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VP10 is here (beta)

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#1881 jpsalas

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Posted 08 May 2015 - 06:36 PM

I understand you, Shockman, I too had a lot of trouble understanding what I could do with the materials. At the beginning I though, "ok, I'll make a material that is white and then I can use any image I want", and that worked fine (that was the material "plastic with an image" :) ) But the more I read about materials the more I understood what they could do.

 

I really recommend to take a look at the "materials_test_tables" that toxie posted in this thread's second post.

The rings on the ramps of the Zelda table are made with rotated rubbers, but with a green metal material. The green wire ramps use the same material, without using an image.

 

I agree that just now to get the top and the side of the walls to look like a metal you need to use an image, since the walls are actually the same as always, and the materials do not have a strong effect on them. But even like this you can make the walls to look transparent if you want, to reflect the light under, or you can make them lighter or darker, and even more or less shiny.

But almost any other object can look very different using materials.

 

Here it is an example of how different a simple object can look with different materials (without using an image):

 

 

from left to right:

green metal, a simple metal (a little grey), the left red skull is plastic, the red skull middle is rubber, the right red skull is metal red, and the last one is a black metal (with a little less shininess).

 

I think VP10 like it is now can make the tables look very nice. I know there are some bugs here and there, and some stability issues. But I think it is coming along quite fine, and I don't mind to change my test tables when new features are added. That's why it is beta :)


Edited by jpsalas, 08 May 2015 - 06:40 PM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#1882 lizard

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Posted 08 May 2015 - 08:44 PM

Sinbad thanks for the explanation i will keep tinkering and learning.



#1883 vampirolatino2

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Posted 08 May 2015 - 10:50 PM

oh, and btw: this was now the first beta build with mjr finally being part of the official VP dev team..  :)

 

Love to read this!



#1884 Sindbad

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Posted 08 May 2015 - 11:40 PM

What should I say: To tell you the truth:I was out with my wife, and it was a wonderful evening, we had a couple of beers and wines, it was wonderful. So please be patient, I'll post the how-to tomorrow, sorry.



#1885 hauntfreaks

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Posted 09 May 2015 - 01:57 AM

What should I say: To tell you the truth:I was out with my wife, and it was a wonderful evening, we had a couple of beers and wines, it was wonderful. So please be patient, I'll post the how-to tomorrow, sorry.

 

I was out with my wife tonight also at one of our local indoor farmers market.... and look what we came across, a stern NASCAR and Shootout .... i've never played the real deal of either of these before, so we had to play a few games.... after playing Frens and JP's versions many times i would have to say there very accurate, the nascar i played the flippers were very strong like almost too strong... and my wife kicked my ass the one game....(i'm using the flippers too strong as an excuse) ;) lol

 

17439109045_722f6ed867_z.jpg 17251527120_0835ffed93_z.jpg
 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#1886 PainkillerAlice

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Posted 11 May 2015 - 05:57 PM

VP10 question. If I import a VP9 table over to VP10 and copy and paste a VP9 created object, lights for example, will VP10 create a VP10 copy of the VP9 object?


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#1887 fuzzel

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Posted 11 May 2015 - 06:14 PM

Yes it's the same like when you load a complete VP9 table.



#1888 hmueck

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Posted 11 May 2015 - 06:15 PM

After importing it will already be an VP10 object.


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1889 gtxjoe

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Posted 11 May 2015 - 06:32 PM

The VP9 flasher sizes will be lost but the flasher will still be there to copy over :)



#1890 lio

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Posted 11 May 2015 - 07:44 PM

 

The rings on the ramps of the Zelda table are made with rotated rubbers, ...

 

Very clever :-)

I just tried that thanks to you mentioning this... and noticed that the representation of the rubber in the editor does not change when you rotate it - any plans to change that? Is that even possible with the way the editor draws this shape-able object?


Edited by lio, 11 May 2015 - 07:45 PM.


#1891 newlife101

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Posted 11 May 2015 - 09:11 PM

I can't save my fullscreen settings with any version of vpx...



#1892 fuzzel

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Posted 11 May 2015 - 09:17 PM

 

 

The rings on the ramps of the Zelda table are made with rotated rubbers, ...

 

Very clever :-)

I just tried that thanks to you mentioning this... and noticed that the representation of the rubber in the editor does not change when you rotate it - any plans to change that? Is that even possible with the way the editor draws this shape-able object?

 

Hmm well it is possible but you will only see a simple bar with the length of the rubber's diameter don't know if that is better?



#1893 kiwi

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Posted 12 May 2015 - 09:03 AM

 

 

 

The rings on the ramps of the Zelda table are made with rotated rubbers, ...

 

Very clever :-)

I just tried that thanks to you mentioning this... and noticed that the representation of the rubber in the editor does not change when you rotate it - any plans to change that? Is that even possible with the way the editor draws this shape-able object?

 

Hmm well it is possible but you will only see a simple bar with the length of the rubber's diameter don't know if that is better?

 

The rotation of the rubber in the editor is useful for positioning the wire guide, wire guide straight without curves.
If it were possible also to obtain the rotation of the axis Y.

 

Thanks

 

Max



#1894 fuzzel

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Posted 12 May 2015 - 12:45 PM


The rotation of the rubber in the editor is useful for positioning the wire guide, wire guide straight without curves.
If it were possible also to obtain the rotation of the axis Y.

 

Thanks

 

Max

 

Yep and both features will be available in the next revision :)



#1895 PilzTom

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Posted 12 May 2015 - 05:48 PM

@newlife101: The fullscreen settings in table options are for override only - you can basically set this in general video options of VP. See "Rotate for cabinet usage" - checkbox placed benath resolution selection listbox.


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#1896 boiydiego

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Posted 14 May 2015 - 09:15 AM

PLEASE IMPLEMENT THE FIX OF MJR IN VP 10

 

Posted 23 April 2015 - 07:53 AM

 

hi mjr did you find the time to take a look at the triple tilting problem for tilt bob ?

 

I think I have a solution.  It's actually pretty simple - it just requires a small .vbs script that you add to your Tables directory, and it should work automatically (as long as you have the default key settings).

 

Here's a link to the script:

 

https://www.dropbox....PlugIn.vbs?dl=0

 

Setup instructions are at the top of the script.

 

This seems to work well with all of the ROM-based tables I've tested.  This basically replaces the tilt key handling in VP's core Visual Basic scripts to remove all of the fake nudge physics effects but keep the real tilt switch signal to the ROM.  This lets the ROM do its normal warning and/or tilt, so most tables should work just like the real thing.

 

It's possible for tables to override the core script key handling.  If you run into any tables that still have the fake nudge after installing this script, that's probably what's going on.  Search the table's script for key handlers for keyBangBack or key code 20 (they're the same thing - that's the internal code for the "T" key).  You should be able to just remove any such handlers entirely for ROM-based tables so that the core handlers are used instead.  Older EM tables that don't have ROMs will probably also need to be hand-customized, since those don't tend to use the core scripts at all.  There are more details and instructions in the script comments.

 

Hopefully this will solve the problem for you!


Edited by boiydiego, 14 May 2015 - 09:15 AM.

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#1897 lodger

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Posted 14 May 2015 - 03:12 PM

http://www.vpforums....491#entry308397

 

Just wanted to highlight this as a potential bug in the latest build- ramp.collidable does not seem to be working see above for the summary and code that is not working, thanks for Humeck highlighting as potential bug.

 

-Lodger


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http://www.vpforums....&showfile=11819

Version 2.0- Released 2/27/16


#1898 fuzzel

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Posted 15 May 2015 - 08:53 AM

rev1970 is up:

 

- new feature: with File -> Export -> OBJ Mesh it is possible to export the entire table as an .obj file.  For now the following elements will be exported: Primitive, Bumper, Ramp/Wire Ramp, Rubber and Gate more will follow
- rubber can be rotated around all three axis and if "Show In Editor" is check the orientation is shown in the editor but you can't change the control points in this mode.
- add IDSA vbs  ..from the V1 release (vbs.zip updated)
- bug fixes
 



#1899 fuzzel

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Posted 15 May 2015 - 12:27 PM

rev1975 is up:

 

- fix mesh export bugs
- export wall mesh
- export trigger mesh
- fix trigger star selection bug
- fix null pointer exception in Image Manager
 



#1900 freneticamnesic

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Posted 15 May 2015 - 03:54 PM

No freaking way. Game over man. Exporting table as an obj is something I never even knew I needed.







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