• Don't forget to rate 1-5 stars! Check the support tab for any help or comments.

  • (68)
    « »

    Yet another fresh beta build ;)

    rev3751

    - add x/y scale support to the camera mode to scale x/y axis at the same time

    - use real upper border for temp vertex alloc, as some .obj feature a combination of different v/vt/vn combinations for the face indices

    - fix loading error for extremely old (Tech Beta 3, etc) tables and fix (most likely completely unused nowadays) font import/tableload issue

     

    rev3746

    - always number new elements with (minimum) three digits

    - optimize .obj importer

     

    rev3743

    - add object space-normal mapping support to primitive (our implementation matches the object space, +X +Y +Z, export/baking settings in Blender) Object space-normal maps are commonly used if one reduces polygon counts of a complex model. The lost geometric details are then added back via a normal map

     

    rev3738

    - change Position() of the plunger element to return a float instead of an integer

    - code cleanups

     

    rev3723

    - show kicker's orientation in the editor

     

    rev3722

    - support 'Add Point' hotkey (F10 normal and F11 for smooth point) for rubbers

    - changed context menu so that 'Add Point' is the first item in the list

     

    rev3721

    - fix bumper hit threshold issue

     

    rev3720

    - fix lighting of the reflection of the playfield on the ball

    - fix playfield reflection on the ball

    rev3705

    - save position of the windowed mode player window in registry via WindowPosX/Y

    - be more robust when handling huge images and try to auto-rescale if memory allocations fail on the way

    - explain parameters of LoadVPM in core.vbs

    - add FPVPX.vbs

    - add LTD System III vbs, thanks Gaston!

    rev3696

    - fix tab order for bumpers

    - example table: reenable 'correct' material on slingshot-plastics and reenable reflections for them, too

    - example table: add ball drop sounds by rothbauerw

    - add proper dithering to final output buffer

    - support 'disable lighting' on primitive playfield

    - remove caption and window borders in windowed mode, only re-enable/toggle if ESC menu is brought up

     

    rev3684

    - pre-filter envmap-diffuse-pre-calc with gauss to remove under-sampling artifacts for high contrast HDRs (i.e. ones that contain something close to sun brightness)

    - limit glossy/mipmap-hack lookup to not use the lowest miplevel (as this is horrific looking)

    - add tga to file extensions list

    - fix wrong v-clamp mode for environment lookups

    - tiny beautification of mesh import dialog

    - fix tab order in material manager dialog

     

    rev 3674

    - flag table as changed if import->POV is triggered

    - clarify some material manager dialog descriptions and beautify debug dialogs a tiny bit

    - add ball velocity/angular velocity and number of physics iterations per frame to F11 debug output/stats

    - fix order of deletion for sounds and fonts (i.e. first delete the list entry, then the actual element)

    - fix access of already deleted vector element (i.e. the image/texture that was deleted was still updated by the list). also fix that when deleting the last image in the list, the new last image got the alpha test value of the previous last image.

    - fix crash if POV xml format is broken somehow.

     

    rev3664

    - fix UI issue with not having excl. fullscreen checked and try to match resolution in a fuzzy way, patch by Caligula

    - (maybe) workaround potential double init problem of BASS as suggested by mrkai

    - use zero normal vector again in case of degenerate normal to easier catch that case

     

    rev3660

    - fix normal computations of old legacy primitive (i.e. that triangulated tube)

    - fix flicker of video modes in preferences dialog, patch by Caligula

    - cleanups

     

    rev3653

    - show amount of vertices/polygons for a mesh primitive in the status bar

    - fixing some memory leaks and uninitialized variables

    - fix hanging in exclusive fullscreen mode

     

    rev 3650

    - finally random crashes fixed. Introduced by the new current hit threshold feature

    - cleanups

     

    rev3644

    - fix potential null pointer (reported by JPsalas)

    - do not ignore primitive setting 'Has Hit Event' anymore (before it was always implicitly on)

    - fix hit event issues for walls

    - undo handling updated

    - bass.dll updated (be sure to use the new one or you get random crashes)

     

    rev3639

    - one more display selection patch by Caligula

    - optimize some shaders

    - fix hit event handling for primitives

    - cleanups and fixing random crashes

     

    rev3628

    - add-on patch by Caligula for display selection, incl. proper handling for multiGPU setups

    - updating hitthreshold handling

     

    rev3623

    - fix for the random crashes (hopefully)

    - cleanups

     

    rev3618

    - check for null pointer (crash reported from jpsalas)

    - fix SMAA crash

     

    rev3608

    - separate backdrop decals from main material code (faster and cleaner)

    - fix some regressions (introduced with 10.5) with backdrop lights (most prominent: bulb lights had wrong falloff, the 'classic' lights wrong image mapping)

    - add support to read out the current hit threshold if the ball hits a Primitive or a HitTarget

    - fix hit threshold for special playfield_mesh

    - update BASS library to 2.4.14

    - use DX9 builtin sRGB conversion for sprites

    - use matching sRGB input function for sprites/BG/etc

    - use matching sRGB output function, now that the DX9 builtin functionality for sRGB texture reads is used

    - disable software-path mipmap generation with correct sRGB-aware filtering again, as its simply way too slow

     

    rev3592

    - disable software-path mipmap generation with correct sRGB-aware filtering again, as its simply way too slow

    - fix wrong light element texture sRGB-handling introduced via rev 3590

     

    rev3590

    - finally implement proper sRGB pipeline for mipmap generation (for all textures that are not in linear space like HDRs and normal maps) and for runtime filtering (only textures that are used in the 'standard' material)

    - add checkbox to 'user customizations'->'overwrite physics by global set' to optionally change all flipper settings, too

    - auto-convert ',' decimal type floats to '.' type when reading from registry

    - fix regression from 10.3+ with physics options dialog and the flipper settings

     

    rev3584

    - fix ball through bumper issue

    - check gate type explicitly for tables that were saved in the phase where it could've been undefined some years ago

    Note: please test this revision a bit more because I had to change just a bit in the physics engine to fix the bumper issue. I don't think that the change has any impact on other elements like gates, flippers or gates but who knows ;)

     

    rev3582

    - add apply button to the dimensions manager to apply the selected dimension to the active table.

    - add BorgDogs Gottlieb System 80 (widebody) change

    - restore prev behavior that each script editor window is a global one

     

    rev3569

    - add support for up to 9 custom start parameters (range 1-9). Usage: "Vpinball.exe -c1 param1 -c2 param2" sets two custom parameter "param1" and "param2". In the script use: GetCustomParam(1) to get "param1" and GetCustomParam(2) to get "param2"

    - add EnableSkirtAnimation to enable/disable skirt animation via script

    - fix messagebox popping up on table start

    - fix script editor crash if core.vbs was not found

    - add success message when pressing compile and there are no errors

    - fix script UI button not toggling on window close and some more minor cleanups

    - cleanups

     

    rev3556

    - add "Player" / "BWRendering" reg-entry: experimental fake Black&White rendering, which can be tremendously faster on tablets (0 (off) or 1 (better quality) or 2 (could be faster on some very slow/old devices)). Currently only works without dynamic AO and any kind of AA disabled

    - make script editor UI look a bit better in 4K

    - fix regression so that the default font name (i.e. courier) is not used anymore in the script editor if the registry setting is empty

    - add strength parameter for the (optional) legacy/VP9-like keyboard nudging code, can be set in the 'Keys, Nudge and DOF' preferences dialog

    - cleanups

     

    rev3541

    - add support for showing the image of a primitve mesh in the editor. Far from perfect!

    - re-use existing sound settings if re-importing a sound file and delete an unused IDC in the sound manager

    - make file version match the VPX version to avoid confusion

    - map digital plunger position to same range as mech

    A note for the "Display Image in Editor" feature for primitives: Due to the odd Windows GDI render pipeline rendering a texture of a mesh won't work 100% and can look really ugly. But it can be really usefull for flat meshes like playfields or plastics to place things. Beware that this option can have a huge impact on the editor performance when enabled on meshes with a high polygon count.

    rev3537

    - revert to FreeImage 3.17.0

    - fix special playfield primitive rendering issue and update example table

    - add missing changes to changelog.txt

     

    rev3531

    - add support for using a primitive as playfield instead of the build-in one (see changelog.txt)

    - add checkbox to sound- and image-manager to use internal name as filename for exporting

    - fix "all sounds to rear channels" bug

    - add missing implementation for -pov command line option

    - remove all table encryption, old locked tables automatically unlock now

    - add buttons to video preferences to easily setup defaults for low- or high-end PCs

    - add 'Force Bloom Filter off' to video preferences to increase performance on extremely low-end graphics cards (like on tablets)

    - updated to latest FreeImage.dll (3.18.0)

    - see core scripts (header of core.vbs) for the respective changelog (version 3.57)

    - see CommandReference.txt for the changelog of all the scripting properties/interface changes

    This topic contains 122 replies, has 43 voices, and was last updated by  outhere 7 hours, 42 minutes ago.

    Viewing 20 posts - 101 through 120 (of 123 total)
    • Author
      Posts
    • #131121
       VONSENSEY 
      Participant

      HEllo. I have an issue with the latest version rev 3720 : no more bumpers on any table…Any idea ?

      #131123
       Thalamus 
      Moderator
      ContributorMemberModerator

      It’s been reported in the “offical” beta thread over at vpf already. Play with the second latest for now. It’s why we have betas. Things might get broken. B-)

      #131516
       slashbot 
      Participant

      maybe i missed it in the threath but i detected some problem with this beta version, think these tables are not updated for the new VP beta, don’t know?

      poppers dont work with these 2 tables:

      Bram Stoker’s Dracula (Williams 1993)

      OXO (Williams 1973) 2.0

      #131750
       coreduo0099 
      Participant
      Member

      Ran across one of the tables with the shadow code.. Hi-Lo and as Bord said, disabling ScreenSpace cleared that up without touching the table script.

       

      Thanks!

      #132608
       charlieshakur 
      Participant
      Member

      how would i check what build i am currently on ??

      ow apparently on revision 3592 i want to update but nervous it will mess it all up as everything works as far

      #132611
       Thalamus 
      Moderator
      ContributorMemberModerator

      Start only VPX – then go to top of menu and I believe it is called “About” or something similar. All the way to the right like most programs.

      Updating a beta to a higher number ? Here is what I do.

      Download latest, extract it to somewhere – doesn’t matter. c:\temp or whatever. What I do is. I copy vpinballx.exe inside that archive to itself so I get the name “copy of vpinball.exe”. Since I use winrar – it is damn easy, it suggests to create the folder named the same as the zip as default. So VPX_6_beta_rev3723.zip becomes folder VPX_6_beta_rev3723. So, in top of explorer window I just copy the last part of the path. VPX_6_beta_rev3723 – and rename the “copy of pinballx.exe” so it becomes “VPX_6_beta_rev3723.exe”. Now it is time to take all the files and overwrite everything in \visual_pinball folder. What is the benefit ? Doing this, I can easy jump to any old VPX beta until I decided to delete them all because it has become the official one. What can go wrong ? scripts if updated could break. But, that is why we run betas and those are not updated very often. If I have a problem, well, download a older release here. and overwrite scripts from that archive.

       

      • This reply was modified 2 months ago by  Thalamus.
      #132730
       fuzzel 
      Participant
      VP DEV

      maybe i missed it in the threath but i detected some problem with this beta version, think these tables are not updated for the new VP beta, don’t know?

      poppers dont work with these 2 tables:

      Bram Stoker’s Dracula (Williams 1993)

      OXO (Williams 1973) 2.0

      This was an issue in a previous build. Revision 3723 should fix this…

      #133464
       knightrider 
      Participant
      Member

      i have the latest beta now and the Cyclone ball glows like the sun. i’m not sure what is unique about this table. i haven’t noticed on others yet.

      #134901
       Dazz 
      Participant

      I’m not quite sure where to ask this… I’m working on developing a real pinball machine and hoping to use Visual Pinball in the design process. Currently using the Mission Pinball Framework to develop the game which will eventually be running on P3-ROC. MPF can be setup to use as a controller from VPX.  I was just wondering if someone could integrate MPF.controller into the controller.vbs

      https://missionpinball.org/2019/05/25/virtual-pinball-and-mpf.html

      Attached is the demo table from MPF.  I have this table working in VP and communicating with MPF and have been using it as a starting template.  I think adding MPF as an additional controller it may allow us to run some more custom games in the future.  It may also get more developers interested in designing their game from within VP. I know it would make it easier on me, personally, as I could easily test my MPF code from VP.

      Thanks

      #135492
       randr 
      Keymaster
      ModeratorMember

      Thanks @fuzzel as always for the work you guys put into vp!

      ********************************************************
      Messing with the VPinball app and push notifications.
      So if you haven't downloaded app yet what are you waiting for!?
      *******************************************************

      #137340
       vogliadicane 
      Participant
      Member

      I had the problem with the new Time Warp (Bord) that the playfield looked much too dark. Because I was on an older beta rev I updated to ***.

      Ok the problem for Time Warp was solved, but e.g. for TAF (g5k) I had the opposit, playfield much too bright (see image……….ok vpinball doesn’t like mine.)

      I guess I could solve it for TAF by disable lighting for the playfield mesh. What would you suggest? Change it for all tables affected? Or consider it a bug and wait until VPX in this point is again backwards compatible? (yes, suggestive question B-)   )

       

      #137914
       randr 
      Keymaster
      ModeratorMember

      maybe a known bug but latest beta will not notice script change and force save option on exit. learned this the hard way maybe a know issue? @fuzzel

      ********************************************************
      Messing with the VPinball app and push notifications.
      So if you haven't downloaded app yet what are you waiting for!?
      *******************************************************

      #139257
       Kingspian 
      Participant

      So where do I put the Beta test? Separated or can I put it with the 10.5?

      #139258
       outhere 
      Participant
      MemberContributor

      Do a backup And rename the VPinballX.exe file to VPinballX_10.5.exe and then put VP 10.6 over the top of it

      #139291
       fuzzel 
      Participant
      VP DEV

      maybe a known bug but latest beta will not notice script change and force save option on exit. learned this the hard way maybe a know issue? @fuzzel

      Is this still valid? I can’t repro this. Open the script editor do a simple change (hit enter or change a character) and I get the notification on exit/table close.

      #139298
       randr 
      Keymaster
      ModeratorMember

      It is randomly happening to me where I make a script change and don’t get the asterisk on top of editor window and ofcoarse won’t prompt for save. I’ll try a fresh install today and see if it still happens but if nobody else is seeing this it maybe just my setup…

      ********************************************************
      Messing with the VPinball app and push notifications.
      So if you haven't downloaded app yet what are you waiting for!?
      *******************************************************

      #139305
       rothbauerw 
      Participant
      ContributorMembervip

      I have noticed this as well. Although I can’t say for certain it’s related to updating the script. I’ll keep an eye our for it and see if I can reproduce.

      Current Project: Perpetual updates of Pinball Magic

      #139423
       LynnInDenver 
      Participant
      Member

      I’ve noticed the same issue when I’ve loaded a POV, and even gone into edit camera mode, and it doesn’t flag things as changed. It’s become habit now to just save as soon as I’ve loaded a POV, or changed it.

      Creator of the first PinupPlayer PostDMD mods for VPX - PostDMD for Masters of the Universe VPX and Jaws VPX.
      Head Proprietor of Pisces Pinball, a VPX table developer.
      Lead Technician of MC Chase Amusements, a private arcade in our home basement.

      #142110
       rgarriott 
      Participant
      Member

      So I need a little guidance.  I have currently been using beta 3660 for the last month or so.  With the release of Flubber and gangs awesome new Totan build, as per instructions I needed to update to beta 3751.  I downloaded as normal, carried all files over to my visual pinball folder and dropped.  I got the notification to overwrite existing files and i selected yes. Ok Good so far.

      I opened vpx to load a table just to verify everything is good, table loads fine but I have no backglass.  I alt tab to see if the b2s somehow got moved behind the PF or something but the baskglass didnt ever start up.  I tried several different tables with the same result.

      I did notice also that the b2s screenres had changed my values i had in there previously. In the screenres I placed the normal values back in and started a new table but still the backglass doesnt start up with the table.

      Any one have a direction for me?  :scratch:

      #142453
       rgarriott 
      Participant
      Member

      So I need a little guidance.  I have currently been using beta 3660 for the last month or so.  With the release of Flubber and gangs awesome new Totan build, as per instructions I needed to update to beta 3751.  I downloaded as normal, carried all files over to my visual pinball folder and dropped.  I got the notification to overwrite existing files and i selected yes. Ok Good so far.

      I opened vpx to load a table just to verify everything is good, table loads fine but I have no backglass.  I alt tab to see if the b2s somehow got moved behind the PF or something but the baskglass didnt ever start up.  I tried several different tables with the same result.

      I did notice also that the b2s screenres had changed my values i had in there previously. In the screenres I placed the normal values back in and started a new table but still the backglass doesnt start up with the table.

      Any one have a direction for me?  :scratch:

      I took the bad situation i was in with no backglasses working with the newest beta and made good of it.  I decided to take the plunge into the world of pinup. Thanks @terryred and @nailbuster.

      • This reply was modified 2 days, 3 hours ago by  rgarriott.
      • This reply was modified 2 days, 3 hours ago by  rgarriott.
    Viewing 20 posts - 101 through 120 (of 123 total)

    You must be logged in to reply to this topic.

  • Please login to download.

  • ©2019 VPinBall.com

    WP2Social Auto Publish Powered By : XYZScripts.com
    Vpinball.com

    Log in with your credentials

    or    

    Forgot your details?

    Create Account