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The VP 10.2 beta thread

vpx beta

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#621 flupper1

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Posted 11 October 2016 - 07:12 PM

I tried that but the ball is still dark. I will find a way around this, with an extra light or something.



#622 arngrim

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Posted 12 October 2016 - 06:07 AM

Controller.vbs update

https://mega.nz/#!9w0T1baY!GxqmWKinstEVKFTI6fgdplCPJPLQhkZcrlsGHxhH2G4

 

version 1.2, added VPMALT method for tables that have issues with VPM communicating to B2S.Server, the vpmalt will use 2 controllers, one with vpm directly and the second one, using B2SController to communicate to B2S.Server

one table available very soon, not here will use it, you must have the new vbs in order to play it

 

a similar table that need the 2 controller workaround is Cirqus Voltaire inner DMD, we could use it there as well.

 

I recomment that everybody uses that vbs, even if you are not in VPX 10.2, it is backwards compatible, you will have more and more tables that will use DOFFlippers, if you have the error, or you don't have the VPX 10.2 Controller, or you have multiple instances of the VBS, like in your table folder, that will prevent to use the one from your script folder ;)



#623 toxie

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Posted 12 October 2016 - 07:10 AM

thanks, is merged!



#624 toxie

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Posted 12 October 2016 - 11:30 PM

In case all you table wizards missed that topic on flipper lag: http://www.vpforums....e=2#entry359492

 

Could somebody of you please have a look how one could best achieve that within VP scripting?

Best would be a plug and play solution that could be added to the core.vbs itself (e.g. by using the PinMAME timer and handling the solenoid update correction completely internally, so every table would just call or set a simple function/handler).



#625 BorgDog

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Posted 13 October 2016 - 12:35 AM

@Toxie  did you happen to see the discussion in the BOP wip thread about environment lighting? Could you chime in? Starts on this page http://www.vpforums....ic=35607&page=6



#626 freneticamnesic

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Posted 13 October 2016 - 03:22 AM

In case all you table wizards missed that topic on flipper lag: http://www.vpforums....e=2#entry359492

 

Could somebody of you please have a look how one could best achieve that within VP scripting?

Best would be a plug and play solution that could be added to the core.vbs itself (e.g. by using the PinMAME timer and handling the solenoid update correction completely internally, so every table would just call or set a simple function/handler).

 

I feel like somebody did this previously.... I think BigBoss had this scripted on most of his mods (he was ardently against solenoid controlled flippers)? I'm trying to find one...



#627 toxie

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Posted 13 October 2016 - 06:11 AM

Yes, please. And then we have to somehow standardize this so that all tables could use it.



#628 Johngreve

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Posted 13 October 2016 - 12:55 PM

Is it just me or does the above link not work correctly?

Maybe I'm doing something wrong but when I click on it, Mega shows me a upload arrow rather than the download arrow that I am used to seeing. How do I download this?



#629 RYSr

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Posted 13 October 2016 - 01:32 PM

Is it just me or does the above link not work correctly?

Maybe I'm doing something wrong but when I click on it, Mega shows me a upload arrow rather than the download arrow that I am used to seeing. How do I download this?

 

Highlight the whole address listed then copy and paste it to the browser address line.



#630 Johngreve

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Posted 13 October 2016 - 02:00 PM

Doh! I should of known that....I guess I was so excited about this that I forgot to think.
Thanks RYSr!

#631 DJRobX

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Posted 14 October 2016 - 02:31 AM

Is it possible to change a material's properties at runtime? 

 

Let's say I'm trying to simulate a multi-color fiberoptic LED tube.  I have RGB values for it, so I can derive color and intensity.   What's the best way to render it?       


Edited by DJRobX, 14 October 2016 - 02:32 AM.


#632 fuzzel

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Posted 14 October 2016 - 06:23 AM

Yes that's possible if the element that uses the material is not static.

#633 DJRobX

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Posted 14 October 2016 - 03:17 PM

Is it possible to update a material's color setting in script though?   There are thousands of possible RGB color combinations so I need to apply it at run-time.  



#634 Wolfanoz

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Posted 14 October 2016 - 03:37 PM

Just put on the new Red and Ted Roadshow, hit the shift key for a flipper and this shows up.  Seems to be the only game of recent that does this.   Desktop mode as well.  Probably soon for a cab however.

http://imgur.com/vDcqzIT


Edited by Wolfanoz, 14 October 2016 - 03:39 PM.


#635 Outhere

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Posted 14 October 2016 - 03:44 PM

Just put on the new Red and Ted Roadshow, hit the shift key for a flipper and this shows up.  Seems to be the only game of recent that does this.   Desktop mode as well.  Probably soon for a cab however.

http://imgur.com/vDcqzIT

http://www.vpforums....126#entry359750



#636 Wolfanoz

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Posted 14 October 2016 - 03:45 PM

Danke!  Seemed to had a controller.vbs script in with the tables.  *smacks forehead*

 

The game is perfect!! Thanks so much. 


Edited by Wolfanoz, 14 October 2016 - 04:02 PM.


#637 Koolywiz

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Posted 14 October 2016 - 03:55 PM

If I install 10.2, is there a list somewhere of games that break that worked great in 10.1?  thanks



#638 Carny_Priest

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Posted 14 October 2016 - 04:24 PM

No list that I'm aware of.

 

I have issues with Tom Tower's SMB and Heavy Metal Meltdown that I believe are related to changes made for the beta version. So far, everything else seems to work Ok for me.



#639 fuzzel

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Posted 14 October 2016 - 04:55 PM

rev2800 is up:

 

- arngrims latest controller.vbs changes

- new debugger option was added: Lights can be debugged in the debugger. Open the debugger click on the "Lights" button and a new dialog will apear where all dynamic values are editable. Properties like blinking/on/off are based on the timing of the player the timing is stopped while debugging. You have to click in the player window to see the changes. Beware that all light properties can be changed by the script so they might get overwritten by the script even if you try to set them in the debugger. And also keep in mind that all debugger changes to the lights are just temporary. It's just for experimenting!
 



#640 toxie

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Posted 14 October 2016 - 06:30 PM

Cool!







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