crash dump?
My latest editor crash from build 3167: dump
-Mike
Posted 14 August 2017 - 05:12 PM
And here it is a dump. I was just selecting a few objects with the mouse. All my crashes are almost when selecting with the mouse.
https://app.box.com/...2nfp6jyevzvm6z0
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 14 August 2017 - 06:58 PM
I would like to repeat the request I made in the 10.3 thread - Please add support for adding compressed sound formats to the sound manager, rather than having to use PlayMusic.
Yes, that will be really nice, like the ogg format
"Learning without thought is vain, thought without learning is dangerous." (Confucius)
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)
Posted 15 August 2017 - 01:44 AM
@nfozzy - nice work on the flipper testing. While I find the current flipper physics to be "acceptable", you are spot on with your recommendations. I reached similar conclusions with my own testing.
Here are my thoughts on kickers:
Probably as clear as mud, right?! ![]()
Posted 15 August 2017 - 09:33 AM
TextBox text is not really aligned to the right, it looks more centered,
when I change the alignment from right to left, and change again to the right, Vp always crashes.
Crash report VPX rev3167 ============ Process: vpinballx3167.exe Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 001B:004FFBB3 Attempt to read from 0x00000000 Thread ID: 0xDE0 [3552] Call stack ========== 004FFBB3 (0x00D5029C 0x00000111 0x0009000B 0x001a0214) 7E398734 GetDC + 0x6D (0x004FF8A0 0x00D5029C 0x00000111 0x0009000b) 7E3A3CE4 EnumDisplaySettingsA + 0x27D (0x00000000 0x004FF8A0 0x00D5029C 0x00000111) 7E3A3B30 EnumDisplaySettingsA + 0xC9 (0x00000000 0x00000111 0x0009000B 0x001a0214) 7E3BE599 DefDlgProcA + 0x22 (0x00D5029C 0x00000111 0x0009000B 0x001a0214) 7E398734 GetDC + 0x6D (0x7E3BE577 0x00D5029C 0x00000111 0x0009000b) 7E398816 GetDC + 0x14F (0x00000000 0x7E3BE577 0x00D5029C 0x00000111) 7E3A927B GetParent + 0x16C (0x00F19308 0x01F57A20 0x0009000B 0x001a0214) 7E3BB6C4 DialogBoxParamA + 0x580 (0x001A6470 0x00000009 0x00004000 0x001a6470) 7E3BB9EB IsCharLowerA + 0x162 (0x001A6470 0x00000001 0x00000001 0x01f46870) 7E3C82DA DeregisterShellHookWindow + 0x801A (0x001A6470 0x000103E8 0x00A70286 0x01f46870) 7E3BB688 DialogBoxParamA + 0x544 (0x01F46870 0x00000111 0x000103E8 0x00a70286) 7E3BB49E DialogBoxParamA + 0x35A (0x001A0214 0x00000111 0x000103E8 0x00a70286) 7E398734 GetDC + 0x6D (0x7E3BB44A 0x001A0214 0x00000111 0x000103e8) 7E398816 GetDC + 0x14F (0x00000000 0x7E3BB44A 0x001A0214 0x00000111) 7E3A927B GetParent + 0x16C (0x00F46870 0x01F57950 0x000103E8 0x00a70286) 7E3A92E3 SendMessageW + 0x49 (0x001A0214 0x00000111 0x000103E8 0x00a70286) 7E3BCA66 SetDlgItemTextA + 0xF4 (0x001A65B0 0x00000001 0x00000200 0x0000000d) 7E3E29BE GetKBCodePage + 0x816 (0x001A65B0 0x0000000D 0x00000025 0x001a65b0) 7E3E2D74 GetKBCodePage + 0xBCC (0x00000002 0x00000202 0x0000005F 0x00000025) 7E3B562C WINNLSGetIMEHotkey + 0x1EA7 (0x01F46938 0x00000202 0x00000000 0x0025005f) 7E3B3358 EditWndProc + 0x358 (0x00A70286 0x00000202 0x00000000 0x0025005f) 7E398734 GetDC + 0x6D (0x7E3B330C 0x00A70286 0x00000202 0x00000000) 7E398816 GetDC + 0x14F (0x00000000 0x7E3B330C 0x00A70286 0x00000202) 7E3989CD GetWindowLongW + 0x127 (0x0012FD60 0x00000001 0x7E3BC689 0x00530167) 7E3996C7 DispatchMessageA + 0xF (0x0012FD60 0x00330038 0x0012FDA8 0x0012fd94) 00530167 (0xFFFFFFFF8D560C5D 0x068B0873 0xFFFFFFFF8BFC4589 0x073d0443) (0x Environment =========== Date/time: 15/8/2017, 11:12:47:828 Number of CPUs: 4 Processor type: 586 System: Windows XP Memory status ============= Total Reserved: 247772K (241M) bytes Total Commited: 500568K (488M) bytes Total Free: 1348748K (1317M) bytes Largest Free: 523948K (511M) bytes Registers ========= EAX=00000000 EBX=00000000 ECX=086DEAA0 EDX=0012F340 ESI=0000000B EDI=00170274 EBP=8B55FF8B ESP=8B55FF93 EIP=00000000 FLG=00010246 CS=001B DS=0023 SS=0023 ES=0023 FS=003B GS=0000 Failed to save minidump.
Posted 15 August 2017 - 11:14 AM
Joe what do you mean?? just curiouskicker shaped primitive
The previous post was talking about better ball physics when entering saucers or kicker holes. Since primitives can be set to collidable, do we have saucer or kicker primitive to test with?
The kicker+saucer in Gilligan's island(vpx) are primitives if you want to try those.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
Posted 15 August 2017 - 11:36 AM
Hey all-
I just wanted to say that its amazing to see what vpx is becoming! thanks for your hard work (its also so much easier to design in!!!).
I had 2 ideas that could really help speed along builds:
1) would it be possible/easy to implement a walls option that is a uniform width (similar to the way that singe wire ramps work)?. This would be really nice for places on real tables that consist of just a bent sheet of metal that is uniformly thick.
2) it would also be awesome for single wire ramps to have an easier way of adding end points to mount to the table. Things get really fiddly when you are trying to get a single wire ramp to go vertical in a spot (I've usually taken the less than satisfactory "just use a wall" to do the vertical bit.) I've seen some people add a bunch of nodes to progressively bend the wire upward in the desired fashion, but my results havent been the best with this approach.
Thanks and please let me know if I can help clarify my feedback at all, etc!
Posted 15 August 2017 - 09:06 PM
So... is that a 'no' on the 'block transmit'... lol.
not so sure, that's why i didn't answer yet.. maybe you can elaborate a bit more on the exact mechanism you have in mind here?
Sure, I have a light object that's height is setup below a prim bumper cap. I have the transmit on at .5. It causes the bumper cap to light up nicely. but it also transmits to a primitive ramp that is above the bumper cap as well. I would like to not have any of those transmit to the prim. ramp.
some images
The light objects:
The lights on with no bumper caps:
With bumper caps, lights Off:
Now lights on: You can see how it looks if the light transmits on to the front bumpercap. But there is a white washing now on the prim ramp that hides the other bumpers:
I can shoot you a link to the current WIP of this table to check out. I also had a problem with enabling/disabling a trigger that I messaged you about a while back as well.
-Mike
this is now in with the next build.. there is a new setting for primitives: disable lighting from below (0..1)
Posted 15 August 2017 - 09:28 PM
Joe what do you mean?? just curiouskicker shaped primitive
The previous post was talking about better ball physics when entering saucers or kicker holes. Since primitives can be set to collidable, do we have saucer or kicker primitive to test with?
Joe also there are kicker models in your spider man that i added... the cup and the kicker arm as well....
Posted 16 August 2017 - 03:58 PM
I've done a couple different kicker hole types for different tables I've worked on. Funhouse has a pretty good one for the hole next to the blue bumper. I think bttf was different shape for the clocktower kicker also. If you were looking for something different I could mock something up, I'd just need a side profile of what you were after.
Posted 17 August 2017 - 07:46 AM
When selecting an item from the Object DropDown menu, would it be possible to have that item appear in a different colour in the wireform display? It would make it much easier to see its table position for those times when setting surround sound positions manually.
Also, could the Select Object dropdown be scrollable?
Rusty Cardores (Russell Stewart) - Gold Coast, Australia
Twitter: https://twitter.com/RustyPinball | Instagram: https://www.instagra.../rusty.pinball/ | Work: http://www.australianlight.com.au (Australian Landscape Photography)
'SSF' - Get awesome VPX Surround Sound Tactile Feedback in your cab https://www.facebook...oups/SSFeedback/
'Virtual Topper' - It's cooler than you might think! Check out the pics on my Instagram.
Posted 17 August 2017 - 07:56 AM
Sorry but that isn't possible. If you want a detailed overview of objects you can use the search/select element dialog.When selecting an item from the Object DropDown menu, would it be possible to have that item appear in a different colour in the wireform display? It would make it much easier to see its table position for those times when setting surround sound positions manually.
Also, could the Select Object dropdown be scrollable?
Posted 17 August 2017 - 08:37 AM
Sorry but that isn't possible. If you want a detailed overview of objects you can use the search/select element dialog.When selecting an item from the Object DropDown menu, would it be possible to have that item appear in a different colour in the wireform display? It would make it much easier to see its table position for those times when setting surround sound positions manually.
Also, could the Select Object dropdown be scrollable?
All the UI requests are more or less not that easy to implement. The overall structure of the editor and the use of mfc and core UI api makes it nearly impossible to add such things without reworking big parts of the editor.
Rusty Cardores (Russell Stewart) - Gold Coast, Australia
Twitter: https://twitter.com/RustyPinball | Instagram: https://www.instagra.../rusty.pinball/ | Work: http://www.australianlight.com.au (Australian Landscape Photography)
'SSF' - Get awesome VPX Surround Sound Tactile Feedback in your cab https://www.facebook...oups/SSFeedback/
'Virtual Topper' - It's cooler than you might think! Check out the pics on my Instagram.