Anyone have issues with Stanger Things and 10.7.0-185? On mine I have the grey under flips on top which causes the ball to get stuck on the rail. Thanks
Use the latest version
Posted 31 May 2021 - 10:41 PM
Edited by Mrtr32, 01 June 2021 - 01:54 AM.
Posted 01 June 2021 - 04:48 AM
I dont know if this is a bug, so i will just toss it here and see how it rolls
wal001.visible = False
wall001.SideVisible = False
the result should be a wall that can no longer be seen?
except it does not seem to do that
and walls have no static rendering option, so that would not seem to be it
Open new blank table
throw a wall down and put what ever image and material on it
then put in the script
wal001.visible = False wall001.SideVisible = False
start table
wall is still clearly visible even though it is covering it's eyes saying "You cant see me"
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 01 June 2021 - 05:01 AM
You need to use a dinamic material for this to work. Usually with walls you simply make them drop.I dont know if this is a bug, so i will just toss it here and see how it rolls
wal001.visible = False
wall001.SideVisible = False
the result should be a wall that can no longer be seen?
except it does not seem to do that
and walls have no static rendering option, so that would not seem to be it
Open new blank table
throw a wall down and put what ever image and material on it
then put in the scriptwal001.visible = False wall001.SideVisible = Falsestart table
wall is still clearly visible even though it is covering it's eyes saying "You cant see me"
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 01 June 2021 - 05:15 AM
You need to use a dinamic material for this to work. Usually with walls you simply make them drop.I dont know if this is a bug, so i will just toss it here and see how it rolls
wal001.visible = False
wall001.SideVisible = False
the result should be a wall that can no longer be seen?
except it does not seem to do that
and walls have no static rendering option, so that would not seem to be it
Open new blank table
throw a wall down and put what ever image and material on it
then put in the scriptwal001.visible = False wall001.SideVisible = Falsestart table
wall is still clearly visible even though it is covering it's eyes saying "You cant see me"
Sent fra min SM-A217F via Tapatalk
When you drop a wall that is in mid air though, the wall is still there, does not vanish from view, just smashes into the bottom
but ok not a bug then. Not sure what a dynamic material is but disregard as bug
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 01 June 2021 - 05:36 AM
When you drop a wall that is in mid air though, the wall is still there, does not vanish from view, just smashes into the bottom
but ok not a bug then. Not sure what a dynamic material is but disregard as bug
By "dynamic material" I mean a material that has the opacity set under 1 and active.
And a dropped wall can be made invisible by using the flipbook property. Now when you drop a wall, the top will not be visible.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 01 June 2021 - 06:07 AM
When you drop a wall that is in mid air though, the wall is still there, does not vanish from view, just smashes into the bottom
but ok not a bug then. Not sure what a dynamic material is but disregard as bug
By "dynamic material" I mean a material that has the opacity set under 1 and active.
And a dropped wall can be made invisible by using the flipbook property. Now when you drop a wall, the top will not be visible.
Think i will go with the active alpha, just have to be careful of textures used
flipbook might work, if i stopped making the wall redraw what it is displaying when its dropped
on the other hand, its kind of a cool visual effect
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 01 June 2021 - 10:44 AM
How do i redock the dockable windows?
Use the mouse and move the window to where you want it, a set of arrows will come up and you put the mouse on top of the arrow you want. Release the left mouse button and the window will dock.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 01 June 2021 - 12:24 PM
wal001.visible = False
wall001.SideVisible = False
Perhaps wall is still showing because you forgot the extra L in the word "wall" in your first line?
Edited by xenonph, 01 June 2021 - 12:24 PM.
Posted 01 June 2021 - 02:04 PM
I dont know if this is a bug, so i will just toss it here and see how it rolls
wal001.visible = False
wall001.SideVisible = False
the result should be a wall that can no longer be seen?
except it does not seem to do that
and walls have no static rendering option, so that would not seem to be it
Open new blank table
throw a wall down and put what ever image and material on itthen put in the script
wal001.visible = False wall001.SideVisible = Falsestart table
wall is still clearly visible even though it is covering it's eyes saying "You cant see me"
The following routine worked for me.
Posted 01 June 2021 - 05:52 PM
So i've gotten the POV Edit launch command in 10.7 to partially work in pinballY — table launches into POV edit/camera mode just fine. I edit the POV and exit the table back to PinballY but my POV is not saved. Currently my Tables folder is not in the default location — does the table have to be in the default location in order for this to work? I checked the visual pinball tables folder to see if there was a POV file created there, and there was not. Or maybe the exit command provided by front end needs to be different in order to allow POV to save upon exit?
-benji
Posted 01 June 2021 - 06:01 PM
wal001.visible = False
wall001.SideVisible = False
Perhaps wall is still showing because you forgot the extra L in the word "wall" in your first line?
no LOL
Just my typing
So i've gotten the POV Edit launch command in 10.7 to partially work in pinballY — table launches into POV edit/camera mode just fine. I edit the POV and exit the table back to PinballY but my POV is not saved. Currently my Tables folder is not in the default location — does the table have to be in the default location in order for this to work? I checked the visual pinball tables folder to see if there was a POV file created there, and there was not. Or maybe the exit command provided by front end needs to be different in order to allow POV to save upon exit?
-benji
You either need to save the table, to save the POV in it
Or you need to click File and Export the POV i think? I am not sure that it auto exports on exit?
And if saving the POV to the table itself, any external POV file will override it and it will look as if you never edited the POV
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 01 June 2021 - 06:18 PM
So i've gotten the POV Edit launch command in 10.7 to partially work in pinballY — table launches into POV edit/camera mode just fine. I edit the POV and exit the table back to PinballY but my POV is not saved. Currently my Tables folder is not in the default location — does the table have to be in the default location in order for this to work? I checked the visual pinball tables folder to see if there was a POV file created there, and there was not. Or maybe the exit command provided by front end needs to be different in order to allow POV to save upon exit?
The trick here is what it also says in the HUDisplay during editing: "Start Key: export POV file and quit, or Credit Key: quit without export" ![]()
Posted 02 June 2021 - 04:17 AM
I am still having issues in the latest VPX beta (192RC) where, for both OGG and MP3 type sounds (but not WAV), the random pitch option in PlaySound seems to compound. In other words, as I rapidly flip the flippers (which has a slight random pitch setting), the sound gradually gets higher and higher in pitch the more it plays. It seems instead of randomizing the pitch each time from the original sound pitch, it is adjusting the pitch from the previous time it played.
Is there something special I need to do to correct this, or is this an ongoing bug? Others have told me sound seems to work for them, so I'm not sure why it's happening on my end.
Edited by hungrybay101, 02 June 2021 - 04:17 AM.