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The VP 10.8 beta thread

VP VPX 10.8 beta Visual Pinball

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#1821 Cadorna

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Posted 15 April 2024 - 01:39 AM

That was an old bug that popped up awhile back while using old table POV's.  This import bug has been fixed for awhile.  I remember taking screenshots of John Wick specifically showing the issue.  Basically the bug was that when a POV was imported to the new .ini system, it would multiply the difficulty of the table by 100.  So if the table difficulty was suppose to be 20, it was now 2000.

Easiest fix?  Delete the table POV/.ini in your table folder.  Let is regenerate a new .ini.  If you don't want to do that, then you need to adjust the difficulty of the table using the in-game menu.  Here is the link to the old bug.  You'll see my screenshots towards the bottom:
https://github.com/v...all/issues/1158

Thanks for your help. I had already deleted the ini/pov files but I didn't know about the new value in the difficulty field, changing that was what worked.



#1822 jpsalas

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Posted 15 April 2024 - 07:28 AM

Wondering if anyone else is having flipper issues with the vpx table CSI (Stern 2008). I think the author of the table is Thalamus.

When I hold down the flipper buttons the flippers rapidly jump up and down repeatedly.

Using vpx 10.8.0 rc3 and vpinmame 3.6-929.

 

I found this link. Not sure if this is related.

https://www.vpforums...showtopic=46607

 

Link to the CSI table script.

https://github.com/s...8)_VPX_1.00.vbs

 

This is a problem with vpinmame, since the problem also happens with vpx 7.

 

To fix it you need to enabled the "fast flips", and somehow that routine will eliminate this bug.

 

So, find the Sub table1_init, and at the end, before the End Sub, write this:

 

    'Fast Flips
    On Error Resume Next
    InitVpmFFlipsSAM
    If Err Then MsgBox "You need the latest sam.vbs in order to run this table, available with vp10.5"
    On Error Goto 0
 
Save the table, or the script, as you prefer.
 
Problem solved :) But still there is a small bug in vpinmame, as this should not happen :)
 
And since I have another fix to this table, I write it here :) And that's the Skull noise.
 
The solution is to remove the motor sound from the timer and add it to the solenoid routine:
 
Sub SolSkullMotor(Enabled)
If Enabled Then
UpdateSkull.Enabled=1 
          PlaySound "motor"  
'debug.print Timer & " SOL:SkullMotor ON" & sDir 
Else
UpdateSkull.Enabled=0
'debug.print Timer & " SOL:SkullMotor OFF" & sDir 
End If
 End Sub
 
And delete it from here:
 
Sub UpdateSkull_Timer()
    PlaySound "motor"  
    sPos = sPos + sDir

Edited by jpsalas, 15 April 2024 - 08:15 AM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#1823 Thalamus

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Posted 15 April 2024 - 10:45 AM

Wondering if anyone else is having flipper issues with the vpx table CSI (Stern 2008). I think the author of the table is Thalamus.

When I hold down the flipper buttons the flippers rapidly jump up and down repeatedly.

Using vpx 10.8.0 rc3 and vpinmame 3.6-929.

 

I found this link. Not sure if this is related.

https://www.vpforums...showtopic=46607

 

Link to the CSI table script.

https://github.com/s...8)_VPX_1.00.vbs

 

It is very very important that the table used the exact same version as the script. That is also, why I'm not very happy with authors that doesn't provide version numbers. It becomes quite dangerous, and a high chance of breaking the table instead of fixing it by a simple script this way. Btw, I have never worked on CSI, except giving an alternative script update. The comment about this being added is maybe a tip for anyone coming along wanting to improve on the machine.
 


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


#1824 SmedleyB

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Posted 15 April 2024 - 12:19 PM

Is anyone running a 144 or 165hz playfield monitor with a 60hz backglass and/or fulldmd monitor?
If you're also running Win11, could you do me a favor and run Futurama in GL exclusive fullscreen and let me know if you see any stutter, or rather is the stutter any worse than when running under fullscreen DX?

This is pertaining to the issue I opened here: https://github.com/v...all/issues/1487

You don't have to read the whole thing, just the very last comment. Windows 11 has some improvements when it comes to handling dual monitors with different refresh rates and I'm trying to find if moving from win10 to Win11 will allow me to use GL stutter free.

...as I type this I am also realizing that perhaps since I run a vert backglass monitor and place both my backglass and dmd windows on it, not running the b2s or pup windows in fullscreen across all of their monitor like most folks do, maybe that's part of the problem.

Edited by SmedleyB, 15 April 2024 - 12:27 PM.


#1825 jtrosky

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Posted 15 April 2024 - 07:52 PM

For what it's worth, the VPX folks recommend windowed mode with the GL version... Might be worth a try if you haven't already.

#1826 SmedleyB

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Posted 16 April 2024 - 02:36 AM

For what it's worth, the VPX folks recommend windowed mode with the GL version... Might be worth a try if you haven't already.

Yeah, I'm saying I disagree with that, at least under specific dual monitor setups. And the GL version doesn't seem to actually ever go into full screen exclusive mode, which would appear to give me the behavior I want and avoid the shortcomings of Windows DWM.



#1827 SmedleyB

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Posted 16 April 2024 - 04:57 PM

Actually, I'm a dummy. Disregard testing this in Win11....the fix won't be released until later this year in Win11 24h2.



#1828 fripounet

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Posted 17 April 2024 - 09:34 AM

can you simplify  blinkpattern instruction in the source code?
so that we only have to script this:  light001.blinkpattern="001001010" , 75  (much simpler)



#1829 Gravy

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Posted 20 April 2024 - 01:03 AM

Just installed VPinballX_GL-10.8.1-2221-8bbcadf-Release-win-x86 from https://github.com/v...runs/8744459307

 

Windows Defender is detecting Trojan:Win32/Wacatac.B!ml in VPinballX_GL.exe and quarantines it.

 

Anyone else had this picked up as a false positive?
 


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#1830 yukiko1701d

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Posted 20 April 2024 - 06:36 AM

Where can I download the latest version? ? ?@VPX 10.8 beta... :(  :(  :( 

 

I'm looking for it, but I can't find it... :wimper:  :wimper:  :wimper:


PINBALL FEMBOT FROM JAPAN (far-east)

If translation funny, You laugh please...XD



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#1831 myusername1

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Posted 20 April 2024 - 10:06 AM

Where can I download the latest version? ? ?@VPX 10.8 beta... :(  :(  :(

 

I'm looking for it, but I can't find it... :wimper:  :wimper:  :wimper:

Release Visual Pinball X 10.8.0 Release Candidate 3 · vpinball/vpinball · GitHub



#1832 hitman2304

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Posted 20 April 2024 - 10:13 AM

Yukiko

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#1833 Pin-Pete

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Posted 20 April 2024 - 10:25 PM

My VPX is totally messed. I have latest RC installed, but when I try to play tables, whole thing is a heck of a caleidoscope. HELP PLEASE!!


Greetings:Petri


#1834 hmueck

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Posted 21 April 2024 - 04:06 AM

Can you post a screenshot, please?


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1835 Ltek

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Posted 21 April 2024 - 10:41 PM

FYI, posting a bug in RC3. Afte rgoing from RC2 to RC3 using F12 (trying to get to the Tweak Menu) then VPinMAME Volume control would pop-behind VPX.

 

When I checked the VPX Key Settings / Options, Tweak Menu was set to 'backspace'... moving it bak to F12 fixed the issue. And after updating to RC3, back-rev'ng to RC2 didnt matter, damage was done.



#1836 yukiko1701d

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Posted 22 April 2024 - 04:56 AM

Thank you for letting me know the link... :Worship:  :Worship:  :Worship:

 

I was able to update it to the latest version... :tup:  :tup:  :tup:

 

If there's anything you don't understand, please let me know again... :)


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If translation funny, You laugh please...XD



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#1837 Pin-Pete

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Posted 22 April 2024 - 06:56 PM

That's what I'm talking about. A total mess.3ceae261d0b8ef07dc9656163ebf89dd.jpg

Lähetetty minun SM-A136B laitteesta Tapatalkilla

Greetings:Petri


#1838 LoadedWeapon

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Posted 22 April 2024 - 11:49 PM

Is anyone running a 144 or 165hz playfield monitor with a 60hz backglass and/or fulldmd monitor?
If you're also running Win11, could you do me a favor and run Futurama in GL exclusive fullscreen and let me know if you see any stutter, or rather is the stutter any worse than when running under fullscreen DX?

This is pertaining to the issue I opened here: https://github.com/v...all/issues/1487

You don't have to read the whole thing, just the very last comment. Windows 11 has some improvements when it comes to handling dual monitors with different refresh rates and I'm trying to find if moving from win10 to Win11 will allow me to use GL stutter free.

...as I type this I am also realizing that perhaps since I run a vert backglass monitor and place both my backglass and dmd windows on it, not running the b2s or pup windows in fullscreen across all of their monitor like most folks do, maybe that's part of the problem.

No issues though GL should be ran in Window mode i did not notice any lag in FS 

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#1839 WiiMoritz

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Posted 23 April 2024 - 02:56 PM

 

Is anyone running a 144 or 165hz playfield monitor with a 60hz backglass and/or fulldmd monitor?
If you're also running Win11, could you do me a favor and run Futurama in GL exclusive fullscreen and let me know if you see any stutter, or rather is the stutter any worse than when running under fullscreen DX?

This is pertaining to the issue I opened here: https://github.com/v...all/issues/1487

You don't have to read the whole thing, just the very last comment. Windows 11 has some improvements when it comes to handling dual monitors with different refresh rates and I'm trying to find if moving from win10 to Win11 will allow me to use GL stutter free.

...as I type this I am also realizing that perhaps since I run a vert backglass monitor and place both my backglass and dmd windows on it, not running the b2s or pup windows in fullscreen across all of their monitor like most folks do, maybe that's part of the problem.

No issues though GL should be ran in Window mode i did not notice any lag in FS 

 

 

Is that screenshot from RC3?



#1840 LoadedWeapon

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Posted 24 April 2024 - 12:48 AM

 

 

Is anyone running a 144 or 165hz playfield monitor with a 60hz backglass and/or fulldmd monitor?
If you're also running Win11, could you do me a favor and run Futurama in GL exclusive fullscreen and let me know if you see any stutter, or rather is the stutter any worse than when running under fullscreen DX?

This is pertaining to the issue I opened here: https://github.com/v...all/issues/1487

You don't have to read the whole thing, just the very last comment. Windows 11 has some improvements when it comes to handling dual monitors with different refresh rates and I'm trying to find if moving from win10 to Win11 will allow me to use GL stutter free.

...as I type this I am also realizing that perhaps since I run a vert backglass monitor and place both my backglass and dmd windows on it, not running the b2s or pup windows in fullscreen across all of their monitor like most folks do, maybe that's part of the problem.

No issues though GL should be ran in Window mode i did not notice any lag in FS 

 

 

Is that screenshot from RC3?

 

Yes







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