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The VP 10.7 beta thread


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#2001 DeeVPin666

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Posted 31 May 2021 - 07:52 PM

Anyone have issues with Stanger Things and 10.7.0-185? On mine I have the grey under flips on top which causes the ball to get stuck on the rail. Thanks

#2002 Outhere

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Posted 31 May 2021 - 08:18 PM

Anyone have issues with Stanger Things and 10.7.0-185? On mine I have the grey under flips on top which causes the ball to get stuck on the rail. Thanks

Use the latest version



#2003 DeeVPin666

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Posted 31 May 2021 - 08:37 PM

Ok Outhere will try that later. Thanks

#2004 Mrtr32

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Posted 31 May 2021 - 10:41 PM

In a rare situation I'm getting vpx crash when I exit table
 
The crash has occurred with the Nudgent table from stern today
 
I'm using PinballX as frontend.
 
Crash report VPX rev192 (a1d98b7)
============
Process: VPinballX.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:004E2F7F
Attempt to write to 0x0B4C5C84
Thread ID: 0x23E8 [9192]
Call stack
==========
004E2F7F VPinballX.exe (0x00000000 0x00000001 0x0018F260 0xfffffffffffde000)
005C573C VPinballX.exe (0x00000000 0x0000000F 0x00000000 0x00000000)
749675EB RPCRT4.dll I_RpcAllocate + 0x12D (0x0000000F 0x00000000 0x00000000 0x00000000)
Environment
===========
Date/time: 31/5/2021, 18:31:53:14
Number of CPUs: 8
Processor type: 586
System: Windows 7
Memory status
=============
Total Reserved: 155188K (151M) bytes
Total Commited: 316904K (309M) bytes
Total Free: 3722148K (3634M) bytes
Largest Free: 2096480K (2047M) bytes
Registers
=========
EAX=00000000 EBX=00000000 ECX=50FE0000 EDX=0008E3C8
ESI=0B4C4F90 EDI=7520866A EBP=007507D8 ESP=0018F3F0 EIP=749675EB
FLG=00010216 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
Failed to save minidump.
 
It's not related to last build, I have this kind of crash occasionally since 10.6 version.

Edited by Mrtr32, 01 June 2021 - 01:54 AM.


#2005 RusstyT

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Posted 01 June 2021 - 03:36 AM

Huge achievement putting this together. Thankyou



#2006 wiesshund

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Posted 01 June 2021 - 04:48 AM

I dont know if this is a bug, so i will just toss it here and see how it rolls

 

 

wal001.visible = False

wall001.SideVisible = False

 

the result should be a wall that can no longer be seen?

except it does not seem to do that

and walls have no static rendering option, so that would not seem to be it

 

Open new blank table
throw a wall down and put what ever image and material on it

then put in the script

wal001.visible = False
wall001.SideVisible = False

start table
wall is still clearly visible even though it is covering it's eyes saying "You cant see me"


It counts as a cabinet, right?

eVi4DPF.png


#2007 jpsalas

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Posted 01 June 2021 - 05:01 AM

I dont know if this is a bug, so i will just toss it here and see how it rolls
 
 
wal001.visible = False
wall001.SideVisible = False
 
the result should be a wall that can no longer be seen?
except it does not seem to do that
and walls have no static rendering option, so that would not seem to be it
 
Open new blank table
throw a wall down and put what ever image and material on it
then put in the script

wal001.visible = False
wall001.SideVisible = False
start table
wall is still clearly visible even though it is covering it's eyes saying "You cant see me"
You need to use a dinamic material for this to work. Usually with walls you simply make them drop.

Sent fra min SM-A217F via Tapatalk

#2008 wiesshund

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Posted 01 June 2021 - 05:15 AM

 

I dont know if this is a bug, so i will just toss it here and see how it rolls
 
 
wal001.visible = False
wall001.SideVisible = False
 
the result should be a wall that can no longer be seen?
except it does not seem to do that
and walls have no static rendering option, so that would not seem to be it
 
Open new blank table
throw a wall down and put what ever image and material on it
then put in the script

wal001.visible = False
wall001.SideVisible = False
start table
wall is still clearly visible even though it is covering it's eyes saying "You cant see me"
You need to use a dinamic material for this to work. Usually with walls you simply make them drop.

Sent fra min SM-A217F via Tapatalk

 

 

When you drop a wall that is in mid air though, the wall is still there, does not vanish from view, just smashes into the bottom
but ok not a bug then. Not sure what a dynamic material is but disregard as bug


It counts as a cabinet, right?

eVi4DPF.png


#2009 jpsalas

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Posted 01 June 2021 - 05:36 AM

 


 

When you drop a wall that is in mid air though, the wall is still there, does not vanish from view, just smashes into the bottom
but ok not a bug then. Not sure what a dynamic material is but disregard as bug

 

 

By "dynamic material" I mean a material that has the opacity set under 1 and active. 

Attached File  dynamic material.PNG   7.99KB   10 downloads

 

And a dropped wall can be made invisible by using the flipbook property. Now when you drop a wall, the top will not be visible.

Attached File  flipbook property.PNG   9.94KB   10 downloads



#2010 wiesshund

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Posted 01 June 2021 - 06:07 AM

 

 


 

When you drop a wall that is in mid air though, the wall is still there, does not vanish from view, just smashes into the bottom
but ok not a bug then. Not sure what a dynamic material is but disregard as bug

 

 

By "dynamic material" I mean a material that has the opacity set under 1 and active. 

attachicon.gif dynamic material.PNG

 

And a dropped wall can be made invisible by using the flipbook property. Now when you drop a wall, the top will not be visible.

attachicon.gif flipbook property.PNG

 

 

Think i will go with the active alpha, just have to be careful of textures used

flipbook might work, if i stopped making the wall redraw what it is displaying when its dropped
on the other hand, its kind of a cool visual effect


It counts as a cabinet, right?

eVi4DPF.png


#2011 toxie

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Posted 01 June 2021 - 06:16 AM

Yes, sorry, this is one of the legacy things that we dragged on over time.  :/



#2012 Gazzamac

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Posted 01 June 2021 - 10:17 AM

How do i redock the dockable windows?



#2013 jpsalas

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Posted 01 June 2021 - 10:44 AM

How do i redock the dockable windows?

 

Use the mouse and move the window to where you want it, a set of arrows will come up and you put the mouse on top of the arrow you want. Release the left mouse button and the window will dock.



#2014 xenonph

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Posted 01 June 2021 - 12:24 PM

wal001.visible = False
wall001.SideVisible = False

 

 

Perhaps wall is still showing because you forgot the extra L in the word "wall" in your first line?


Edited by xenonph, 01 June 2021 - 12:24 PM.

CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#2015 Segovia11

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Posted 01 June 2021 - 02:04 PM

I dont know if this is a bug, so i will just toss it here and see how it rolls

 

 

wal001.visible = False

wall001.SideVisible = False

 

the result should be a wall that can no longer be seen?

except it does not seem to do that

and walls have no static rendering option, so that would not seem to be it

 

Open new blank table
throw a wall down and put what ever image and material on it

then put in the script

wal001.visible = False
wall001.SideVisible = False

start table
wall is still clearly visible even though it is covering it's eyes saying "You cant see me"

 

The following routine worked for me.

 

Wall001.Isdropped=true
Wall001.collidable=false
Wall001.visible=false
Wall001.sidevisible=false
 
The material does a better job than the images. 
Although, the wall could do with an image attitude overhaul. Maybe during the 10.8 upgrade period.


#2016 dcbenji

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Posted 01 June 2021 - 05:52 PM

So i've gotten the POV Edit launch command in 10.7 to partially work in pinballY — table launches into POV edit/camera mode just fine. I edit the POV and exit the table back to PinballY but my POV is not saved. Currently my Tables folder is not in the default location — does the table have to be in the default location in order for this to work? I checked the visual pinball tables folder to see if there was a POV file created there, and there was not. Or maybe the exit command provided by front end needs to be different in order to allow POV to save upon exit?

 

-benji



#2017 wiesshund

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Posted 01 June 2021 - 06:01 PM

wal001.visible = False
wall001.SideVisible = False

 

 

Perhaps wall is still showing because you forgot the extra L in the word "wall" in your first line?

 

no LOL

Just my typing


So i've gotten the POV Edit launch command in 10.7 to partially work in pinballY — table launches into POV edit/camera mode just fine. I edit the POV and exit the table back to PinballY but my POV is not saved. Currently my Tables folder is not in the default location — does the table have to be in the default location in order for this to work? I checked the visual pinball tables folder to see if there was a POV file created there, and there was not. Or maybe the exit command provided by front end needs to be different in order to allow POV to save upon exit?

 

-benji

You either need to save the table, to save the POV in it
Or you need to click File and Export the POV i think? I am not sure that it auto exports on exit?

 

And if saving the POV to the table itself, any external POV file will override it and it will look as if you never edited the POV


It counts as a cabinet, right?

eVi4DPF.png


#2018 toxie

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Posted 01 June 2021 - 06:18 PM

So i've gotten the POV Edit launch command in 10.7 to partially work in pinballY — table launches into POV edit/camera mode just fine. I edit the POV and exit the table back to PinballY but my POV is not saved. Currently my Tables folder is not in the default location — does the table have to be in the default location in order for this to work? I checked the visual pinball tables folder to see if there was a POV file created there, and there was not. Or maybe the exit command provided by front end needs to be different in order to allow POV to save upon exit?

The trick here is what it also says in the HUDisplay during editing: "Start Key: export POV file and quit, or Credit Key: quit without export"  :)



#2019 hungrybay101

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Posted 02 June 2021 - 04:17 AM

I am still having issues in the latest VPX beta (192RC) where, for both OGG and MP3 type sounds (but not WAV), the random pitch option in PlaySound seems to compound. In other words, as I rapidly flip the flippers (which has a slight random pitch setting), the sound gradually gets higher and higher in pitch the more it plays. It seems instead of randomizing the pitch each time from the original sound pitch, it is adjusting the pitch from the previous time it played.

 

Is there something special I need to do to correct this, or is this an ongoing bug? Others have told me sound seems to work for them, so I'm not sure why it's happening on my end.


Edited by hungrybay101, 02 June 2021 - 04:17 AM.


#2020 toxie

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Posted 02 June 2021 - 05:11 AM

Is this with the default/builtin table or with another one? If the latter, do you have the exact repro table, please?