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The VP 10.6 beta thread

beta 10.6 beta

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#1081 Outhere

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Posted 06 September 2019 - 06:04 PM

Try this

https://www.vpforums...903#entry424768

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?)



#1082 fuzzel

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Posted 07 September 2019 - 01:29 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

I don't think that we can remove this else branch here. Otherwise you would always overwrite the plunger position of your analog plunger with the non-mechanical one. The function interface isn't designed for a multi plunger setup so that you can use them in parallel. You have to deside which one you want to use.



#1083 luvthatapex

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Posted 07 September 2019 - 01:54 PM

How about that. I had a white screen when I would launch tables in HyperPin and this fixed it. thanks so much, I wouldnt have thought i had to do with the b2s xml!

 

 

 

Try this

https://www.vpforums...903#entry424768

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?)

 



#1084 rascal

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Posted 07 September 2019 - 02:39 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

I don't think that we can remove this else branch here. Otherwise you would always overwrite the plunger position of your analog plunger with the non-mechanical one. The function interface isn't designed for a multi plunger setup so that you can use them in parallel. You have to deside which one you want to use.

 

Thank you for the reply sir, always appreciated. I'll just have to figure out a workaround for this then. I'm looking now into following a ball that moves with the plunger instead. Again, thank you for looking at it, you guys are the greatest.


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#1085 jpsalas

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Posted 07 September 2019 - 05:05 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

I don't think that we can remove this else branch here. Otherwise you would always overwrite the plunger position of your analog plunger with the non-mechanical one. The function interface isn't designed for a multi plunger setup so that you can use them in parallel. You have to deside which one you want to use.

 

Thank you for the reply sir, always appreciated. I'll just have to figure out a workaround for this then. I'm looking now into following a ball that moves with the plunger instead. Again, thank you for looking at it, you guys are the greatest.

 

 

I guess you are using a primitive for the arm, but if a simple image will work then you may use the plunger type flat. You can make it the size you want simply by changing the width and the stroke length. Then it will work for both digital and analog.


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#1086 rascal

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Posted 07 September 2019 - 07:26 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

I don't think that we can remove this else branch here. Otherwise you would always overwrite the plunger position of your analog plunger with the non-mechanical one. The function interface isn't designed for a multi plunger setup so that you can use them in parallel. You have to deside which one you want to use.

 

Thank you for the reply sir, always appreciated. I'll just have to figure out a workaround for this then. I'm looking now into following a ball that moves with the plunger instead. Again, thank you for looking at it, you guys are the greatest.

 

 

I guess you are using a primitive for the arm, but if a simple image will work then you may use the plunger type flat. You can make it the size you want simply by changing the width and the stroke length. Then it will work for both digital and analog.

 

Thanks JP, but yeah its a 3D model arm and it rotates right and left along with forwards and backwards, So it was just using the plunger.position for the forwards and backwards. My work around now is it reads a ball.y instead. But thank you for the suggestion.


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#1087 Slydog43

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Posted 07 September 2019 - 10:42 PM

does a Raspberry Pi 4B have enough power for vpx? or eventually ...Jetson nano

 

not even close, 1st VPX is a windows x86 program, so that a no go.  Also VPX needs a decent GPU, so thats also a no go.  I hate  saying never, especially following the web based players that somewhat looks like its somewhat working.  VP9 is directX 7 based and runs on much less hardward, but you still need a windows OS.



#1088 toxie

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Posted 08 September 2019 - 07:55 AM

just use intel celerons or low end core iXs instead.. with some reduction in image quality (lowest settings) it works pretty okay..



#1089 GunnzAkimbo

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Posted 08 September 2019 - 09:50 AM

Noticing some jitter with the ball when heaps of lights flash and near the flippers.

Circus Voltaire and Funhouse do this jitter 'bug'.

 

It's like an optimisation thing from what i see.

 

Using a 5960X 4.6Ghz and 2080Super OC with a 4K TV so surely thats plenty of hardware... surely.



#1090 Sheltemke

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Posted 08 September 2019 - 09:54 AM

Noticing some jitter with the ball when heaps of lights flash and near the flippers.

Circus Voltaire and Funhouse do this jitter 'bug'.

 

It's like an optimisation thing from what i see.

 

Using a 5960X 4.6Ghz and 2080Super OC with a 4K TV so surely thats plenty of hardware... surely.

Make sure In VP video settings turn every antialiasing Off and Bruteforce SSAA off (for 4k you NOT need any Antialiasing), and use "Exlusive force fullscreen mode" (you have to regedit and search the rom file section and set ddraw to 0 to start with Exclusive force fullscreen mode.)

 

Stutter must gone...i have only 1 table with stutter now It's Bram Stoker Dracula (and Bigus mod too don't know why this table) every other table are stutter free(those you mentioned too) with i5 8600k (almost stock Ghz) with gtx 1080 in 4k.

So have to perfect stutterfree for you, nothing bad with optimisations, believe me.

 

edit: Oh and make sure you set 3840*2160 with 60hz(many settings in VP 23,24,25hz  etc.etc set to 60)

For me in the VP settings: Maximum Prerendered frames set to 1, Vsync set to 1, and make sure to update nvidia driver to latest from nvidia.com, and make sure not running something at background like utorrent or something.


Edited by Sheltemke, 08 September 2019 - 10:01 AM.


#1091 GunnzAkimbo

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Posted 08 September 2019 - 10:29 AM

Dunno man, i run PBFX3 and Pinball Arcade S7 and they run without a glitch without shutting down any background apps.

 

Just tried all those modes and settings, still getting the jitter but only when all the lights flash (which is hard to see as it has that pulsating effect that can be hard to see an object track smoothly) but you look close and it is stuttering.

 

It's on Circus Voltaire when you either hit the Green head, or the ball lands on the green head (all the lights flash) then the ball jitters.

 

I'll keep tweaking, but shouldn't have to shut any apps down, don't have to do it for any other game.


170 fps (using RTSS) and the ball still jitters.



#1092 GunnzAkimbo

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Posted 08 September 2019 - 11:52 AM

Just ran Medieval Madness on all 3 platforms at the same time alt-tabbing each platform and they all run fine.

Just seems to be a couple of tables that have jitter problems.



#1093 toxie

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Posted 08 September 2019 - 02:47 PM

If you bring up the statistics via F11, maybe you spot something that could be causing this? (like the script portion of the overall frame time)



#1094 boslaw

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Posted 08 September 2019 - 08:18 PM

r3758 32bit has been unstable for me. some tables take very long to load. Many load into a black screen or frozen playfield screen. Any suggestions? I got the following crash log:

 

I'm running Win 7 SP1, nvidia GTX960

 

Crash report VPX rev3758
============
Process: VPinballX.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:47CE0002
Attempt to read from 0x47CE0002
Thread ID: 0x794 [1940]
 
Call stack
==========
47CE0002  (0x0B787668 0x00000000 0x000026FC 0x47ce0002)
41A29AF3 vpinmame.dll (0x000026FC 0x00000000 0x00000000 0x41e93228)
4195D8F9 vpinmame.dll (0x00000000 0x4196FFB0 0x00000001 0x41e999e4)
4195BC82 vpinmame.dll (0x00000673 0x41E736A8 0x44FCFF88 0x00000001)
4196FE92 vpinmame.dll (0x3AA99AF8 0x00000000 0x74CE280B 0x00000000)
4196FBCA vpinmame.dll (0x0B2ABD48 0x00000000 0x00000030 0x00000030)
773D432F ntdll.dll RtlInitializeCriticalSection + 0x3F (0x00000030 0x00000008 0x44FCFED8 0x0aadcde8)
41AE9E9B vpinmame.dll DllUnregisterServer + 0x1CE4B (0xFFFFFFFFE5560A44 0x2FDC0D2B 0x7FFFFFFF 0x68811f18)
773EBF19 ntdll.dll RtlUniform + 0x28 (0x00000004 0x41E6F770 0x41E6F6D0 0x41dc8b14)
41AD79AC vpinmame.dll DllUnregisterServer + 0xA95C (0x00000000 0x3B246370 0x3B246370 0x41dc8b14)
41AD79AC vpinmame.dll DllUnregisterServer + 0xA95C (0x41C88C64 0x3B246370 0x44FCFF88 0x00000000)
41AD79AC vpinmame.dll DllUnregisterServer + 0xA95C (0x00000000 0x3AA99AF8 0x74CE280B 0x41ac666b)
 
Environment
===========
Date/time: 8/9/2019, 15:28:50:299
Number of CPUs: 4
Processor type: 586
System: Unknown Windows version - 4.0 (1381)
 
Memory status
=============
Total Reserved: 212136K (207M) bytes
Total Commited: 2040540K (1992M) bytes
Total Free: 1941564K (1896M) bytes
Largest Free: 1806248K (1763M) bytes
 
Registers
=========
EAX=47CE0002 EBX=00000000 ECX=47CE0002 EDX=000026FC
ESI=00000000 EDI=000026FC EBP=00000000 ESP=44FCFF50 EIP=41ACE413
FLG=00010206 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
 
 
Failed to save minidump. 


#1095 fuzzel

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Posted 08 September 2019 - 09:14 PM

You're crashes come from within VPM not from VPX. You should report that to the VPM guys ;)

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#1096 boslaw

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Posted 09 September 2019 - 12:16 AM

Thanks fuzzel. I've uninstalled and reinstalled everything due to some other weird issues. Is there any way to get previous versions of the 10.6 beta? I noticed some people are running earlier versions. I'd like to have a few options in case I can't get the latest to work.



#1097 Outhere

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Posted 09 September 2019 - 02:25 AM

https://vpinball.com...s/vp-10-6-beta/



#1098 boslaw

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Posted 09 September 2019 - 02:29 AM

Thanks!



#1099 rothbauerw

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Posted 09 September 2019 - 03:50 AM

I've been experimenting with flipper physics and some odd behavior that's been around a long time is creeping back up again.  I think I finally know what's causing it.

 

The symptom: From time-to-time, the ball will "bunny" hop repeatedly on a flipper held in the full up position.  It's more pronounced with some flipper settings than others.

 

What's happening: It appears when the flipper deflects in a certain way, it gets stuck 5-6 hundredths of a degree off from the end angle.  If a ball sits on the flipper without deflecting it further, it will bounce on the flipper until something deflects the flipper.  Usually an additional deflection seems to unlodge the flipper and it can move to the full end position.

 

I'm guessing that since the flipper isn't in the end position, the physics engine is acting like the flipper is moving to the end position and applying an action on the ball.

 

Here's a link to a table that demonstrates the issue.

 

https://www.dropbox....jr v3a.vpx?dl=0

 

To dislodge the flipper, hit the left kicker (saucer) and hold the left flipper in the up position.  When the ball kicks out of the saucer and hits the flipper, the knocker will fire while the flipper is dislodged from the full up position.  You can also see the current angle of the flipper by opening the debug window while you do this.

 

Using the manual ball control, you can set the ball on the flipper while it's dislodged and it will bounce slightly until the flipper unlodges.



#1100 toxie

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Posted 09 September 2019 - 10:31 AM

 

r3758 32bit has been unstable for me. some tables take very long to load. Many load into a black screen or frozen playfield screen. Any suggestions? I got the following crash log:

 

I'm running Win 7 SP1, nvidia GTX960

 

Crash report VPX rev3758
============
Process: VPinballX.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:47CE0002
Attempt to read from 0x47CE0002
Thread ID: 0x794 [1940]
 
Call stack
==========
47CE0002  (0x0B787668 0x00000000 0x000026FC 0x47ce0002)
41A29AF3 vpinmame.dll (0x000026FC 0x00000000 0x00000000 0x41e93228)
4195D8F9 vpinmame.dll (0x00000000 0x4196FFB0 0x00000001 0x41e999e4)
4195BC82 vpinmame.dll (0x00000673 0x41E736A8 0x44FCFF88 0x00000001)
4196FE92 vpinmame.dll (0x3AA99AF8 0x00000000 0x74CE280B 0x00000000)
4196FBCA vpinmame.dll (0x0B2ABD48 0x00000000 0x00000030 0x00000030)
773D432F ntdll.dll RtlInitializeCriticalSection + 0x3F (0x00000030 0x00000008 0x44FCFED8 0x0aadcde8)
41AE9E9B vpinmame.dll DllUnregisterServer + 0x1CE4B (0xFFFFFFFFE5560A44 0x2FDC0D2B 0x7FFFFFFF 0x68811f18)
773EBF19 ntdll.dll RtlUniform + 0x28 (0x00000004 0x41E6F770 0x41E6F6D0 0x41dc8b14)
41AD79AC vpinmame.dll DllUnregisterServer + 0xA95C (0x00000000 0x3B246370 0x3B246370 0x41dc8b14)
41AD79AC vpinmame.dll DllUnregisterServer + 0xA95C (0x41C88C64 0x3B246370 0x44FCFF88 0x00000000)
41AD79AC vpinmame.dll DllUnregisterServer + 0xA95C (0x00000000 0x3AA99AF8 0x74CE280B 0x41ac666b)
 
Environment
===========
Date/time: 8/9/2019, 15:28:50:299
Number of CPUs: 4
Processor type: 586
System: Unknown Windows version - 4.0 (1381)
 
Memory status
=============
Total Reserved: 212136K (207M) bytes
Total Commited: 2040540K (1992M) bytes
Total Free: 1941564K (1896M) bytes
Largest Free: 1806248K (1763M) bytes
 
Registers
=========
EAX=47CE0002 EBX=00000000 ECX=47CE0002 EDX=000026FC
ESI=00000000 EDI=000026FC EBP=00000000 ESP=44FCFF50 EIP=41ACE413
FLG=00010206 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
 
 
Failed to save minidump. 

 

 

I guess you tried running a modern Stern (i.e. SAM or Whitestar II platform) table there?

 

This one still is buggy for some people, and it can help to do this: https://vpinball.com...-onoff-at91jit/

(at the price of performance :/)


Edited by toxie, 09 September 2019 - 11:42 AM.






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