite a while now, my issue with it is still the messed up sound channels.
hmm, i have not noticed that, but then my sound set up might be different than yours
Obviously not every table and that is what now confuses me. Tested 4 tables, F14 and Algar is broken, TWD and Johnny Mnemonic seems to be ok. I'll make a video comparing the sound later on, F14 is a good example though, it is normally a very noisy machine so you will very easily hear the difference easily.
https://photos.app.goo.gl/Dk5NDpyuF4m9eNaP9
Microphone on the mobile is crap, you don't really hear the rom sound very well on the "working" version very well, but, you can clearly hear that there is a big difference. I can hardly heard the rom sound at all standing in front of the cab. Like I said, I find it odd that some tables seems to work.
Might have to wait a bit for google to make those videos ready ...
Edited by Thalamus, 19 December 2020 - 11:57 AM.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Well 10.7 is still in beta phase and if you build our save a table in 10.7 it might be not 100% compatible to older versions of VPX. If you want to release this table it's always a good idea to note that it should be played with 10.7.
Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.
Posted 19 December 2020 - 03:16 PM
Well 10.7 is still in beta phase and if you build our save a table in 10.7 it might be not 100% compatible to older versions of VPX. If you want to release this table it's always a good idea to note that it should be played with 10.7.
Yes, I know, but until the last build they were fine I always use the latest beta to build my tables, this way I can properly test it But I guess from now on there will be no more 10.6 compatible tables, as I start using the new Elasticity falloff for the walls But the new tables will take a while to release
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Well 10.7 is still in beta phase and if you build our save a table in 10.7 it might be not 100% compatible to older versions of VPX. If you want to release this table it's always a good idea to note that it should be played with 10.7.
Yes, I know, but until the last build they were fine I always use the latest beta to build my tables, this way I can properly test it But I guess from now on there will be no more 10.6 compatible tables, as I start using the new Elasticity falloff for the walls But the new tables will take a while to release
Just wondering, as the last beta gives that wall fall off value, do you suppose that might be what buggers it up in 10.6?
I tried opening a 10.7 build table in 10.6 and resaving it (to another file of course)
can not open it again in 10.6 afterwards, it crashes
Not complaining, just an observance
10.7 has been playable for quite a while now, my issue with it is still the messed up sound channels.
hmm, i have not noticed that, but then my sound set up might be different than yours
Obviously not every table and that is what now confuses me. Tested 4 tables, F14 and Algar is broken, TWD and Johnny Mnemonic seems to be ok. I'll make a video comparing the sound later on, F14 is a good example though, it is normally a very noisy machine so you will very easily hear the difference easily.
https://photos.app.goo.gl/Dk5NDpyuF4m9eNaP9
Hmm, going to download F14 so we can compare notes
that way we have same table
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
The sound that VPX plays is limited, mechanical clicking and clunking mostly
1st thing i realized is that the table did not do SSF audio very well.
Oh it played the sounds, but not where i expected the sounds to come from exactly
I checked the script, it was a little devoid of the positional sound routines i normally see/use
so like all flippers were coming from the same place
So i changed the script
Dim TableWidth, TableHeight
TableWidth = Table1.width
TableHeight = Table1.height
Function Vol(ball) ' Calculates the Volume of the sound based on the ball speed
Vol = Csng(BallVel(ball) ^2 / 2000)
End Function
Function AudioPan(ball) ' Calculates the pan for a ball based on the X position on the table. "table1" is the name of the table
Dim tmp
tmp = ball.x * 2 / TableWidth-1
If tmp > 0 Then
AudioPan = Csng(tmp ^10)
Else
AudioPan = Csng(-((- tmp) ^10))
End If
End Function
Function Pitch(ball) ' Calculates the pitch of the sound based on the ball speed
Pitch = BallVel(ball) * 20
End Function
Function BallVel(ball) 'Calculates the ball speed
BallVel = (SQR((ball.VelX ^2) + (ball.VelY ^2)))
End Function
Function AudioFade(ball) 'only on VPX 10.4 and newer
Dim tmp
tmp = ball.y * 2 / TableHeight-1
If tmp > 0 Then
AudioFade = Csng(tmp ^10)
Else
AudioFade = Csng(-((- tmp) ^10))
End If
End Function
Sub PlaySoundAt(soundname, tableobj) 'play sound at X and Y position of a fast object, like bumpers, flippers and other solenoids
PlaySound soundname, 0, 1, AudioPan(tableobj), 0.1, 0, 0, 0, AudioFade(tableobj)
End Sub
Sub PlaySoundAtBall(soundname) ' play a sound at the ball position, like rubbers, targets, metals, plastics
PlaySound soundname, 0, Vol(ActiveBall), AudioPan(ActiveBall), 0.4, 0, 0, 0, AudioFade(ActiveBall)
End Sub
Sub PlayXYSound(soundname, tableobj, loopcount, volume, randompitch, pitch, useexisting, restart)
PlaySound soundname, loopcount, volume, AudioPan(tableobj), randompitch, pitch, useexisting, restart, AudioFade(tableobj)
End Sub
This does not make the table any more or less noisy, it just annoyed me that things like a left and right flipper came from the same place in 3d space
So i am noting that i changed something, but not something that makes the table more or less noisy, i just kinda like the sounds to come from the right spot in 3d space
call it OCD
Now, most of the table's sounds, come from the ROM
all that VPX 10.7 is playing is flippers bumpers, slingshots, some additional solenoids and collision sounds.
I noticed the table music was a bit subdued
That is the ROM defaults in pinMAME though VPX has no say so here.
Specifically the YM2151, so i set those to 13%, that was loud enough to make lots of noise
(click pinmame display in focus, hit TAB, arrow down to the YM2151 volume, unhide pinmame if you have it hidden)
All other volumes i left at the defaults
This is table running under VPX 10.7
(youtube does not do AC3 surround audio, so stereo only, but if you notice positional changes on flipper, slingshot, etc audio, it is because of as noted above)
@Thalamus, having never played this table in real life, maybe you could watch, or well listen to this
and tell me where it is right, and where it is wrong, so i know what we are looking at?
Table version used is