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The VP 10.7 beta thread


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#1901 Outhere

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Posted 17 May 2021 - 02:20 PM

My is

-

Size     18.1 MB (18,998,523 bytes)

Size on disk     18.1 MB (19,001,344 bytes)



#1902 Pin-Pete

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Posted 17 May 2021 - 02:41 PM

My is

-

Size     18.1 MB (18,998,523 bytes)

Size on disk     18.1 MB (19,001,344 bytes)

18,554MB correct. Don't know ,what's wrong


Edited by Pin-Pete, 17 May 2021 - 02:42 PM.

Greetings:Petri


#1903 Stormwatch

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Posted 18 May 2021 - 09:35 AM

Hello,

 

I've been away from VP for a very long time and back to it recently. Didn't realise how I missed it! ;-)

 

The following issue is not directly related to the latest beta as it seems it's been there for quite some time, but the lastest build has it too.

 

I tried Dozer316's Circus Voltaire and noticed that the table DMD is partly covered by the ramp, instead of being visible through it.

 

Since it seems it used to work, I tested that table with all available VPX versions down to the latest beta build (rev 169). Here are the results:

 

10.0.0 -> no DMD at all (seems to be covered by DMD plastic). Script error (object not collidable).
10.1.0, 10.2.0, 10.2.1 -> DMD completely visible.
10.3.0, 10.3.1, 10.4.0, 10.5.0, 10.6.0, 10.6.1, 10.6.2, 10.7.0 beta (revs 154 and 169) -> part of the DMD hidden by ramp (no transparency).

 

I also tried to change/test all settings on the material used for the ramp to no avail (at least with VP 10.3.0, didn't test all of them).

 

It seems that something got changed/broken that prevents the transparency to work for that particular case starting from version 10.3.0 and up.

 

Greetings,

 

V.



#1904 kiwi

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Posted 18 May 2021 - 03:46 PM

The flasher DMD with the modulate at 1 works.



#1905 Stormwatch

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Posted 18 May 2021 - 05:01 PM

The flasher DMD with the modulate at 1 works.

 

It works! Many thanks!


Edited by Stormwatch, 18 May 2021 - 05:01 PM.


#1906 Cadorna

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Posted 19 May 2021 - 07:18 PM

Hello Dev Team.

 

Thanks for all your work.

 

I don't know it this could be considered a bug but if "Alternative Depth Buffer processing" is checked in Video/Graphics options, 3D stereo doesn't work.

 

Tested on Win10 x64, VPX 10.7.0 release 169

 

Steps to reproduce it:

 

Open Visual Pinball > Preferences > Video/Graphics Options ... > Check the "Alternative Depth Buffer processing" box > Pull down the "3D Stereo Output" and select "TB (Top/Bottom)" option.

Load any table > press F5 to start it > press F10 to start the 3D Stereo mode.


Edited by Cadorna, 19 May 2021 - 10:25 PM.


#1907 wiesshund

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Posted 20 May 2021 - 04:02 AM

Hello Dev Team.

 

Thanks for all your work.

 

I don't know it this could be considered a bug but if "Alternative Depth Buffer processing" is checked in Video/Graphics options, 3D stereo doesn't work.

 

Tested on Win10 x64, VPX 10.7.0 release 169

 

Steps to reproduce it:

 

Open Visual Pinball > Preferences > Video/Graphics Options ... > Check the "Alternative Depth Buffer processing" box > Pull down the "3D Stereo Output" and select "TB (Top/Bottom)" option.

Load any table > press F5 to start it > press F10 to start the 3D Stereo mode.

 

Do you have an AMD video card?


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#1908 Cadorna

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Posted 20 May 2021 - 06:05 AM

Yes, I have a RX550 2Gb. I must enable Alternative option to avoid graphics issues in several tables like ACDC, Terminator 3 and more.

#1909 lukpcn

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Posted 20 May 2021 - 07:38 AM

Many first time users don't enable alternative option when using radeon cards because they don't know they should. Maybe it should auto enable when AMD card is detected ?


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#1910 gear323

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Posted 20 May 2021 - 08:04 AM

 

Any chance of getting analog trigger with a range of two for the flippers (top and bottom) using an xbox controller? (for us desktop maggots)

set the analog triggers to digital and you can use all 4 shoulder buttons

 

 

I could be mistaken but is the ask here to have two analog shoulder buttons control upper and lower flippers on an Xbox gamepad?   For example, for tables with both lower and upper playfield flippers, if you press an analog shoulder button 40% or lower only the lower flipper fires but if you press the analog flipper button more than 40% then both the upper and lower flippers will fire.    Basically making your two gamepad analog shoulder buttons simulate dual contact leaf switches.    (using four buttons is not natural and could even be considered cheating since that removes the difficulty of using a single button to control upper and lower flippers and especially during multiball with one ball held on your lower flipper while operating the upper flipper to hit a jackpot)

Honestly (with proper analog hardware buttons) implementing something like this in a cab could end up being better than the dual contact leafs I currently use in my cab which require annoying manual physical adjustments.   Analog flipper buttons could even have a software adjustment where the user could select the pressed button percentage at which the upper flippers will fire instead of manually adjusting your dual contact leaf switches (and trying really hard to make both dual contact leaf switches act exactly the same!)

On another note since we are talking abut gamepad support, any chance that VPX 10.7 could allow gamepad users to configure the DPAD directions as a button functions in Key, nudge and DOF? When using a gamepad I find that there just are not enough buttons available on a gamepad to configure as many things as one may want to have and having the extra four DPAD buttons useable would be awesome if possible and not too much trouble to implement. 


Edited by gear323, 20 May 2021 - 08:56 AM.


#1911 batch

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Posted 20 May 2021 - 11:09 AM

Not very important, but why can we check "toy" and "collidable" in the same time for a primitive with VP10.7 ?

 

With VP10.6 it was not possible

 

physics0.jpg


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                                               LINK TO MY 204 BACKDROPS : Design Resources/ Main Resources/Table Templates/Table Resources/Backdrops for VPX Tables (DT 16/9)  2.0 


#1912 fuzzel

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Posted 20 May 2021 - 11:23 AM

Not very important, but why can we check "toy" and "collidable" in the same time for a primitive with VP10.7 ?
 
With VP10.6 it was not possible
 
physics0.jpg

Because I forgot to disable the checkboxes in the respective states ;)

#1913 wiesshund

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Posted 20 May 2021 - 06:10 PM

What does this crash pertain to?

 

I had the table open last night, no issues

open up try to open today and VPX just exits with this crash, repeatedly

 

have a i really just lost everything?

Crash report VPX rev169 (eed8451)
============
Process: VPinballX.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:004B0000
Attempt to write to 0x764DE8D4
Thread ID: 0x1D74 [7540]

Call stack
==========
004B0000 VPinballX.exe (0x0A46F3F0 0x0308CA30 0x0000042E 0x07bf63e0)
004FBB17 VPinballX.exe (0x0A46F3F0 0x0308CA30 0x0000042E 0x07bf63e0)

Environment
===========
Date/time: 20/5/2021, 14:05:09:967
Number of CPUs: 4
Processor type: 586
System: Windows 10 (10.0 19042)

Memory status
=============
Total Reserved: 72132K (70M) bytes
Total Commited: 300228K (293M) bytes
Total Free: 3821880K (3732M) bytes
Largest Free: 2095608K (2046M) bytes

Registers
=========
EAX=00000001 EBX=00000000 ECX=07CC794C EDX=0A58F580
ESI=0019DB0C EDI=0019DB24 EBP=00000000 ESP=0019DB2C EIP=0054EE98
FLG=00010206 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B


Mini dump saved successfully.

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#1914 wiesshund

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Posted 20 May 2021 - 06:23 PM

what does not make sense is, i had closed it, and reopened it last night


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#1915 wiesshund

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Posted 22 May 2021 - 11:23 AM

@Toxie
The build you made fixed the issue that you said was pertaining to long object or file name

but in case this is going to directly become the next build, i want to note some issues i found

 

1) If a flasher is checked to show image, the flasher is almost no longer selectable in the editor, mouse clicks right through it

you can to drag a box around it, then uncheck show image, and then you can click it notmally again

 

2) Lights have lost the ability to pick show mesh or not
if you try to click show mesh, it does nothing to it but disables bulb instead

and if you touch the static mech box, it corrupts the display and you have to drag it wide and back again to fix it

but you still can not touch show mesh

And a lamp made in a different build that has show mesh off, has it on in this build and can not be turned off

 

3 Slingshots are acting weird?
you mark the side to be the slingshot
and that side does the slinging, but it doesnt register as a hit event
all the side BUT the sling side register as hit events

You can plop one down, set the top side the slingshot

then check that has hit event

 

and then do

sub thing_hit

playsound "fx_bumper1"

end sub

 

And the thing will punt the ball off the top all day long

but it will only do the hit event and play the bumper sound if you hit it from the other 3 sides

 

you can try it with the table i had sent you to look at

 

It might still be bugging out on names or something and corrupting data, not sure

 

but might be good to look into a guess, so it does not do a future rendition of that


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#1916 fuzzel

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Posted 22 May 2021 - 12:53 PM

@Toxie
The build you made fixed the issue that you said was pertaining to long object or file name

but in case this is going to directly become the next build, i want to note some issues i found

 

1) If a flasher is checked to show image, the flasher is almost no longer selectable in the editor, mouse clicks right through it

you can to drag a box around it, then uncheck show image, and then you can click it notmally again

 

2) Lights have lost the ability to pick show mesh or not
if you try to click show mesh, it does nothing to it but disables bulb instead

and if you touch the static mech box, it corrupts the display and you have to drag it wide and back again to fix it

but you still can not touch show mesh

And a lamp made in a different build that has show mesh off, has it on in this build and can not be turned off

 

3 Slingshots are acting weird?
you mark the side to be the slingshot
and that side does the slinging, but it doesnt register as a hit event
all the side BUT the sling side register as hit events

You can plop one down, set the top side the slingshot

then check that has hit event

 

and then do

sub thing_hit

playsound "fx_bumper1"

end sub

 

And the thing will punt the ball off the top all day long

but it will only do the hit event and play the bumper sound if you hit it from the other 3 sides

 

you can try it with the table i had sent you to look at

 

It might still be bugging out on names or something and corrupting data, not sure

 

but might be good to look into a guess, so it does not do a future rendition of that

Issue 1: I can't reproduce that. Add a flasher set an image and check "Show Image in Editor" checkbox and the flasher can still be selected with a simple left click.

Issue 2: fixed comes with the next update

Issue 3: That's not a bug. You suppose to use "sub thing_slingshot" as callback for a slingshot hit. That's the same as for all other VP(X)  versions ;) "sub thing_hit" will be the default hit callback if the ball hits anywhere on the wall.



#1917 Segovia11

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Posted 22 May 2021 - 03:52 PM

The mistakes that i made in the past when working with the wall built in slingshot feature, which is a cool feature for table creation.

If you want to see the built in wall slingshot doing its stuff/slinging do not forget to tick the animate slingshot checkbox that is situated in the wall properties editor & in the wall control point (the little red circle),

The wall property that works the _slingshot() will not run code if the slingshot has not been checked with a tick in the control point (the little red circle).

If you are using the .PlayslingshotHit() you must also tick the animate slingshot checkbox & in the wall control point (the little red circle), else it will not animate the built in slingshot when running Playslingshot() sub somewhere in your code.

Do not forget to uncheck the built in slingshot if you using the wall  _hit()  else it will not run code.

Happy coding!

:mellow:  :mellow:  :mellow:


Edited by Segovia11, 22 May 2021 - 04:03 PM.


#1918 Outhere

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Posted 22 May 2021 - 04:59 PM

Somehow I have the layers bar window Floating separately from 10.7 how do I make it part of 10.7 again?



#1919 Segovia11

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Posted 22 May 2021 - 05:53 PM

Somehow I have the layers bar window Floating separately from 10.7 how do I make it part of 10.7 again?

 

When you pick the floating window up with the mouse button you will see some positioning markers appear, just position your mouse on the marker & release the mouse button.

Hopefully, that will make it part of 10.7 again!

 

:)  :)  :)



#1920 wiesshund

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Posted 23 May 2021 - 06:34 AM

 

@Toxie
The build you made fixed the issue that you said was pertaining to long object or file name

but in case this is going to directly become the next build, i want to note some issues i found

 

1) If a flasher is checked to show image, the flasher is almost no longer selectable in the editor, mouse clicks right through it

you can to drag a box around it, then uncheck show image, and then you can click it notmally again

 

2) Lights have lost the ability to pick show mesh or not
if you try to click show mesh, it does nothing to it but disables bulb instead

and if you touch the static mech box, it corrupts the display and you have to drag it wide and back again to fix it

but you still can not touch show mesh

And a lamp made in a different build that has show mesh off, has it on in this build and can not be turned off

 

3 Slingshots are acting weird?
you mark the side to be the slingshot
and that side does the slinging, but it doesnt register as a hit event
all the side BUT the sling side register as hit events

You can plop one down, set the top side the slingshot

then check that has hit event

 

and then do

sub thing_hit

playsound "fx_bumper1"

end sub

 

And the thing will punt the ball off the top all day long

but it will only do the hit event and play the bumper sound if you hit it from the other 3 sides

 

you can try it with the table i had sent you to look at

 

It might still be bugging out on names or something and corrupting data, not sure

 

but might be good to look into a guess, so it does not do a future rendition of that

Issue 1: I can't reproduce that. Add a flasher set an image and check "Show Image in Editor" checkbox and the flasher can still be selected with a simple left click.

Issue 2: fixed comes with the next update

Issue 3: That's not a bug. You suppose to use "sub thing_slingshot" as callback for a slingshot hit. That's the same as for all other VP(X)  versions ;) "sub thing_hit" will be the default hit callback if the ball hits anywhere on the wall.

 

May i retract issue 3 and pretend i never said it?

 

Pwease?

 

And STOP LAUNGHING, it's not funny

 

On issue 2, i am using build 172

 

Try to Use an image with an alpha transparency
and get the flasher so where it is sitting is all transparent

that is what i was noticing it on.

 

It works totally fine, and if i uncheck show image i can click it no problem.
and i can drag select it wither way with out problem

 

 

 

Somehow I have the layers bar window Floating separately from 10.7 how do I make it part of 10.7 again?

Put layers bar on your backglass to give more room for table editing?

 

What Segovia said, but you could roll with it and try it out, if you have a multi screen setup anyways.

 

The Ultimate VPX editing workstation

 

(1) 2K or 4K 32" or larger screen in portrait mode for the table editing window
(1) 900p or 1080p screen for the tool bars


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