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The VP 10.6 beta thread

beta 10.6 beta

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#1101 kiwi

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Posted 09 September 2019 - 10:53 AM

can we export in .obj, a ramp created with vpx?

What is in the active layers, button panel from 1 to 11, can be transformed into a mesh.
For convenience put the ramp on a single layer, and leave only this layer active, then from the menu file, export, obj mesh.

 

Edit: Right-click on the object to assign the layer.


Edited by kiwi, 09 September 2019 - 10:58 AM.


#1102 Slydog43

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Posted 11 September 2019 - 02:22 PM

Is there any easy way to rotate  a desktop textbox?  Converting the old vp8/vp9 tables that were only for Desktop and not rotated 270 degrees for a cabinet is hard right now (or maybe I'm missing something).  It would be very nice if there was an easy way to do this in VPX.



#1103 chepas

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Posted 11 September 2019 - 05:01 PM

I keep forgetting to mention this last few days.......it's only a little annoying, but gets me everytime.

 

To move a spinner you have to zoom in a lot to be able to select it (as its so thin), then move it, but when zoomed in you can barely move it an inch.

 

Not sure I had this issue before only just started noticing it.


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#1104 Umpa

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Posted 13 September 2019 - 09:19 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.

Any luck on a fix for this? I have found the same as you that the device name changes.

Sent from my SAMSUNG-SM-G935A using Tapatalk

#1105 toxie

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Posted 14 September 2019 - 05:11 AM

Caligula_ did the new code, please try to contact him on this..



#1106 coreduo0099

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Posted 14 September 2019 - 05:20 AM

Regarding the monitor Order issue.  I have a 4 monitor setup and every once in a while it gets out of order.  I figured out a way to re-set them in the proper order without rebooting.  still a pain, but better than rebooting sometimes...

 

In nvidia control panel > Setup Multiple Displays

 

disable all monitors except your primary playfield, click apply

Now enable each monitor in order, clicking apply and accept each one, one at a time.

e.g. add dashboard, apply, accept.. then DMD, apply, accept.. then Topper, apply, accept..

 

This works for my with my 1060.

Hope it helps.

 


Regarding VPX performance...

 

I just figured this out tonight..  I recently got a 4k dispaly for my 1060.  I'm not cpu bound (6 core xenon), but as folks have said you should get a 1070 or better for running everything at full speed especially with exclusive full screen mode.

 

I commonly see and was following this advice: "VP settings: Maximum Prerendered frames set to 1, Vsync set to 1"

When I tried the new color DMD for indiana jones, and then tested transformers, both with PUP Packs, I notice my PUP Packs were very jittery

 

I did some experimenting and found that Vsync set to 60 or 2 make my PUP Packs smooth as silk like they were when I ran 1080p and no 4k.

 

I am now running VP settings: Maximum Pre-rendered frames set to 1, Vsync set to 60, and Exclusive full screen mode set to ON.

 

Perhaps the vsync logic is consuming resources or interrupts of some sort that was impacting the smoothness of the PUP Packs.

 

Hope it helps.


Edited by coreduo0099, 14 September 2019 - 05:20 AM.


#1107 JLouLoulou

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Posted 14 September 2019 - 09:44 AM

Regarding the monitor Order issue.  I have a 4 monitor setup and every once in a while it gets out of order.  I figured out a way to re-set them in the proper order without rebooting.  still a pain, but better than rebooting sometimes...

 

In nvidia control panel > Setup Multiple Displays

 

disable all monitors except your primary playfield, click apply

Now enable each monitor in order, clicking apply and accept each one, one at a time.

e.g. add dashboard, apply, accept.. then DMD, apply, accept.. then Topper, apply, accept..

 

This works for my with my 1060.

Hope it helps.

 


Regarding VPX performance...

 

I just figured this out tonight..  I recently got a 4k dispaly for my 1060.  I'm not cpu bound (6 core xenon), but as folks have said you should get a 1070 or better for running everything at full speed especially with exclusive full screen mode.

 

I commonly see and was following this advice: "VP settings: Maximum Prerendered frames set to 1, Vsync set to 1"

When I tried the new color DMD for indiana jones, and then tested transformers, both with PUP Packs, I notice my PUP Packs were very jittery

 

I did some experimenting and found that Vsync set to 60 or 2 make my PUP Packs smooth as silk like they were when I ran 1080p and no 4k.

 

I am now running VP settings: Maximum Pre-rendered frames set to 1, Vsync set to 60, and Exclusive full screen mode set to ON.

 

Perhaps the vsync logic is consuming resources or interrupts of some sort that was impacting the smoothness of the PUP Packs.

 

Hope it helps.

 

For perfect result.. Use Nvidia Insepctor and setup framelimit to 60fps. Then use vsync from nvidia control panel and keep VPX' vsync to 0...



#1108 coreduo0099

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Posted 14 September 2019 - 08:55 PM

 

For perfect result.. Use Nvidia Insepctor and setup framelimit to 60fps. Then use vsync from nvidia control panel and keep VPX' vsync to 0...

 

Excellent tip.  I set the vsync and triple buffer in the nvidia 3d controls, then vpx Sync to 0 along with getting my VPX settings to force Exclusive full screen and Standard FXAA and all the pup tables I've tried are silky smooth with a 1060 6GB card at 4k with 4 total monitors.

 

Much better results than the recommended settings in the PUP Packs lately.

 

Update.. The Tron 4k table and PUP pack forced me to disable all AA in order for the Tron PUP videos to play without any jitter.  So far that seems to be the most demanding table/PUP Pack I've tested with the 1060 @ 4K


Edited by coreduo0099, 14 September 2019 - 10:05 PM.


#1109 fuzzel

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Posted 15 September 2019 - 02:51 PM

rev3760 is up:

 

- add a circle outline to the gate element to help in selecting a gate in the editor
- add tooltip comment on new anti lag and low latency gfx driver settings

 



#1110 chepas

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Posted 15 September 2019 - 03:50 PM

This is a little confusing.

 

https://www.dropbox....t (41).png?dl=0

 

Why spinner doesn't have circle and why when you select a spinner the gate circle is highlighted?


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#1111 fuzzel

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Posted 15 September 2019 - 04:37 PM

Hmm I was maybe a bit too fast. I'll check it later...

Edited by fuzzel, 15 September 2019 - 04:37 PM.


#1112 chepas

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Posted 15 September 2019 - 04:40 PM

No worries cheers. It not breaking change as you can still move the spinner independent of the gate, but just gate circle stays highlighted.


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VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#1113 fuzzel

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Posted 15 September 2019 - 05:52 PM

Ok hadn't the time to look into it.but I guess you have a trigger on top of the gate or vice versa?

#1114 chepas

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Posted 15 September 2019 - 07:24 PM

No, not quite.

 

I was hoping to see a circle selector on a spinner. I added a spinner, couldn't see a selector, so I created a gate. They are not overlapping or doesn't matter how far apart.

 

If you create a spinner, then two gates, select the spinner and both gates are highlited.

 

Select a gate and is normal. Edit: Gates not normal, create two and select one at a time then you'll see.


Edited by chepas, 15 September 2019 - 07:27 PM.

Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#1115 toxie

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Posted 15 September 2019 - 09:04 PM

error message.

 

f.jpg

copy / paste light that works well !!!??

 

do you have a repro table/instructions for us?



#1116 fuzzel

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Posted 15 September 2019 - 09:44 PM

No, not quite.

 

I was hoping to see a circle selector on a spinner. I added a spinner, couldn't see a selector, so I created a gate. They are not overlapping or doesn't matter how far apart.

 

If you create a spinner, then two gates, select the spinner and both gates are highlited.

 

Select a gate and is normal. Edit: Gates not normal, create two and select one at a time then you'll see.

Ok got it...seems to be a bug in this strange selection handling...I'll check this.



#1117 fuzzel

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Posted 16 September 2019 - 10:55 AM

Found the problem and is fixed now. Will come with the next update.

#1118 NailBuster

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Posted 18 September 2019 - 04:49 PM

security feature idea:

 

it would be great in the comcreation to have a whitelist for com objects names when get createded in table script.

 

Would help a lot with security.  Lots of people run admin-mode vpx,  and only allowing pin com objects from a whitelist would help that a lot.

Also,  i notice some old tables that write to my registry in odd places...etc.  I'd like to see table prevented from running as they use Wshell to do that.

 

i've tried the different checkboxes on scripting security but the warn always comes up on each run, and its confusing.  confusing will just mean people will turn off and "hope for the best"

 

Idea:  a memo box in security settings window which you can put a whitelist of 'trusted' comobject names that will allow all tables to use.


Edited by NailBuster, 18 September 2019 - 09:15 PM.


#1119 lukpcn

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Posted 18 September 2019 - 04:59 PM

Maybe a hint for a next version feature:

I would love to compete in tournaments with my high scores...so I think it would be nice to have downloadable tables that are locked from editing (so there will be no cheating) and from using ball conroll or add a ball features and so on and VPX would have a login section for user and then result could be send to a tournament...


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#1120 Thalamus

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Posted 18 September 2019 - 06:21 PM

Not easy to lock out someone from a open source project. Use VP to learn real pins, then head out to the world - there is plenty of competitions to choose from.


Edited by Thalamus, 18 September 2019 - 06:22 PM.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.






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