Jump to content



Photo
* * * * * 40 votes

The VP 10.7 beta thread


  • Please log in to reply
4027 replies to this topic

#1521 fourbanks

fourbanks

    Pinball Fan

  • Gold Supporter
  • 747 posts

  • Flag: United Kingdom

  • Favorite Pinball: Too many to choose...

Posted 24 March 2021 - 10:16 AM

rev111 is up:

 

- Inline convert mono .WAV samples to 2-channels when needed (thanks njk70)

- fix 2gb ram issue for tables with lots of images.

- autobuild system updated

- add new command line parameter "-PovEdit [filename]" which loads and runs a table in camera mode, then exports a new pov on exit

the tables flintstones and cyclone i referenced above are now working correctly on this latest build

thanks 


Microsoft MVP Alumni


#1522 universoweb

universoweb

    Hobbyist

  • Members
  • PipPip
  • 18 posts

  • Flag: Spain

  • Favorite Pinball: arena

Posted 24 March 2021 - 12:42 PM

Buenas tardes.
Antes de nada agradecer vuestro trabajo.
Me surge dudas al ver que existen dos últimas versiones de VP.

Porque existe el Visual Pinball X (Standalone EXE) 10.6.2 y el VP 10.7?

Cuál es mejor para jugar?

Un saludo y muchas gracias.

#1523 studlygoorite

studlygoorite

    Enthusiast

  • Silver Supporter
  • 398 posts
  • Location:Stoney Creek, Ontario

  • Flag: Canada

  • Favorite Pinball: Any VR table

  • 360 Gamer Tag: King JJ

Posted 24 March 2021 - 03:23 PM

In Audio Options, what is the 7.1 Surround Enhanced version ?

You can see the discussion here  https://vpinball.com...unds-not-right/ to summarize, njk70 discovered with 10.6 that sounds meant for the exciters were also playing in the backbox (backbox bleed), SSF now pans, fades and separates more realistically. Same for 10.7 but it did not have the backbox bleed issue and there's a fix for audio signals sent to the backbox that were sometimes getting lost in a non existent center channel.


Edited by studlygoorite, 24 March 2021 - 03:33 PM.


#1524 studlygoorite

studlygoorite

    Enthusiast

  • Silver Supporter
  • 398 posts
  • Location:Stoney Creek, Ontario

  • Flag: Canada

  • Favorite Pinball: Any VR table

  • 360 Gamer Tag: King JJ

Posted 24 March 2021 - 03:38 PM

Buenas tardes.
Antes de nada agradecer vuestro trabajo.
Me surge dudas al ver que existen dos últimas versiones de VP.

Porque existe el Visual Pinball X (Standalone EXE) 10.6.2 y el VP 10.7?

Cuál es mejor para jugar?

Un saludo y muchas gracias.

Creo que podrías probar 10.7, pero todavía está en versión beta, así que espera algunos problemas. También puede probar 10.6.2 para experimentar las mejoras de SSF o permanecer en 10.6



#1525 Segovia11

Segovia11

    Enthusiast

  • Members
  • PipPipPip
  • 125 posts

  • Flag: United Kingdom

  • Favorite Pinball: DeadHunter

Posted 24 March 2021 - 03:41 PM

universoweb, on 24 Mar 2021 - 12:42 PM, said:

Good afternoon.
First of all, thank you for your work.
I have doubts when I see that there are two latest versions of VP.
Why is Visual Pinball X (Standalone EXE) 10.6.2 and VP 10.7?

Which one is better to
play?
Greetings and thank you very
much.

 

Visual Pinball 10.7 is being upgrades & it is a beta product. I believe that 10.7 will be a better product when the beta phase has completed.  Achtung :- 10.7 is not fully backward compatible.

10.6.2 is an Intermediate release with a new 7.1 audio mode with some of the 10.7 upgrade shader tweaks. (The Developers change log will also give you a full description).

The final decision on which is better will be best left with the user.

 

Comment for the developers :  It would be nice to see a memory jogger in the 10.7 save file area somewhere, regarding the backward compatibility issues, which will give the user a warning before it's to late : something similar to the comment that you attached to the open file in the 10.6.2 Intermediate upgrade.

 

Developers Bug Report for the 10.7 beta rev 98

 

1. The flasher does not "paste at" position when you copy the flasher  

2. The Drop Target Z scale is not = to the Target drop distance when the Target Z scale is greater than 32  

3. On some occasions I still experience the following error report during table load, which is difficult to replicate

 

"The temporary file C:\VisualPinball\VPTemp0.ttf could not be written" 

 

which is in pinbinary.cpp - & written in line 56. If (hfile == Invalid Handle Value) { const string bla ="the temporary file \ "" + szfilename + "\" could not be written. " showError(bla): return false;).

I could not find a link with the Invalid Handle Value dim during the Visual Pinball open source study period. Maybe by default it will see 0. 

 

Thank You Developers

:)  :)  :) 


Edited by Segovia11, 24 March 2021 - 04:02 PM.


#1526 wiesshund

wiesshund

    VPF Legend

  • Members
  • PipPipPipPipPipPipPip
  • 11,862 posts

  • Flag: United States of America

  • Favorite Pinball: How many can i have?

Posted 24 March 2021 - 05:46 PM

In Audio Options, what is the 7.1 Surround Enhanced version ?

 look about a page back in this thread

 

7.1 sound positioning, previously, was perfectly fine

 

IF

 

You have acoustic speakers

 

Unfortunately, if you have exciters, you can not very well acoustically place a sound in 3d space accurately.

Not when given normal audio streams, because the exciters rely on the physical surfaces to transmit sound.

 

Thalamas can explain to you first hand how it plays back via exciters

 

The enhanced 7.1 exaggerates (for lack of a better word) the 3D placement of the audio to better work with exciters.

 

Basically, with 4 acoustic speakers, i can give you the illusion that a sound is at any horizontal point with in that 3D space
It wont seem odd at all, it is how your dolby home theater works.

 

With 4 exciters on the other hand, which have to use the cabinet body to make sound, the result is your flippers vibrating
when you hit the pop bumper in the middle of the table, which is not exactly what you were looking to happen.   


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#1527 wiesshund

wiesshund

    VPF Legend

  • Members
  • PipPipPipPipPipPipPip
  • 11,862 posts

  • Flag: United States of America

  • Favorite Pinball: How many can i have?

Posted 24 March 2021 - 06:16 PM

 

 

"The temporary file C:\VisualPinball\VPTemp0.ttf could not be written" 

 

 

 

 

Windows has latched onto it

i can make it do it at will, by enabling details or preview pane, and letting explorer go off and cache it in

even with out vpx being run

 

question though, is why is it writing the temp font?
i have not noticed any fonts included on any of the tables i have looked at, but it must need to write it for some reason

I have also never noticed anything abnormal happen when it can not write the font either, table still looks fine unless i am missing
some small detail or something..


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#1528 lukpcn

lukpcn

    Enthusiast

  • Members
  • PipPipPip
  • 249 posts

  • Flag: Poland

  • Favorite Pinball: I love all !!! :)

  • PS3 Gamer Tag: N/A
  • 360 Gamer Tag: N/A

Posted 24 March 2021 - 06:30 PM

 

In Audio Options, what is the 7.1 Surround Enhanced version ?

 look about a page back in this thread

 

7.1 sound positioning, previously, was perfectly fine

 

IF

 

You have acoustic speakers

 

Unfortunately, if you have exciters, you can not very well acoustically place a sound in 3d space accurately.

Not when given normal audio streams, because the exciters rely on the physical surfaces to transmit sound.

 

Thalamas can explain to you first hand how it plays back via exciters

 

The enhanced 7.1 exaggerates (for lack of a better word) the 3D placement of the audio to better work with exciters.

 

Basically, with 4 acoustic speakers, i can give you the illusion that a sound is at any horizontal point with in that 3D space
It wont seem odd at all, it is how your dolby home theater works.

 

With 4 exciters on the other hand, which have to use the cabinet body to make sound, the result is your flippers vibrating
when you hit the pop bumper in the middle of the table, which is not exactly what you were looking to happen.   

 

Thanks for the clarification


Regards

Luk

My Pinball Youtube Channel: https://www.youtube....lPinballFanatic


#1529 Segovia11

Segovia11

    Enthusiast

  • Members
  • PipPipPip
  • 125 posts

  • Flag: United Kingdom

  • Favorite Pinball: DeadHunter

Posted 24 March 2021 - 06:58 PM

 

 

 

"The temporary file C:\VisualPinball\VPTemp0.ttf could not be written" 

 

 

 

 

Windows has latched onto it

i can make it do it at will, by enabling details or preview pane, and letting explorer go off and cache it in

even with out vpx being run

 

question though, is why is it writing the temp font?
i have not noticed any fonts included on any of the tables i have looked at, but it must need to write it for some reason

I have also never noticed anything abnormal happen when it can not write the font either, table still looks fine unless i am missing
some small detail or something..

 

The question was directed to the Visual Pinball development team.

However, you can load windows style fonts into Visual Pinball Font Manager. 

Question for the devs. Is there a Bug reporting system that is linked directly to Git HUb.com which works with the typical Git Hub bug report token system or is this the only place to report development bugs ?



#1530 wiesshund

wiesshund

    VPF Legend

  • Members
  • PipPipPipPipPipPipPip
  • 11,862 posts

  • Flag: United States of America

  • Favorite Pinball: How many can i have?

Posted 24 March 2021 - 08:11 PM

 


 

However, you can load windows style fonts into Visual Pinball Font Manager. 

 

 

 

Right, but, when a table appears to have none.
what is it making the temp font for? Does it need to be doing this?


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#1531 Segovia11

Segovia11

    Enthusiast

  • Members
  • PipPipPip
  • 125 posts

  • Flag: United Kingdom

  • Favorite Pinball: DeadHunter

Posted 24 March 2021 - 09:27 PM

 

 


 

However, you can load windows style fonts into Visual Pinball Font Manager. 

 

 

 

Right, but, when a table appears to have none.
what is it making the temp font for? Does it need to be doing this?

 

 

 

If you design a font with a font program it can be saved in Visual Pinballs Font Library. Visual Pinball will write a VPTemp.ttf file so that the text box can identify the font.

This means that there will be no need to save the font file in Windows Font Library. This is handy when other people are loading your tables onto there computers.

A great design, my desktop table Font Manager is loaded with fonts & It works well except for the non critical bug that I get now and again.

 

:)  :)  :)      



#1532 wiesshund

wiesshund

    VPF Legend

  • Members
  • PipPipPipPipPipPipPip
  • 11,862 posts

  • Flag: United States of America

  • Favorite Pinball: How many can i have?

Posted 24 March 2021 - 10:25 PM

 

 

 


 

However, you can load windows style fonts into Visual Pinball Font Manager. 

 

 

 

Right, but, when a table appears to have none.
what is it making the temp font for? Does it need to be doing this?

 

 

 

If you design a font with a font program it can be saved in Visual Pinballs Font Library. Visual Pinball will write a VPTemp.ttf file so that the text box can identify the font.

This means that there will be no need to save the font file in Windows Font Library. This is handy when other people are loading your tables onto there computers.

A great design, my desktop table Font Manager is loaded with fonts & It works well except for the non critical bug that I get now and again.

 

:)  :)  :)      

 

 

Some how you are missing what i am saying and telling me what i already know.

 

I know full well what the font manager in the table is for

 

But when a table uses no fonts, has none in the font manager, and does not even use any text boxes

Why does VP need to make a temp font when there is no font to make one of?

 

Cycling between attack from mars, acdc luci, austin powers and tom & jerry, eventually i wind up with a VPTemp font

and if i keep cycling, eventually i will pick up a second one cause it cant overwrite the 1st one.

 

None of those tables have fonts, so should it really be creating one is my question?

It's a harmless thing but annoying at the same time i imagine, if one has a cab and cant easily dismiss messages etc
 


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#1533 Segovia11

Segovia11

    Enthusiast

  • Members
  • PipPipPip
  • 125 posts

  • Flag: United Kingdom

  • Favorite Pinball: DeadHunter

Posted 24 March 2021 - 10:42 PM

 

 

 

 


 

However, you can load windows style fonts into Visual Pinball Font Manager. 

 

 

 

Right, but, when a table appears to have none.
what is it making the temp font for? Does it need to be doing this?

 

 

 

If you design a font with a font program it can be saved in Visual Pinballs Font Library. Visual Pinball will write a VPTemp.ttf file so that the text box can identify the font.

This means that there will be no need to save the font file in Windows Font Library. This is handy when other people are loading your tables onto there computers.

A great design, my desktop table Font Manager is loaded with fonts & It works well except for the non critical bug that I get now and again.

 

:)  :)  :)      

 

 

Some how you are missing what i am saying and telling me what i already know.

 

I know full well what the font manager in the table is for

 

But when a table uses no fonts, has none in the font manager, and does not even use any text boxes

Why does VP need to make a temp font when there is no font to make one of?

 

Cycling between attack from mars, acdc luci, austin powers and tom & jerry, eventually i wind up with a VPTemp font

and if i keep cycling, eventually i will pick up a second one cause it cant overwrite the 1st one.

 

None of those tables have fonts, so should it really be creating one is my question?

It's a harmless thing but annoying at the same time i imagine, if one has a cab and cant easily dismiss messages etc
 

 

 

Visual Pinball Table will not write a VpTemp Font if there are no fonts in the Font manager. 



#1534 wiesshund

wiesshund

    VPF Legend

  • Members
  • PipPipPipPipPipPipPip
  • 11,862 posts

  • Flag: United States of America

  • Favorite Pinball: How many can i have?

Posted 25 March 2021 - 01:33 AM

well, it is.

and there are no fonts in those tables, go look.

 

but if i leave it auto cycling in demo mode, with just those tables available
after a while, poof there is a font file

and if i leave it going, i'll eventually get another one

 

https://drive.google...iew?usp=sharing


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#1535 Segovia11

Segovia11

    Enthusiast

  • Members
  • PipPipPip
  • 125 posts

  • Flag: United Kingdom

  • Favorite Pinball: DeadHunter

Posted 25 March 2021 - 12:40 PM

well, it is.

and there are no fonts in those tables, go look.

 

but if i leave it auto cycling in demo mode, with just those tables available
after a while, poof there is a font file

and if i leave it going, i'll eventually get another one

 

https://drive.google...iew?usp=sharing

 

You need to check each font manager again. When I removed my fonts from the font manager Visual Pinball did not write a VPTemp.ttf file & the error message did not occur. However, the font that has been removed must be installed manually. The manual install will put the font into windows font library for you, this enables Visual Pinball to read them again.

This was tested with the latest Visual Pinball beta Rev 111 which is looking good & once again development team, thankyou for the time you dedicate to bug fixes & upgrades. 

 

:)  :)  :)  



#1536 hitman2304

hitman2304

    Enthusiast

  • Members
  • PipPipPip
  • 150 posts
  • Location:Poland

  • Flag: Poland

  • Favorite Pinball: AFM,Monster Bash,Medieval Madness,TOM.

Posted 25 March 2021 - 05:56 PM

TAF 2.1 uncompressed not working properly, some script errors.



#1537 Thalamus

Thalamus

    Pinball Wizard

  • Platinum Supporter
  • 4,988 posts

  • Flag: Norway

  • Favorite Pinball: GOT, Alien Star, LOTR, TOM

Posted 25 March 2021 - 06:38 PM

@hitman2304 : Since you reported this, not telling what error you had. I decided to fire up that game and I had no issues.


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#1538 Mister Transistor

Mister Transistor

    Hobbyist

  • Members
  • PipPip
  • 22 posts

  • Flag: United States of America

  • Favorite Pinball: Fireball! (The ORIGINAL EM VER!)

Posted 25 March 2021 - 07:29 PM

FWIW, I have had some memory problems when playing TAF.  If I turn on "Texture Compression" in the Video Options screen, then things get very weird and slow, it takes 4x longer to bring up the player, and it loses a ball!  Somehow there are only 2 instead of the normal 3 balls at startup.  I removed the apron parts to observe the ball stack, and sure enough, the table starts with only 2 balls when ST3C is on!  I have not been sure if this should be reported as a bug with VPX or the TAF table in particular.  Also there is a script error in TAF I found that causes what I think is a memory leak or at least it exacerbates the texture problem.

 

The script error is a subscript range error in BallShadow() array.  Adding more members seemed necessary, there was not enough for all the balls used?  Tried adding 2, BallShadow3+4.  This fixed most of the problems as long as Texture Compression was left off.  When turned on, it slows down texture loading greatly. The error boiled down to more things getting freed than allocated, I believe.  I'm not sure how Visual Script deals with some of these memory structure issues, but if I was writing it in C, the code would most likely have been problematic as far as I could tell.

 

Again, this is probably as much a problem with the TAF table script coding as it is with a memory bug (?) in VPX.  If anyone is interested I can upload my diagnostic TAF table, but it's the basic table with 2 apron parts commented out or deleted so the ball stack in the trough is visible.  This mod is mentioned in the support topic thread for the TAF table.  Let me know if anyone would like a copy of that for analysis.

 

Thanks!  I wasn't sure if I should report this as a TAF table problem or a VPX program problem.  Actually, I think both are contributing.



#1539 wiesshund

wiesshund

    VPF Legend

  • Members
  • PipPipPipPipPipPipPip
  • 11,862 posts

  • Flag: United States of America

  • Favorite Pinball: How many can i have?

Posted 25 March 2021 - 08:24 PM

Unless you have a super super old graphics card, may i ask why you are using texture compression?

 

It will by design, take a much longer time to load as all the textures have to be dynamically reduced and compressed before the table can even load.

Dont use texture compression unless your pc absolutely will not run with out it.
It is not a good setting but a bad one, only necessary to get vx to run on something that really isnt capable of running it anyways

 

the other things you mentioned seem more an issue with that version of the table

 

not having enough ball shadow objects will result in that error, if there are not enough available for the max possible amount of balls

 

not sure which table TAF refers to, so not sure if i have it or not?
So not sure on the ball stack thing


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#1540 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 25 March 2021 - 08:41 PM


So i take the 10.6.2 exe, and i throw it in the 10.7 folder, for why i dont know, i just did
and it is running the same tables.
And not only the same tables, but with color roms with SAM build 3.3b and freezy's 1.9.0 rev 7 dmd extensions and flexdmd 1.7

AND
It is also running 10.7 only tables, albeit with many shades of off white, but that is to be expected.

 

So i am not sure exactly what gives there?
Is there any DLL or Script etc that we might all have from testing 10.7 that might be overlooked but needed for someone updating a bone stock 10.6.1 install?

This is really more than weird. I really just took the source from 10.6.1 as-is and applied these isolated shader things + the new sound patch, no new libraries, no nothing.

 

Can some others please also test 10.6.2, just to be sure? It can coexist with both 10.6.1 and 10.7 beta, no problem. You basically just need the .exe.



The script error is a subscript range error in BallShadow() array.  Adding more members seemed necessary, there was not enough for all the balls used?  Tried adding 2, BallShadow3+4.  This fixed most of the problems as long as Texture Compression was left off.  When turned on, it slows down texture loading greatly. The error boiled down to more things getting freed than allocated, I believe.  I'm not sure how Visual Script deals with some of these memory structure issues, but if I was writing it in C, the code would most likely have been problematic as far as I could tell.

 

Again, this is probably as much a problem with the TAF table script coding as it is with a memory bug (?) in VPX.  If anyone is interested I can upload my diagnostic TAF table, but it's the basic table with 2 apron parts commented out or deleted so the ball stack in the trough is visible.  This mod is mentioned in the support topic thread for the TAF table.  Let me know if anyone would like a copy of that for analysis.

 

Unfortunately VPX has no influence on how the VBS script is compiled and executed (=all windows API). So this must be fixed in the table script itself.

The texture compression startup delay might just trigger a bug more reliably as it slows down the table init maybe?!?!?