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The VP 10.5 beta thread


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#181 fuzzel

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Posted 06 February 2018 - 07:31 PM

rev3351 is up:

 

- update property panes just for the first selected element all others are needless (could fix the latest crashes hopefully)
- units conversion removed for flippers because the flipper mesh is scaled by custome factors that won't map to real world units
- brute force oversample DMD tex and dot function to get rid of different DMD shaders and improve quality, especially of flasher based DMDs, dramatically
- add copy/paste feature for control points
- cleanups

Edited by fuzzel, 06 February 2018 - 09:06 PM.


#182 Outhere

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Posted 06 February 2018 - 08:14 PM

An idea and I don't know if this has been brought up before...
With the sounds can you do the same thing like you did with the ball, be able to use you own...

Could do it for some of the sounds --- Ball rolling sound, Bumpers, SlingShot,  Flippers and so on....



#183 toxie

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Posted 06 February 2018 - 08:30 PM

@hanzoverfist: please test the new DMD shader and see if it's okay like is now..

 

@everbody else: i did some cleanups to some parts of the physic handling code (no improvements, just cleanup), please look if i broke something.


also fuzzel forgot a new feature he did: add copy/paste feature for control points



#184 fuzzel

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Posted 06 February 2018 - 09:07 PM

 

also fuzzel forgot a new feature he did: add copy/paste feature for control points

how could I forget this  :facepalm:



#185 BorgDog

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Posted 06 February 2018 - 10:08 PM

thanks for the copy/paste, will save tons of time.  :otvclap:   any chance you can make undo work on a copy/paste you just did as well?  I know, we ask a lot  :dblthumb:



#186 hanzoverfist

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Posted 07 February 2018 - 12:35 AM

@toxie .. will do.

 

EDIT: So all flasher embedded DMD's work across all tables with them, Some tweaking, nothing major required when too much contrast existed in the table or backglass, or when too much mid to high grays were present. 

 

EDIT2: Don't know if this is a coincidence but both Road Show, and Demolition Man seize up VP far less, was unable to make Demolition Man seize VP launched from explorer, only in editor re-starts.

 

EDIT3: Strikes' N' Spares still not rendering alternating frames. Just thought I would check in case! this is where you can see the speed increase, before I could see the tearing of rendering one image atop the other , now its just a flicker. 


Edited by hanzoverfist, 07 February 2018 - 04:21 AM.

space-invader-wheel1_t.png


#187 sliderpoint

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Posted 07 February 2018 - 06:23 AM

Does someone have the previous released build?   In this build I'm finding random ramps on some tables that the collidable flag is not working.  They are marked as collidable, but it's not.  On one I was able to copy the ramp and delete the original and then paste in a new one and it worked.

 

-Mike



#188 toxie

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Posted 07 February 2018 - 07:08 AM

@Mike: Over at the 'other site' there are older builds archived.. Please check when this was introduced (rev number, or was it already even there in 10.4?), thanks!!


@Hanzoverfist: Could you please elaborate a bit more on EDIT2 and EDIT3 of yours? I don't fully get what you mean (e.g. did RS/DM start slower or did they crash even? Strikes and Spares: And the issue is not there when using the VPM window?)



#189 flupper1

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Posted 07 February 2018 - 12:07 PM

i understand the use case, but that's not exactly quick to implement at the moment.  :/
maybe let me finish up something else i'm currently doing (can still take a while though), and then let's see if that's maybe good enough for you, too..


Any news on texture combining for primitives? Would be great to have!

#190 hanzoverfist

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Posted 07 February 2018 - 01:40 PM

@toxie,

 

edit 2 is a weird one, it does not crash the exe, but rather vpinmame is somehow locked in a loop somewhere and won't complete its boot sequence, and so it never returns focus to VP, to shut it down I need to ALT+TAB and use the editors close button, which then causes an exe crash, which is expected from improper shutdown.

 

Edit 3, that is correct it does not render the same as in the VPM, the Dual DMDs of S&S are rendered alternately onto the same VPM frame, DMD 1 frame 1, DMD 2 frame 2, and simply rendered stacked atop the other...  so mame probably renders to texture than to display.  but in VP you only see frame 2 as it writes continuously over frame 1, hence the flicker. 


space-invader-wheel1_t.png


#191 sliderpoint

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Posted 07 February 2018 - 04:09 PM

@Toxie in build 3330 it works fine in 3351, they are having issues.   I will PM you a link to a sample table that shows the problem.

 

thx

-Mike



#192 toxie

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Posted 07 February 2018 - 08:20 PM

 

i understand the use case, but that's not exactly quick to implement at the moment.  :/
maybe let me finish up something else i'm currently doing (can still take a while though), and then let's see if that's maybe good enough for you, too..


Any news on texture combining for primitives? Would be great to have!

 

 

I agree, but it seems its not good enough to be able to just combine 2 images (a la flashers), right?



#193 toxie

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Posted 07 February 2018 - 09:44 PM

@toxie,

 

edit 2 is a weird one, it does not crash the exe, but rather vpinmame is somehow locked in a loop somewhere and won't complete its boot sequence, and so it never returns focus to VP, to shut it down I need to ALT+TAB and use the editors close button, which then causes an exe crash, which is expected from improper shutdown.

 

Edit 3, that is correct it does not render the same as in the VPM, the Dual DMDs of S&S are rendered alternately onto the same VPM frame, DMD 1 frame 1, DMD 2 frame 2, and simply rendered stacked atop the other...  so mame probably renders to texture than to display.  but in VP you only see frame 2 as it writes continuously over frame 1, hence the flicker. 

 

phew.. weird edit2 problem then.. don't know what to do there..

 

edit3/snspares issue is fixed in VPM.. it will now render both displays into one texture.. i know this is not optimal (as the original machine has the 2 displays separated by a gottlieb logo), but better than nothing IMHO for the moment..



#194 Shockman

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Posted 07 February 2018 - 09:49 PM

You might want to check that your Visual Basic and C run-time files are current.


Edited by Shockman, 07 February 2018 - 09:51 PM.


#195 BorgDog

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Posted 07 February 2018 - 09:59 PM

Does someone have the previous released build?   In this build I'm finding random ramps on some tables that the collidable flag is not working.  They are marked as collidable, but it's not.  On one I was able to copy the ramp and delete the original and then paste in a new one and it worked.

 

-Mike

 

Just had a similar issue reported with my space walk table on vpinball, latest beta ignores the collideable on the top rail wall object, dropping back to 3324 and it works fine (had that build on my computer).



#196 hauntfreaks

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Posted 07 February 2018 - 10:51 PM

3351 also has an issue on how the new kicker images are being displayed.....

feature request.... when selecting a wall or light have the option for all the nodes to be smooth or sharp.... (right click)
real world use is when shaping lights i start out with all shape nodes... 

Attached File  temp3b.png   54.21KB   9 downloads


 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#197 toxie

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Posted 07 February 2018 - 10:54 PM

@BorgDog and @sliderpoint: Fixed, thanks for testing and simple repro case!


3351 also has an issue on how the new kicker images are being displayed.....

 

Is this new since this revision?



#198 hanzoverfist

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Posted 07 February 2018 - 11:30 PM

 


 

edit3/snspares issue is fixed in VPM.. it will now render both displays into one texture.. i know this is not optimal (as the original machine has the 2 displays separated by a gottlieb logo), but better than nothing IMHO for the moment..

 

 

 

for that table is good enough. thanks, wasn't expecting it fixed, but cool!


space-invader-wheel1_t.png


#199 hauntfreaks

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Posted 08 February 2018 - 01:23 AM

@BorgDog and @sliderpoint: Fixed, thanks for testing and simple repro case!


3351 also has an issue on how the new kicker images are being displayed.....

 

Is this new since this revision?

yes, it was fine in 3330


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#200 DuMichAuch

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Posted 08 February 2018 - 04:10 PM

I reverted back to rev3330 (Desktop only). On Hanibal's Indiana Jones 2.4 (http://www.vpforums....&showfile=12866) the Table missing balls after Table Init on rev3351