- This topic has 142 replies, 3 voices, and was last updated 3 years, 4 months ago by sergiolomeli.
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November 3, 2018 at 4:26 pm #102575
Enjoying a lot the phisycs of the saucer on that Paragon update. Thanks!
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November 22, 2018 at 10:49 am #104677Thanks again for the work! Great stuff
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Messing with the VPinball app and push notifications.
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November 29, 2018 at 4:31 am #105262Should this update affect to the simulation performance? It seems like I have a slightly lower FPS after the update..? Like from locked 165hz to fluctuating 120-140hz. I much prefer constant performance before eye candy, so no update for me this time. :/
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November 29, 2018 at 7:25 am #105268Dear Reply To: VP 10.6 Beta,
Look forward to VP 10.6Â upgrade.
Do any of you have a written example of a ball on the table ID(int) code which assigns a unique identification number to a ball on the table?
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November 29, 2018 at 8:45 am #105271I think you find it in Robocop and there are a few others too.
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November 29, 2018 at 8:53 am #105273Three angels has it as does mad scientist
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Messing with the VPinball app and push notifications.
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December 9, 2018 at 12:12 pm #106181Just applied Dec 8 update. Don’t know if it was this ver. But when trying to load any of the Firepower versions gave an error that an unknown gate was trying to be loaded. Tables won’t load. Note: latest V1 version is different so it works.
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December 9, 2018 at 12:59 pm #106195The unknown gate error is reported and actually fixed I’ve been told. Just not released yet. For tables with this problem. Run a older Vpinballx.exe ( you only need to get the exe in this case ).
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December 10, 2018 at 6:56 pm #106323This reply has been marked as private.You need to login in order to like this post: click here
December 12, 2018 at 11:53 am #106608Table build question?
Is it better to have One timer to do a bunch of things, or many timers to few things?
Things in a timer that I’m doing
swapping images
swapping materials
moving primitives
moving Ball coords.
Scaling primitives-Mike
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December 12, 2018 at 12:06 pm #106609I like timers but less is best. I use timers way to much lol
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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December 12, 2018 at 12:22 pm #106611I’ve heard that less is better for sure, but if I’m loading one up with quite a bit a stuff is there a point that it would actually be better to break them apart? These are for timers that are running pretty much constantly.
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December 12, 2018 at 12:48 pm #106615I use one flasher for many things like same timer for flipper shadows, flipper primitives and divirters so you can use it for multiple things without issue to a point.
I think it all depends on interval you set on the timer.
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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December 12, 2018 at 1:09 pm #106617If you use a lot of high frequent timers the performance will go down even on better systems. Depending on the use case I would combine functions to one timer let’s say 3-4 and then use another one. But again that depends on the use case.
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December 13, 2018 at 10:48 pm #106702Should this update affect to the simulation performance? It seems like I have a slightly lower FPS after the update..? Like from locked 165hz to fluctuating 120-140hz. I much prefer constant performance before eye candy, so no update for me this time. :/
I am seeing a performance drop as well. I run a two screen setup with the table 1920×1080 and the backglass at 1600×900. Machine specs:
Ryzen 1200 3.1GHz Quad-Core, GTX 1050 Ti 4GB, 8GB DDR4 2400
In previous builds I see almost constant 60fps and only see drops when lots of flashing lights occur. With the latest beta however I’m seeing stuttering on the ball especially closer to the flippers and a constant frame drop to 55-59 on most tables. Even some EM tables were showing the ball stutter. I pulled back all settings to minimal with no help in the stutter or framerate.
Reverted to VPX_6_beta_rev3569 and all is well again.
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December 15, 2018 at 10:43 pm #106849Ver 3584 still gives an “unknown gate type” error when trying to load Firepower by Wed21 or the Darthmarino drop target mod. I saw the statement about explicitly addressong gates in tables and hoped that this error would be fixed. Just wanted to let you know. Thanks for everything
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December 16, 2018 at 5:07 am #106865There are several other tables that has this error. Algar ( which I’ll probably update one day ). I’ve seen reports of Monopoly and Lethal Weapon 3 as well. The best solution I guess is if the authors themselves fix it and update. But, you can just as easily do it yourself. Open the table, via File -> Open, use the Element Selector to find a gate that is empty in the type field and pick one, then save. Problem is then permanently fixed.
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December 16, 2018 at 10:31 pm #106932Thank you once again Thalamus! Worked like a charm. Have a good one.
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January 26, 2019 at 8:59 am #111108Thanks @fuzzel for another rev
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Messing with the VPinball app and push notifications.
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January 26, 2019 at 10:10 am #111191Always much appreciated @fuzzel and @toxie and @djrobx and ….
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