VP 910

Shockman

appropriate at this time
Joined
Oct 26, 2004
Messages
3,199
Solutions
5
Reaction score
121
Points
90
Favorite Pinball Machine
Star Trek
Can someone attach the .exe here please.
 
sorry all I use is 9.05 , 9.08 and 9.09 i didn't even know there was a 9.10
 
It's was just released tonight (Saturday) at VPF.org
 
Here ya go..

Mind you it has bugs, decal texts no longer work and copying and pasting decals is crashing it now.

Oh well back to 9.07 for me...

Release Notes:

Visual Pinball 910 (Standalone EXE)

Version: 1.0.0
Category: Essential Visual Pinball Files

Author(s):

Description:
Standalone EXE and FreeImage.DLL for Visual Pinball v9.10
VP 9.0.10 Changelog
------------------------
Thanks to Scrooby's help, I think we have an appropriate deadzone interface now. It is a global setting for all tables and doesn't affect the keyboard for X and Y axis.
HD Render and Reorder has been moved to video options

You can now set maximum texture dimensions for lower powered graphic hardware without exporting images (BMPs will still need to be exported and resized if they are too big)
*Added Kicker.CreateSizedBall (float radius) - Returns Ball
*Added Video Option for Chipset graphics that cannot create big textures (only non BMPs supported). Redesigned dialog.
*Added Layback feature (Should we rename this feature? I don't know a better name. Does anybody have a better description?).
Layback is located under the field of view field on the backdrop options for the table.
Basically it appears to change the vertical orientation of the final rendered table. It is an alternate version of Field of View rendering, and will only be available from 9.10 and newer.
Field of View must be greater than 0 for Layback values to be used to render a table.

Items on table are now displayed in a non-kartesian world to give the viewer the imagination to stand more in front of the table instead of flying over it, when using FOV.

*Fixed Near-Plane Bug with inclination set to 0.
*Added Support for various Picture formats (*.jpg;*.jpeg;*.png;*.gif;*.ico;*.IFF;*.PCX;*.PICT;*.psd;*.tga;*.tiff;*.tif
*Added Alpha Support for Ramps

More optimizations and testing by Toxie

Cupid added PNG support using FreeImage. VP 910 will require freeimage.dll to be located in the directory VP is being loaded from - perhaps someday we'll have PNG built into VP to eliminate this dependency

As required by the FreeImage Public License:
If it is not possible to put such notice in a particular Source Code file due to its structure, then you must include such notice in a location (such as a relevant directory file) where a user would be likely to look for such a notice. (such as this changelog file)
"The contents of this file are subject to the FreeImage Public License Version 1.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://home.wxs.nl/~flvdberg/freeimage-license.txt
Software distributed under the License is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License for the specific language governing rights and limitations under the License."
No modifications were made to the freeimage.dll file, or internal freeimage source code, so that covers our use of the dll in a free capacity.
 

Attachments

  • VPinball910_Minimal.zip
    1.6 MB · Views: 359
My makes always crash when c/p decals too, but the text works fine, and thats when I'm making VP9.07 maybe it is the DX sdl, or maybe they are using VS 2008. Their 9.07 does not crash with decals. It seems a common problem with some element of the process.

Thanks for the mirror.
 
decals work ok with 9.09 too which is what i use...
 
Crashing on copy/paste decals eh...

I'll stay with 9.08 for now, which has been the most stable version for me (but I did get my BGC table to work decently with 9.10). 9.09+ sometimes crashes on me when I just click on an object (VP8 did this as well)
 
I'll stick with VP 9.09 until they work out the wrinkles. That is unless Phil succeeds with VBagatelle, them I'll switch to that possibly.
 
VBagatelle? what would that have different than the other engines? like premade parts? that would be cool. kind of like fp has...
 
It (Visual Bagatelle) is VP so the engine so far is exactly the same. It does not really have any premade parts other than the nail, which is just a flipper reconfigured in the VP code to look like a nail. Being a flipper though, preset flippers in tables will look and act like they were meant to, just new ones will look like a nail. Not a problem, because we are talking about flipperless. The flipper template of course has the nails configured, named and acting like flippers. More flippers can be copied and pasted, but will default to the name nail, that can be changed to Flipper...

I was really looking forward to the new version, but on the surface looks like it carries on the way of take to give. the wait continues. Glad to hear they are finally happy with their UC deadzone settings, that has been worked on for the last few versions. Perhaps focus will turn to debugging soon.

The point in mentioning my builds as far as decal problems with pasting, is because it is there with 9.07 which is not a problem with the package they used for 9.07, and I gather .08 and .09. It seems the package they are using now with .10 is the same as I am using in this regard. VS2008 and DX9. Maybe the use of FreeImage though, That was not hooked to when I made mybuilds, I had to install it to the system folder. Before I started compiling VP it was FreeImage was not in the system folder and the VP .exes worked fine. They did mention that this needed to be in the root (to VP) folder now, which I don't believe, I think the system folder is fine. I tested it by deleting it form the .10 release without any problems so far, though maybe I just haven't found the need. I just don't believe it need to be in the VP folder though. The crash with decals happens with it there or not.
 
I wonder if some of the prpoblems they have is that they don't have enough testers who are authors of all types of tables. With more and varied testers all the features would get tested more completely, which might avoid buggy releases. I hope they get 9.10 working right, since I need balls that can be resized so that my upcoming trade stimulators play more realistically. I also like support for more graphic formats.
 
No, I think the testers are focusing on using the new Objects and properties too much and forgetting about traditional testing to find the bugs.
VP910 is crashing the editor on typos, or at least it is on my system. Open a Script and type a non-reference like, just type "foo" outside of a Sub and without a declaration (as a Dim foo or Sub foo, just type "foo" or a deliberate typo) and then start the table.
Is anyone else getting crashes?
 
Last edited:
I agree. It was taken very poorly when I suggested at VPF.org that the program be debugged. And I was not talking about long standing bugs as much as bran new ones and made that clear.

It's great that they are working on it though, but at this rate about the time it gets good, it is not going to work at all.
 
No, I think the testers are focusing on using the new Objects and properties too much and forgetting about traditional testing to find the bugs.

That's what I meant. I guess I didn't make myself very clear. They need to focus more on the basics.
 
"Thanks to Scrooby's help, I think we have an appropriate deadzone interface now. It is a global setting for all tables and doesn't affect the keyboard for X and Y axis."

This made me hopeful. Mentioning an X axis made me think destruk was talking about nudging device, and that maybe the keyboard function for nudging was back. Not effecting the keyboard is either a joke, no, it can only be a joke. Effect the fucking keyboard destruk, PLEASE.
 
I have tested and most VP9 VPM tables seem to look and play fine here on VP 9.1.0 but until the decal text bug is fixed I cant read the text on some tables, so I'm sticking with older versions of VP9 to play VP9 tables until the next VP update release.

I will test to see if I find any more bugs in VP 9.1.0 though. ;)
 
I am currently test vp build and it will be released soon. Alot of bug fixes including decals. Shouldnt be too much longer.

I plays really well and will be the build of choice.

Here are the fixes and additons as of today.


196 Destruk: corrected pasting decals
197 Cupid: Fix Layback causing graphic glitches / ball not clearing. Don't know for sure if fix is correct, but it does not show any glitches at all my test tables anymore.
198 Cupid: Corrected Radio Options in Video Options Dialog
199 Cupid: Corrected Tabstops in Backglass Dialog.
200 Cupid: revert fix for Layback causing graphic glitches. Does not work. I know i'm in the right method, but the calculation is wrong. Rects were too far to top or left. i have to think about it once again. Maybe the problem is in TransformVertices().
201 Cupid: Added Slider for Alpha Ramp Accuracy -> no function yet.
202 Cupid: Let Alpharamps Accuracy Slider write to Registry.
203 Cupid: Added function for Alpha Ramp Accuracy. Set Pagesize for Slider to 1.
204 Cupid: One try to fix Unhandled Exception when Script has Errors.
No Lock Ups for me anymore... But have not tested it very much.
205 Cupid: Text decals fixed - Also changed fixed text size to dynamic - for big decals.
206 Cupid: Had to revert dynamic text size. Fixed black and white decals
207 Cupid: fixed bug, when kicker position = trigger position (hittime not initialized) - Thanks to JP.
208 Cupid: fixed 32bpp bmp files not showing
209 Cupid: Fixed Bumper disabled Problem. Bumpers will be enabled at start of game.
210 Cupid: Another bug in collision detection, when trigger has the same position as kicker -> variable fUnHit had no value. Thanks to JP again.
211 Cupid: Fixed Ball Decals causing graphic glitches with layback. Also fixed the nudge bug with Startshake not set. (it nudged, but did not nudge back).
212 Cupid: Added Ball stretch Option to Video Options. Writes to registry. No function in player yet.
213 Cupid: New experimental feature: Ball stretching against table and monitor stretching. Three options: 1st: like before, 2nd: don't stretch ball, 3rd: don't stretch ball and take Pixel aspect ratio of monitor into consideration.
 
General chit-chat
Help Users
You can interact with the ChatGPT Bot in any Chat Room and there is a dedicated room. The command is /ai followed by a space and then your ? or inquiry.
ie: /ai What is a EM Pinball Machine?
  • No one is chatting at the moment.
  • Chat Bot Mibs Chat Bot Mibs:
    maxangelo19 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Dragonslapper has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    royaljet has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Tyfox has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Goldtopboy has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    slick267 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    dabreeze has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Spike has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Tofa has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Atropine has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    bongo2k5 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Bouly has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Felipefx3 has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    djrbx has left the room.
  • F @ freebird1963:
    were do music and sound files go
    Quote
  • Chat Bot Mibs Chat Bot Mibs:
    jhbradley has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Conejazo has left the room.
  • Chat Bot Mibs Chat Bot Mibs:
    Sedulous has left the room.
      Chat Bot Mibs Chat Bot Mibs: Sedulous has left the room.
      Back
      Top