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The VP 10.7 beta thread


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#1441 fuzzel

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Posted 17 March 2021 - 07:58 PM

Somehow I always have the impression that the values of objects are not shown correctly. Sometimes selecting, deselecting and selecting a object again refreshes the values. And entering values without pressing return afterwards results unnoticed in not accepting the input. This was more reliable in 10.6 in my opinion.

Do you know some workflow to reproduce this issue? I tried multiple things but the values were updated everytime. Basically VPX updates the values when the edit box looses focus e.g. after editing a value press tab or click another edit box or element in the editor.



#1442 wiesshund

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Posted 17 March 2021 - 07:59 PM

@DJRobX,  if you use a stereo sample in 3D what does it do?  Use the left channel? Right? Combine? Or play both channels seperated in space somehow. 

 

 

in my experience, it plays to center and right
and if you bump the balance just a smidgeon to the left, then it plays center and left


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#1443 LynnInDenver

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Posted 17 March 2021 - 11:25 PM

Yeah, no surprise, it might be related to specific hardware and drivers for surround sound setups... few surround sound setups, at least in receivers, are designed with missing speakers accounted for, so to speak. The assumption is that, if you can afford multiple speakers, then you're attaching the full complement for 5.1 or 7.1, except maybe some will omit the subwoofer. And I'm expecting some of those same assumptions are applying to some of the PC surround sound setups as well. It might well be worth setting up the VPX sound engine to "force" the channels completely rather than try to rely on the surround sound cooperating with what amounts to "partial" speaker configurations.

 

Let's face it, to a certain extent what we're doing with SSF is very much an "off label" use of the product.



#1444 wiesshund

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Posted 17 March 2021 - 11:33 PM

 

 

Let's face it, to a certain extent what we're doing with SSF is very much an "off label" use of the product.

 

not if you poke a center channel in or on your backbox

 

whether is it worth it or not to run the LFE channel would depend entirely on a person's hardware's implementation of bass management
some are good, some are kind of terrible.

 

For someone using HDMI audio out to some kind of DAC, it is probably good and definitely worth including
But for the analog outs, it varies widely between motherboards, even ones with the same AC chipsets 


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#1445 njk70

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Posted 18 March 2021 - 02:36 AM

Re: the WAV audio path. I get the same direction to center channel for mono tracks in 10.6 and my two ideas to prevent it failed. So am looking into converting mono samples to dual channel on the fly.



#1446 wiesshund

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Posted 18 March 2021 - 03:21 AM

Re: the WAV audio path. I get the same direction to center channel for mono tracks in 10.6 and my two ideas to prevent it failed. So am looking into converting mono samples to dual channel on the fly.

 just dont do that if sound is Table

when sound is Table, VPX does the standard 3d game "I am positioning the audio in 3D space now" thing

 

 

I wish i remotely knew C++
I know what i want to do

 

If Sound.Location=Backglass then
  If Sound.CHannels < 2 then
Mono

end if

  If Sound.Channels=2 then

Stereo

end if

If Sound.Channels > 2 then

do normal windows DDS thing

end if

End Fictional If

 

Sub Mono
channel 0 = waveform.channel 0
channel1 = null
channel2 = waveform.channel 0
end sub

 

Sub Stereo

channel 0 = waveform.channel 0
channel1 = null
channel2 = waveform.channel 1

end sub

 

 

pseudo code at it's worst, i'm afraid :(
 


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#1447 njk70

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Posted 18 March 2021 - 05:00 AM

Quick and dirty version works. Fairly simple in the end now just have to check if there are any side effects to my poking at things.Then do some before and after testing. Going to call it an early night and quit on a good note.

 

I'm ok with this solution. But I am a little puzzled still. If I set the audio mode in VPX to 2CH (windows still 7.1) it seems to work fine without duplicating the mono track. I would prefer a solution without the duplication. So that might still require some exploration.



#1448 toxie

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Posted 18 March 2021 - 06:58 AM

Great! Looking forward to your changes!



#1449 Mister Transistor

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Posted 18 March 2021 - 08:25 AM

This seems to blow up upon exiting back to editor after every table is done playing?  I have parallel 10.6 and 10.7 betas running well w/no problems, also installed are Freezy DMDExt 1.8.2, and SAMBuild_r5270.  All working very well, until upgrade to VPX 10.7 r_4442.  Now after every table play, it dies w/ "Visual Pinball 10.7.0 has stopped working" dialog when trying to return to the editor after game play has ended.  Hitting the "debug" button says "An unhandled Microsoft .NET Framework exception occurred in VpinballX.exe [11028].", then it launches Visual Studio 12 (it's old, I know - it has been a while since I last used it, but I just happened to have it installed previously).  After reverting to an older version of VPX 10.7 beta to try and see where the bug crept in, I found the version immediately prior is just fine, no lockup issues at all, which was version r_4439, so the problem seems unique to r_4442.  I have tried resetting all the video and gfx settings, tried basic defaults, low-end PC, and high-end PC, as well as my own custom usual settings.  Nothing in those settings seemed to make any difference.  I have .NET 4.5, 4.5.1 and 4.8 installed and ASP .NET MVC 3 and 4.

 

Also, I found (I think) another very long-standing 10.7 beta bug - it's when you change anything in the table "Physics" tab, in the "Dimensions" pane, especially table slopes, it doesn't "notice" anything has changed and does not prompt to save changes made to those values, nor does it save the actual changed values out to the VPX file.  I need to change the slope on many of the tables I play, since I am handicapped and my response time is slowed, so I need to flatten out the tables a bit to make them playable for me.  I keep a fully working 10.6 beta around solely because the 10.7 betas have had that bug for probably a year now, so I use 10.6 to tweak those values and save out the VPX file.  I had mentioned this bug before, should I either 1) do something different for a workaround, or 2) do I need to submit a bug-tracker type of report for this issue?

 

Sorry for the bug reports, but I'm not sure what to do, exactly.  I really like this program, and respect all the fantastic work you all have put into it, you have my deepest respect!  Thank you all very much.


Edited by Mister Transistor, 18 March 2021 - 08:29 AM.


#1450 fuzzel

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Posted 18 March 2021 - 01:13 PM

rev98 is up:

 

- We moved from SourceForge to GitHub. Therefore the revision number has changed as Git doesn't have such short revision numbers as SVN.
- Add 7.1 SurroundSound mode tuned for SSF cabinet configurations. This exaggerates the positional feel of the playfield sound effects when played in a cabinet with exciter pairs positioned at each end of the cabinet.
- fix crash when exiting player and editor with alt+F4
- fix issue that table physics and light properties weren't updated/changed

Edited by fuzzel, 18 March 2021 - 01:15 PM.


#1451 fourbanks

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Posted 18 March 2021 - 02:11 PM

 

rev98 is up:

 

- We moved from SourceForge to GitHub. Therefore the revision number has changed as Git doesn't have such short revision numbers as SVN.
- Add 7.1 SurroundSound mode tuned for SSF cabinet configurations. This exaggerates the positional feel of the playfield sound effects when played in a cabinet with exciter pairs positioned at each end of the cabinet.
- fix crash when exiting player and editor with alt+F4
- fix issue that table physics and light properties weren't updated/changed

 

all fixed now on exiting a game. thanks :) 


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#1452 fripounet

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Posted 18 March 2021 - 03:43 PM

export blueprint in .dxf for digital machining, possible ?



#1453 fuzzel

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Posted 18 March 2021 - 05:15 PM

export blueprint in .dxf for digital machining, possible ?

Everything thing is possible but not for this version

#1454 davidcd13

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Posted 18 March 2021 - 08:16 PM

Hello,
Metallica Premium Monsters (Stern 2013) VPW Mod table (https://vpinball.com...vpw-mod/page/5/) gives error on launch: "line 302 cannot create active component x "
I know it works with vpx 10.6, it seems to me that it worked with an old version 10.7.
 
Thanks for all your hard work.


#1455 Thalamus

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Posted 18 March 2021 - 09:27 PM

Hi Devs ... njk70 included. Thanks a bunch for implementing the 7.1 fix that fast. I have only played a couple of tables with the new build, and looking forward to finally having a beta that is fun to use. I had a unexpected crash loading pin-bot, never happened before after just loading and starting, but far too early to say that it isn't just a fluke or not.

 

Main reason for posting though is the idea of maybe putting a lost ball locator into the debugger. See this thread : https://vpinball.com.../8/#post-229879 - just need to have a very convoluted name to the variable so it doesn't crash with something one might have used in the table.


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#1456 Mister Transistor

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Posted 18 March 2021 - 09:58 PM

Wow!

 

Super Sudden Software Service with a Smile!  :)

 

Thanks SO much for the VERY quick fixes.  You guys rock!

 

I can confirm both bugs are fixed, crash on exiting and now values are saved, thank you!  Now I can stop using the 10.6 setup except for debugging, and go with 10.7 mainstream.

 

Yay!



#1457 ronaldvg

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Posted 18 March 2021 - 10:43 PM

Just to let you know, this beta is giving me lots of problems. Cannot start AC/DC it gives me OUTOFVIDEOMEMORY errors. I did try to change to the enhanced 7.1 and also tried not to change the sound settings but whatever I do I cannot get AC/DC to run. Reverted back to previous beta rev 4442 and works again.



#1458 wiesshund

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Posted 18 March 2021 - 10:49 PM

Just to let you know, this beta is giving me lots of problems. Cannot start AC/DC it gives me OUTOFVIDEOMEMORY errors. I did try to change to the enhanced 7.1 and also tried not to change the sound settings but whatever I do I cannot get AC/DC to run. Reverted back to previous beta rev 4442 and works again.

 fired up acdc luci, ran fine
i do not know your specs though

what do you have selected for max texture size?

will it run if you pick something other than unlimited?


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#1459 Thalamus

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Posted 18 March 2021 - 10:50 PM

Personally. I believe the problem might be related to

 

- To reduce the amount of parallel CPU threads running, implement new command line parameter "-LessCPUthreads" (see CommandLineParameters.txt)

 

This only from experience and not from code knowledge. And, to remind you guys. Don't expect beta to be stable. This is where the devs are allowed to do what they want and we are supposed to give them constructive feedback.


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#1460 ronaldvg

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Posted 18 March 2021 - 11:02 PM

No problem whatsoever, just wanted to report it., I have very good experience with the betas up until now. Just now it is giving me lots of problems. I have now gone back to version 4439 and it works perfectly with some more demanding tables. Will try the Lesscputhreads and report back, but I also use Pinaffinity so maybe that is the issue here.


 

Just to let you know, this beta is giving me lots of problems. Cannot start AC/DC it gives me OUTOFVIDEOMEMORY errors. I did try to change to the enhanced 7.1 and also tried not to change the sound settings but whatever I do I cannot get AC/DC to run. Reverted back to previous beta rev 4442 and works again.

 fired up acdc luci, ran fine
i do not know your specs though

what do you have selected for max texture size?

will it run if you pick something other than unlimited?

 

 

I have a 3060 ti in the machine so it is very unlikely that there is a problem with going out of video memory. I did a test last week and that showed me that VPX is only using 2,1 Gigabytres of video memory ever with any machine. I found out that Cirques Voltaire was the most demanding.