@hitman2304 : Since you reported this, not telling what error you had. I decided to fire up that game and I had no issues.
TAF is working about 20 seconds, after that freezes and gives error: script error line 1 index out of range.
Posted 25 March 2021 - 09:32 PM
To the question of running 10.6.2. I'm not sure I understand the issue fully. But, I've kind of used the same method of keeping only one VP install. Quite a while back I "upgraded" it with all files from 10.7beta after renaming the VPinballX.exe to the relase number, overwriting everything in my standard folder. After that I keep renaming the VPX10.7 betas - like VPinball_xxx.exe so I'm still needing to start them manually if I want to try the 10.7. VPinballX.exe is since this afternoon now 10.6.2 - and I've played a few tables with it and tested many more as VPinball62.exe before deciding it was working very well. Renamed now to become "default".
Haven't experienced any issues, except for when I forget myself and try to load a relative new table meant for 10.7 - of course, then I do get bad textures, and or error messages, trying to load ogg files etc.
Maybe not answering your questions ?
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 25 March 2021 - 09:53 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 1.7AND
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.
It co-existed fine, as i said
it did not like sitting in a new copy of vpx
unless is a byproduct of the new copy and the existing both being on pc at same time?
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Posted 25 March 2021 - 10:51 PM
To the question of running 10.6.2. I'm not sure I understand the issue fully. But, I've kind of used the same method of keeping only one VP install. Quite a while back I "upgraded" it with all files from 10.7beta after renaming the VPinballX.exe to the relase number, overwriting everything in my standard folder. After that I keep renaming the VPX10.7 betas - like VPinball_xxx.exe so I'm still needing to start them manually if I want to try the 10.7. VPinballX.exe is since this afternoon now 10.6.2 - and I've played a few tables with it and tested many more as VPinball62.exe before deciding it was working very well. Renamed now to become "default".
Haven't experienced any issues, except for when I forget myself and try to load a relative new table meant for 10.7 - of course, then I do get bad textures, and or error messages, trying to load ogg files etc.
Maybe not answering your questions ?
Actually it does. It works for you. ![]()
btw: I do roughly the same with naming and so on with my setup.
It co-existed fine, as i said
it did not like sitting in a new copy of vpx
unless is a byproduct of the new copy and the existing both being on pc at same time?
Apparently. But i don't understand why yet.
Posted 26 March 2021 - 01:11 AM
To the question of running 10.6.2. I'm not sure I understand the issue fully. But, I've kind of used the same method of keeping only one VP install. Quite a while back I "upgraded" it with all files from 10.7beta after renaming the VPinballX.exe to the relase number, overwriting everything in my standard folder. After that I keep renaming the VPX10.7 betas - like VPinball_xxx.exe so I'm still needing to start them manually if I want to try the 10.7. VPinballX.exe is since this afternoon now 10.6.2 - and I've played a few tables with it and tested many more as VPinball62.exe before deciding it was working very well. Renamed now to become "default".
Haven't experienced any issues, except for when I forget myself and try to load a relative new table meant for 10.7 - of course, then I do get bad textures, and or error messages, trying to load ogg files etc.
Maybe not answering your questions ?
Apparently. But i don't understand why yet.
perhaps 1 too many pinmames of differing versions
or other things that inevitably get registered
perhaps some cross talk someplace that would not normally happen
i am thinking that having separate isolated VP's on the same PC, with no isolation of registry, registered files/com objects/etc is just a bad environment to try that
next time, i will try just making another vm instead, just that the graphics are a crap fest, and some times it makes issues of its own that are not real
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Posted 26 March 2021 - 05:45 AM
@wiesshund @toxie - Thanks for the info. I may have had texture compression on as a legacy setting from an older machine and I guess I just figured it was necessary until I found it causing or making problems worse.
Also, the TAF table was the normal V2.1 latest version, I tried both compressed and uncompressed and there didn't seem to be much difference to me.
Finally, I also dropped the 10.6.2 .EXE only into my VP dir and it works very well. I did a quick delta on the fileset, and only the 2 DLL files and some of the scripts were different, so I tried just copying in the .EXE alone, and it works fine as far as I can tell.
Posted 26 March 2021 - 06:23 AM
@wiesshund @toxie - Thanks for the info. I may have had texture compression on as a legacy setting from an older machine and I guess I just figured it was necessary until I found it causing or making problems worse.
Also, the TAF table was the normal V2.1 latest version, I tried both compressed and uncompressed and there didn't seem to be much difference to me.
Finally, I also dropped the 10.6.2 .EXE only into my VP dir and it works very well. I did a quick delta on the fileset, and only the 2 DLL files and some of the scripts were different, so I tried just copying in the .EXE alone, and it works fine as far as I can tell.
On my desktop PC, in which texture compression would be of no help at all, and would be more of a joke than anything
some tables, i would be damned pressed to have the patience for them to load
I am sure everyone has seen at least one table, where the artist went Gaga, and some of the textures equate to 6k, 8k 10k images
Yea, forget about it, it will chew on those forever.
Even my laptop, with no GPU has enough shared memory to loads all the graphics of a vpx table, and i just drop the max texture size so it doesnt die actually rendering it
But anyways, once the desktop compresses one and finally loads the table, it looks like shit, which is expected.
If a person had a machine that actually needed the compression, and they had no choice but to use it for pinball, i have some free utilities i could give them
so they could extract all of the tables graphics, let the utilities pre compress them and then import them back into the table.
Crunch it once and done.
Some tables seem to also be designed bad for the texture compression, they will throw textures up as a surprise making vpx have to compress them
while the table is running which as you can imagine, screw up the show.
Not sure why, i think thalamas or outthere brought it up.
Not sure if the textures come from models perhaps or how it happens that they have to be compressed after the fact.
Personally, i think that most likely, if one needs to compress to get a table loaded, the machine probably can not actually run vpx in a playable manner anyways.
I mean we would be talking like 32,64,128mb videocards i think?
Even a 1gb card will load a hell of a lot of tables, though i can not say the same about the fps it would get ![]()
I dont know how old that setting is, i did not have vpx at the time in history where it would have been useful
Edited by wiesshund, 26 March 2021 - 06:25 AM.
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Posted 26 March 2021 - 07:15 AM
@Toxie
Do you happen to have the context menu reg keys for the edit POV option?
as there is no installer, those dont get created automatically
but if you have an example key handy i could create a reg file
Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\VPinballX.exe] [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\VPinballX.exe\shell] [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\VPinballX.exe\shell\edit] [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\VPinballX.exe\shell\edit\command] @="\"C:\\EMULATION\\vpx\\VPinballX.exe\" -edit \"%1\"" [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\VPinballX.exe\shell\open] [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\VPinballX.exe\shell\Edit POV\command] @="\"C:\\EMULATION\\vpx\\VPinballX.exe\" -EditPOV \"%1\"" [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\VPinballX.exe\shell\open] [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\VPinballX.exe\shell\open\command] @="\"C:\\EMULATION\\vpx\\VPinballX.exe\" -play \"%1\""
just need to know the arg name, maybe you said it and i am missing it
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Posted 27 March 2021 - 08:52 AM
@Toxie
Do you happen to have the context menu reg keys for the edit POV option?
as there is no installer, those dont get created automatically
but if you have an example key handy i could create a reg file
Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\VPinballX.exe] [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\VPinballX.exe\shell] [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\VPinballX.exe\shell\edit] [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\VPinballX.exe\shell\edit\command] @="\"C:\\EMULATION\\vpx\\VPinballX.exe\" -edit \"%1\"" [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\VPinballX.exe\shell\open] [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\VPinballX.exe\shell\Edit POV\command] @="\"C:\\EMULATION\\vpx\\VPinballX.exe\" -EditPOV \"%1\"" [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\VPinballX.exe\shell\open] [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Applications\VPinballX.exe\shell\open\command] @="\"C:\\EMULATION\\vpx\\VPinballX.exe\" -play \"%1\""just need to know the arg name, maybe you said it and i am missing it
The new 10.7 exe has some new command line options so this is the line you miss:
Posted 27 March 2021 - 11:28 AM
I'm counting on you to teach me.. ![]()
more seriously, you have to choice the layer before selecting the elements.
it is more intuitive to do the reverse, like future pinball or 10.6
one does not prevent the other, double choice then...
Edited by fripounet, 27 March 2021 - 07:52 PM.
Posted 27 March 2021 - 03:01 PM
?? Why would you have a multi choice for a single option ? I believe you don't understand fully what that does to be honest.
The Drawing order(Hit) selection that is situated in the Pull down Tab could be identified as a single choice with multiple options.
Drawing order(Hit) could also be identified as a single option with multiple choices.
When you select the Tab its a single choice or option.
When the Pull down menu opens there are more options available for you to select.
Multiple choices become available after that single selection.
You can also select multiple objects with the mouse left or right button.
Its a single selection process which selects multiple objects.
Edited by Segovia11, 27 March 2021 - 03:15 PM.
Posted 27 March 2021 - 08:28 PM
yes, example :
difference between vpx 10.6 and 10.7 :
Is that 10.6 is limited to 11 layers on fixed names
and VP7 can have unlimited layers of any name you like
I for one will pass on a gigantic list in the context menu, when i already have that list in the big box at the bottom of the screen
I know what layer i want stuff to be in, because i have probably just created it and already have it selected, i like they way they did it in 10.7 better
Collections, we dont tend to have terribly many of those going
not that we couldn't but i have not seen a table yet that had need of an over abundance of collections
Layers?
Screws have a layer
Collidable posts have a layer
Non collidable posts have a layer
rubber bands have a layer
Inserts have a layer
GI lights have a layer
Platics have a layer
Metal formed ball guides have a layer
Flashers have possible several layers depending on what they do
Everything gets its own layer, i dont like looking at stuff on top of other stuff
Some tables have 20 or 30 layers so i can keep all the parts nicely organized
in My image of organization anyways.
I've seen plenty of tables where everything was in 1 to 4 layers tops (which drives me nuts LOL)
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Posted 27 March 2021 - 08:37 PM
@wiesshund
????? your answer is irrelevant
all improvements made to 10.7 are listed on the log.
so everyone knows them ...
that's absolutely not what I was asking.
or I made myself misunderstood because I don't speak English
Edited by fripounet, 27 March 2021 - 08:41 PM.
Posted 27 March 2021 - 09:01 PM
@wiesshund
????? your answer is irrelevant
all improvements made to 10.7 are listed on the log.
so everyone knows them ...
that's absolutely not what I was asking.
or I made myself misunderstood because I don't speak English
no offense, but i do not think you understood what you just read either
but if i try and type it in french, no one is going to understand it
including the french
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