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.
Attached Files
Edited by fuzzel, 21 December 2016 - 11:03 PM.
Posted 17 July 2016 - 04:12 PM
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
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.
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
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
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
Edited by Ben Logan, 18 July 2016 - 12:41 AM.
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.
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.
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