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The VP 10.8 beta thread

VP VPX 10.8 beta Visual Pinball

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#1381 robertms

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Posted 03 December 2023 - 10:24 PM

It should just use the resolution... measurements do not matter. 

 

This is where you're completely wrong, your perceived point-of-view has everything to do with the physical dimensions of what you're looking at. What matters is the physical size of the screen, its angle and distance to your eyes. In the new Window POV system these measurements determine the 3D aspect of the table graphics and what your eyes should be seeing at your height in relation to the screen/cabinet size, in order to realistically simulate depth in a 2D image. A taller person's POV will be slightly different from a shorter person's, where that slight difference is enough to fool your brain and make you forget you're playing on a 2D screen. The ability to manipulate the new 'window' POV independently at the front/back of the table is what makes the new system different from the 'legacy' mode which was always a compromise.

 

By the way, forget using the digital ruler (it's cumbersome for some people), just use a regular tape measure and physically measure the visible screen size, convert to centimeters if necessary. You'll also need the screen angle as mounted relative to the floor (use a 'level' app on a smartphone and enter in degrees) and the distance from the closest screen edge to your eyes. All these measurements go into the global video settings before you even load a table into the editor. Just open the editor and enter the values into video settings, hit save.


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#1382 Drybonz

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Posted 03 December 2023 - 11:10 PM

OK, while that is still quite a bit of manual work

 

You don't have to do all that.  Just use the .pov until you save the table as an .ini.  They are basically interchangeable at this point.



#1383 GlueSniffinEd

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Posted 04 December 2023 - 06:22 AM

Your .pov files should function normally if you open the table and then you can save it as a .ini

Thanks!  So to clarify, VPX8 will load and use whichever it finds of .pov or .ini just fine, but if I change the POV settings and save them, it will create the .ini file on save.  Once an .ini file is there, it will then have priority over the old .pov file, if one is present, and I can then just delete the old .pov file?


Edited by GlueSniffinEd, 04 December 2023 - 06:23 AM.


#1384 Drybonz

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Posted 04 December 2023 - 07:10 AM

Thanks!  So to clarify, VPX8 will load and use whichever it finds of .pov or .ini just fine, but if I change the POV settings and save them, it will create the .ini file on save.  Once an .ini file is there, it will then have priority over the old .pov file, if one is present, and I can then just delete the old .pov file?

 

Yes, that's the way it's been working for me... and you could pick one table to test it with to see if it works for you.



#1385 lafester

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Posted 04 December 2023 - 07:02 PM

 

It should just use the resolution... measurements do not matter. 

 

This is where you're completely wrong, your perceived point-of-view has everything to do with the physical dimensions of what you're looking at. What matters is the physical size of the screen, its angle and distance to your eyes. In the new Window POV system these measurements determine the 3D aspect of the table graphics and what your eyes should be seeing at your height in relation to the screen/cabinet size, in order to realistically simulate depth in a 2D image. A taller person's POV will be slightly different from a shorter person's, where that slight difference is enough to fool your brain and make you forget you're playing on a 2D screen. The ability to manipulate the new 'window' POV independently at the front/back of the table is what makes the new system different from the 'legacy' mode which was always a compromise.

 

By the way, forget using the digital ruler (it's cumbersome for some people), just use a regular tape measure and physically measure the visible screen size, convert to centimeters if necessary. You'll also need the screen angle as mounted relative to the floor (use a 'level' app on a smartphone and enter in degrees) and the distance from the closest screen edge to your eyes. All these measurements go into the global video settings before you even load a table into the editor. Just open the editor and enter the values into video settings, hit save.

 

So the pov has to change for each person using the machine? Now that makes no sense at all. Using the resolution, default angle and height should be good enough for most. 



#1386 digitalarts

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Posted 04 December 2023 - 08:24 PM

Is there a place in vpx8 to set the glass height? If I change pov sometimes a message tell me there is no glass height set

#1387 Urko

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Posted 04 December 2023 - 10:30 PM

Might be answering my own question here but it has been on my mind.

Are the tonemappers just for cosmetics look, or do they have any other purpose ?



#1388 licwip

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Posted 04 December 2023 - 11:51 PM

I upgraded my VP10.8 to beta 7, in order to run the new VLM version of Circus (Gottlieb). I can't get it to run from my front-end or by double-clicking the file, but I can be double-clicking VPinballX64 and opening the table from there. 



#1389 Drybonz

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Posted 05 December 2023 - 12:57 AM

Are the tonemappers just for cosmetics look, or do they have any other purpose ?

 

They are just for cosmetics, basically... from what I can tell the Reinhardt gives a balanced color map, the McMapface is kind of light and washed out, and the Filmic is darker, more contrast-ish.  You would just use them by personal preference.  I had asked about the specifics of each one earlier and no one seemed to know, so this is just based on my trying them out.


I upgraded my VP10.8 to beta 7, in order to run the new VLM version of Circus (Gottlieb). I can't get it to run from my front-end or by double-clicking the file, but I can be double-clicking VPinballX64 and opening the table from there. 

 

Rename the .exe to match what your frontend is looking for (likely VPinballX without the "64").



#1390 licwip

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Posted 05 December 2023 - 09:50 PM

 

 

I upgraded my VP10.8 to beta 7, in order to run the new VLM version of Circus (Gottlieb). I can't get it to run from my front-end or by double-clicking the file, but I can be double-clicking VPinballX64 and opening the table from there. 

 

Rename the .exe to match what your frontend is looking for (likely VPinballX without the "64").

 

 

 

Thanks, Drybonz! Strange, though... the Circus table works now, but none of my DOF does! Can't get the solenoids or shaker motor going for any table I have, even though PinballY enables it while scrolling through tables. Is DOF a known issue with beta 7?

 

Update: Ah, it's me. I've never gotten 64-bit to work properly. The other VPinballX files I used were all 32-bit. I'll figure that out. Thanks for your help!


Edited by licwip, 05 December 2023 - 10:42 PM.


#1391 wrd1972

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Posted 05 December 2023 - 10:26 PM

Confused on Cabinet Layout Screen Width (Windowed).

A or B?

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#1392 htamas

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Posted 05 December 2023 - 10:30 PM

I would think it is A, because you have a landscape playfield orientation... no?



#1393 wrd1972

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Posted 06 December 2023 - 12:36 AM

I would think it is A, because you have a landscape playfield orientation... no?

haha. Okay so my TV is set up as portrait mode in Windows.


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#1394 htamas

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Posted 06 December 2023 - 01:29 AM

Well, then it may be the other way around... it should be easy to find out :)



#1395 Mike DA Spike

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Posted 06 December 2023 - 12:33 PM

Confused on Cabinet Layout Screen Width (Windowed).
A or B?

I have exactly the same. Switching the values doesn't give me a good pov when hitting the reset button and need to adjust a lot

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#1396 licwip

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Posted 06 December 2023 - 10:46 PM

I'm having DOF issues after upgrading to beta 7. I own solenoids and a shaker motor, use PinballY, and have no idea how the following (while playing Twister) is possible:

 

32-bit through PinballY: solenoids and shaker motor works

64-bit through PinballY: neither work

32-bit directly through the VPinballX file: only the shaker motor works

64-bit directly through the VPinballX file: neither work

 

With PinballY, I can only get the 32-bit version to work with DOF if I rename the file VPinballX. Renaming the 64-0bit version doesn't get me DOF. If I don't rename one of them, PinballY doesn't (yet) know what to open.

 

Does anyone have an idea what's up? 



#1397 GlueSniffinEd

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Posted 06 December 2023 - 11:27 PM

@licwip

 

Did you set up 64bit DOF and register it using RegisterDirectOutputComObject.exe?  Also, did you make a Plugins64 folder and link the shortcut to your 64bit DOF in there?

 

I have 32 and 64 bit installed as C:\DirectOutput and C:\DirectOutput64, I use the same config files in both,.

 

For my plugins dir and shortcut I have:both a Plugins and a Plugins64 folder in my tables dir.  You then make a shortcut in your Plugins64 dir pointing  to the 64bit DOF folder.


Edited by GlueSniffinEd, 07 December 2023 - 05:40 AM.


#1398 jestermgee

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Posted 09 December 2023 - 06:22 AM

I posted a separate topic but maybe someone within this thread has an idea. 
 

Running latest 10.8 Beta build on a full cab build with 43" playfield. I setup POV for all my tables (200 odd) in 10.7 with "Legacy" view and I now want to test out the Windowed view. 

 

Now, I have watched a vid on setting the new screen size parameters in the video settings, I have measured my scr5een and then used the screen calibration table to also confirm my measurements with  the OSD tape measure and I have set the width as my screen width (57cm) and Height as screen height (34cm) along with the 11deg angle for the table. 

 

When I launch into POV adjust the table is showing normally in the correct orientation as a legacy view but if I switch to windowed view the table is rotated a full 270 deg sideways on screen with flippers on the right and no adjustments to the Backglass > Camera > Rotati0on options anywhere seem to do anything. I cannot get the screen to rotate at all as it should and this is the same for every table I try. At a loss if this is an issue in the build or something I have not done correctly but would love some ideas. 

 

EDIT: Solved! I failed to take note of having to press the LAUNCH button to reset the view and now it works. Have to say now, this is so much easier to set POV using F12 within a game than to use the old clunky script launcher from PUP to close and relaunch the table to change POV. I am quite lucky I stopped at 200 tables until I built my cab and tested out the actual proper POV. Would hate to do this for 1000+ tables.


Edited by jestermgee, 09 December 2023 - 06:32 AM.


#1399 jestermgee

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Posted 10 December 2023 - 03:39 AM

A few issues I found today with latest Beta

 

Just 1 table where the PUP does not close out when exiting, Iron Maiden LOTB

 

Also, no idea how but the music from the PUP is playing through my front SSF speakers and not the backbox. Rolling back to the last stable release and things work fine, just with the Beta it's having a bit of an issue. 



#1400 wiesshund

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Posted 10 December 2023 - 05:09 AM

A few issues I found today with latest Beta

 

Just 1 table where the PUP does not close out when exiting, Iron Maiden LOTB

 

Also, no idea how but the music from the PUP is playing through my front SSF speakers and not the backbox. Rolling back to the last stable release and things work fine, just with the Beta it's having a bit of an issue. 

is that a vpx bug or a PUP bug?

As VPX plays no part in the playing of PUP audio


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