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#141 mjr

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Posted 11 August 2018 - 03:07 AM

 

hlr53, dopdahl - I think I found a solution for you guys.  Try this and see if it fixes it:  insert this-> in front of length() and c_str() at the offending lines:
 
bool StartsWith(const typename S::value_type *prefix)
{
    S sprefix(prefix);
    size_t prefixLen = sprefix.length();
    return this->length() >= prefixLen
        && memcmp(prefix, this->c_str(), prefixLen * sizeof(S::value_type)) == 0;
}
 


Excuse my ignorance but which file? (Currently rereading Thinking in C++ and trying to get up to more speed)

 

 

Sorry - that's in StringUtil.h - if you double-click on one of the error lines in the output window (a line that looks like "...StringUtil.h(127): error: ..."), it'll take you to the right spot.

 

But you might want to hold off for a day or two...  I've got a spare machine that I'm going to try setting up a new dev env on.  Let me see if I can get it going there - hopefully I can work through this and the other issues and get it cleaned up enough that it'll just work for you.



#142 mjr

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Posted 11 August 2018 - 06:38 AM

hlr53, dopdahl - Okay, I think I've managed to work through all the build issues.  Grab a fresh copy from github when you get a chance and give it a try when you have a chance.  Hopefully it'll compile cleanly this time through.



#143 hlr53

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Posted 11 August 2018 - 02:13 PM

Mike,

 

Pulled down latest master this AM and I see the above code you inserted into StringUtil.h

 

Same error

 

1>------ Build started: Project: Utilities, Configuration: Debug x64 ------
2>------ Build started: Project: DirectXTK_Desktop_2017, Configuration: Debug x64 ------
3>------ Build started: Project: zlibstat, Configuration: Debug x64 ------
4>------ Build started: Project: LZMA, Configuration: Debug x64 ------
5>------ Build started: Project: DirectXTKAudio_Desktop_2017_DXSDK, Configuration: Debug x64 ------
3>Assembling ..\..\masmx86\inffas32.asm...
3>Assembling ..\..\masmx86\match686.asm...
1>stdafx.cpp
2>AlphaTestEffect.cpp
3>adler32.c
4>7zDecode.cpp
2>BasicEffect.cpp
3>compress.c
5>AudioEngine.cpp
2>BinaryReader.cpp
2>CommonStates.cpp
3>crc32.c
2>DDSTextureLoader.cpp
1>c:\users\harry\documents\github\pinbally\utilities\stringutil.h(112): error C3861: 'length': identifier not found
1>c:\users\harry\documents\github\pinbally\utilities\stringutil.h(146): note: see reference to class template instantiation 'StringEx<S>' being compiled
1>c:\users\harry\documents\github\pinbally\utilities\stringutil.h(113): error C3861: 'c_str': identifier not found
4>ArchiveExports.cpp
1>Done building project "Utilities.vcxproj" -- FAILED.
 
VS Community 2017 version 15.7.6       .Net 4.7.03056

Edited by hlr53, 11 August 2018 - 02:27 PM.

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#144 mjr

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Posted 11 August 2018 - 05:13 PM

Pulled down latest master this AM and I see the above code you inserted into StringUtil.h

 

Same error

1>c:\users\harry\documents\github\pinbally\utilities\stringutil.h(112): error C3861: 'length': identifier not found

1>c:\users\harry\documents\github\pinbally\utilities\stringutil.h(146): note: see reference to class template instantiation 'StringEx<S>' being compiled
1>c:\users\harry\documents\github\pinbally\utilities\stringutil.h(113): error C3861: 'c_str': identifier not found

 

Could you double-check line 112-113 of that file (copy and paste the path into the file open box) and make sure you really got the updated copy?  It compiles for me with what must be the exact same environment you're using - a freshly installed VS just last night.


Note that if you're using git from a forked copy of the repos, you'll need to sync your fork with my base version, or you'll just keep re-pulling the old copies from your fork:

 

https://help.github....syncing-a-fork/



#145 martin0

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Posted 11 August 2018 - 07:06 PM

 

I get an error message when starting pinbally.exe on Windows 7 32-bit. Windows and DirectX are up to date. I checked both. The problem might be the older hardware. I like this IMAC because Virtual Pinball and PinballX are working in FullHD and i don't want to upgrade to 64 bit, if it isn't really necessary.

 

From the error message details, it looks like it might be a "shader model" dependency (an internal Direct3D thing).  The model in question is *supposed* to be supported across the board in D3D11, so maybe that's not it after all, but maybe there are some exceptions for older hardware.  It looks like I can downgrade it to an older model without loss of functionality, so I'll give that a try - when the Alpha 6 comes online give that a try and see if it helps.

 

I tested the alpha 7 and get the same error.



#146 mjr

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Posted 11 August 2018 - 07:20 PM

 

 

I get an error message when starting pinbally.exe on Windows 7 32-bit. Windows and DirectX are up to date. I checked both. The problem might be the older hardware. I like this IMAC because Virtual Pinball and PinballX are working in FullHD and i don't want to upgrade to 64 bit, if it isn't really necessary.

 

From the error message details, it looks like it might be a "shader model" dependency (an internal Direct3D thing).  The model in question is *supposed* to be supported across the board in D3D11, so maybe that's not it after all, but maybe there are some exceptions for older hardware.  It looks like I can downgrade it to an older model without loss of functionality, so I'll give that a try - when the Alpha 6 comes online give that a try and see if it helps.

 

I tested the alpha 7 and get the same error.

 

Okay...  it might just be a hardware driver dependency that your machine just can't support, but I'll see if I can further downgrade the shader model.  



#147 mjr

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Posted 11 August 2018 - 08:17 PM

martin0 - here's a quick test build for you.  I changed the problem area to use shader model 4, which reliable sources (some random guy posting to some random gamer group) inform me that Radeon 2600 supports.  (This is just the bare PinballY.exe - extract it and copy it over your current .exe.)  Let me know if it helps.

 

http://mjrnet.org/pi...der-model-4.zip



#148 hlr53

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Posted 11 August 2018 - 09:18 PM

 


Pulled down latest master this AM and I see the above code you inserted into StringUtil.h
 
Same error
1>c:\users\harry\documents\github\pinbally\utilities\stringutil.h(112): error C3861: 'length': identifier not found
1>c:\users\harry\documents\github\pinbally\utilities\stringutil.h(146): note: see reference to class template instantiation 'StringEx<S>' being compiled
1>c:\users\harry\documents\github\pinbally\utilities\stringutil.h(113): error C3861: 'c_str': identifier not found

 
Could you double-check line 112-113 of that file (copy and paste the path into the file open box) and make sure you really got the updated copy?  It compiles for me with what must be the exact same environment you're using - a freshly installed VS just last night.

Note that if you're using git from a forked copy of the repos, you'll need to sync your fork with my base version, or you'll just keep re-pulling the old copies from your fork:
 
https://help.github....syncing-a-fork/
 
I downloaded the latest zip early this morning and did not use via VS orGitHub desktop. Command line stuff too complicated at present. Used GitHub Desktop just now
 
Latest build and only error seen: 
 

9>VersionInfoUpdater : error BI1100: Unable to open build number file (BuildNumber.txt) for writing
9>NMAKE : fatal error U1077: '.\bin\VersionInfoUpdater.EXE' : return code '0x2'
9>Stop.
9>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.CppCommon.targets(123,5): error MSB3073: The command "(pushd ..\VersionInfoUpdater && nmake /nologo "Configuration=Debug" "Platform=x64" -f MakeVersionInfo.mak && popd)
9>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.CppCommon.targets(123,5): error MSB3073: :VCEnd" exited with code 2.
9>Done building project "OptionsDialog.vcxproj" -- FAILED.
 

Rebuilt solution just now 17:50
 

12>PinballY Admin Mode.vcxproj -> C:\Users\Harry\Documents\PinballY\x64\Debug\PinballY Admin Mode.exe
========== Rebuild All: 12 succeeded, 0 failed, 0 skipped ==========
 
Well THAT was a little painful getting there :-) I have more questions but all the time for today. I hear wife calling......

Tomorrow I will play with A7 in 32 and 64 builds.
 
FYI My install:
 
VS install capture

 
If you can tell me how you did your latest install with what options, I can modify same, if needed. I didn't put WIX back on yet. I am not distributing so I don't really need it, of course.

Edited by hlr53, 11 August 2018 - 10:36 PM.

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#149 mjr

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Posted 11 August 2018 - 10:59 PM

Latest build and only error seen: 

9>VersionInfoUpdater : error BI1100: Unable to open build number file (BuildNumber.txt) for writing

 

Yeah, I'm actually working on that one - it's due to multiple concurrent subtasks being launched by the VS build mechanism, so it's not a "real" error, just an accident of timing due to too many things going on at once.  I'm putting in some locking in the build process to make sure it never happens, but if you run into it in the current version, just do a rebuild until it clears up.  It'll generally only happen on the first clean build because that's when VS is firing off many tasks at once.

 

So I think you're set, apart from WiX.  WiX isn't even invoked when you're building a Debug configuration, so as long as you're not building the Release configuration you won't even get any errors from not having it.



#150 martin0

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Posted 12 August 2018 - 09:06 AM

martin0 - here's a quick test build for you.  I changed the problem area to use shader model 4, which reliable sources (some random guy posting to some random gamer group) inform me that Radeon 2600 supports.  (This is just the bare PinballY.exe - extract it and copy it over your current .exe.)  Let me know if it helps.

 

http://mjrnet.org/pi...der-model-4.zip

Thank you! It's working.


Edited by martin0, 12 August 2018 - 10:02 AM.


#151 hlr53

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Posted 12 August 2018 - 04:04 PM

Is anybody able to load a Future Pinball table via BAM/FPLoader using PinballY? I'm using the latest BAM DLL 1.4.238. I cannot load a table. The default parameters /open "[TABLEPATH]\[TABLEFILE]" /play /exit /arcaderender do not seem to work. I tried playing around with it to no avail. If I point PBY to Future Pinball.exe, tables load fine. 

 

EDIT:

 

I tried on the Run command line with a specific table and FPLoader launched it.

 

C:\Games\Future Pinball\BAM\FPLoader.exe /open "C:\Games\Future Pinball\tables\ABraCaDaBra.fpt" /play /exit /arcaderender

 

Mike,

 

Does [TABLEPATH]\[TABLEFILE] need to be changed in the code?


Edited by hlr53, 13 August 2018 - 12:01 AM.

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#152 tspeirs

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Posted 12 August 2018 - 08:17 PM

Im still not sure if I pissed you off at some point in my life or not, but I wanted to say good job anyway. The main issue I see with this project is its going to be ripped off by the Chinese and other bootleggers who will be adding credit/coin systems, rebranding, and generally doing shady things. Therefore doing a lot of stuff people in the community are not going to like. Although It looks like your not worried about people copying off other peoples work even on a community camaraderie level.


Edited by tspeirs, 13 August 2018 - 12:35 AM.

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#153 hlr53

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Posted 12 August 2018 - 08:56 PM

In image/video capture dialog box change remaning typo to remaining.
 
What I really like in the PinballX wheel menu are the manufacturers logos. Would even like the option to make the logos what they were for a given year span. Like when Gottlieb changed their design over the years. Can you add those at some point? Put in res folder? We can gather.
 
Also, since we can specify SS, EM, ME, can this be displayed in the info boxes? 

Edited by hlr53, 13 August 2018 - 09:46 AM.

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#154 Brer Frog

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Posted 13 August 2018 - 02:01 AM

 

I never put Flash on my PC because of all the security issues I read about. I had it with my old HDD but it seemed every week or two it had a security update.

 

I'm totally with you on that.  I really tried to find a way to show SWF files without Flash, but came up empty after much searching.  And I haven't ruled out some alternative by any means - maybe I'll be able to find something in the future.  The Flash Player dependency can easily be removed if I can just find something else to put in its place that will render SWF to a bitmap.

 

 

I tried IrfanView & it will display .SWF files but cannot save them. I could do a snip or screen print of the image & save it as a .PNG file. Seems like a lot of work but is doable.

 

Yeah, that's the other thing I tried looking for far and wide - something open-source that can read SWF in and write PNG out.  There are a couple of tools that CLAIM they can do that, but it's misleading because all they can actually do is extract JPG resources embedded in SWF.  Which doesn't help in our situation because the instruction card files all use vector graphics, not embedded JPG.  So far I haven't found anything that can actually rasterize a vector SWF and write out a PNG.  If such a thing existed, I could easily make PBY call it automatically when trying to render a SWF and get rid of the Flash Player dependency for good.

 

 

IrfanView does batch conversions but it does not work with SWF files. I tried it & someone on their forum was trying to get it to work with SWF input files but the moderator said it does not.

I took the Attack from Mars SWF card which had a file size of 67 KB, opened it with IrfanView, displayed it full screen (1440 pixels wide on my desktop monitor), and did a screen capture which saved to the clipboard.

Then opened this in Photoshop Elements and saved it as a PNG file at 1440 x 818 pixels with a file size of 145 KB.

I also saved this as a JPG 1440 x 818 with a medium quality of 5 and ended up with a file size of 206 KB. I’m surprised this is larger than the PNG file.

My screen capture was 1440 wide but you could do one at 1920 wide which would cover the width of 1920 x 1080 BG monitor, presuming that is what’s used.

Scanning a 5.5” card at 600 dpi gives you 3300 pixels and the 1920 falls short of that. I presume a screen capture could be done on a UHD/4K TV/monitor, but I wonder if you could see a difference if displaying a UHD card on a 1920 pixel BG TV/monitor.

Here’s what my 1440 pixel ATM card looks like.

Attached File  Attack from Mars.png   393.28KB   3 downloads
 



#155 Gilrock

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Posted 13 August 2018 - 02:21 AM

I really like PinUp so far but its nice to see an open source project.  I tried to build the code just to see if I could and unfortunately that special version of the old DirectX SDK will not install on my system.  The installer gave me a cryptic error.



#156 mjr

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Posted 13 August 2018 - 06:50 PM

I really like PinUp so far but its nice to see an open source project.  I tried to build the code just to see if I could and unfortunately that special version of the old DirectX SDK will not install on my system.  The installer gave me a cryptic error.

 

You might try doing a web search for the cryptic error code to see if you can turn up anything.  It's hard for me to imagine what could go wrong with that SDK install, because what gets installed pretty much just amounts to a bunch of .h and .lib files.  I'd check the files in to the repos and avoid the whole mess if it were (legally) possible, but of course it's not under the MSFT licenses for the SDK code.



#157 Gilrock

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Posted 13 August 2018 - 09:27 PM

I'm a main contributor to another freeware project and I'm pretty sure we aren't using DirectX to play our audio.  Our stuff all runs on Windows, MacOS, and Linux.  I wasn't the developer that setup all the audio stuff but I believe our audio is using the SDL2.0 Simple DirectMedia Layer library code.



#158 mjr

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Posted 13 August 2018 - 09:50 PM

I'm a main contributor to another freeware project and I'm pretty sure we aren't using DirectX to play our audio.  Our stuff all runs on Windows, MacOS, and Linux.  I wasn't the developer that setup all the audio stuff but I believe our audio is using the SDL2.0 Simple DirectMedia Layer library code.

 

Well, this project does use DirectAudio, so I'm afraid you will need to get that SDK installed if you want to build it.  (The SDK obviously isn't required to run it, though.)



#159 mjr

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Posted 13 August 2018 - 10:22 PM

Im still not sure if I pissed you off at some point in my life or not, but I wanted to say good job anyway. The main issue I see with this project is its going to be ripped off by the Chinese and other bootleggers who will be adding credit/coin systems, rebranding, and generally doing shady things. Therefore doing a lot of stuff people in the community are not going to like. Although It looks like your not worried about people copying off other peoples work even on a community camaraderie level.

 

Tom - sorry if anything I wrote gave you the impression this was meant as a slight against PinballX.  It's not; the motivation is that I wanted an open-source launcher for my pin cab, and I thought a few other pin cab people might like the same thing.  I appreciate your concern about someone "ripping off" my code, but one of the features of open source is that you can't steal what's freely given.  So no, I'm not worried about people copying or reusing or elaborating upon my open-source work; the point of releasing it as open source is to make that possible.  I won't try to make the case for open-source here, as others have done that better than I can, and it's off-topic anyway, but I see it as a positive for the community for projects like this to be open to unrestricted collaboration.



#160 STV

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Posted 13 August 2018 - 10:42 PM

Hear! Hear!