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The VP 10.7 beta thread
Started By
fuzzel
, Apr 20 2020 11:02 AM
4035 replies to this topic
#2004
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.
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.
#2006
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"
If you feel the need to empty your wallet in my direction, i dont have any way to receive it anyways
If you really want to get rid of money you can donate to this
#2007
Posted 01 June 2021 - 05:01 AM
You need to use a dinamic material for this to work. Usually with walls you simply make them drop.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 scriptwal001.visible = False wall001.SideVisible = Falsestart table
wall is still clearly visible even though it is covering it's eyes saying "You cant see me"
Sent fra min SM-A217F via Tapatalk
These are my tables, sorted by date, all them playable with VPX 7 or newer:
After 18 years making tables, it is time to take a rest and let new authors do their thing.
I guess at last I'll play some more pinball . But I'm sure I'll make some table updates from time to time
#2008
Posted 01 June 2021 - 05:15 AM
You need to use a dinamic material for this to work. Usually with walls you simply make them drop.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 scriptwal001.visible = False wall001.SideVisible = Falsestart table
wall is still clearly visible even though it is covering it's eyes saying "You cant see me"
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
If you feel the need to empty your wallet in my direction, i dont have any way to receive it anyways
If you really want to get rid of money you can donate to this
#2009
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.
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.
These are my tables, sorted by date, all them playable with VPX 7 or newer:
After 18 years making tables, it is time to take a rest and let new authors do their thing.
I guess at last I'll play some more pinball . But I'm sure I'll make some table updates from time to time
#2010
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.
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.
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
If you feel the need to empty your wallet in my direction, i dont have any way to receive it anyways
If you really want to get rid of money you can donate to this
#2013
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.
These are my tables, sorted by date, all them playable with VPX 7 or newer:
After 18 years making tables, it is time to take a rest and let new authors do their thing.
I guess at last I'll play some more pinball . But I'm sure I'll make some table updates from time to time
#2014
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
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 itthen put in the script
wal001.visible = False wall001.SideVisible = Falsestart 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
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
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
If you feel the need to empty your wallet in my direction, i dont have any way to receive it anyways
If you really want to get rid of money you can donate to this
#2018
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
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.