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The VP 10.7 beta thread


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#1841 Wylte

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Posted 06 May 2021 - 06:28 PM


To do this do the following in the script:
flasher.VideoCapWidth=500
flasher.VideoCapHeight=500
 
Sub flasher_Timer()
   flasher.VideoCapUpdate()
End Sub
 
The name of the window title must be a 100% match otherwise it won't work.

 
And Viola!
Netflix inside any table
 
dont laugh, it works LOL
Now somebody needs to make a table where you have to keep scoring points to keep your video running XD
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#1842 toxie

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Posted 06 May 2021 - 07:41 PM

btw: The latest release also has this one by Nailbuster: add new command line parameter "-Primary" to force VP to render on the Primary/Pixel(0,0) Monitor


I often read that DDS format for textures at real time is always a good idea because it's directly read "as it is" by the GPU without said GPU having to uncompress it first internally like in most other texture format like JPG or PNG.

 

I know VPX support JPG and PNG, but does it support DDS ?

Could be a good idea, yes, BUT not currently, as we do not support pre-compressed textures anywhere in our image pipeline.  :/

Plus the good ol' DX9 that we employ does not support the really interesting formats (BC6/7 compressed DDS files).



#1843 wiesshund

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Posted 06 May 2021 - 07:54 PM

 

 

 

Plus the good ol' DX9 that we employ does not support the really interesting formats (BC6/7 compressed DDS files).

 

Well, now you've gone and done it.

 

Sherman...

 

Yes Mr Peabody

 

Set the Wayback machine for DX12

 

Yes Mr Peabody!

 


Edited by wiesshund, 06 May 2021 - 07:55 PM.

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#1844 toxie

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Posted 06 May 2021 - 08:00 PM

VPE will take the route of modern rendering. I fear for the good ol' VPX we'd need some more volunteers to make that transition. Caligula already made good steps with his port to GL, but moving to DX12 or Vulkan is even more complicated, especially to make that efficient in the end.



#1845 wiesshund

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Posted 06 May 2021 - 08:30 PM

Sure

If only i actually knew what i was doing :(


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#1846 toxie

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Posted 06 May 2021 - 08:38 PM

You're beta testing and supporting ppl, that's at least as valuable!



#1847 wiesshund

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Posted 06 May 2021 - 08:44 PM

You're beta testing and supporting ppl, that's at least as valuable!

 

It unfortunately does little towards rewriting the renderer to use DX12 and Vulkan.

I wish i remotely knew enough to attempt it, it would bring a lot of nice visual things to the table
It would definitely up the lighting game and probably increase efficiency of polys when using a lot of prims

would also allow the offloading of a lot of things that DX9 can't  to the GPU

 

Would probably make using bumpmapping trivial also
bumpmapping things like screws is so nice


Edited by wiesshund, 06 May 2021 - 08:45 PM.

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#1848 Robsoie

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Posted 06 May 2021 - 09:24 PM


I often read that DDS format for textures at real time is always a good idea because it's directly read "as it is" by the GPU without said GPU having to uncompress it first internally like in most other texture format like JPG or PNG.

 

I know VPX support JPG and PNG, but does it support DDS ?

Could be a good idea, yes, BUT not currently, as we do not support pre-compressed textures anywhere in our image pipeline.  :/

Plus the good ol' DX9 that we employ does not support the really interesting formats (BC6/7 compressed DDS files).

Thanks for the answer,

Hopefully in the future VP will get the benefits from DDS.



#1849 Bendo

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Posted 06 May 2021 - 09:59 PM

So for some reason I still can't save a table I have adjusted when launched straight from 10.7. I have checked the files and folder are not blocked or read only. I have come up with a solution for now. If I launch a table through popper and use the operator menu, change to view there and save it, it works. What I believe is happening is a POV file is being created, the settings are not being saved in the table itself.  So is there any other file than the 10.7 exe that can effect the ability to save a file?  Thanks



#1850 nestorgian

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Posted 07 May 2021 - 01:25 AM

I just lost the table I'm working on

I had an error in the script and y collapsed vpx
If I edit the table, it no longer opens it, it starts vpx but it doesn't show anything, it stays there
of course I did not backup
the other tables open without problems
 
I love the work that has been done in this version beyond this stumbling block.
I assign it more to my way of programming than to vpx
 
Crash report VPX rev169 (eed8451)
============
Process: VPinballX.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:004F003E
Attempt to read from 0x00000218
Thread ID: 0x1AD4 [6868]
 
Call stack
==========
004F003E VPinballX.exe (0x0019E568 0x03A4F860 0x0055A021 0x0019e53c)
0055A021 VPinballX.exe (0x03292978 0x0019EA5C 0x0019EA5C 0x00000002)
00441BFA VPinballX.exe (0x0019EA5C 0x03292978 0x03292914 0x0019ea5c)
004419DD VPinballX.exe (0x00000345 0x0019EA5C 0x0019EA5C 0x03292914)
00427EF9 VPinballX.exe (0x0000004E 0x00000345 0x000C0374 0x0004037c)
0043FAC0 VPinballX.exe (0x0000004E 0x00000345 0x0019EA5C 0x0000004e)
004261DE VPinballX.exe (0x0004037C 0x0000004E 0x00000345 0x0019ea5c)
7717EEBB USER32.dll AddClipboardFormatListener + 0x4B (0xFFFFFFFF8B1274FF 0x76F7A00D 0x59E85700 0xffffffff8b00001a)
8510247C  (0x76F7A00D 0x59E85700 0xFFFFFFFF8B00001A 0x75f685f0)
8B1274FF  (0x59E85700 0xFFFFFFFF8B00001A 0x75F685F0 0xfffffffff7a0a12b)
76F7A00D  (0xFFFFFFFF8B00001A 0x75F685F0 0xFFFFFFFFF7A0A12B 0xffffffffb0ff0076)
59E85700  (0x75F685F0 0xFFFFFFFFF7A0A12B 0xFFFFFFFFB0FF0076 0x000000c4)
8B00001A  (0xFFFFFFFFF7A0A12B 0xFFFFFFFFB0FF0076 0x000000C4 0xffffffffb36815ff)
75F685F0 SETUPAPI.dll pSetupCreateTextLogSectionW + 0x288AFE (0xFFFFFFFFB0FF0076 0x000000C4 0xFFFFFFFFB36815FF 0xffffffffc0850061)
F7A0A12B  (0x000000C4 0xFFFFFFFFB36815FF 0xFFFFFFFFC0850061 0x308b3274)
B0FF0076  (0xFFFFFFFFB36815FF 0xFFFFFFFFC0850061 0x308B3274 0x2c74f685)
 
Environment
===========
Date/time: 6/5/2021, 22:11:06:60
Number of CPUs: 4
Processor type: 586
System: Windows 10 (10.0 19041)
 
Memory status
=============
Total Reserved: 50572K (49M) bytes
Total Commited: 153692K (150M) bytes
Total Free: 3989976K (3896M) bytes
Largest Free: 2095440K (2046M) bytes
 
Registers
=========
EAX=0019E55C EBX=0019E524 ECX=00000000 EDX=00000000
ESI=00000000 EDI=0019DB8C EBP=F7A0A12B ESP=004261A4 EIP=B0FF0076
FLG=00010216 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
 
 
Mini dump saved successfully.
 


#1851 wiesshund

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Posted 07 May 2021 - 01:46 AM

 

I just lost the table I'm working on

I had an error in the script and y collapsed vpx
 
 

 

 

try opening visual pinball\autosave01.vpx or what ever autosave version you see

 

For what it is worth, i have irrecoverably broken a table like that before in vpx 6.1
several times


Edited by wiesshund, 07 May 2021 - 01:47 AM.

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#1852 nestorgian

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Posted 07 May 2021 - 01:53 AM

try to open it in my cabinet with the version prior to 169 and it does the same it does not show the table or the script impossible to access the file

 

https://i.postimg.cc...antalla-502.png


thank you very much wiesshund !!!!!!!
3 weeks of work recovered thanks to you and whoever programmed that autosave option


#1853 xenonph

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Posted 07 May 2021 - 03:01 AM

I always make a copy after each and every thing I do to a table. I only delete all the copys when I have finished all the work.

Nice to know the auto-save makes a backup copy!!!

Thanks Devs!!

Carry on.


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#1854 wiesshund

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Posted 07 May 2021 - 03:32 AM

i set the auto save to save every minute

the only downside it it pauses things a sec, but crash one time after 2 hours of work that you were too focused on to remember to save a copy and you wont mind

 

Also, and especially when i dont know what i am doing (which is a LOT), i will start out by doing a save as, before i even do anything

then i will try something and do save as, and like name it table_flashers_testing

 

i may save several versions of that until i finally get what i was after
then i will save that as table_new_flashers and delete the testing saves

 

then i will open new flashers and save as like table_new_GI_lighting_test

and then repeat the same

 

If i blow something up or suddenly break something (and trust me, it happens)
i can hop back one and go again


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#1855 lukpcn

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Posted 07 May 2021 - 05:40 AM

When in POV mode we have all those settings now on the bottom of the screen in cabinet mode, can it be done the same way for the statistic information maybe ? on 4k it's really hard to see the stats on the end of the screen.


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#1856 HWurst

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Posted 09 May 2021 - 06:15 AM

I read (somewhere in this forum) that one is able to "disable" the new plunger functionality in the beta version.

I have no actual problem with the beta (build 154) so far atm but noticed in some table (during testing the tables playing with keyboard) that the plunger takes a whole lot of time to get fully pulled backwards. Is that a global option somewhere i do not find or is this all done inside the table code?

 

And how does one actually "disable the new plunger" then? Or speed up the "plunging time"?

I missed saving the link to the thread i read about the possibility and hope someone in here knows what i am talking about  :pinnochio:



#1857 jpsalas

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Posted 09 May 2021 - 06:21 AM

I read (somewhere in this forum) that one is able to "disable" the new plunger functionality in the beta version.

I have no actual problem with the beta (build 154) so far atm but noticed in some table (during testing the tables playing with keyboard) that the plunger takes a whole lot of time to get fully pulled backwards. Is that a global option somewhere i do not find or is this all done inside the table code?

 

And how does one actually "disable the new plunger" then? Or speed up the "plunging time"?

I missed saving the link to the thread i read about the possibility and hope someone in here knows what i am talking about  :pinnochio:

 

Just remove the check mark here:


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vp.jpg

 

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#1858 HWurst

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Posted 09 May 2021 - 06:46 AM

Thank you JPSalas!



#1859 chepas

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Posted 09 May 2021 - 09:28 AM

 

To do this do the following in the script:
flasher.VideoCapWidth=500
flasher.VideoCapHeight=500
 
Sub flasher_Timer()
   flasher.VideoCapUpdate(<name of the window title you like to capture>)
End Sub
 
The name of the window title must be a 100% match otherwise it won't work.

 

Can you do an example with Notepad?

 

The instructions are clear enough but something not right or missing.

 

- Script DMD?

- VideoCapUpdate method isn't available for a flasher, .169 from github


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#1860 fuzzel

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Posted 09 May 2021 - 10:45 AM

 

 

To do this do the following in the script:
flasher.VideoCapWidth=500
flasher.VideoCapHeight=500
 
Sub flasher_Timer()
   flasher.VideoCapUpdate(<name of the window title you like to capture>)
End Sub
 
The name of the window title must be a 100% match otherwise it won't work.

 

Can you do an example with Notepad?

 

The instructions are clear enough but something not right or missing.

 

- Script DMD?

- VideoCapUpdate method isn't available for a flasher, .169 from github

 

Your right sorry...I made a mistake so here is the correct "way" to do it:

1. make sure flasher.VideoCapWidth/VideoCapHeight is set before starting the timer that calls VideoCapUpdate

2. the call for VideoCapUpdate must be: flasher.VideoCapUpdate = "<exact name of the window time to capture from>"

 

At the moment there isn't any error window popping up when you made mistake e.g. define a wrong window title. I'm not sure if we should add this because this feature is mainly for PUP at the moment.

And don't forget this feature is a hack. I'm not 100% if future Windows updates will break this. You should ask Nailbuster for more details how to use it.