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The VP 10.8 beta thread

VP VPX 10.8 beta Visual Pinball

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#1421 lafester

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Posted 12 December 2023 - 11:28 PM

I just updated to the latest flex dmd build and it is fixed. 



#1422 wrd1972

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Posted 12 December 2023 - 11:44 PM

I just updated to the latest flex dmd build and it is fixed. 

Hey could you please link us to that? Thanks.


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#1423 lafester

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Posted 12 December 2023 - 11:47 PM

 

I just updated to the latest flex dmd build and it is fixed. 

Hey could you please link us to that? Thanks.

 

https://github.com/v...runs/6836823342



#1424 wrd1972

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Posted 13 December 2023 - 02:37 AM

Got it. Thanks.

 

So, do these files go in the the Visual Pinball folder, or the VPinMAME folder?

untitled29.png

Seems like I currently have them in both of the above which likely aint right.

 

Also, does flexDMD have anything to do with Pinup Player and Pup-Packs? Or are they totally unrelated?


Edited by wrd1972, 13 December 2023 - 02:38 AM.

My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#1425 robertms

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Posted 13 December 2023 - 05:03 AM

Got it. Thanks.

 

So, do these files go in the the Visual Pinball folder, or the VPinMAME folder?

untitled29.png

Seems like I currently have them in both of the above which likely aint right.

 

Also, does flexDMD have anything to do with Pinup Player and Pup-Packs? Or are they totally unrelated?

 

They go in the VPinMAME folder and should not be duplicated elsewhere (always backup your old files prior to overriding them with new ones). FlexDMD replaced UltraDMD and is a separate module.


Edited by robertms, 13 December 2023 - 05:05 AM.

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#1426 digitalarts

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Posted 13 December 2023 - 11:29 AM

...and flexdmd has NOTHING to do with Pup-packs.
Some frontends like PinballY, PinballX or Popper can use it for showing something at the DMD display in attract or table select modes.

Edited by digitalarts, 13 December 2023 - 11:29 AM.


#1427 wrd1972

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Posted 13 December 2023 - 02:16 PM

Just FYI. I submitted the following for the broken "Overwrite Physics by Global Set" feature:

untitled6.png

 

I am really hoping they can fix this. My Pincab desperately depends on this very valuable feature.


Edited by wrd1972, 13 December 2023 - 02:17 PM.

My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#1428 sdivodul

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Posted 13 December 2023 - 02:34 PM

I just updated to the latest flex dmd build and it is fixed. 

Thanks for mentioning that. Somehow I missed that FlexDMD 1.9.0 had been released (Sept 18), maybe many other people aren't aware of it either.



#1429 jpsalas

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Posted 13 December 2023 - 02:59 PM

Just FYI. I submitted the following for the broken "Overwrite Physics by Global Set" feature:

I am really hoping they can fix this. My Pincab desperately depends on this very valuable feature.

 

 

I always wondered why someone want to replace the "physics" with a global set (!?) Those physics are simply the playfield and the flippers settings. Changing the playfield settings without changing all the objects the ball are in contact with (rubbers, plastics, metals) will result in a weird physics :) I can understand if you prefer weaker or stronger flippers, but that it is just a parameter. Anyway, if it doesn't work then it simply could be removed :)


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#1430 wrd1972

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Posted 13 December 2023 - 03:40 PM

Glad you asked. :)

My goal is to have a quick and easy process to tweak all table physics in my cab using "global" revision features. The following is composed of two parts, and is what I have used for years with great success.

 

For nearly every table I download for my Pincab, I create the following new Physics Materials:

untitled7.png

 

The above Physics Materials contain my preferred physics settings for all of the physical objects. Once I download a new table, I will painstakingly connect all physics objects on the table to the Physics materials shown above. This includes, walls, rubbers, slings, ramps etc. etc. etc. By the way, some tables are much easier for me to make these connections than others. Jp's tables allow me to make the connection very quickly due to the way he structures physical objects. Other folks tables can be much more time consuming simply because they structure things a bit more loosely.

 

So the above addresses the physics for all of the physical objects excluding the playfield. I also have a materials find/revise tool that allows me to globally change the physics materials on all of the tables as a batch just incase I want to make subtle tweaks to them all. This tool works well so I don't have to painstakingly resort to doing them all one by one. That would suck and take a very long time.

 

Back to the "Overwrite Global Physics" feature. I have the following four groups of PF/Flipper physics created that I can quickly assign to the tables:

untitled8.png

 

So once all of the tables are connected to one of the above four groups, I can very easily change the PF/Flipper physics for all of the tables by simply revising those groups if desired.

 

Maybe that sheds some light on the method to my madness. But in short, this allows me to change physics across all tables very easily and quickly, but I need the "Overwrite Physics by Global Set" feature working as intended. Also make experimentation much easier too.

 

NO, PLEASE DON'T PROPOSE TO REMOVE IT because if I wanted to tweak flippers across numerous similar tables of a group, I would need to do each table one by one. That's no good when I can change them all in less than 30 seconds.  :) In the very rare cases where a global flipper physics setting just does not fit or feel right, I simply set the flipper physics within the table the old fashioned was as needed. But that is fairly rare.


Edited by wrd1972, 13 December 2023 - 04:35 PM.

My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#1431 licwip

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Posted 13 December 2023 - 04:34 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.

 

Hi, Ed. Thank for your help! I was careful as can be while setting it up, following the GitHub guide (64bit VPX Pincab Setup Guide · vpinball/b2s-backglass Wiki (github.com)).

 

I use PinAffinity, so maybe that's the issue. But I'm not noticing a big improvement from 32-bit to 64-bit - a GTX1660 and 4K monitor on an i5-9700k isn't state-of-the-art - so I'll just keep my front end running 32-bit. Once every cool new table requires 64-bit, I'm sure to come groveling back. :)



#1432 htamas

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Posted 14 December 2023 - 01:29 AM

OK, i need some help here. I just upgraded from 10.8 beta 5 to beta 7 on my cabinet. Right now I wish I hadn't.

The new POV system drives me nuts.

Everything worked fine with the older beta. I had many .POV files using the new 'Window' mode which I like better than 'Legacy'. However, now almost everything is jacked up.

 

I measured and entered the playfield width, height and inclination in the Video Preferences. My Windows setup uses landscape mode (so the 'normal' one).

If I load a table (with or without a .POV file), it shows up OK, but as soon as I try to adjust the camera settings and select the 'Window' mode, the table gets rotated. I have no clue how to turn it back to vertical, since there is no such option in Window mode.

 

Another thing is, what should I enter into the Player X, Player Y and Player Z fields in Video Preferences? I remember seeing a post somewhere where those were explained well (with a great picture illustration how to measure those distances from your eye to what point), but I cannot find that now.

 

I wonder what am I doing wrong and why was it necessary to screw with the previously working system... can someone guide me please?
Better yet, is there any good documentation somewhere, explaining this new system?


Edited by htamas, 14 December 2023 - 01:34 AM.


#1433 bigus1

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Posted 14 December 2023 - 03:07 AM

I highly recommend that you don't slap a generic physics set onto my mods because a great many of the table issues that I fix are fixed with physics alone and it would break them again. Unfortunately with the physics, there's often a divide between what ought to happen and what actually happens in play with a certain setup. Even in the real world, the rubbers and other objects will have differing reactions for a host of reasons - quite often the flippers don't even match on aging machines.

One size fits all may seem like a good idea or a time-saver, but it really isn't going to give you the joy you seek in many cases. None of this is real so don't expect it to be.



#1434 teisen

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Posted 14 December 2023 - 12:42 PM

Hey guys!
 
I installed the latest VPX8 update (1829) and in my cab the buttons stopped working, none of them work anymore... funny that with the keyboard plugged in it works normally.
 
One thing that I found strange is that the size of the VPX application file has drastically reduced... before, if I'm not mistaken, it was close to 46,000 Kbytes in size and now it is only 9,000 Kbytes, is that right? Or am I downloading the wrong file?
 
 
anyone with the same situation? Any idea?
 
thanks hugs

Edited by teisen, 14 December 2023 - 01:21 PM.

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#1435 sdivodul

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Posted 14 December 2023 - 01:40 PM

OK, i need some help here. I just upgraded from 10.8 beta 5 to beta 7 on my cabinet. Right now I wish I hadn't.

The new POV system drives me nuts.

 

Maybe this will help:



#1436 Dutchpinball

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Posted 14 December 2023 - 02:39 PM

 

Hey guys!
 
I installed the latest VPX8 update (1829) and in my cab the buttons stopped working, none of them work anymore... funny that with the keyboard plugged in it works normally.
 
One thing that I found strange is that the size of the VPX application file has drastically reduced... before, if I'm not mistaken, it was close to 46,000 Kbytes in size and now it is only 9,000 Kbytes, is that right? Or am I downloading the wrong file?
 
 
anyone with the same situation? Any idea?
 
thanks hugs

 

 

 

Teisen<

Check your keys in Preferences I think  they are reset to zero


Edited by Dutchpinball, 14 December 2023 - 02:40 PM.


#1437 hworths1545

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Posted 14 December 2023 - 08:09 PM

Can someone explain how to resolve the double registry of DOF for VPX Pinball 10.8

 

I have VPX 10.7.4 and VPX 10.8 Beta 7 runnning on my system.

 

Last night, I tried to modify the registry to fix the DOF settings such that only x86 is being used for DOF and not x64.

 

The reason I was fiddling with the DOF in the registry was to get DOF (solenoids and kickers) working on my pincab for JP's IT Madness Pinball table.

 

Instead, I messed up my DOF royally to the point where I get perculiar behavior of solenoids and flashers in vpx 10.8 Beta 7 and, also, NO SOUND in 10.8 Beta 7.

 

The 32 bit and 64 bit versions of VPX 10.7.4 run DOF fine, with solenoids, kickers, and all sounds working.

 

Please explain more clearly how I resolve this in the registry or whether I need to completely reload DOF?

 

Do I just need DOF x86?  Please explain where to get this file and how to install.

 

Thank you!



#1438 WED21

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Posted 14 December 2023 - 10:58 PM

I am seeing an issue with Jp's Deadpool now with 10.8beta1807 - 1828.

 

I recently loaded and played JPsDP with 1807, and it started fine. But then I made some changes and saved the table, then after trying to play again, it would not start. It now hangs on the loading screen and for all intents and purposes, is now broken.

 

If I reinstall a new version, it plays fine until its saved, and then once its saved, it will not play again. For testing purposes, I ran the table with older the older 32bit and there are no issues there at all even if you save. Sure seems like a bug.

 

Anyone else seeing this? Is this already known?

I'm having the exact same problem with this table. No other issues with other Flex DMD tables.



#1439 wiesshund

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Posted 15 December 2023 - 01:41 AM

 

I am seeing an issue with Jp's Deadpool now with 10.8beta1807 - 1828.

 

I recently loaded and played JPsDP with 1807, and it started fine. But then I made some changes and saved the table, then after trying to play again, it would not start. It now hangs on the loading screen and for all intents and purposes, is now broken.

 

If I reinstall a new version, it plays fine until its saved, and then once its saved, it will not play again. For testing purposes, I ran the table with older the older 32bit and there are no issues there at all even if you save. Sure seems like a bug.

 

Anyone else seeing this? Is this already known?

I'm having the exact same problem with this table. No other issues with other Flex DMD tables.

 

 

I would look for a corrupted POV file or something as neither i nor a number of others can replicate this issue.


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#1440 jestermgee

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Posted 15 December 2023 - 03:14 AM

Sorry if this is covered somewhere in the 70+ pages
 

Is anyone having an issue with Pup Packs not closing on exit back to PinUp? 

 

I have an older version of 10.8 Beta 2 as a working alt launcher which is fine on every table with Pup Packs but this latest version (or latest several) betas seem to not be closing the PupPack videos on exit. If I set the older Beta 2 as an alt launcher, things are fine. 

 

Is there a known reason or a fix for this? 







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