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Visual Pinball X (Standalone EXE)

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#141 STAT

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Posted 06 August 2017 - 09:33 AM

Changed to 10.3.1 just today on my Cab, but it feels like Ball rolling is a bit lower on some Tables, or is it my Imagination only ?

 

Changed POV on some, but that doesnt touch the Physics, OR ?


Edited by STAT, 06 August 2017 - 09:35 AM.


#142 Mark70

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Posted 06 August 2017 - 11:39 AM

Mark 70 and Joey, it is possible this problem is being caused by the manga save buttons being remapped by PBX? just a long shot, but I have to map manga save buttons in VPX when I want to adjust a table until I can figure out what is defaulting my registry keys for magma save. Once I launch PBX my manga save buttons default to the wrong settings in the registry.

I tried to reassign the keys in VPX right before started the camera mode, but it was the same result.  Nonetheless thanks for the hint.



#143 shadowjuggalo

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Posted 06 August 2017 - 04:17 PM

Havent been here for awhile f 14 brought me back, and i upgraded to 10.3.1 and now when i open it and load a table to it, it automaticaly launchs the table with out me telling it launch. Any way to stop this?

 

 

Edit: never mind I thought it was doing it to all my tables. But it just does it to world cup soccer and then crashes. I never had a table that trys to launch from loading it into the editor. strange.


Edited by shadowjuggalo, 06 August 2017 - 05:13 PM.


#144 toxie

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Posted 07 August 2017 - 06:30 AM

Changed to 10.3.1 just today on my Cab, but it feels like Ball rolling is a bit lower on some Tables, or is it my Imagination only ?

 

Changed POV on some, but that doesnt touch the Physics, OR ?

 

10.3.1 did not change anything to the physics at all, just bugfixes.. and some additions to the default table..



#145 STAT

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Posted 26 December 2017 - 06:50 PM

I think you already read it: WPC.vbs isn't ok, as rothbauerw found out at Indiana Jones Table, more on MBPC Page:

http://www.monsterba...e/9/#post-17216


Edited by STAT, 26 December 2017 - 06:52 PM.


#146 rothbauerw

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Posted 26 December 2017 - 09:16 PM

That's correct STAT.  Any table that use cSingleLFliip or cSingleRFlip set to false could be broken by the new WPC.vbs.  In the case of Indiana Jones, the upper flipper switches conflict with actual switches on the table and the cSingleFlip variables are used to disable them from firing with the flippers.  If you can leave/add code to disable with upper flipper switches when cSingleFlip variables are set to false, it would maintain backward compatibility.  Hopefully that makes sense.

 

BTW, awesome job to the Dev's on another great release.



#147 STAT

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Posted 27 December 2017 - 07:59 AM

Thanks again, rothbauerw, i could not solve this without your Informations :tup:



#148 toxie

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Posted 27 December 2017 - 10:30 AM

That's correct STAT.  Any table that use cSingleLFliip or cSingleRFlip set to false could be broken by the new WPC.vbs.  In the case of Indiana Jones, the upper flipper switches conflict with actual switches on the table and the cSingleFlip variables are used to disable them from firing with the flippers.  If you can leave/add code to disable with upper flipper switches when cSingleFlip variables are set to false, it would maintain backward compatibility.  Hopefully that makes sense.

 

BTW, awesome job to the Dev's on another great release.

 

oh, damn, i always thought it's only the case when setting it to true..  :/

thanks for the heads-up, i'll give nFozzy a hint..



#149 toxie

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Posted 07 January 2018 - 09:44 AM

That's correct STAT.  Any table that use cSingleLFliip or cSingleRFlip set to false could be broken by the new WPC.vbs.  In the case of Indiana Jones, the upper flipper switches conflict with actual switches on the table and the cSingleFlip variables are used to disable them from firing with the flippers.  If you can leave/add code to disable with upper flipper switches when cSingleFlip variables are set to false, it would maintain backward compatibility.  Hopefully that makes sense.

 

BTW, awesome job to the Dev's on another great release.

 

This should now be fixed, see http://www.vpforums....=38651&p=397251

Please test/review the changes, thanks!



#150 DreamTrap

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Posted 26 May 2018 - 06:56 AM

which file to download x4?


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#151 toxie

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Posted 26 May 2018 - 07:09 AM

VPinballX4_Minimal.zip



#152 shannon1

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Posted 26 May 2018 - 04:08 PM

Thanks Toxie!

#153 toxie

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Posted 28 June 2020 - 07:11 PM

Just in case that you wonder about the 10.6.1 update:

 

It's solely a fix for people that experience(d) problems during player exit. If you don't have that, ignore this update.

Also ignore it if you already run 10.7 beta, as 10.6.1 contains the 'old' scripts and dlls.



#154 bolt

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Posted 28 June 2020 - 10:43 PM

Thanks for the update.


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#155 robertms

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Posted 25 March 2021 - 03:03 AM

What's New in Version 10.6.2 (See full changelog)
  • *** VPX ***
  • 10.6.2:
  • - add another 7.1 SurroundSound mode tuned for SSF cabinet configurations (7.1 Surround Sound Feedback (enhanced))
  • 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
  • - improve quality and performance of internal DMD shader (especially visible on FSS tables)
  • - replace dithering code with blue noise, fixes flickering patterns (especially in darker table areas)
  • - disable dithering code when running in 10bit output mode
  • - tweak AO (Ambient Occlusion) and SSR (Screen Space Reflections) to be a bit less noisy
  • - fix a small error in the original SMAA filter code, and also increase quality parameters slightly (to match reshade)
  • - retweak Standard FXAA and Quality FXAA filters to be a bit sharper

 

Thanks for the update Toxie, the visual tweaks made a considerable difference in my case, especially the noise in darker areas has been significantly reduced. Thanks again to all the VPX devs for this phenomenal software!


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#156 wiesshund

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Posted 21 April 2021 - 08:37 AM

@Toxie

 

I was checking the 1.6.2 download because of a table problem someone was having
and i found that the scripts in the download do not appear to be up to date.

I did not check every script, but controller.vbs for example has differences to the script pack like we have in 10.7

 

For example

Dim DOFeffects(9)
Dim B2SOn
Dim B2SOnALT
Dim B2SOff
B2SOff = False

lines 130 and 131 are missing in the 1.6.2 download

 

and this entire section is missing

if B2SOff then
		tempc = 1
	end if

I guess i could run them all through beyondcompare?

Was i mistaken or weren't they supposed to all be updated in this?
 


Edited by wiesshund, 21 April 2021 - 08:38 AM.

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#157 Thalamus

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Posted 21 April 2021 - 09:01 AM

My understanding is that the scripts follow the release. So, you would not get 10.7 changes into a 10.6 release. It is however recommended that you update everything going from 10.6 to 10.7, but, it SHOULD be ok to run the exe manually going "back in time". In this case. I haven't looked closely at your findings though. Can't hurt to ask if this is by design or not.


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#158 wiesshund

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Posted 21 April 2021 - 09:29 AM

My understanding is that the scripts follow the release. So, you would not get 10.7 changes into a 10.6 release. It is however recommended that you update everything going from 10.6 to 10.7, but, it SHOULD be ok to run the exe manually going "back in time". In this case. I haven't looked closely at your findings though. Can't hurt to ask if this is by design or not.

Maybe

would be a shame though, as we have a good number of script improvement and fixes that fully apply to 10.6.1 even, not even considering 10.6.2

 

I mean you and i just go grab them out of 10.7, but other people may be a bit leery on that, or not understand to just take the scripts, or maybe just cant find the beta thread or github etc


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#159 toxie

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Posted 21 April 2021 - 02:02 PM

10.6.2 was supposed to just add that new 7.1 surround mode, but then i thought i'll just also merge the low hanging/low risk shader fruit, too.

Scripts i was afraid to also merge over, as such a minor release should not do such large changes IMHO.



#160 Wylte

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Posted 21 April 2021 - 06:12 PM

the low hanging/low risk shader fruit

Shaders, the most delicious and compatible of fruits xD

Thank you for the response - I was going back and forth with Wiesshund trying to pinpoint where the disconnect was. Maybe just more notes on what has/hasn't been backmerged, in the future :tup:
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