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The VP 9.2.1 Alpha/Beta Bugs & Feedback thread


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#1 fuzzel

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Posted 19 December 2013 - 10:12 PM

and the journey continues... ;)

#2 Pinball999

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Posted 19 December 2013 - 10:14 PM

To boldly go where no one has gone before...



#3 koadic

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Posted 19 December 2013 - 10:23 PM

Talk about timing, I just compiled r800 and updated my sig... :)

Also have a question/request for the ToxicFuzz... with the new ordering dialog, is there anyway to show more information in that window? like the height of the ramps (top/bottom/average)? and maybe the type of object... ramp/wall/light/etc with designation of type in some cases like ramps? And possibly a quick sort button to 'automagically' apply a default sort to them in order of height for those less patient as a starting point?

Edited by koadic, 19 December 2013 - 10:24 PM.


#4 fuzzel

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Posted 19 December 2013 - 10:28 PM

yes i was working on that right before we started releasing the 9.2. I added exactly these stuff to the dialog but I have some problems with the dialog update prcedure (thank you M$) but I'll fix this asap ;)

#5 koadic

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Posted 19 December 2013 - 10:40 PM

Cool, good to hear :) (that it is being worked on, not about the problems)

#6 bent98

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Posted 19 December 2013 - 10:41 PM

Vp 9.2 is already obsolete.:)

#7 koadic

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Posted 19 December 2013 - 10:52 PM

Also, I had mentioned/requested it in the previous thread, and would like to put it out there again (very low priority, just think it would be cool to have... eventually)...

When you guys feel ambitious or bored, I think it would be cool to store multiple backdrop view settings in the table file (everything in the colors and formatting section, including image (and possibly the enable em reels checkbox)), so one version of the table could be released and the end user could select which version of the table they wanted to use... and a way to find out which view is active from the table script.

Also, I think it might be nice to include more command line switches for all the new 'per table' settings for enabling those settings 'on the fly' when launching via script (including one for the backdrop settings if/when added)

Edited by koadic, 19 December 2013 - 10:54 PM.


#8 unclewilly

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Posted 19 December 2013 - 11:16 PM

Flasher object coming soon?

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#9 toxie

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Posted 19 December 2013 - 11:19 PM

I like the multiple backdrop idea.. Then you could have 16:9 and different cab settings (TV aligned with glass or with floor) all in one file!

 

With command line switches you really mean the 'classic' command line, right? When launching from Hyperpin, Pinballx, etc?


Flasher object coming soon?

 

I hope so, Fuzzel wanted to prepare something.. :)

I'd also propose two different variants: One aligned with the playfield (GI, fake lighting) and one with the camera (flasher)..



#10 mfuegemann

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Posted 19 December 2013 - 11:28 PM

Hi Toxie,

 

Flasher and GI objects to illuminate the surroundings would be really nice indeed.

 

Regards

Michael



#11 koadic

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Posted 19 December 2013 - 11:35 PM

I like the multiple backdrop idea.. Then you could have 16:9 and different cab settings (TV aligned with glass or with floor) all in one file!
 
With command line switches you really mean the 'classic' command line, right? When launching from Hyperpin, Pinballx, etc?


Yes, I mean from an external script like from FPLaunch. I am not sure how useful they would be initially, but if it is available, then someone might do something with it for the various frontends, like being able to adjust some video preferences externally and passing them to VP without having to adjust each table individually.

Edit: Or instead of switches for table settings, I guess use them to set global settings :) that way the table specific settings aren't disregarded.

Edited by koadic, 20 December 2013 - 12:02 AM.


#12 fuzzel

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Posted 20 December 2013 - 09:39 AM

Ok rev 801 has a new drawing order dialog. Now it shows the element name, height(top)/Z and the element type (wall, primitive...). No sorting option for now but I think this makes it easier to identify elements and how they needs to be ordered.



#13 koadic

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Posted 20 December 2013 - 09:40 AM

Thanks Fuzz :D     :drinks:



#14 koadic

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Posted 20 December 2013 - 03:17 PM

Ok, in testing out 801, I am experiencing an issue with ordering ... It seems that everytime I select a group of objects to order, they are always listed in the order I selected them instead of the order set by any previous ordering... (same behavior present in r797/official 9.2) Ordering does work, it's just that the displayed order when opening the dialog doesn't list them in the current drawing order, only by the order you selected them.

Example... I select Ramp1 then Ramp2, Ramp2 is listed above Ramp1, I move Ramp1 to the top of Ramp2 in the ordering dialog and hit Close, I unselect both ramps, then reselect Ramp1 then Ramp2, Ramp2 is again listed above Ramp1.... Multiply by 100+ ramps everytime you want to order something slightly differently... :D

Also, if I hit the Down button without having anything selected, VP crashes.

Another request/idea to add if possible... being able to select and move multiple objects when sorting :)

Edited by koadic, 20 December 2013 - 03:29 PM.


#15 mfuegemann

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Posted 20 December 2013 - 10:19 PM

Hi,

 

I just encountered a nice bug. If You want to scale an object and enter invalid characters vpinball.exe (9.2) crashes. Done so with " instead of 2...

 

Regards

Michael


Edited by mfuegemann, 20 December 2013 - 10:19 PM.


#16 kiwi

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Posted 21 December 2013 - 09:20 AM

First, a big thank you to all Dev team for the good work.
 

The new texture of lights, for me is a bit dark,
bulbs made ​​with bumpers appear to be burnt, if you could choose in the options tables different textures to match the bumper-lights.
One small thing, the plunger options dialog windows is slightly larger than the others.
The gate is collidable only with closing angle of 0 degrees,
with closing angle different from 0 you could make gates similar to the real ones
and simulate the movement of the kickin target.

 

Thanks

 

Max



#17 fuzzel

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Posted 21 December 2013 - 07:33 PM

Ok, in testing out 801, I am experiencing an issue with ordering ... It seems that everytime I select a group of objects to order, they are always listed in the order I selected them instead of the order set by any previous ordering... (same behavior present in r797/official 9.2) Ordering does work, it's just that the displayed order when opening the dialog doesn't list them in the current drawing order, only by the order you selected them.

Example... I select Ramp1 then Ramp2, Ramp2 is listed above Ramp1, I move Ramp1 to the top of Ramp2 in the ordering dialog and hit Close, I unselect both ramps, then reselect Ramp1 then Ramp2, Ramp2 is again listed above Ramp1.... Multiply by 100+ ramps everytime you want to order something slightly differently... :D

Also, if I hit the Down button without having anything selected, VP crashes.

Another request/idea to add if possible... being able to select and move multiple objects when sorting :)

fixed with rev 803



#18 koadic

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Posted 21 December 2013 - 07:35 PM

Thanks fuzzel, gonna go compile and test it out right now...

#19 fuzzel

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Posted 21 December 2013 - 07:45 PM

One small thing, the plunger options dialog windows is slightly larger than the others.

Should be fixed with rev804



#20 toxie

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Posted 21 December 2013 - 08:06 PM

I just added some more parameters to PlaySound:

 

PlaySound "name",loopcount,volume,pan,randompitch,pitch,useexisting,restart
  pitch can be positive or negative and directly adds onto the standard sample frequency
  useexisting is 0 or 1 (if no existing/playing copy of the sound is found, then a new one is created)
  restart is 0 or 1 (only useful if useexisting is 1, then the sample is played from the beginning)

 

The reason behind this was that i wanted to have a slightly less complicated and cooler ball rolling functionality.

I tweaked Centaur for a quick test with this code instead of the code in the rolling function, in case somebody wants to try (width should be set to the specific table width):

    B = 2
    If BallStatus(b) = 0 Then Exit Sub

    BRVeloY(b) = Cint(CurrentBall(b).VelY)
    BRVeloX(b) = Cint(CurrentBall(b).VelX)
    Dim width
    width = 1100
    Dim pitch
    pitch = BRVeloY(b)*BRVeloY(b)+BRVeloX(b)*BRVeloX(b) 'derive pitch from velocity, magic
    Dim pan
    pan = CurrentBall(b).x*2/width-1
    If pan > 0 Then
        pan = pan ^ 10 '10 = magic
    Else
        pan = -((-pan) ^ 10) '10 = magic
    End If
    If pitch > 10 Then 'ball is rolling?
    PlaySound "JF_roll2",-1,1,pan,0,pitch*20,1,0 '*20 = magic
    Else
    StopSound "JF_roll2"
    End If

This way the sample is pitched up if the ball runs faster, and it pans according to the position on the table. It also loops automatically and is stopped if the velocity gets too small. The magic factors in there are just coder-art, so please come up with something better.  ;)