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VP10 is here (beta)

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#1601 ICPjuggla

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Posted 19 March 2015 - 09:24 PM

Same wire, same lighting in both tables and the wire's look different.. Why?

 

I would think they should look the same as per your explanation on lighting and materials... Or am I wrong?

 

Attached File  MaterialWireTest1.png   1.65MB   28 downloadsAttached File  MaterialWireTest1Kingoin1.png   1.96MB   27 downloads

 

 

 

 


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#1602 toxie

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Posted 20 March 2015 - 10:06 AM

thats indeed weird! if you want, PM me the two tables and i'll look into it..



#1603 toxie

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Posted 20 March 2015 - 01:11 PM

btw: JPs newly released tables are also a nice reference, i think.



#1604 JEbony

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Posted 21 March 2015 - 07:43 PM

Hi everybody !
I habe a strange behavior with all VP10 Tables... when hitting left flipper it works fine...but also adds coins...
I'm using the latest beta with .dll and .vbs and vpinmame.dll somewhre here form the thread...
I checked key-settings twice and eved disabled the gamepad-button for adding credits..same behavior..
I thought I read someting about editing core.vbs a while ago, but could not find it again.
VP9.9 an Physmod5 in the same dir works fine....
Any Ideas ?
 
See Ya....Jas

Edit:
OK,I got it !
I don't know why,but my left flipper was mapped to the gamepad and to key 3..which obviously adds credits...interesting that pressing the gamepad-buttons also returns the keyboard key which is mapped to it...anyway, now all is working fine !

see ya....Jas

Edited by JEbony, 22 March 2015 - 01:12 PM.


#1605 fuzzel

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Posted 22 March 2015 - 12:53 PM

rev1862 is up :

 

- add fullscreen layout guideline
- fullscreen backdrop settings improved for default table
- fix kicker cup vanish if FOV is higher than 45°
- show build number in about dialog
- support added to render grouped primitives with one render call. This only works if non animated primitives which use the same material and texture are in a grouped collection.

 



#1606 Shockman

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Posted 22 March 2015 - 01:54 PM

missing_t.jpg

 

It might be my imagination, but the table seem to look better overall. Shading wise I think.

 

I skipped the last build because you mentioned a change to the rendering of lights, and I think my table has about every type and setup.

 

These lights had no image or bulb. I fixed these by changing them to having a bulb, but nothing could get them back without a bulb (surface, image, etc).

 

I have no problem with this. I have been waffling on them whether to use a bulb or not. I'm just reporting this in case you have a problem with it.

 

They are 42 lights that make up the segments of 6 digits.



#1607 Hyper

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Posted 22 March 2015 - 01:59 PM

@shocman

 

pacman maze is't working for me anymore, or did you change anything?



#1608 Shockman

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Posted 22 March 2015 - 03:45 PM

Oh, I don't know, I might have. I am always changing things. I have moved on from the last wip I put up, but it worked with the contemporary VP beta.

I'll check,but the version I'm working on now works with the current VP beta, as far as the maze lights

 

 I don't work on it anymore, It's more a matter of checking if it still works when I replace VP beta with a new one. I think I will wait for VP release and see what issues remain and make it work then, if I can do so without permanent issues.

 

I will try to keep the table working, though, every few VP updates, especially if it means making it better. 



#1609 randr

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Posted 22 March 2015 - 05:27 PM

rev1862 is up :

 

- add fullscreen layout guideline
- fullscreen backdrop settings improved for default table
- fix kicker cup vanish if FOV is higher than 45°
- show build number in about dialog
- support added to render grouped primitives with one render call. This only works if non animated primitives which use the same material and texture are in a grouped collection.

 

Will this break drop target collections? seems to have for my dof table


randr___pinball.png                         


#1610 fuzzel

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Posted 22 March 2015 - 05:35 PM

yes I think this is the case. If you put prime into a grouped collection and animate them through the script you will get strange results. The main intention for the grouped collection is to optimize performance for transparent non animated elements. To fix this uncheck the group flag for the collection and it should work as before.

#1611 randr

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Posted 22 March 2015 - 05:49 PM

Yeah that fixed issue. Remember I barely understand vp so thanks for the direction on this

randr___pinball.png                         


#1612 arngrim

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Posted 22 March 2015 - 06:01 PM

i couldn't enjoy vpx yet on my cab, the tables i tested, ball is way too fast, and when it enters the plunger, ball is kicked automatically.
i thought the table was the problem, but same table on a laptop and i don't have that.
i have a freescale on my cab, i think this cause the problem, is this a known issue?

#1613 fuzzel

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Posted 22 March 2015 - 07:03 PM

I can't tell. I don't have a freescale but I doubt that this is a problem especially if the ball gets kicked if it enters the plunger. Do you have a test table with this behavior or does it happen on every table?



#1614 arngrim

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Posted 22 March 2015 - 07:35 PM

that's ok, i forgot how to setup vp with it, like disable plunger axis when it's not used, or redefine x and y gain, it's all good now :)



#1615 fuzzel

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Posted 22 March 2015 - 07:39 PM

ah good to know :)



#1616 fripounet

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Posted 22 March 2015 - 09:02 PM

each loading tables , vp10 1862 crash(example nascar and wow monopoly)  , except smurf and toledo , why ?

 

Signature du problème :
  Nom d’événement de problème: BEX
  Nom de l’application: vpinballx.exe
  Version de l’application: 10.0.0.0
  Horodatage de l’application: 550eba2d
  Nom du module par défaut: StackHash_0a9e
  Version du module par défaut: 0.0.0.0
  Horodateur du module par défaut: 00000000
  Décalage de l’exception: 0ee05460
  Code de l’exception: c0000005
  Données d’exception: 00000008
  Version du système: 6.1.7601.2.1.0.256.48
  Identificateur de paramètres régionaux: 1036
  Information supplémentaire n° 1: 0a9e
  Information supplémentaire n° 2: 0a9e372d3b4ad19135b953a78882e789
  Information supplémentaire n° 3: 0a9e
  Information supplémentaire n° 4: 0a9e372d3b4ad19135b953a78882e789
 
where is the log.txt ?
 
 
 
 
[Affichage]
Système d'exploitation : Windows 7 Professional, 64-bit (Service Pack 1)
Version de DirectX : 11.0 
Processeur graphique : GeForce 9500 GS
Version du pilote : 341.44
 

Edited by fripounet, 22 March 2015 - 09:34 PM.


#1617 fuzzel

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Posted 22 March 2015 - 10:42 PM

it seems you have a broken vpinmame setup. Papa Smurf and Toledo are pure VP tables the other tables needs the firmware rom of the real pinball.



#1618 fripounet

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Posted 23 March 2015 - 12:16 AM

it seems you have a broken vpinmame setup. Papa Smurf and Toledo are pure VP tables the other tables needs the firmware rom of the real pinball.

ok

after reinstallation vpinmame 2.5 , work perfectly.

 

thx



#1619 ICPjuggla

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Posted 23 March 2015 - 12:30 AM

I found something funny with primitives...

When I import a primitive obj file directly into VP10 it created some lag on the table I'm working on. So I investegated more and unchecked collidable witch helped but still noticed some lag and or stutter. So being they are crossing metal ramps I lowered one of the ramps so they almost touched both set at un collidable and sure enough the ball stopped as if it was hitting the other ramp. Something is not working right when checking un collidable in VP10 with primitives..

To investegate further I imported my object files into VP9 made sure they were checked un collidable in a dummy table. I then opened the dummy table in VP10 copy/pasted into my table, set the ramps up again so they touched and the ball went though them like they weren't there.. Also, all lag/stutter is gone now..

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#1620 sliderpoint

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Posted 23 March 2015 - 12:33 AM

Is there a variable for the "disable Lighting"  on the primitive object?

 

Thanks

-Mike







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