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The VP 10.7 beta thread


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#1121 wiesshund

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Posted 25 December 2020 - 01:36 AM

Dear Development Team,

                                          when "force exclusive Full Screen Mode" in Video/Graphics Options is selected you lose the mouse icon during game play. Which makes it more challenging for the user when "Enabled Mouse Handling during Play" is selected in Keys,Nudge and DOF.  (You can show the location of the pointer if you select "show location of pointer when I press the CTRL Key" in windows control panel / device and printers / mouse properties. which may take the frustration away!) 

 

Thank You Devs 

Happy coding and Enjoy

Joseph Gofton   

 

. .   

 |   

V

 

That is pretty much how exclusive full screen modes work
VPX has no internal game mouse cursor, it only uses the windows mouse cursor which can not draw over the top of an exclusive full screen app.

10.6 works the same way

 

You also can not see windows dialog boxes when in exclusive full screen, like table errors or external menus


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#1122 Segovia11

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Posted 25 December 2020 - 11:06 AM

Dear Wiesshunt,

                            Thank you, did not know that was the case, however you can cycle through all table errors and external window menus when you press the Alt + Tab key in exclusive full screen mode. You can also show the location of the pointer if you select "show location of pointer when I press the CTRL Key" in windows control panel / device and printers / mouse properties. (Courtesy to Microsoft)

 

Merry Xmass

Joseph Gofton



#1123 wiesshund

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Posted 25 December 2020 - 04:14 PM

Dear Wiesshunt,

                            Thank you, did not know that was the case, however you can cycle through all table errors and external window menus when you press the Alt + Tab key in exclusive full screen mode. You can also show the location of the pointer if you select "show location of pointer when I press the CTRL Key" in windows control panel / device and printers / mouse properties. (Courtesy to Microsoft)

 

Merry Xmass

Joseph Gofton

I can alt tab passed them, but i cant actually get to them to interact
well not visually anyways since i can not see them even if i tab to them, can sometimes blindly interact.

 

Exclusive full screen is for when everything is config'd and adjusted and nothing else needs done but play

Not too good to have on when editing or adjusting or setting something up etc.

 

If one wants to use manual ball control in exclusive full screen, you can add the code to the tables script
and drive the ball via the arrow keys, probably the better option


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#1124 fuzzel

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Posted 25 December 2020 - 04:44 PM

rev4368 is up:

 

- fix naming of elements in the name property edit control
- multiple null-pointer and string termination issues fixed (should fix weird crashes with long element names and/or special characters)


#1125 onemanproject

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Posted 25 December 2020 - 06:31 PM

Thanks for the update and merry xmas



#1126 hungrybay101

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Posted 26 December 2020 - 07:25 PM

Kind-of chipping in to the discussion from a few days ago, what I am doing is, since I plan to release my table under VPX 10.7 but still want to develop it without issue while 10.7 is being worked on, I saved both a VPX 10.6 and a VPX 10.7 version of the table. I'm doing all my work currently in the 10.6 file and porting it over to the 10.7 one. That way, if anything goes wrong in the 10.7 one, I still have my 10.6 to fall back on and won't run into any issues with the table no longer working.

 

If anyone is developing a 10.7 table while 10.7 remains in beta, I'd recommend doing something similar to this (and for the time being, hold off on any 10.7 dependent features... for example, I'm depending on the OGG capabilities of 10.7, but for now since 10.7 is in beta, and I'm using 10.6 as my main workstation, I have all my music/sounds in WAV and OGG [and using the WAV for 10.6]).

[Legal side note: The music I'm using is Creative Commons for anyone who sees that and thinks it is okay to include copyrighted music in your tables; it is not.]


Edited by hungrybay101, 26 December 2020 - 07:29 PM.


#1127 jpsalas

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Posted 27 December 2020 - 07:01 AM

BUG in latest revision:

 

I found a small bug in the latest revision, it is about the Targets not showing the check mark in "Has Hit Event" property. It may be possible this bug has been in older betas, but I haven't notice that until now.

It is easy to check, make a table, add several targets, make sure all of them has a check in "has hit event", then save the table, quit, load it again, and some of the targets do not have the check anymore. I think it is just an editor thing, as all the targets seem to be working fine, but somehow it cannot read or display that "has hit event".


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#1128 wiesshund

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Posted 27 December 2020 - 09:30 AM

BUG in latest revision:

 

I found a small bug in the latest revision, it is about the Targets not showing the check mark in "Has Hit Event" property. It may be possible this bug has been in older betas, but I haven't notice that until now.

It is easy to check, make a table, add several targets, make sure all of them has a check in "has hit event", then save the table, quit, load it again, and some of the targets do not have the check anymore. I think it is just an editor thing, as all the targets seem to be working fine, but somehow it cannot read or display that "has hit event".

 

Made table

put in 30 targets

1st 2 had hit events by default, 3rd did not, next 3 had hit events, the 7th did not, and it kept going on like this at random

saved table exited vpx

reopened table

hit events still missing, assigned hit events to the affected targets

now all targets have hit events.

save table, close vpx

reopen vpx, now other targets have lost their hit events, one for each target i fixed.

closed vpx 10.7 with out saving

opened table in 10.6.1 looked at targets

all targets have hit event showing

Closed out of 10.6.1 no saving

 

opened back up in 10.7
hit events still missing

 

So the data is stored but it is not reading it back correctly

 

put 30 lights on table

 

hit the targets

 

results kind of random, inconclusive

 

save table exit vpx 10.7

 

open table in 10.6.1
run table, table is white, as expected

hit targets

lights work consistently

 

The targets drop fine in 10.7 hit event or not
but could be a problem if you wanted to use the hit part for something.

Like if you did not want it to be can drop until the 3rd hit or something.

 

Made table in 10.6.1
made 30 targets

verified all had hit events
saved table

 

opened in latest 10.7
every 6th target was missing hit event

 

closed table no save, exit vpx

kept going backwards in revisions that i still have

rev 4356

many targets missing hit events, like maybe 1 or 2 out of every 6 have them.

 

closed table

 

opened table made in 10.7 latest revision

more targets missing events in 4356 than what i initially saw in 10.7.4368

 

So looks like we have had this bug for a bit, and it may have been worse in earlier revisions.
 


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#1129 fuzzel

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Posted 27 December 2020 - 01:10 PM

Thanks for the detailed test case. I did not understand how this could work at all. Anyway it's fixed now and comes with the next update.


Edited by fuzzel, 27 December 2020 - 01:12 PM.


#1130 toxie

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Posted 30 December 2020 - 12:42 PM

@batch, do you remember what the name of that bumper was??

 

Where can I find this information ?

 

Just Bumper1 & Bumper2 in the script

 

As I converted this table from VP9, perhaps the crash was before I replaced VP9 bumpers by VP10 ones, I can't remember ?

Nevertheless i tried to make this string conversion routine a bit more robust in general, so hopefully this won't happen in the future again.


 


Exclusive full screen is for when everything is config'd and adjusted and nothing else needs done but play

Not too good to have on when editing or adjusting or setting something up etc.

Exactly this. Also it seems like newer windows 10 updates and/or NVIDIA drivers kinda allow for other windows still to be shown in exclusive mode and so on. It's a pretty weird thing/behavior overall nowadays.


..also: wanted to take the holidays as a chance to finalize the new OGG support, etc, and then exactly on the 24th my dev laptop decided to die (internal gfx chip seems to be completely dead).  :/

HDD is all good though, but i'm still only slowly building up a new dev laptop now, so bare with me.. grrrrrrr..



#1131 wiesshund

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Posted 30 December 2020 - 05:36 PM

Ugh, that is a bummer
Good that HDD is intact though


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#1132 Thalamus

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Posted 30 December 2020 - 06:29 PM

Personally, I would not mind if you created a paypal donation link Toxie. I'm sure that that I'm not the only one that would be willing to send you some money to help you on the way to a new laptop.


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


#1133 toxie

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Posted 30 December 2020 - 09:28 PM

Thanks, but not necessary.  :)

 

I'm still searching for volunteer(s) though to tackle a VPX table for the Spellbinder ( http://gamearchive.a...pellbinder.html ) recode of Jess Askey.  :)   (just PM me)

 

 

Oh, or simply donate as much as you can to your favorite charity organisation instead!


Edited by toxie, 30 December 2020 - 09:29 PM.


#1134 Thalamus

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Posted 30 December 2020 - 09:32 PM

Favorite charity organization .... hmm. The VP devs ? :db: :blush:


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#1135 fuzzel

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Posted 31 December 2020 - 08:54 AM

Favorite charity organization .... hmm. The VP devs ? :db: :blush:

No that is the celebrity organisation :D

#1136 ronaldvg

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Posted 03 January 2021 - 02:26 PM

First I want to wish everyone a happy new year ! As I am enjoying the new version of VPX I also still am having an issue with the sound in my and a few other vpins of friends that were so nice to test this for me. All three others have the same problem. I made a video showing what the problem is. (we already discussed this once but just wanted to show what the problem exactly is).

 

If this is not a problem, but was changed by design then it is also ok, but as VPX is not doing what it should do I cannot imagine this to be the case. Hope the video explains it ok. In a nutshell the problem is: in VPX 10.6 I can change the sound in the sound manager to the backglass, but in 10.7 it never plays through the backglass speakers.

 

https://youtu.be/bncDqIEoKkw

 

This is only a problem with original tables. Rom tables seem to work fine always. Only sounds that are being played through the sound manager are affected. I just use 10.6 until now for original tables, but I think there will be a moment that this will not work anymore.



#1137 Thalamus

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Posted 03 January 2021 - 03:29 PM

Happy new year, and yes, the devs are aware of this and other sound issues still lurking in 10.7. Not all rom tables work either. I'm sure it will be fixed once they have the time to focus on the issue.


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#1138 wiesshund

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Posted 03 January 2021 - 09:21 PM

First I want to wish everyone a happy new year ! As I am enjoying the new version of VPX I also still am having an issue with the sound in my and a few other vpins of friends that were so nice to test this for me. All three others have the same problem. I made a video showing what the problem is. (we already discussed this once but just wanted to show what the problem exactly is).

 

If this is not a problem, but was changed by design then it is also ok, but as VPX is not doing what it should do I cannot imagine this to be the case. Hope the video explains it ok. In a nutshell the problem is: in VPX 10.6 I can change the sound in the sound manager to the backglass, but in 10.7 it never plays through the backglass speakers.

 

https://youtu.be/bncDqIEoKkw

 

This is only a problem with original tables. Rom tables seem to work fine always. Only sounds that are being played through the sound manager are affected. I just use 10.6 until now for original tables, but I think there will be a moment that this will not work anymore.

Some more work needs done in that area, but basically

In 10.7 the backglass is completely multichannel aware, and will even play a 7.1 channel ogg in full 7.1 (cant play ac3 though, yet anyways)
*providing of course, that you have all 8 speakers attached

 

for normal sound files you may need to set it like this, with full rear slider
gulcvzh.png

 

Using either of these 2 audio setups
AtPVKOx.png

TX9wcWQ.png

 

Keep in mind, if you edit and save the table in 10.7, it wont look right in 10.6 again, wont have any textures

so i would save a copy

 

And if you want to tinker with what is possible in ogg under 10.7

the order of tracks, from top to bottom is

 

Front Left

Center

Front right

Side Left

Side Right

Rear Left
Rear Right

LFE

 

Any tracks you do not want anything in, just use an empty track as a channel place holder
Want a guy talking out of the center speaker, then put his track in the center position, and leave all the other tracks blanks tracks.

Want the cabinet to jump up off the floor? Create a well made LFE track, and of course make sure the cabinet has a decent powered sub running from the LFE channel

 

If you want a 5.1 channel ogg then

 

Front Left

Center

Front right

Rear Left

Rear Right

LFE

 

 

Also note, ogg files will appear to have way too much amplification

set their volume to be about -0.930 to -0.970 in the sound manager
position backglass, full rear slider.

 

It still needs work, but it is really fun what you can do with it

use your imagination :)

Audacity is probably the easiest app to play with

just make sure to set it to use advanced mixing options in preferences, or your only going to get downmixed stereo

GUjGFPh.png

 

PS:
when tinkering with 10.7, you might want to make sure you actually have something plugged in somplace
that will play back the center channel audio.
A lot of people have nothing plugged into the center channel, nor the LFE channel


Edited by wiesshund, 03 January 2021 - 09:23 PM.

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#1139 ravjee

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Posted 05 January 2021 - 05:31 PM

Does 10.7 support the use of a mouse for a plunger?

#1140 wiesshund

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Posted 05 January 2021 - 07:12 PM

Does 10.7 support the use of a mouse for a plunger?

Only in the same way that 10.6 does

which is by converting mouse input to joystick axis, externally


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