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The VP 10.3 beta thread


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#601 toxie

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Posted 05 August 2017 - 05:13 PM

 

and? is it okay like-is?

 

I have test it and it seems to work fine, just like in VP9, and this means that if a table uses it, then it will need the same script as we used in the VP9 tables, otherwise it will be like cheating :) Anyway VP9 nudging was cheating :) or maybe we are already mutants, like Magneto and we can influence the ball directly :) Or maybe we developed already telekinesis? :)

 

Anyway, I think the original VPX nudge works almost like in the real world, the only problem I see is that the ball almost doesn't move at all when nudging with a normal strength, so it never hits any object unless the ball is really really close to one. That's why setting the nudge force to 25 will make it work fine, and the ball will move enough to hit a nearby object, but then the force will be incredibly strong. The PM5 had the right amount of ball movement without the need to use a very high nudging strength.Maybe a variable got changed?

 

PM5 nudging: Don't know.. I think that at least i did not change anything there, but mjr at least did some improvements/changes to the nudging in general if i remember correctly.. Or maybe there were some bugs in combination with other code?? But don't remember for sure..

 

New VP9-style nudging: I personally think that NO table should care about that new setting at all, and only ever concentrate on the standard nudge.. It's really just an option for all those guys that explicitly asked for it ever since PM5.. So all you authors, simply ignore that setting!  :)



#602 hauntfreaks

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Posted 05 August 2017 - 05:15 PM

Damn it Haunt gave me away lol.  I thought he might like to try it out for TSPP.   :)

 

I've been working a bunch in the editor lately and I thought of one small thing that's kind of inconvenient currently.  I like how easy it is to add something to a collection, but it's a bit of a hassle to remove something from a collection.  For adding you simple right click and -> add to the (desired) collection, but to remove you have to go through collection manager, find the object you want to remove and remove it from the list.  Would it be possible to add a 'remove from collection' dialogue when right clicking an object that's already part of a collection without too much difficulty?  If it's a major pain just disregard, but if it's not too much trouble this could help streamline work flow a bit.

I love this idea of removing something from a group, when you right click and its in a group its already checked, if it was as easy as unchecking it that would be great...

and I thought since the 3d fix test version was posted it might have the adjustable disable lighting included .... and was a happy surprise that it was....  thanks for the Idea Dark and thanks including it guys...


Edited by hauntfreaks, 05 August 2017 - 05:17 PM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#603 toxie

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Posted 05 August 2017 - 05:18 PM

just checked the commits since PM5 and at least there were no obvious/well documented changes since then to the nudge.. but as said, it could be related to other fixes or.. .. ..



#604 kiwi

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Posted 05 August 2017 - 06:16 PM

It would be very useful to have the ability to change the color of the control points,

I currently have a table where the red color prevails and it is not easy to distinguish the red points.



#605 RYSr

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Posted 05 August 2017 - 09:22 PM

yup, dark requested it.. :)

we will post a new beta anyway soon.. djrobx also added something neat! see if you guys find it..

 

Flying around in camera mode?



#606 toxie

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Posted 06 August 2017 - 08:00 AM

nope, that was already in the last official release(s)..



#607 fuzzel

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Posted 06 August 2017 - 08:51 AM

It would be very useful to have the ability to change the color of the control points,
I currently have a table where the red color prevails and it is not easy to distinguish the red points.

That is not that easy due to the quirky mfc handling. I've thought about this already but defining custom colors is always a pain to implement into VP.

#608 GInsonic

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Posted 06 August 2017 - 01:12 PM

yup, dark requested it.. :)
we will post a new beta anyway soon.. djrobx also added something neat! see if you guys find it..

 
Flying around in camera mode?

Maybe you can't see it, but maybe you can hear it ;)

#609 wrd1972

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Posted 06 August 2017 - 02:26 PM

Might it be possible to get a global switch to deactivate pf reflections for all tables?

My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#610 DJRobX

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Posted 06 August 2017 - 04:50 PM

Thanks for the profiling data Toxie.  It was helpful.  Got my table running at a reasonable FPS.  :) 

 

Suggestion for change:  Deprecate Z-scale option.

 

As mentioned previously I've been working on helping someone with a table.   I didn't really pay that close attention to his view settings (figured we'd dial in the POV later).   When trying to do some things, I noticed some things were off - rotated flashers that ought to be 300px high were not lining up with 300px tall objects.   No biggie, just fudged values as appropriate.  

 

Then I got to a wire ramp.   I couldn't for the life of me figure out why the ball was hovering WAY above the ramp, and the wires were showing up well below where the plastic ramp on the left that it connects to.  Functionally it was fine, but visually it was so far off.   Ended up making a flat ramp and making the wires non-collidable to work around it and fudging the heights. 

 

Someone suggested that objects that ought to be round are stretched too tall.    So I looked at Z-scale - ah, it's 1.6 and Y is 1.4.  Most tables I've seen have this at 1.0.    Let's reset them to 1.0.  *Boom* the wire ramps go to where they're supposed to, and all my flasher objects go out of whack (but at least out of whack, in a way that makes sense).   

 

The inexperienced author probably innocently adjusted the Z-scale to his liking assuming it was just a visual setting (like all the others are).

 

Since this "Z-scale" function is seemingly not applied to all objects consistently, perhaps it should be deprecated?   I know I had also seen it affect physics too (ball wouldn't fit through a ramp).     Z-scale is not really needed since X-scale and Y-scale can be adjusted and Z-Offset can be used to zoom the overall view.   I suggest at least taking it out of the camera & light edit mode, so people don't inadvertently break their tables.   



#611 RustyCardores

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Posted 07 August 2017 - 10:35 AM

 

 

yup, dark requested it.. :)
we will post a new beta anyway soon.. djrobx also added something neat! see if you guys find it..

 
Flying around in camera mode?

Maybe you can't see it, but maybe you can hear it ;)

 

 

It's the best thing to happen to VP since the last best thing to happen to VP! ;)

 

Seriously though, it's a game changer and brings a new level of realism, while at the same time it can less significantly lessen the cost of a build and simplify it too. ;)

 

I've been using it for a while and have only one word to describe it.... "AMAZEBALLS!!!" :)

 

Thanks Toxie and Rob for your effort on this one, it's greatly appreciated. 


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#612 sliderpoint

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Posted 07 August 2017 - 02:53 PM

Here is a request for the fly-cam.  Would it be possible to be able to start it if you open the debugger (or have a button to start it on the debugger).  Sometimes I get a ball stuck and can't see where/what the issue is.  Would be cool if I could pan the camera around to see the issue. 

 

Also, can the clipping problem when you move too close be fixed? 

 

thx

-Mike



#613 toxie

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Posted 07 August 2017 - 04:09 PM

No, and no. :/   (for now!)

The first one does not work, as it's due to the static rendering that VPX still employs to have things run as fast as possible during gameplay (e.g. camera needs to be fixed then).

The second is doable, but tricky, as currently the camera, incl. zbuffer handling, is a bit on the hacky side. This will change in the not so far away future.



#614 Slydog43

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Posted 07 August 2017 - 04:23 PM

so how many speakers do I need in a pincab to hear this 7.1 stuff.  Do I really need 7 plus a sub?  placement for these speakers?  Can't wait to try this out



#615 toxie

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Posted 07 August 2017 - 04:55 PM

it should be enough (from my understanding) to have 4 (2 front and 2 rear/backbox), the rest is bonus on top of it for better quality of the effect..



#616 Joppnl

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Posted 07 August 2017 - 07:42 PM

@Toxie:   the new-old nudge function works great, thanks for that.

 

What doesn't work is in the camera mode going through the different parameters (like x/y/z position/offset/inclination etc) with the magnasave buttons.

 

Pressing these buttons will rotate the table view clock/anti-clock wise but will not go through the parameters and no, the fly-around option isn't checked in the options menu.

 

I still have 10.3.0  running, there it does work but as soon as  10.3.1 was introduced it does not so, now I first have to start 10.3.0, activate camera mode, adjust the size and position for my cab, save it and then exit 10.3.0, start 10.3.1 to play it but it would be nice to be able to have it work in .1 also.

 

Is that possible?   

 

(ps: also did a double check on my keys in the option menu, re-assigned the magnasave buttons again (but same value) just to be sure but no change.)

Thank you for all your hard work!



#617 RustyCardores

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Posted 07 August 2017 - 08:08 PM

so how many speakers do I need in a pincab to hear this 7.1 stuff.  Do I really need 7 plus a sub?  placement for these speakers?  Can't wait to try this out

 

It's a very flexible system and can be made to work in a number of ways.

 

If you are currently running a 7.1 capable amp, my recommendation would be to add a minimum of 4 tactile exciters (not speakers), one near each corner of your cab on the side panels, as it is as much about the feedback as it is the sound direction. These are in addition to your existing backbox speakers and audio sub.  Using a 7.1 amp means the system will run as a single unit, providing both regular backbox audio and playfield "tactile audio".

 

If you don't currently run a 7.1 amp and wish to continue to use your existing one, then additional (and cheap) amps can be added to drive just the tactile feedback side of the system for the same result. 

 

Rather than hi-jack the 10.3 thread too much, it's probably best that we start another thread for this topic alone, or continue to discuss the different setups possible in the PMD Development thread at Aussie Arcade

 

EDIT: I just added a couple of setup diagrams to the development thread, in the hope that they will help visualise how the surround feedback system can be implemented. 


Edited by RustyCardores, 08 August 2017 - 01:39 AM.

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