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VP10 is here (beta)

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#1801 toxie

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Posted 25 April 2015 - 02:11 PM

..oh and of course if you already have used bulbs to 'fake' the light from below on a table then don't forget to remove them as you will get double the light otherwise..



#1802 chepas

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Posted 25 April 2015 - 03:54 PM

Setting the opacity to 0.999 is well over the top. There isn't much difference between that and lower values. Tried 0.999 to reduce the effect to be very subtle but its the same right through the values.

 

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

 

Ok, think I've got it now.Thought the opacity was supposed to alter the value. I was blindly following the default tables GI transmit value of 0.5. That looked way too much on this game for the covering area GI. Visible bulb mesh transmit set to 0.4 and the covering area 0.01


Edited by chepas, 25 April 2015 - 05:04 PM.

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#1803 gtxjoe

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Posted 25 April 2015 - 05:40 PM

Real life issues have taken me away from this thread but I'm interested in starting to burn my fingers on VPX a bit more.  The first time I installed it and played a few table on fullscreen, the ball was pretty distorted (not round) depending on where it was on the table.  Has this been overcome?  Is there some setting I need to be aware of to fix that issue?

http://www.vpforums....906#entry302217



#1804 snafu

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Posted 26 April 2015 - 01:47 AM

I totally missed this beta thread until today. So glad to see VP10 progressing. I downloaded the beta version 1932 that's was posted at the begining It works fine for papa smurf. But when I try all the newer tables others have uploaded for testing, VP10 crashes while loading the game scripts. I'm assuming there's a newer beta version? I've searched around in some of the other forums and can't find a location for VP10 beta and since this thread is now 91 pages long I loathe searching around for a new download link in it. Can anyone tell me if there has been a newer beta posted?

 

Thanks.



#1805 The Loafer

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Posted 26 April 2015 - 01:54 AM

Did you ensure you unzipped all vbs overwriting your existing ones that are probably located in the tables folder (or script folder if they are there)? Did you also overwrite the dll's located in the visual pinball folder? All of these are backward compatible though if you have modified any of the vbs, of course these would be overwritten so you would need to modify the new vbs files.

#1806 Slydog43

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Posted 26 April 2015 - 01:59 AM

did you replace all files included in the zip (its not only the exe that needs to be updated from 9.x).



#1807 snafu

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Posted 26 April 2015 - 02:10 AM

Did you ensure you unzipped all vbs overwriting your existing ones that are probably located in the tables folder (or script folder if they are there)? Did you also overwrite the dll's located in the visual pinball folder? All of these are backward compatible though if you have modified any of the vbs, of course these would be overwritten so you would need to modify the new vbs files.

I did all of those. The fact that pap smurf and the dof test table that arngrim linked both run fine, I assume VP10 is installed correctly.

Soooo, I take it by your response that version 1932 is still the latest?

 

The problem I see is after clicking on PLAY, VP10 then states it is loading the tables game scripts, I then get a Windows error stating that VP10 has stopped working. This only happens when I try some of the other tables that have been linked in the other forum tread concerning VP10 tables.



#1808 randr

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Posted 26 April 2015 - 02:49 AM

You do not have proper vpinmame installed

randr___pinball.png                         


#1809 Arcade4

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Posted 26 April 2015 - 04:08 AM

How would you describe the transmit function on lights now? Setting it to 1 really looks nice but I don't want to abuse it. I've been known to go overboard on lighting in the past :(

 

Left side is transmit set to 0 and right side is transmit set to 1... looks awesome

 

wMA8ITK.png?1

Looks Fantastic. I love how you can see the clear plastic ball guide on the right side. I think any more light would take it over the limit that I like.



#1810 The Loafer

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Posted 26 April 2015 - 05:33 AM

Hi,

 

Playing the new VPX Hercules (link found in Randr's sig), VpinballX.exe tends to crash on exit:

 

Problem signature:

 

 

 

Problem Event Name: APPCRASH

 

Application Name: vpinballx.exe

 

Application Version: 10.0.0.0

 

Application Timestamp: 553b6236

 

Fault Module Name: libusb0.dll

 

Fault Module Version: 1.1.10.2

 

Fault Module Timestamp: 45a8b767

 

Exception Code: c0000005

 

Exception Offset: 0000365d

 

OS Version: 6.1.7601.2.1.0.768.3

 

Locale ID: 1033

 

Additional Information 1: 0a9e

 

Additional Information 2: 0a9e372d3b4ad19135b953a78882e789

 

Additional Information 3: 0a9e

 

Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

 

Read our privacy statement online:

 

 

 

http://go.microsoft....88&clcid=0x0409

 

 

If the online privacy statement is not available, please read our privacy statement offline:

 

C:\Windows\system32\en-US\erofflps.txt

 

 

crash.txt

Crash report
============
Process: vpinballx.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:2498365D
Attempt to read from 0x00000018
Thread ID: 0x1078 [4216]

Call stack
==========
2498365D libusb0.dll usb_release_interface + 0xD (0x00000000 0x00000000 0x00000000 0x00000000)
2190DD69 vpinmame.dll DllUnregisterServer + 0x4C19 (0x0000001F 0x00000000 0x21C1B1D8 0x00000000)
217A73DE vpinmame.dll (0x15E4C798 0x00000000 0x00000000 0x00000000)
217A712B vpinmame.dll (0x1EBDF4FA 0x00000000 0x00000000 0x00000000)
21901AF5 vpinmame.dll (0x15E4C798 0x00000000 0x2341FFD4 0x00000000)
753A336A kernel32.dll BaseThreadInitThunk + 0x12 (0x15E4C798 0x00000000 0x5426921A 0x00000000)
774392B2 ntdll.dll RtlInitializeExceptionChain + 0x63 (0x21901890 0x00000000 0x15E4C798 0x00000000)
77439285 ntdll.dll RtlInitializeExceptionChain + 0x36 (0x21901890 0x00000000 0x15E4C798 0x00000000)

Environment
===========
Date/time: 26/4/2015, 01:23:33:654
Number of CPUs: 8
Processor type: 586
System: Unknown Windows version - 6.1 (Service Pack 1)

Memory status
=============
Total Reserved: 140856K (137M) bytes
Total Commited: 623576K (608M) bytes
Total Free: 3429808K (3349M) bytes
Largest Free: 2096492K (2047M) bytes

Registers
=========
EAX=24983650 EBX=00000000 ECX=75563C01 EDX=00000000
ESI=1612C728 EDI=00000020 EBP=2341FFEC ESP=2341FFDC EIP=77439285
FLG=00210206 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B

Mini dump saved successfully.

 


It's late and I'm forgetful, how do you want the crash.dmp file?


interesting, I am getting that crash on any VPX tables, nothing to do with Hercules.



#1811 fuzzel

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Posted 26 April 2015 - 06:35 AM

Best thing is to write a short issue in the bug tracker and put the crash.dmp on Dropbox and link it with the issue. We'll check that later then.

#1812 The Loafer

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Posted 26 April 2015 - 01:34 PM

I will but first if no one else is reporting this issue, I will investigate my end first. Now that I am awake, I see its reporting my windows as unknown, 6.1. Say what? Lol. Issue could be at my end.

#1813 fuzzel

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Posted 29 April 2015 - 12:50 PM

rev1944 is up:

 

- add sound samples to default table again
- add different nudge plugin codes (vbs scripts updated)
- fix toggling sound samples to backglass output and normal output, exporting of backglass sound is working again but is not downward compatible
- fix white plastic material in default table
- fix autosave feature
- show current rotation and scaling values int rotation/scaling dialog for triggers
- only ask once for destination path when exporting multiple images/sounds
- increase modulate limit again (but still avoid 1)
- fine tune default physic settings for flippers, rubbers and primitives
- Lock element accessible from the Edit menu and hotkey(Ctrl+Shift+L)

- New feature: "Edit->Set Default Physics" resets the physics values of all selected elements. The main idea is to help you when converting a VP9/8 table to VP10. Just select the elements you want to reset and click on this menu. The default values can be the build-in values or the those values you defined as default values for an element (using "Set as Default" in the context menu).
 



#1814 hmueck

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Posted 29 April 2015 - 01:18 PM

- New feature: "Edit->Set Default Physics" resets the physics values of all selected elements. The main idea is to help you when converting a VP9/8 table to VP10. Just select the elements you want to reset and click on this menu. The default values can be the build-in values or the those values you defined as default values for an element (using "Set as Default" in the context menu).


Now *that* sounds GREAT! Thank you! :)
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1815 chepas

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Posted 29 April 2015 - 05:30 PM

 

- New feature: "Edit->Set Default Physics" resets the physics values of all selected elements. The main idea is to help you when converting a VP9/8 table to VP10. Just select the elements you want to reset and click on this menu. The default values can be the build-in values or the those values you defined as default values for an element (using "Set as Default" in the context menu).


Now *that* sounds GREAT! Thank you! :)

 

 

Hah, you know it! I started moving objects from one of my older games last night and glad I didn't get around to moving it all over now.

 

Without the values resetting it did mean that I had to be very selective each time I would move an object over and adjust friction etc as it was moved, you don't really want these rogue objects in the editor when you have a lot of your bits in.

 

Trying to figure out which objects are bad is a mission with a full editor. Nice time saver, cheers.


Edited by chepas, 29 April 2015 - 05:30 PM.

Bump maps are the new auto-tune :BDH:
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#1816 chepas

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Posted 29 April 2015 - 05:50 PM

I keep forgetting to ask because I have no idea if its possible but can you make the bulb lamps fall off outline shape-able? Or just use the lamps shape as the fall off.

 

I think this will help with that "hard edge" of large lamps when you don't use half of the fall off shape. Would also be good for cylinder type shapes for lights, like a neon/UV strip light or bendy xmas fairy strips down ramps etc.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#1817 fuzzel

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Posted 29 April 2015 - 06:13 PM

Oh I think that's not an easy task. Lighting is radial and if you shape the fall off it will look unrealistic on top of that there is an internal architectural problem to support two separate custom shapes for one element.

Edited by fuzzel, 29 April 2015 - 06:14 PM.


#1818 toxie

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Posted 29 April 2015 - 06:48 PM

i already looked into that earlier-on, and it for sure would be possible somehow, but the way how bulbs are currently implemented internally its not easy to get looking right all of the time.



#1819 chepas

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Posted 29 April 2015 - 08:55 PM

Had a feeling it could be tricky. What I've suggested could be done with the flashers, or any other trick I don't know about but I'm slightly getting addicted to the new bulbs & transmit.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#1820 cyberpez

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Posted 29 April 2015 - 10:59 PM

 

Hey guys, I can update all the vbs files with no issues except when I update the core.vbs file. The previous one I have installed starts with - Const VPinMAMEDriverVer = 3.43. When I update the the new core.vbs I get the following error when lauching any table in VP9.9, PM5 or VP10 -> Script Error - Line: 1 File not found and the table crashes.
 
When I replace back the old core.vbs every table on any version launches fine again. Some VP10 tables working with this old core file, but I get the flipper error in Mrs Pacman and Hercules etc. Sharkey's works fine. 
 
Any suggestions on what to try next?

 

 

I'm also getting the same error on my cabinet after updating to the latest build.  I unzipped the vbs.zip files into my tables folder, and also loaded the latest VpinMame.dll file (from a week or so back)  Its an xp system.  I tried copying the files from an older build and still no go...  I was able to load a custom table I'm working on and it played fine.  Seems to be things using a rom...  Any other ideas of what I'm missing??







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