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The VP 10.2 beta thread

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#181 fuzzel

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Posted 02 August 2016 - 09:27 PM

rev2738 is up:

 

- for a quick Desktop(DT) vs Cabinet(FS) camera view testing: hold 'shift' or left flipper button during the table start to change between the default DT or FS camera
- flag table as modified if changes were made in the camera/light mode
- add layer information and amount of animated frames for primitives to the status bar
 



#182 chepas

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Posted 02 August 2016 - 09:43 PM

 

quick Desktop(DT) vs Cabinet(FS) camera view testing:

Whoever came up with that idea needs a medal. :tup:


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#183 bent98

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Posted 03 August 2016 - 12:07 AM

Wow your guys are doing an amazing job adding so many cool features. Thank you! Is there still plans to add native backglass support in 10.2?


Edited by bent98, 03 August 2016 - 12:08 AM.


#184 fuzzel

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Posted 03 August 2016 - 06:02 AM

Well all the resent changes were easy to add but a complete backglass support is something totally different. I hope I can find enough time to add that in the near future but I can't tell you if this feature will come with 10.2.

#185 Drybonz

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Posted 03 August 2016 - 07:44 AM

I noticed that, in the latest beta, the text in camera and light mode is very small in portrait orientation.



#186 fuzzel

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Posted 03 August 2016 - 01:09 PM

Nothing was changed in that direction. I guess it has to do with your system settings.



#187 wrd1972

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Posted 03 August 2016 - 02:18 PM

 

 

quick Desktop(DT) vs Cabinet(FS) camera view testing:

Whoever came up with that idea needs a medal. :tup:

 

Wanna reward me with some 3D work ;)


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#188 dark

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Posted 03 August 2016 - 02:33 PM

 

 

 

quick Desktop(DT) vs Cabinet(FS) camera view testing:

Whoever came up with that idea needs a medal. :tup:

 

Wanna reward me with some 3D work ;)

 

 

I kind of have my plate full currently but what did you need done?



#189 wrd1972

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Posted 03 August 2016 - 05:11 PM

 

 

 

 

quick Desktop(DT) vs Cabinet(FS) camera view testing:

Whoever came up with that idea needs a medal. :tup:

 

Wanna reward me with some 3D work ;)

 

 

I kind of have my plate full currently but what did you need done?

 

I was just kidding. :)


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#190 gigalula

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Posted 03 August 2016 - 06:53 PM

Yep exactly what I would like to ask is it possible in Cabinet mode to get this setting text apear in middle of screen and properly oriented ;) because this feature is really nice when it come to set the desired POV only need some more love to make it more easy to use, (Bigger font or text in general, oriented for the selected mode in use, and if possible fix it anywhere or at least centering with screen ).

 

 

Thanks guys you are really doing a great job with VP all of you :)  cheer.



#191 sliderpoint

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Posted 05 August 2016 - 03:11 AM

Is it possible to fix the Transmit option on the lights so that they transmit perpendicular to the playfield including the inclination view settings.

 

Thanks

-Mike



#192 BorgDog

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Posted 05 August 2016 - 04:27 AM

Is it possible to fix the Transmit option on the lights so that they transmit perpendicular to the playfield including the inclination view settings.
 
Thanks
-Mike

Huh? Must be late, not sure I follow.

#193 sliderpoint

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Posted 05 August 2016 - 04:39 AM

The transmit option transmits the light 90° straight up from 0°.   If the table is at 45° incline for viewing purposes, the transmit is still 90° from 0 and the light is transmitted to the objects that are not perpendicular to the table (or not to the objects straight above the light)

 

-Mike



#194 toxie

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Posted 05 August 2016 - 06:38 AM

Unfortunately no. Its a simplistic hack, thats also why its so fast to compute.



#195 lodger

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Posted 05 August 2016 - 02:50 PM

I had an idea that would likely be easy to implement, but would be very helpful when working on dark backgrounds, etc:

 

How about a toggle for the line color in the editor (i.e. being able to set it a color that is way different than the blueprint or playfield image.) If you're working on a dark pf or working with a dense blueprint, it can be hard to tell where the blueprint ends and your lines begin


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#196 wrd1972

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Posted 05 August 2016 - 05:48 PM

Is it possible to fix the Transmit option on the lights so that they transmit perpendicular to the playfield including the inclination view settings.

 

Thanks

-Mike

Since this was brought up. Can I get an explanation of what "transmit" and "modulate" do for lights?


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#197 toxie

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Posted 05 August 2016 - 06:50 PM

'transmit' scales the light contribution that is seen on/through all the transparent objects, while 'modulate' blends between a modulation (0) and addition (1) of the 'normal' contribution (e.g. what is blended 'over' the objects).

both are hacks as we do not have a 'real' lighting engine yet for all the table lights. but its also much faster because of that.



#198 cyberpez

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Posted 05 August 2016 - 08:09 PM

Since everyone else is throwing out their "wants" for 10.2.  A couple things that would help me out if possible....

 

Have a different open and close angle on gates..  so check out the picture.  how the gate when closed is at an angle.  I can simulate this with a primitive..  but a problem I've run into with another table is that when I do that, the gate opens to an unrealistic angle and cuts though other objects.

 

Also If you could add the spinner object to the table export option..  Also something to simulate a flasher..  just a square would be nice.  It would help a ton in trying to place flashers.  The table export is one of my new favorite features.  I use it a ton for making sure things are lined up!!!

 

 

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#199 fuzzel

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Posted 07 August 2016 - 12:54 PM

rev2745 is up:

 

- Store controller values in registry now ("HKEY_CURRENT_USER\SOFTWARE\Visual Pinball\Controller\") and add new DOFs: DOFFlippers DOFTargets DOFDropTargets
- improve AO dithering

- export primitive's animation sequence if available
 


Since everyone else is throwing out their "wants" for 10.2.  A couple things that would help me out if possible....

 

Have a different open and close angle on gates..  so check out the picture.  how the gate when closed is at an angle.  I can simulate this with a primitive..  but a problem I've run into with another table is that when I do that, the gate opens to an unrealistic angle and cuts though other objects.

 

Also If you could add the spinner object to the table export option..  Also something to simulate a flasher..  just a square would be nice.  It would help a ton in trying to place flashers.  The table export is one of my new favorite features.  I use it a ton for making sure things are lined up!!!

 

 

I'll take a look...



#200 arngrim

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Posted 07 August 2016 - 04:43 PM

Thanks :)

 

some explanation here:

 

a new controller.vbs has been created and included in this release, it no longer uses the controller.txt for reading and storing controller values, but the registry as said

 

3 new variables have been created, because some wanted a separation for the contactors fx and force feedback

 

so for all sounds like ballrelease, kicker holes, auto plunger, bumper, slingshot, do it like this

 

PlaySound SoundFX("sound",DOFContactors)

 

for flippers

 

PlaySound SoundFX("FlipperUp",DOFFlippers)

PlaySound SoundFX("FlipperDown",DOFFlippers)

 

for targets and droptargets, use DOFTargets and DOFDropTargets

 

i don't think we need dofbumpers or dof slingshots because that is the main usage of the DOF Contactors, but let us know if there is a need

 

the first time it will be used, it will create the registry keys like this

 

ForceDisableB2S = 0
DOFContactors   = 2
DOFKnocker      = 2
DOFChimes       = 2
DOFBell         = 2
DOFGear         = 2
DOFShaker       = 2
DOFFlippers     = 2
DOFTargets      = 2
DOFDropTargets  = 2

 

So 2 means it will activate the digital sound and force feedback, 1 only force feedback, 0 only digital sound

 

I thought the controller menu in vp editor was there, to facilitate the changes of the values for the controller, and with some explanation of the options, it will be added soon?

 

The new controller.vbs can of course be used with previous VP10 or VP9, just that a table that uses the new variables like DOFFlippers, will need the new vbs or vp will be dump when it will want to use it

 

So i recommend to upgrade even if you don't have any plan to use vp10.2 for now

 

except i just found a bug in the vbs, sorry, 

..

Dim DOFeffects(710)
Dim B2SOn

Dim B2SOnALT 

..

 

 

rev2745 is up:

 

- Store controller values in registry now ("HKEY_CURRENT_USER\SOFTWARE\Visual Pinball\Controller\") and add new DOFs: DOFFlippers DOFTargets DOFDropTargets
 







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