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VP10 is here (beta)

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#2141 toxie

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Posted 03 June 2015 - 12:47 PM

VPM emulation: no.. but having a builtin "variant" of B2S: yes (but more in the sense of having multi monitor support and so then being able to have the BG elements on a second/third monitor)..



#2142 ClarkKent

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Posted 03 June 2015 - 01:07 PM

I've heard several times that VPM (or the communication between VPM and VP) is not fast enough for some things. Is there some truth behind this?



#2143 toxie

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Posted 03 June 2015 - 01:10 PM

The communication between VP and VPM is certainly not optimal (in a performance sense), but nowadays its not a bottleneck anymore (if used properly). Cannot speak for B2S included in the equation though.

 

VPM emulation itself also still has some performance issues for some pinball-hardware (mjr is tackling some of it currently), but overall its also not the bottleneck anymore for the majority of tables.



#2144 cyberpez

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Posted 04 June 2015 - 08:59 PM

I have a question (bug?) about using flashers as lights.  I think I have them set up right, but all the lights have a color around them..  whatever the color that I've set is.  If I set it to black, then the whole light turns black no matter what the light image is. The image is a square png with the light in the middle..  no background.... Any ideas on how to fix this??  Thanks!!

 

 

 

 

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#2145 hauntfreaks

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Posted 05 June 2015 - 05:20 AM

I have a question (bug?) about using flashers as lights.  I think I have them set up right, but all the lights have a color around them..  whatever the color that I've set is.  If I set it to black, then the whole light turns black no matter what the light image is. The image is a square png with the light in the middle..  no background.... Any ideas on how to fix this??  Thanks!!

 

 

 

 

 

I could be wrong but (this is how i do it).... i believe if you're going to have a light on/ light off image it needs to be in the dimensions of your table, so if your playfield image is 4096x2048 your night image must also be... this lets gives your lenses a way to be  place over the light in the right X/Y position

 

18292052549_c9a871c064_c.jpg


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2146 freneticamnesic

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Posted 05 June 2015 - 06:02 AM

I have a question (bug?) about using flashers as lights.  I think I have them set up right, but all the lights have a color around them..  whatever the color that I've set is.  If I set it to black, then the whole light turns black no matter what the light image is. The image is a square png with the light in the middle..  no background.... Any ideas on how to fix this??  Thanks!!

 

 

 

 

 

I see this as well, like a ring of whatever color you choose ...there's no aliasing on the edges of your png so this shouldn't happen at all!


S3AzDRc.png



#2147 toxie

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Posted 05 June 2015 - 08:24 AM

must be an issue with the alpha blending i guess.. i'll look into it.. there is another issue with flashers leftover anyhow..  :/



#2148 fuzzel

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Posted 05 June 2015 - 09:46 AM

rev2023 is up:

 

- not hit event for rubbers as default setting

- core.vbs changes by KieferSkunk - Update your vbs scripts!
   - Rewrote cvpmDictionary as a wrapper around Microsoft's Scripting.Dictionary object.
     This provides two major benefits:
     (1) Improved performance: Keys are stored by hash/reference, not by index, and existence checks and key location are now O(1) instead of O(N) operations.
     (2) Keys and Items can now both be primitive types or objects.  You can use integers, strings, etc. as keys, and you can use any object as an Item.
         Note: The only restriction is that a Key cannot be a Scripting.Dictionary or an Array.
   - cvpmTurnTable now smoothly changes speeds and directions.  You can adjust the following properties to change the turntable's behavior:
     - MaxSpeed: Sets new maximum spin speed.  If motor is on, turntable will smoothly accelerate to new speed.
     - SpinUp: Sets new spin-up rate.  If currently accelerating, turntable will accelerate at the new rate.
     - SpinDown: Sets new spin-down rate.  If currently slowing to a stop, turntable will decelerate at the new rate.
     - SpinCW: True for clockwise rotation, False for counter-clockwise.  If motor is on, switching this will smoothly reverse the turntable's direction.

- fix kicker cup orientation
- optimizing new kicker physics
- compress primitives via the miniz library and replace bmps with pngs in default table on the way
- optimize collision detail for rubbers
 



#2149 ClarkKent

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Posted 05 June 2015 - 11:15 AM

Do not know if this has already been addressed but is it possible to see the ball fall through a kicker hole? At the moment it suddenly disappears. Would be nicer to see it sink under the playfield...



#2150 toxie

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Posted 05 June 2015 - 11:18 AM

rev2023 is up:

- compress primitives via the miniz library and replace bmps with pngs in default table on the way

 

 

this means that tables saved with 2023 won't be able to be opened again with anything before, so please backup your work if you wanna do before/after testing!



#2151 freneticamnesic

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Posted 05 June 2015 - 03:01 PM

Do not know if this has already been addressed but is it possible to see the ball fall through a kicker hole? At the moment it suddenly disappears. Would be nicer to see it sink under the playfield...

The "Fall Through" option does this splendidly right now



#2152 ClarkKent

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Posted 05 June 2015 - 03:24 PM

Do not know if this has already been addressed but is it possible to see the ball fall through a kicker hole? At the moment it suddenly disappears. Would be nicer to see it sink under the playfield...

The "Fall Through" option does this splendidly right now
It could be that I mixed this up - I ment holes in the PF. The ball suddenly disappears in the hole under the Hotel In KP - could not really see it fall through. Same with the hole at the ball trough in NASCAR.

Edited by ClarkKent, 05 June 2015 - 03:28 PM.


#2153 fuzzel

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Posted 05 June 2015 - 03:31 PM

The fall through option should work if you use it on an upper playfield/wall. If a kicker hole is on the main playfield the ball moves too fast so it seems it just disappears. The physics engine isn't fully designed to simulate a flying ball so I guess you have to live with it.

#2154 freneticamnesic

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Posted 05 June 2015 - 04:11 PM

The ball should be falling through the hotel kicker, I have a hole in the PF and it falls for me..

well, that is to say it does if I want it to (and it did on an earlier release). I disabled the fall through option because it seemed to be causing issues with the ball rolling script that JP made..........

and then NASCAR race I don't think has been updated since they added the fall through feature

if you open Kingpin and enable fall through for the hotel kicker (careful, there's 2 kickers there stacked on eachother - I think you want sw51 not sw51b) then it should work



#2155 cyberpez

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Posted 05 June 2015 - 04:23 PM

 

I have a question (bug?) about using flashers as lights.  I think I have them set up right, but all the lights have a color around them..  whatever the color that I've set is.  If I set it to black, then the whole light turns black no matter what the light image is. The image is a square png with the light in the middle..  no background.... Any ideas on how to fix this??  Thanks!!

 

 

 

 

 

I see this as well, like a ring of whatever color you choose ...there's no aliasing on the edges of your png so this shouldn't happen at all!


S3AzDRc.png

 

 

 

must be an issue with the alpha blending i guess.. i'll look into it.. there is another issue with flashers leftover anyhow..  :/

 

 

Thanks, good to know its not just me. :-)  I'll continue on as is for now.



#2156 jpsalas

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Posted 05 June 2015 - 05:05 PM

 

 

I have a question (bug?) about using flashers as lights.  I think I have them set up right, but all the lights have a color around them..  whatever the color that I've set is.  If I set it to black, then the whole light turns black no matter what the light image is. The image is a square png with the light in the middle..  no background.... Any ideas on how to fix this??  Thanks!!

 

 

 

 

 

I see this as well, like a ring of whatever color you choose ...there's no aliasing on the edges of your png so this shouldn't happen at all!


S3AzDRc.png

 

 

 

must be an issue with the alpha blending i guess.. i'll look into it.. there is another issue with flashers leftover anyhow..  :/

 

 

Thanks, good to know its not just me. :-)  I'll continue on as is for now.

 

 

Well, reading the thread you should have spotted when the transparency in the VP10 got changed :). Now you can actually actually specify how much transparency you want from a PNG, or better said how much of the alpha transparency you want to be visible. When you import an image, you will see at the right bottom of the window an "Alpha Mask" and a value from 0 to 255. 1 is the default, which means that most of the alpha pixels will be visible. But if you want more transparency (this is less alpha pixels visible) then you increase this number. So in you case I guess that a number of 128 will just do fine :)

 

That's all. No bugs here, just features :)


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#2157 ClarkKent

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Posted 05 June 2015 - 05:29 PM

The ball should be falling through the hotel kicker, I have a hole in the PF and it falls for me..
well, that is to say it does if I want it to (and it did on an earlier release). I disabled the fall through option because it seemed to be causing issues with the ball rolling script that JP made..........
and then NASCAR race I don't think has been updated since they added the fall through feature
if you open Kingpin and enable fall through for the hotel kicker (careful, there's 2 kickers there stacked on eachother - I think you want sw51 not sw51b) then it should work

Changing sw51 to fall through produces the bug that the ball immediately pops out of the hole again and quits with an error some time later. But it would look good! ;) Maybe JP can have a look at his script?

It happens relatively often that I can not shoot the ball out with the plunger. Pressing Enter or pulling the plunger does not do anything in this case and I have to restart the table. But it looks like that VP is causing this as after this happend, no key is accepted anymore. I even have to restart the cab to get rid of this problem. Maybe it's my machine, who knows...

Edited by ClarkKent, 05 June 2015 - 05:35 PM.


#2158 fuzzel

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Posted 05 June 2015 - 05:42 PM

Oh just one reminder, I saw on some VP10 tables that all rubbers have a hit event even though they don't use them in the script. For better performance only activate the hit event on those elements you actually use in the script.
The hit event is an expensive COM call and should only be used when needed, therefore the hit event is unchecked for rubbers when you create a new one.

#2159 cyberpez

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Posted 05 June 2015 - 06:21 PM

 

 

 

I have a question (bug?) about using flashers as lights.  I think I have them set up right, but all the lights have a color around them..  whatever the color that I've set is.  If I set it to black, then the whole light turns black no matter what the light image is. The image is a square png with the light in the middle..  no background.... Any ideas on how to fix this??  Thanks!!

 

 

 

 

 

I see this as well, like a ring of whatever color you choose ...there's no aliasing on the edges of your png so this shouldn't happen at all!


S3AzDRc.png

 

 

 

must be an issue with the alpha blending i guess.. i'll look into it.. there is another issue with flashers leftover anyhow..  :/

 

 

Thanks, good to know its not just me. :-)  I'll continue on as is for now.

 

 

Well, reading the thread you should have spotted when the transparency in the VP10 got changed :). Now you can actually actually specify how much transparency you want from a PNG, or better said how much of the alpha transparency you want to be visible. When you import an image, you will see at the right bottom of the window an "Alpha Mask" and a value from 0 to 255. 1 is the default, which means that most of the alpha pixels will be visible. But if you want more transparency (this is less alpha pixels visible) then you increase this number. So in you case I guess that a number of 128 will just do fine :)

 

That's all. No bugs here, just features :)

 

 

Thanks JP!!!!  That did the trick.  I ended up having to go up to 250 to get the extra color to go away, but it looks good now.  I had seen that option but didn't know what it did.  Thanks for pointing it out.

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#2160 kiwi

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Posted 05 June 2015 - 06:31 PM

With the new VBS scripts the impulse plunger only works the first launch, there is something that I have to change to make it work?

 

Thanks

 

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