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The VP 10.2 beta thread

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#1 fuzzel

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Posted 17 July 2016 - 03:12 PM

And we start again with a nice little beta thread for the next 10.2 version. As usual I will update this post with the latest build.

 

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Edited by fuzzel, 21 December 2016 - 11:03 PM.


#2 arngrim

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Posted 17 July 2016 - 04:12 PM

thank you :)
i made a controller.vbs update in the fast draw vpx topic, that can be integrated into 10.2 :)
is 10.2 retro compatible with 10.0 and 10.1?

#3 Drybonz

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Posted 17 July 2016 - 04:19 PM

Nice changes for the first update... thanks, guys.



#4 Ben Logan

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Posted 17 July 2016 - 04:31 PM

Can't wait to test it later today. Thanks, Toxie and Fuzzel!

:)


Edited by Ben Logan, 17 July 2016 - 11:07 PM.


#5 hauntfreaks

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Posted 17 July 2016 - 04:42 PM

I love me some beta testing... thanks!!


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#6 toxie

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Posted 17 July 2016 - 06:14 PM

thank you :)
i made a controller.vbs update in the fast draw vpx topic, that can be integrated into 10.2 :)
is 10.2 retro compatible with 10.0 and 10.1?

 

yes, its fully compatible (i hope, lets see what the wizards say about the flipper changes)

 

controller.vbs changes are incorporated. note that i also changed SoundFXDOFALT to be the same as SoundFXDOF



#7 markrock76

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Posted 17 July 2016 - 06:49 PM

I was thinking with all the VP9 conversions that it should be easier to identify the collidable objects where friction is set to 0 or really low.  I was thinking it would be nice if you could see these values in the select element window as columns that can be sorted on.  Does this make sense or does something like this already exist?  I'm always opening new tables and seeing friction values way low for where it should be in VPX.



#8 fuzzel

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Posted 17 July 2016 - 06:58 PM

No that's not supported at the moment. The next 10.2 supports physics settings per material so it will be much easier to tweak the settings once a table uses this feature.



#9 markrock76

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Posted 17 July 2016 - 07:07 PM

No that's not supported at the moment. The next 10.2 supports physics settings per material so it will be much easier to tweak the settings once a table uses this feature.

Thanks.  Let's hope it is used.



#10 arngrim

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Posted 17 July 2016 - 07:12 PM

good catch, and soundfx method is fine as is even with value 2 :)

 

thank you :)
i made a controller.vbs update in the fast draw vpx topic, that can be integrated into 10.2 :)
is 10.2 retro compatible with 10.0 and 10.1?

 

yes, its fully compatible (i hope, lets see what the wizards say about the flipper changes)

 

controller.vbs changes are incorporated. note that i also changed SoundFXDOFALT to be the same as SoundFXDOF

 



#11 RYSr

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Posted 17 July 2016 - 07:20 PM

If it's not problematic,could you change the default for the plunger park position to .01?

I have an analog plunger and I have to edit this on every table, or the ball jumps when when you first move the plunger.

I have seen others remark asking for this setting as well.

Rich



#12 toxie

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Posted 17 July 2016 - 07:24 PM

We can change the default in the default table. But each existing table saves it on its own.

 

EDIT: oh, and the default when you create a new one. will do that!

 

EDIT: and done..


Edited by toxie, 17 July 2016 - 07:39 PM.


#13 Ben Logan

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Posted 17 July 2016 - 11:09 PM

 
- extend the EOSTorque effect to both entering and leaving the EOS zone and add additional EOS Torque Angle to make this range configurable
  This allows for more flipper tricks without having to dial in unrealistic flipper settings

 

 
Thanks for the beta, Fuzzel. Can you recommend a range for EOS Torgue Angle -- i.e. zero to _____? So far can't perceive much of a difference in flipper behavior resulting from plugging in a wide variety of values. I tried .33 all the way up to 9999 and can't notice a difference.
 
Is there another value I should be tweaking in combination with EOS Torque Angle in order to reproduce the kinds of effects we're getting with nFozzy's code?
 
I appreciate your efforts!
 
:)

Edited by Ben Logan, 18 July 2016 - 12:41 AM.


#14 Drybonz

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Posted 17 July 2016 - 11:34 PM

I was wondering if it still required Fozzy's code in the individual tables, or if that should be deleted?



#15 Ben Logan

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Posted 18 July 2016 - 12:40 AM

Here's Toxie's answer:

"for testing, yes. please compare the behavior of nfozzys script in VP10.1 vs 'pure' 10.1 vs the new code in 10.2 and give me some feedback in the 10.2 thread, please."

I'm thinking this means that Toxie's 10.2 code is offered as a replacement for nFozzy's code. Is this correct? I still can't seem to set values in the new EOS Torque field that give the player anything remotely like nFozzy's code.

 

Question: Does the EOS Torque field add any latency to the initial flip (like coil ramp up does)? It's likely my imagination, but 10.2 feels a little less snappy on the initial flips.


Edited by Ben Logan, 18 July 2016 - 02:42 AM.


#16 toxie

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Posted 18 July 2016 - 06:13 AM

Okay, thanks for testing (and yes it should be a replacement for the script code). Seems like i have to retweak the code then.

 

'In theory' if you use EOS Torque Angle ~6 and EOS Torque 0.5 you should get something like nFozzys code. If this does not work good enough then try increasing the Angle.

 

If it still does not work please give a shout again and i'll retweak.

 

EDIT: and no, no latency, only if you set the EOS Torque Angle to very very high values.


Edited by toxie, 18 July 2016 - 06:15 AM.


#17 Ben Logan

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Posted 18 July 2016 - 06:24 AM

Good to know, Toxie. Thanks for the reply. I didn't change the EOS Torque value while experimenting, just the EOS Torque Angle value. Sounds like they work in consort. Will try again tomorrow morning. Cheers!

#18 toxie

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Posted 18 July 2016 - 06:32 AM

Yes. The EOS Torque is roughly the same as the '0.5' in nFozzys code. And the Angle is comparable to his timer interval (but not the same, and also inverted!!).



#19 Ben Logan

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Posted 18 July 2016 - 06:41 AM

Got it. Can you suggest a workable range for Angle values? I only get to play around for an hour tomorrow morning before I leave town for a week and want to make good use of my testing time! Thanks, Toxie.

:P

#20 toxie

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Posted 18 July 2016 - 06:44 AM

as said, around ~6 should be fine. so maybe 2-10? and for the EOS Torque maybe 0.3 to 0.7?







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