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The VP 10.6 beta thread

beta 10.6 beta

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#1121 lukpcn

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Posted 19 September 2019 - 06:37 AM

true, did not think of that matter

 

 

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.


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#1122 boslaw

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Posted 21 September 2019 - 02:06 AM

I am experiencing an error with Flupper's new TOTAN table using beta 3760. The error is Line 103, Ball Release not recognized. The table worked fine for a while and now I can't open it at all without this error. I've tried rolling back a few betas but I always seem to get the same error now. Does anyone think this is related to the beta, and if so, how can I help troubleshoot? I'm on Win 7, NVIDIA GTX960 running VPX with force full screen. 

 

Thanks



#1123 Thalamus

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Posted 21 September 2019 - 05:00 AM

@Boslaw : And why are you discussing a single table that has its own table thread here ? You've been around several years already, so, you should know better.

Why don't you clean the nvram when you have unexplained errors ?


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#1124 boslaw

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Posted 21 September 2019 - 12:27 PM

Did you read my post? I simply asked if the problem could be related to the latest beta, and tried to give as much info about my situation. If I knew the answer to the question, I wouldn't have posted it :) If you're saying that a problem with a single table could not be caused by the latest beta, that would have been a response that would have been helpful to me and many others.

 

Lighten up Francis - life's too short to get angry in a forum. 



#1125 scottywic

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Posted 22 September 2019 - 02:45 AM

Hey guys having some issues figuring out the why some of the light sequences seem to run so slow and i can't speed them up.I've detailed this all in a screencast video.

I mention 36 ms but should be 360ms base on an interval of 1 ms and 360 degrees.Instead SeqClockRightOn set to an update interval of 1 runs at 3600ms to complete. So a factor of 10 off from what i expected.
Video here
https://drive.google...9cgZ_5knIv/view

Can you let me know your thoughts, obviously not super important, but I'd love to use some more of these sequences during gameplay but when running that slow its just not useful other than in attract.

 

Thanks


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#1126 toxie

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Posted 22 September 2019 - 12:29 PM

do you have a complete repro table, please (simplified if possible)?!

 

and btw: dragging the window around is possible, you just have to press ESC and then unpause again



#1127 toxie

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Posted 22 September 2019 - 12:48 PM

..i think i found the problem already, fix coming in


(same issue btw existed in the reels)



#1128 scottywic

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Posted 22 September 2019 - 01:56 PM

sounds good. Not fully up on the previous revs but sent you the full repo via DM. 
Sounds like you got it. Let me know if you have something you'd like me to test.

 

Thanks!


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#1129 fuzzel

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Posted 22 September 2019 - 02:05 PM

rev3766 is up:

 

- catch up on dropped animationframes in the old Animate() functionality of EM Reels and Light Sequence, so that these operate at the really chosen update rate
- support both winding orders for lights, which fixes the invalid shape error message for (some) lights
- change error message to point to the 'Scripts' folder
- add a rectangle outline to the spinner element to help in selecting it in the editor fix selection view in the editor
 



#1130 scottywic

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Posted 22 September 2019 - 02:07 PM

neat i'll test now. thx!


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#1131 scottywic

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Posted 22 September 2019 - 02:18 PM

unfortunately not seeing any change on my end in the latest version.

 

This still takes 3600ms to complete and doesn't seem to take the update interval command.
LightSeqAttract.UpdateInterval = 1
LightSeqAttract.Play SeqClockLeftOn, 45
 
sorry

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#1132 scottywic

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Posted 22 September 2019 - 03:40 PM

(off-topic) but I'm working to make this system all work better for originals so I'm going through each light seq individually

'***** LIGHT RUNS *****
'(CHAOS)randoms
'(DIRECTIONS)up|down|left|right|diagdl|diagdr|diagul|diagur
'(SWIPES)middleih|middleiv|middleoh|middleov|stripe1h|hatch1h|hatch1v|hatch2h|hatch2v|stripe1v|stripe2h|stripe2v
'(SPINS)circlein|circleout|clockleft|clockright|screwl|screwr
'(CURVES)arcbld|arcblu|arcbrd|arcbru|arctld|arctlu|arctrd|arctru|fanld|fanlu|fanrd|fanru|radarl|radarr|wiperl|wiperr
'(EXAMPLE)lightrun red,clockleft,1,3600  (SYNTAX)lightrun color,direction,update interval,total time(ms)

 


Edited by scottywic, 22 September 2019 - 03:41 PM.

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#1133 boslaw

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Posted 22 September 2019 - 03:56 PM

I am experiencing an error with Flupper's new TOTAN table using beta 3760. The error is Line 103, Ball Release not recognized. The table worked fine for a while and now I can't open it at all without this error. I've tried rolling back a few betas but I always seem to get the same error now. Does anyone think this is related to the beta, and if so, how can I help troubleshoot? I'm on Win 7, NVIDIA GTX960 running VPX with force full screen. 

 

Thanks

 

Just to close the loop, the table was working before I upgraded (which is why I thought to post here). I deleted the nvram file (never knew about that, thanks Thalamus) and I reinstalled the 10.6 beta. I also tried re-installing VPMame. None of those things solved the problem. I finally re-downloaded the table and replaced the prior file with the re-downloaded version, and now it's working again. I have no idea what caused the problem, and it makes no sense to me that a table file would simply stop working on its own, but I'm very happy it's now fixed. 

 

If you haven't tried flupper's version of TOTAN it is amazing! It looks about as realistic as a video pinball table can look.

 

Sorry to have interrupted the beta thread. Thanks to those who responded. 



#1134 toxie

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Posted 22 September 2019 - 05:59 PM

 

unfortunately not seeing any change on my end in the latest version.

 

This still takes 3600ms to complete and doesn't seem to take the update interval command.
LightSeqAttract.UpdateInterval = 1
LightSeqAttract.Play SeqClockLeftOn, 45
 
sorry

 

 

I'm too stupid to properly reproduce it with your table, but i think i now have a proper fix. Next build will have it,

 

so @all please test EM Reel and Light Sequence speeds then!!!



#1135 chepas

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Posted 22 September 2019 - 08:26 PM

rev3766 is up:

- add a rectangle outline to the spinner element to help in selecting it in the editor fix selection view in the editor
 

 

Perfect, dankeshons!


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#1136 fuzzel

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Posted 22 September 2019 - 09:08 PM

rev3772 is up:

 

- really fix Animate() update precision for Light Sequences
- really fix Animate() update precision for EM Reels
 



#1137 scottywic

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Posted 22 September 2019 - 09:58 PM

Nice! it's all fixed and real nice exactly what i was thinking it'd be. Thanks!

video of me testing it.

https://drive.google...pIzLRbzzkp/view


Edited by scottywic, 22 September 2019 - 09:59 PM.

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#1138 toxie

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Posted 23 September 2019 - 05:10 AM

i found one table already that now has faster EM Reels due to this (JPs Smurfette), so @all please test all kinds of original tables if EM Reels and light sequences still look okay!



#1139 Sheltemke

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Posted 23 September 2019 - 05:58 AM

Is there some change numbering the screens in the last 2-3 beta? This morning i set 3772(i used 3758) now i had to set my main monitor to #2 (it was #1) in visual pinball video settings.

Problem: Now not showing any blackglasses on the #3 (it was perfect before). Didn't had time this morning to fix this becouse i was in hurry , hope it will be an easy fix when i get home :)

 

Maybe its not becouse the updates just wanted to tell my experience. :) 



#1140 toxie

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Posted 23 September 2019 - 06:19 AM

JSYK: We didn't change anything about that.. This whole code still seems to be flaky.. Or windows itself.. :/







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