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VP10 table testing - available right here!


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#101 The Loafer

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Posted 11 March 2015 - 09:58 PM

Sindbad:  Done. 



#102 Sindbad

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Posted 11 March 2015 - 10:01 PM

Sliderpoint,

 

Thanks for the feedback.

 

Hmmm...  I have no idea about the root cause, at my monitor everything is displayed correct. I'll investigate ...



#103 Sindbad

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Posted 11 March 2015 - 10:11 PM

Found it.

 

My monitor has a resolution of 1680x1050 (yes, I know, it's old but I don't buy a new one as long as it works). So I aligned the scaling with this resolution. Now I plugged in another monitor with 1920x1080, changed the video setting to 1920x1080, and voila - cropped table. So it seems we discovered a bug in VP10.

 

So these are the moments that makes me feel that this thread has something good: as a team we are able to find bugs and solutions.  :dblthumb:

 

Thanks guys!!!



#104 The Loafer

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Posted 11 March 2015 - 10:12 PM

:)



#105 lolo33

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Posted 11 March 2015 - 10:14 PM

  :tup:


Locate a Pinball machine in France:

http://geoflipper.fr/


#106 Shockman

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Posted 11 March 2015 - 11:09 PM

I don't comment that anymore.

 

@Rob: Would you please so kind and remove the links to my WIP tables? I want them to be tested in the test team without public comments.

If it's what I said. I was only trying to tell you that I had enable mechanical plunger enabled and that is why the plunger was whack. With that turned off there is no problem with it. I still prefer an impulse plunger, but that's just me.



#107 Trinity

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Posted 12 March 2015 - 12:10 AM

Sharkey's Shootout VP10 testing:

https://app.box.com/...e38qpgef5pstaxc

Really enjoying this one Fren. Had trouble getting your vp9 version working (problem on my side for sure) This one rocks!

Thank you



#108 Shadowsclassic

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Posted 12 March 2015 - 02:58 AM

 

 

The table crashes for me when you coin up, but it's looking pretty awesome.

 

You need to set script for normal physics testing :

'Enable proc
Dim BasicScript:BasicScript=True

I had that set, still getting crash on coin up, and warning after start up.  I have to work a 24 tomorrow but I will test it on Friday some more and get back with you.  Thanks!



#109 gtxjoe

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Posted 12 March 2015 - 03:05 AM

Automated plunger test table

 

It looks like the reason for the strange Default plunger behavior is due to the default Park Position value for the Mechanical Plunger option  I changed the the value from .16666 to 0 and moved the plunger down and now it does not go 1/3rd of the way up the table with just a quick tap of the plunger

 

Give it a try.  Set the value back to .16666 to see the original behavior

 

Anyone know the reason for the Park Position?

 

Attached File  plungertesta.zip   7MB   11 downloads



#110 bodydump

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Posted 12 March 2015 - 03:17 AM

Here's a test wip of Bugs Bunny. I'm curious as to how it runs fps-wise for people. I can run it with 4x AA in desktop just fine but in FS I drop down to 50 fps and stutter. Unfortunate since the jaggies drive me crazy and fxaa doesn't do much.
https://www.dropbox....nyWIP2.vpx?dl=0

Loafer, you're welcome to add the Toledo wip to the list also.

Edited by bodydump, 12 March 2015 - 05:03 AM.


#111 Shockman

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Posted 12 March 2015 - 03:18 AM

Anyone know the reason for the Park Position?

 

 

The reason is that the spring overextends and then relaxes. It has always been zero on my table.


Edited by Shockman, 12 March 2015 - 03:30 AM.


#112 randr

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Posted 12 March 2015 - 03:43 AM

Here's a test wip of Bugs Bunny. I'm curious as to how it runs fps-wise for people. I can run it with 4x AA in desktop just fine but in FS I drop down to 50 fps and stutter. Unfortunate since the jaggies drive me crazy and fxaa doesn't do much.
https://www.dropbox....nnyWIP.vpx?dl=0

Loafer, you're welcome to add the Toledo wip to the list also.


Table looks incredible! Thanks for the wip will be testing the heck out of this tomorrow night! :) thank you!

randr___pinball.png                         


#113 freneticamnesic

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Posted 12 March 2015 - 03:51 AM

bodydump, can you remove the sollflipper and solrflipper calls from the keydown and keyup subs? You're calling the sub twice and it's producing double flipper sounds (and probably other issues not immediately apparent)

it works fine without the calls in the key press



#114 randr

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Posted 12 March 2015 - 03:52 AM

Attached File  ImageUploadedByTapatalk1426132325.943158.jpg   239.02KB   18 downloads

randr___pinball.png                         


#115 Shockman

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Posted 12 March 2015 - 04:47 AM

Another function of using a park position is you can push the plunger up without pulling it down first like you can with a real plunger. You can't do that with a keyboard though. You can with a joystick.

 

The keyboard plunger settings on your table are nice. I turned off the pull and fire to test it proper. A physical pull is pretty much capable of reproducing the range the timers do. The settings fail with an analog device though. When it is adjusted to play with a cabinet those nice keyboard setting are going to be toast. I know, that is not going to be a common issue, more commonly the issue will be brought up using a joystick in DT mode. When I used my game pad on your test table it did not move the ball unless hit harder than should have been necessary, that minimum hit results in too strong of a launch and the resolution is off.

 

The reason I beat the drum for separate settings is not because you can't set one or the other how you want. You can not set Both how you want. The only way you can do that is have one (mechanical, because it uses more of the coding and features like being able to use a park position fully and sanely), use the plunger code, and the other (keyboard) an impulse plunger because it can be set how you want even without effecting the other set. It might be the last remaining issue that has me tempted to have a Dt and a FS build of the same table. 


bodydump, can you remove the sollflipper and solrflipper calls from the keydown and keyup subs? You're calling the sub twice and it's producing double flipper sounds (and probably other issues not immediately apparent)

it works fine without the calls in the key press

Yes. With two calls like that you can find yourself holding a flipper button down and the flipper sitting there... down.



#116 bodydump

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Posted 12 March 2015 - 05:04 AM

bodydump, can you remove the sollflipper and solrflipper calls from the keydown and keyup subs? You're calling the sub twice and it's producing double flipper sounds (and probably other issues not immediately apparent)
it works fine without the calls in the key press


Fixed. Also fixed missing insert text on 3 lights.
Forgot to mention GI and flasher color can be changed in the script starting at line 131. There are several choices or you can change RGB values to what you want. Hopefully I can put it in a gui menu at some point.

Edited by bodydump, 12 March 2015 - 05:07 AM.


#117 hauntfreaks

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Posted 12 March 2015 - 05:52 AM

Here's a test wip of Bugs Bunny. I'm curious as to how it runs fps-wise for people. I can run it with 4x AA in desktop just fine but in FS I drop down to 50 fps and stutter. Unfortunate since the jaggies drive me crazy and fxaa doesn't do much.
https://www.dropbox....nyWIP2.vpx?dl=0

Loafer, you're welcome to add the Toledo wip to the list also.

 

I think it plays awesome as is... IMO   thanks


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#118 grunger106

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Posted 12 March 2015 - 08:26 AM

Is it currently possible to get hyperpin to work with VP10?
I'm familiar with using the textfile to lauch different versions of vp (eg 991 and Physmod) I have tried this with Sharkey's and vpinballx.exe but it doesn't work, I'm assuming because HP doesn't know what to do with a .VPX file.

My other question is todo with AA, what is the current advice with this?
Via the driver or via VP?
I was trying 4xAA via the driver and loosing elements on the table.
In VP9 it was generally done via the driver (right?), but have things changed?

I've looked through this thread and the VP10 beta thread for answers (I think!)

#119 sirknockie

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Posted 12 March 2015 - 08:49 AM

 

 

 

The table crashes for me when you coin up, but it's looking pretty awesome.

 

You need to set script for normal physics testing :

'Enable proc
Dim BasicScript:BasicScript=True

I had that set, still getting crash on coin up, and warning after start up.  I have to work a 24 tomorrow but I will test it on Friday some more and get back with you.  Thanks!

 

 

 

Sorry my english ist not as good,

same Problem here, with motu and evil dead - all other still working.

There come an error up, about the vpinmame version ... ?

By clicking ok - it starts - but on coin up it crashes... (Evil Dead testet).

Thinking about the roms !? I looked at the game_name and i don't have

these in my roms folder ! 

 

Can you upload the roms there !

 

Sorry for my bad English !

 

Greets and Thanks for your work !!!!!

Jochen


Edited by sirknockie, 12 March 2015 - 08:50 AM.


#120 kiwi

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Posted 12 March 2015 - 09:27 AM

Lolo33 reported cropped playfield with Vector an Buck Rogers.

 

Has anyone else the same problem?

I have no problem to resolution 1920 X 1200, both tables are displayed correctly in FS.

@ BR: the left part of the table is blurred because these two flashers (FlasherGIPlastics and FlasherGIPlayfield) start at coordinate X 2, instead of X 0 .

 

Max