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VP10 is here (beta)

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#2001 cyberpez

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Posted 21 May 2015 - 06:45 PM

Setting the Z-scale to 1 took care of all the full screen issues I was seeing.  

 

One weird thing still is that kicker on the lower playfield shows through onto the upper.  (hole or cup)  Happens in both desktop and full screen.  Setting it to invisible does make it go away, so its not a big deal.

 

Another question...  Can you use the new VP lights and the old fading lights script?  Specifically for fading primitives and flashers. (I use flashers for the lower playfield lights... 4 images)  If UseLamps=1 then the vp lights work, but all my flashers and primitives are messed up.  If UseLamps=0 the flashers and primitives work but the vp lights stop working.  Thanks!!!



#2002 freneticamnesic

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Posted 21 May 2015 - 06:50 PM

I switched to the method UW was using, NFadeLm and NFadeL

The old fading lights script won't work because you no longer have an off image and an on image. You can swap images on lights, no problem, but in my experience everything you need to do can be done with your base PF image and the lighting elements, so the old style, image swapping method is not necessary

 

Honestly, even then it's not necessary as the lights look great, if you simply set a timer l26.State = Light.State(26) or...whatever, brainfart sorry :)

Take a look at Sharkey's or MM for the routine I mean



#2003 unclewilly

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Posted 21 May 2015 - 06:53 PM

You just need to modify the script a little bit. I may have a modified version. I'll look and post it if i find it

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#2004 cyberpez

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Posted 21 May 2015 - 07:15 PM

Thanks guys,  the NFadeL and NFadeLm seems to work!!



#2005 toxie

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Posted 21 May 2015 - 07:57 PM

Then i activate texture compression and disable software vertex processing -- and it works! :) (EDIT: which is strange, because with the old drivers it didn't work without software vertex processing!)

 

does it also work with de-activated texture compression? (so no checks set on both texture compression and software vertex processing)


as for the ambient lighting and the light sources: true, this is also on one of my todo lists.. :/



#2006 hmueck

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Posted 21 May 2015 - 08:05 PM

[quote name="toxie" post="309204" timestamp="1432238247"]
does it also work with de-activated texture compression? (so no checks set on both texture compression and software vertex processing)/quote]

Yes, it works! I can even set the alpha solider to maximum and the texture size to unlimited. Nice! :)
Of course now the tables are unplayable slow. ;)
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#2007 freneticamnesic

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Posted 21 May 2015 - 10:06 PM

So I've got a kicker set up normally, tied to a solenoid, and if I don't have "fall through" checked, it kicks out just fine when it's supposed to. As soon as I check fall through, no matter the kicker type, it never successfully kicks out. I see the ball start to come up but then it just falls back down, but it doesn't trigger the kicker again so the ball is now lost.

 

What kind of script should be used here? Should I be using a KickZ on the kick?



#2008 fuzzel

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Posted 21 May 2015 - 10:14 PM

Hmm well the fall through option is more of a bloody hack and is implemented only as a one way -> a ball falls from a higher wall through the kicker down on the playfield. There is more to be done inside VP to achieve that.

#2009 Shockman

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Posted 21 May 2015 - 10:44 PM

Maybe they should a hole type instead of a setting of a kicker. Gobble hole. A kicker kicks. I knew what it meant from the start though and played with them. They work well.



#2010 freneticamnesic

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Posted 22 May 2015 - 03:01 AM

Ah I see it now in command ref

"Fall Through(bool) - if checked the ball will fall through the surface assigned to the kicker, only if the surface is higher than the playfield"

That's a bummer - the animation is great, is this something you want to implement and just haven't yet? Can it be done?



#2011 ClarkKent

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Posted 22 May 2015 - 08:47 AM

Would it be possible to add a mirror-reflection into vp10? So that mirror blades in the cab inside would be possible...



#2012 fuzzel

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Posted 22 May 2015 - 08:59 AM

Would it be possible to add a mirror-reflection into vp10? So that mirror blades in the cab inside would be possible...

A somewhat simple mirror effect is on the to-do list but only on the playfield. Reflection or mirroring is quite heavy because if you want to do it right you have to render the scene from the view point of the mirror element (your mirror blade for instance). So doing this every frame whould have a heavy impact on the FPS.



#2013 The Loafer

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Posted 22 May 2015 - 06:38 PM

So about VP 10, is there an actual list of brand new items that the devs want to add in before it gets out of beta? This is very cool to see these new features, just curious if there is a grand plan / list with checkboxes. For example we know what won't make it I'm, such as dx11/dx12 specific support and a full 3d engine (no problem with that! These would be gargantuan tasks!), but is there a none list of items that you devs know HAS to be in before proceeding further? I guess another way to look at this is, is there a "feature lock-down" before proceeding out of Beta?

Edited by The Loafer, 22 May 2015 - 06:39 PM.


#2014 lodger

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Posted 22 May 2015 - 07:25 PM

So about VP 10, is there an actual list of brand new items that the devs want to add in before it gets out of beta? This is very cool to see these new features, just curious if there is a grand plan / list with checkboxes. For example we know what won't make it I'm, such as dx11/dx12 specific support and a full 3d engine (no problem with that! These would be gargantuan tasks!), but is there a none list of items that you devs know HAS to be in before proceeding further? I guess another way to look at this is, is there a "feature lock-down" before proceeding out of Beta?

Agreed that it would be helpful to know the scope of the beta and planned updates.

Clark, I agree you with your earlier statement, I'd also like to second the motion to gracefully refocus on vp10 :) #aplomb


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#2015 fuzzel

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Posted 22 May 2015 - 08:45 PM

Well there isn't an official list of things we would like to add. Features like the new obj export/import comes to my mind when building/porting tables but I have some stuff on my own to-do list. Personally I would like to add wire guides to VPX and give the kicker a physics update so that the ball behaves better when rolling on or near by the funnel. For the rest well mainly bug fixes. This project isn't planned like a big gaming project so we have no time schedule. It all depends on Toxie's and mine free time but I guess a final VP 10.0 will be released this year ;)



#2016 The Loafer

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Posted 22 May 2015 - 08:55 PM

Just so it's clear I was not seeking to put pressure time wise with my post, just curious if there are features that you guys are seeing that you feel must be done before proceeding past beta

#2017 parabolic

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Posted 22 May 2015 - 09:39 PM

Well there isn't an official list of things we would like to add. Features like the new obj export/import comes to my mind when building/porting tables but I have some stuff on my own to-do list. Personally I would like to add wire guides to VPX and give the kicker a physics update so that the ball behaves better when rolling on or near by the funnel. For the rest well mainly bug fixes. This project isn't planned like a big gaming project so we have no time schedule. It all depends on Toxie's and mine free time but I guess a final VP 10.0 will be released this year ;)

AWESOME!

Just wondering on the wire guides - are they going to be somewhat like the rubbers? Drag to the desired size? That would be great! 

Was the matter of the rollover size addressed already? I thought they stick up a bit high as well. 


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#2018 Shockman

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Posted 22 May 2015 - 09:58 PM

The kicker bevel will add a lot of realism where it is needed a lot.

 

I hope, as you have probably gathered, for control of ring assembly material on the pop bumpers. and a pivot for the flippers would be good. I still personally think a material that does absolutely nothing, and contributes in no way to any effect is a prerequisite to my being able to work with it. I have always looked at it as an art form. If there is a reflection, a glow, a shadow, for some reason a fog, etc. I would like to be able to create it myself. A program that does that stuff would be great, but it would have to do it damn well.

 

 Full modulation of lights again, If I don't put a light above the top right corner of the table, or in the middle of the apron, I don't want to see light there. If I add a light, it's to light the nearby objects. VP lights look to me like they only light up non existing particles in the space between the bulb and near by objects. Earlier betas seem to me to be superior in that respect. 

 

I still think it is good enough as it is, to be the best in most respects though. I still don't think I could do much with it myself, but it is capable, in the right hands, to grind out a rather nice pinball simulation.


The wire triggers are like the pop bumpers. The entire piece was modeled, but when installed they should seat into the table not just dropped on to it. It would be like a fantasy table with a tree. If a tree was a VP element and added to a table all indications are that the bottom depth of the roots is what would be sitting on the table surface.



#2019 hauntfreaks

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Posted 22 May 2015 - 10:08 PM

how hard would it be to add a modeled hole feature for like drop targets, triggers, bulbs, leaf switches and so on....


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2020 freneticamnesic

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Posted 22 May 2015 - 10:11 PM

how hard would it be to add a modeled hole feature for like drop targets, triggers, bulbs, leaf switches and so on....

 

I like this. Like a custom shaped kicker hole, the shape you set is modeled and cuts through the pf like a kicker hole does







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