It would be nice that the user can rename the layers, Playfield ... Ramps ... Lights ... Flashers ... instead of the telephone keypad.
Max
Posted 30 June 2014 - 12:50 PM
got something to put into vp10
when I put a song into vp it is usually a long one (5min. minimum)
but since lights go off by counting seconds no way can I configure any to go olff
toward an end of a song since it may be thousands of seconds in
and vp does not handle tens of thousands of seconds
case in point the tune: Feuer Frei by Rammstein has a <bang bang>towards its end that I would love to have
flashers go off when that part of the song hits but at present
that is nigh impossible to time since the sounds are at the end of a five minute song
http://www.speedysha.../feuer-frei.zip
so anything to time a song or something akin to that would be of mucho help for putting in timed lights
Posted 30 June 2014 - 01:15 PM
As far as I know, this isn't implemented in 9.9; when I was making the Bill Paxton Pinball table and asked about this, I didn't really get a solution:
How about the ability to stop a specific sound or to assign a sound a priority; or the ability to queue up sounds (this might be possible now with timers, but then you have to know how long a sound plays, I'm asking for when a sound stops to fire off an event that can be scripted)?
If you've watched any of the videos for BPP (or if you actually downloaded my table), it's chockablock with quotes. Ben Heck implemented a priority system so if a sound is supposed to be played, but if there's a sound that has a higher priority playing, it doesn't; it also kills a currently playing sound if it has a lower priority. Right now my table (or anyone's table who would use sounds with long-ish playing sounds) can get overly hectic with all the quotes that can be happening at the same time, or quotes that overlap each other because I can't queue them up to play one-after-the-other.
yes we can time a song or stop it by using commands
or get one to play when an event happens
I time mine using wavepad which shows how long a tune is just by loading it into the program
I can then cut it down if needed if it's too long
the routine <SILENCE> shuts down all tunes playing
then you use another song in the routine to play instead
these pics show how to use the command
oh and to have a song play endlessly add that neg 1 at the end of the command:
Playsound "whatever",-1
how about a invisible black hole feature, that when you hit it, it drops a ball onto another random table, then if you were good enough you could play out your entire set of tables. That would be the ultimate pinball challenge ever created in the history of mankind. Call it VP forever option or black hole feature on or off. time for some pinball dreams, guitarman out!
Not yet there is a game that does this i think it had five or four tables. i think 5 but you could never get to the 5th.
it was on turbographix game system called devil's crush. i played the heck out that game trying to get to that last table and open it up. what happens is when your ball drained it would take you back to the table you were on before and you would have to advance the ball all the way back up to the table you were on before, and then try to reach the next table. you would get to the fourth table and you always end up where you started at the first table, frustrating but really challenging. Now i am going to have to get the emulator and play it
i was joking about the black hole feature, but it is a good idea. bye
Don't do that for VPM tables.
You can load up more then 1 table in the editor at the same time so it may be do able or at lest have it save a state and then quit and reload the player with an differnt table.
try this table it is an older one vp6 I think but plays well in vp8
whoever made it uses areas that only open once a certain event gets achieved
this is the one that showed me that separate areas on one table can be done
http://www.speedysha.../Egypt-v1.0.zip
I love this table and still play it weekly if not daily
Edited by faralos, 30 June 2014 - 01:05 PM.
Posted 01 July 2014 - 03:22 AM
My VP10 request is that JPSalas comes out of retirement for VP10. ![]()
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
Posted 01 July 2014 - 06:39 AM
Any guesses on how long it might take till we start to see some VP10 beta releases?
Really looking forward to getting a good standard and seeing all the tables getting ported over to the new physics and such.
Good question. I can't tell. I'm currently working on the new rubber object. If I'm done with it I will release another demo for you to play with. There are so many nice ideas and not all will be realized with VP10.0 but I would really like to add a mesh manager to VP and bundle it to each or at least to a couple of elements like in FP. But my spare time is limited at the moment so I don't know if this will make it's way in until the beta test phase starts.
NB: the new rubber object will be always a round rubber when you drop it to a table. In the editor the rubber behaves like a ramp. You have control points to move around and you can add/delete these control points as you like. The round rubber is always a closed "ramp" you can define the height (from the playfield) and the width(thickness). So you don't have to stack multiple ramps to realize a rubber as you have to do it in VP9. The hit event is also present, but the rubber isn't animated. So for the first version there won't be a slingshot variant of the rubber.
Edited by fuzzel, 01 July 2014 - 06:47 AM.
Posted 01 July 2014 - 06:51 AM
There's always 10.1, 10.2 etc. down the pipeline
. I understand that you want it to shine from the get go, Fuzzel. We're just really looking forward to VP 10. I know I can't wait to start loading it in my cab. You got to leave a few things for the later versions also
![]()
Posted 01 July 2014 - 12:17 PM
Faralos, you could always keep track of number of fires in a timer such a recording every 5 secs, then add up those to get close and then fire off a more accurate timer. Make sense?
um huh? sorry you lost me on the firing bit can you give an example of code?
Any guesses on how long it might take till we start to see some VP10 beta releases?
Really looking forward to getting a good standard and seeing all the tables getting ported over to the new physics and such.
Good question. I can't tell. I'm currently working on the new rubber object. If I'm done with it I will release another demo for you to play with. There are so many nice ideas and not all will be realized with VP10.0 but I would really like to add a mesh manager to VP and bundle it to each or at least to a couple of elements like in FP. But my spare time is limited at the moment so I don't know if this will make it's way in until the beta test phase starts.
NB: the new rubber object will be always a round rubber when you drop it to a table. In the editor the rubber behaves like a ramp. You have control points to move around and you can add/delete these control points as you like. The round rubber is always a closed "ramp" you can define the height (from the playfield) and the width(thickness). So you don't have to stack multiple ramps to realize a rubber as you have to do it in VP9. The hit event is also present, but the rubber isn't animated. So for the first version there won't be a slingshot variant of the rubber.
so the rubbers will be like the ones in FP already made?
man would that save tons of time when building as rubbers are always a pain to make
whether from ramps or walls especially the custom shaped ones
and as for animation slings I use invisible walls around all slings
then animate them to show the slingshot so I can use these new ones
and still show the sling animation
Posted 02 July 2014 - 09:42 AM
Good question. I can't tell. I'm currently working on the new rubber object. If I'm done with it I will release another demo for you to play with. There are so many nice ideas and not all will be realized with VP10.0 but I would really like to add a mesh manager to VP and bundle it to each or at least to a couple of elements like in FP. But my spare time is limited at the moment so I don't know if this will make it's way in until the beta test phase starts.Any guesses on how long it might take till we start to see some VP10 beta releases?
Really looking forward to getting a good standard and seeing all the tables getting ported over to the new physics and such.
NB: the new rubber object will be always a round rubber when you drop it to a table. In the editor the rubber behaves like a ramp. You have control points to move around and you can add/delete these control points as you like. The round rubber is always a closed "ramp" you can define the height (from the playfield) and the width(thickness). So you don't have to stack multiple ramps to realize a rubber as you have to do it in VP9. The hit event is also present, but the rubber isn't animated. So for the first version there won't be a slingshot variant of the rubber.
°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)

Posted 02 July 2014 - 10:41 AM
Good question. I can't tell. I'm currently working on the new rubber object. If I'm done with it I will release another demo for you to play with. There are so many nice ideas and not all will be realized with VP10.0 but I would really like to add a mesh manager to VP and bundle it to each or at least to a couple of elements like in FP. But my spare time is limited at the moment so I don't know if this will make it's way in until the beta test phase starts.Any guesses on how long it might take till we start to see some VP10 beta releases?
Really looking forward to getting a good standard and seeing all the tables getting ported over to the new physics and such.
NB: the new rubber object will be always a round rubber when you drop it to a table. In the editor the rubber behaves like a ramp. You have control points to move around and you can add/delete these control points as you like. The round rubber is always a closed "ramp" you can define the height (from the playfield) and the width(thickness). So you don't have to stack multiple ramps to realize a rubber as you have to do it in VP9. The hit event is also present, but the rubber isn't animated. So for the first version there won't be a slingshot variant of the rubber.
Will we be able to hide / show via script? Cause we can animate them easy enough if we can just like walls
Yes that's possible.
Posted 02 July 2014 - 10:47 AM
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
Posted 02 July 2014 - 01:06 PM
Mirkin, try out the VP10 physicsmod beta here: http://www.vpforums....=27416&p=261239
Sample table is there and press F11 to check out the ball spin
Posted 03 July 2014 - 04:03 PM
Haha I'm miles behind the curve.
Just one probably stupid question.
If install V10 it won't have any effect on the V9 installation will it?
Thanks for pointing me in the right direction.
I'm only speaking for myself and I'm no authority, but I've never "installed" VP. I've always downloaded the EXE only versions (I try to "portable" programs whenever possible). VP is essentially "portable". The only real trick is making sure you've got all your scripts and what-not in the right places where VP is expecting them to be, which is mainly wherever you keep your tables (which doesn't have to be anywhere near VP).
So for example, on my D: drive, I have a folder called Pinball, inside that folder I have:
A VP 9 folder that contains the VP.exe, freeimage.dll, SciLexer.dll, and the User folder
A VP 9.9 folder that contains the VP.exe, freeimage.dll, SciLexer.ll, and the User Folder
A Tables9 Folder that has all the .vpt tables for VP 9.1X and under, all the .vbs files, any .hta files authors may have put in their tables, and a Music folder for any tables that use Music
A Tables DX9 Folder that has all the tables authors have updated to make use of DX9 that includes the .vpt tables, a copy of all the .vbs files (yes they're duplicated, but for organizational sake I like it this way better), and I would need a Music folder if I had any DX9 tables that had music
A B2S folder and a dB2s folder for back glass stuff
A VP10 folder consisting of Fuzzles Light Test, FreeImage.dll, and SciLexer.dll
A pinmame folder for all the pinmame stuff
I can copy all those folders on to a USB drive, put it in a fresh computer, run the pinmame Setup and I've got a new pinball rig. So yes, as long as you keep all your stuff separate, it won't interefere with each other. One note is to be aware that if you play a VPM game with VP10, you're still using the same ROM and nvram files so any scores or whatever you achieve will be saved (e.g. you get a high score in VP10, if you play that table again in VP9, that high score will still be there because that's not Visual Pinball, that's PinMame).
Posted 10 July 2014 - 03:12 PM
"Link primitive selections"
My suggestion: is to have an option where separate objects can be linked together so one click will select the grouping(s) and they can be moved all at once.
The following will explain why:
Something has recently come to mind that I think would probably be easily doable but very handy especially since primitives are becoming more commonly used. Primitives can be rendered in two ways depending on their application, as "static" or "dyanmic".
In the primitive options you can enable "static" to make it so that it's not rendering the primitive in real time to increase performance during game play, this is especially useful for high poly models like wire ramps etc. For static, as I'm led to believe will only increase table load time but once loaded will not bog down performance and is ideal for objects that do not need to be animated, have animated maps or have transparency where the ball can be seen rolling underneath it.
Dynanmic is whenever a primitive is rendered without 'static' enabled when it requires transparency where the ball can be seen underneath or when it need's to be animated or have animated maps. So in addition to increasing table load time, these primitives must be rendered in real time effectively decreasing performance.
One thing I've been trying to make an effort to do to increase performance is make separate elements of a primitive to be pieced together to form a whole. So for example, the Mario Mushroom World table has a Yellow tube that has two parts, one half which is solid yellow plastic, the other being transparent/clear plastic. In order to keep the amount of faces/polys lower that will be rendered as dynamic, what I like to do is actually make these two separate objects, render the yellow portion as static and the clear part as dynamic....this effectively reduces the amount of faces that need to be rendered as dynamic by almost half in this instance, and considering the pipe is round and higher face count is needed to achieve good looking rounded plastics this can be very beneficial to performance.
Sorry for the mouthful but you needed to understand where I'm coming from with this, with that being said, we then need to pair up these objects so that these visually fit together nicely in VP which can be a bit finicky some times. I know you can select multiple and move multiple items, but that can often be troublesome since it can have a tough time selecting both and will often deselect one or the other the next time you click, and it makes the whole process of fine tuning position a big hassle.
I'm sure 'grouped linked selection sets" could be useful for other things that require similar positioning like ramp images.
Edited by dark, 10 July 2014 - 03:22 PM.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104