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The VP 10.7 beta thread


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#1261 Segovia11

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Posted 26 February 2021 - 07:09 PM

Dear Development Team,

                                          please find enclosed a bug report

1. The Drop Target scale Z above 30 is not = to the drop Z distance

2. The sound manager exports the OGG file with an unrecognized format. 

Thankyou Development Team

VPX_7_beta_rev4406 is looking good and its a joy to work with

:)  :)  :)



#1262 wiesshund

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Posted 27 February 2021 - 08:54 AM

Found a bug that most will not run across

 

If VPX runs at a resolution other than desktop (I run the tables in 2k rez because they look nicer) 
if you play a table and return to the editor, it most likely will not return back to desktop resolution

the did not happen in the previous build nor does it happen in 10.6.1

 

Most people probably do not do this so wont notice it.

Does no harm playing, just a pain in the ass editing

 

*EDIT

found out how to kind of fix that i think, unchecking the disabling of desktop composition seemed to help, most of the time


Edited by wiesshund, 28 February 2021 - 08:10 PM.

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#1263 wiesshund

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Posted 28 February 2021 - 08:21 PM

10.7 request for final release.

 

Could we get a new all in one installer?

The present one installs 10.6.0 with outdated scripts, a very old dmddevice.dll, an old version of ultraDMD that does not work terribly well
as well as kind of conflicting copies of dmddevice.ini

 

And the 10.6.1 stand alone zip is
a) kind of confusing for people to find
b) still has out dated scripts

 

I was thinking maybe we could get a new AIO installer
with all the scripts up to date
shed the xdmd(UltraDMD)entirely, even the last version of it is not terribly efficient on the CPU

bring the dmddevice.dll's up to date, which by release time should mostly likely be freezy's 1.9 DMD Extensions that he and vbousquet are working on
and go with flexDMD instead of ultraDMD as it can run as both, and is more CPU efficient as well as having a lot more features.

And ditch any other antiquated unused baggage that the installer might be packing around.

 

And what ever else makes sense?


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#1264 toxie

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Posted 28 February 2021 - 11:10 PM

I do not have any example of a real gate, but I never thought that the old behavior was wrong. It wasn't perfect, as it was a digital representation. But the new animation feels that the gate is broken, as it moves way too much back. 

 

This test table is the same as the one before in which we tested the manual opening and closing of the gate, and this animation is now broken again. So in this test2 table you may press the left SHIFT to open & close the gate. But if the ball hits the gate once, then it won't work anymore.

 

attachicon.gif test_gate2.zip

Oh wow, this is broken in all kinds of ways, and even so (differently) in older VPX releases.  :/


10.7 request for final release.

 

Could we get a new all in one installer?

The present one installs 10.6.0 with outdated scripts, a very old dmddevice.dll, an old version of ultraDMD that does not work terribly well
as well as kind of conflicting copies of dmddevice.ini

 

And the 10.6.1 stand alone zip is
a) kind of confusing for people to find
b) still has out dated scripts

 

I was thinking maybe we could get a new AIO installer
with all the scripts up to date
shed the xdmd(UltraDMD)entirely, even the last version of it is not terribly efficient on the CPU

bring the dmddevice.dll's up to date, which by release time should mostly likely be freezy's 1.9 DMD Extensions that he and vbousquet are working on
and go with flexDMD instead of ultraDMD as it can run as both, and is more CPU efficient as well as having a lot more features.

And ditch any other antiquated unused baggage that the installer might be packing around.

 

And what ever else makes sense?

It's all in the making.  :)

So is FlexDMD considered a 100% compatible replacement nowadays?

Also it will remove the not-working-anymore DX installer.  :/



#1265 toxie

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Posted 28 February 2021 - 11:50 PM

I now tweaked the new bounceback behavior of the gate a bit more and fixed the open/close/move regression.

 

And JP, i would also in general recommend a gravity factor of ~1 for the gate, everything else looks too 'slow' in general IMHO.



#1266 wiesshund

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Posted 01 March 2021 - 12:18 AM

 

So is FlexDMD considered a 100% compatible replacement nowadays?

Also it will remove the not-working-anymore DX installer.  :/

 

Yes, it will process anything written in the ultraDMD API with no table changes at all
about the only thing it wont do, is play a gopher when it starts.
It also uses good deal less CPU use.

 

I do not even have UltraDMD anyplace on the PC any more, even the XDMD folder went to the great recycle bin in the sky.


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#1267 gear323

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Posted 01 March 2021 - 01:58 AM

Hi Toxie, 

 

I have one feature request I hope you would consider at some point and maybe it would not be difficult to implement at all since it is just disabling something.   For analog nudging I believe I would get much better results if I could disable the down direction of the accelerometer from registering at all in VPX.  Basically what happens is when I nudge somewhat hard the accelerometer bounces between both up and down (Bounce back as cab is on carpet?) and the ball movement of the nudge shows both up and down directions which is VERY unnatural. My hope is that I could set it so only analog center to up register and left and right register as they do today but analog center to down do not register at all in VPX.    

Thanks for the consideration!     


With that said, does anyone know a workaround for this issue or have seen this themselves and also believe this type of change would help?


Edited by gear323, 01 March 2021 - 02:05 AM.


#1268 wiesshund

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Posted 01 March 2021 - 02:05 AM

 


With that said, does anyone know a workaround for this issue or have seen this themselves and believe this type of change would help?

 

I do using DXTweak2
And that is to set the axis min or max, which ever down equates to, to be 0
and then it will not move down passed the center

 

I do not know if that is what you are looking for though


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#1269 jpsalas

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Posted 01 March 2021 - 04:45 AM

 

 

So is FlexDMD considered a 100% compatible replacement nowadays?

Also it will remove the not-working-anymore DX installer.  :/

 

Yes, it will process anything written in the ultraDMD API with no table changes at all
about the only thing it wont do, is play a gopher when it starts.
It also uses good deal less CPU use.

 

I do not even have UltraDMD anyplace on the PC any more, even the XDMD folder went to the great recycle bin in the sky.

 

 

Yes, I agree with wiesshund. I have added FlexDMD to some of my original tables, as it can read my DMD and display it when using a cabinet. I have adjusted my DMD graphics and FlexDMD works very well.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#1270 toxie

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Posted 01 March 2021 - 09:29 AM

okay, cool, so be it then..

 

but i'll miss the gopher.. :bye2:



#1271 Thalamus

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Posted 01 March 2021 - 10:36 AM

You may miss the gopher - but there is several weird issues that we'll leave behind. This one pr. example

 

https://vpinball.com...e/2/#post-99231


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#1272 BleedinFingers

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Posted 01 March 2021 - 04:16 PM

Hi all, might have found an odd issue with Big Bang Bar while going through my tables to check they still work with 1.7 

 

When it goes to UV mode there is a big increase in ball stutter, however when I enable debug (F11) to see the FPS it seems to go back to running smoothly, locked at 75Hz, the refresh I have set on my monitor. This is in exclusive fullscreen mode 1920x1080 75Hz backglass in EXE.

 

Only issue seen so far, everything else seems to be working lovely, Huge thanks to the devs :-) 



#1273 BleedinFingers

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Posted 01 March 2021 - 06:26 PM

Think I have figured it out.

 

It is the dancer animation. With ShowFrame(dance) and the sin(dance(....)) in the script it causes a ton of stutter for me, but if I replace that with a dancer.PlayAnimEndless(0.2) hooked straight to the solenoid then it is fine

 

So could just be a script issue with this table or something amiss with ShowFrame

Hi all, might have found an odd issue with Big Bang Bar while going through my tables to check they still work with 1.7 

 

When it goes to UV mode there is a big increase in ball stutter, however when I enable debug (F11) to see the FPS it seems to go back to running smoothly, locked at 75Hz, the refresh I have set on my monitor. This is in exclusive fullscreen mode 1920x1080 75Hz backglass in EXE.

 

Only issue seen so far, everything else seems to be working lovely, Huge thanks to the devs :-) 



#1274 wiesshund

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Posted 01 March 2021 - 07:14 PM

okay, cool, so be it then..

 

but i'll miss the gopher.. :bye2:

If you really want the gopher, i mean you can have it
It wont be part of flexDMD internally, but you can put it in your table_init

i will just have to edit out the frames where the gopher gets shot


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#1275 toxie

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Posted 01 March 2021 - 10:46 PM

Guys, this was just a joke. Although.. .. I still like it.. ;)



#1276 freezy

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Posted 01 March 2021 - 10:50 PM

I now tweaked the new bounceback behavior of the gate a bit more and fixed the open/close/move regression.

 

And JP, i would also in general recommend a gravity factor of ~1 for the gate, everything else looks too 'slow' in general IMHO.

I'll port your changes back into VPE then.



#1277 toxie

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Posted 01 March 2021 - 10:53 PM

Also interested if you have any other suggestions. Thanks!



#1278 toxie

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Posted 01 March 2021 - 11:55 PM

 

Think I have figured it out.

 

It is the dancer animation. With ShowFrame(dance) and the sin(dance(....)) in the script it causes a ton of stutter for me, but if I replace that with a dancer.PlayAnimEndless(0.2) hooked straight to the solenoid then it is fine

 

So could just be a script issue with this table or something amiss with ShowFrame

Hi all, might have found an odd issue with Big Bang Bar while going through my tables to check they still work with 1.7 

 

When it goes to UV mode there is a big increase in ball stutter, however when I enable debug (F11) to see the FPS it seems to go back to running smoothly, locked at 75Hz, the refresh I have set on my monitor. This is in exclusive fullscreen mode 1920x1080 75Hz backglass in EXE.

 

Only issue seen so far, everything else seems to be working lovely, Huge thanks to the devs :-) 

 

This is more than weird indeed.. Could you please test if the same is happening with 10.6.X?

Cause on my setup, even if i constantly trigger the timer (i.e. ignoring the solenoid and just always have it enabled), i don't notice any difference in performance. Also the code for ShowFrame should react pretty much the same as PlayAnimEndless (for this dancer animation at least).



#1279 jpsalas

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Posted 02 March 2021 - 04:39 AM

 

 

Think I have figured it out.

 

It is the dancer animation. With ShowFrame(dance) and the sin(dance(....)) in the script it causes a ton of stutter for me, but if I replace that with a dancer.PlayAnimEndless(0.2) hooked straight to the solenoid then it is fine

 

So could just be a script issue with this table or something amiss with ShowFrame

Hi all, might have found an odd issue with Big Bang Bar while going through my tables to check they still work with 1.7 

 

When it goes to UV mode there is a big increase in ball stutter, however when I enable debug (F11) to see the FPS it seems to go back to running smoothly, locked at 75Hz, the refresh I have set on my monitor. This is in exclusive fullscreen mode 1920x1080 75Hz backglass in EXE.

 

Only issue seen so far, everything else seems to be working lovely, Huge thanks to the devs :-) 

 

This is more than weird indeed.. Could you please test if the same is happening with 10.6.X?

Cause on my setup, even if i constantly trigger the timer (i.e. ignoring the solenoid and just always have it enabled), i don't notice any difference in performance. Also the code for ShowFrame should react pretty much the same as PlayAnimEndless (for this dancer animation at least).

 

 

If I remember right, that animation was done with huge images, and that may be the reason why you get ball stutter during the animation.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#1280 toxie

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Posted 02 March 2021 - 08:42 AM

..but this should also be then the case if one uses PlayAnimEndless instead. It's a mystery.  :/

Still curious if this also happens on 10.6.X for BleedinFingers.