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The VP 10.2 beta thread

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#201 randr

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Posted 07 August 2016 - 05:16 PM

Arngrim great stuff! Seems dof is now almost standard with cab so the options are great!


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#202 BorgDog

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Posted 07 August 2016 - 05:24 PM

So I'm assuming this will still work with the older tables scripting?



#203 arngrim

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Posted 07 August 2016 - 05:32 PM

thanks Randr, the road has been long :)
yes Borgdog, it is just storing and reading from a different location

#204 randr

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Posted 08 August 2016 - 02:27 AM

trying to import a animation and it seems to break mesh after 1st .obj any ideas?


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#205 fuzzel

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Posted 08 August 2016 - 04:37 AM

The animation only works if the polygon count and the face order must be the same. If you morph an object into something else the face order can change an then you get a broken mesh after the first frame.

#206 Pinball999

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Posted 08 August 2016 - 06:47 AM

Hello Arngrim,

 

Mister pain in the ass here.. Actually I really like the combination of my contactors with the bumper and slighshot sounds.

Does it mean that with new tables using that controller, only the contactors will be used? Or did I miss something?

 

Cheers.



#207 fuzzel

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Posted 08 August 2016 - 06:49 AM

Hmm what about changing your nick into Mr.PITA :D

#208 Pinball999

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Posted 08 August 2016 - 07:05 AM

Hmm what about changing your nick into Mr.PITA :D

 

I keep a few other requests like this under my sleeve before definitely changing the nickname :D


But more seriously, wouldn't it be a problem when switching to night mode, then there wouldn't be sound coming for the slings or contactors, right?



#209 toxie

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Posted 08 August 2016 - 07:30 AM

the DOF stuff is now also included within VP itself, e.g. you can configure it within the keys menu..

 

(and most likely there was a missing bitmap with the new AO dithering, so this will also be fixed in the next build)



#210 tttttwii

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Posted 08 August 2016 - 09:06 AM

the DOF stuff is now also included within VP itself, e.g. you can configure it within the keys menu..
 
(and most likely there was a missing bitmap with the new AO dithering, so this will also be fixed in the next build)


Does this mean that no DOF plugin in the B2S is anymore required?

#211 toxie

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Posted 08 August 2016 - 01:38 PM

No, unfortunately not. Its "just" the settings of DOF that can now be set from within VP, the rest stays the same.



#212 arngrim

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Posted 08 August 2016 - 07:26 PM

hey,

 

yes no problem, just put 2 as value for the variables, this is the default values when you use the new vbs for the first time

 

 

actually, for the night mode, we could think of 2 sets of values, one for day and the other for night mode, and if you gently ask the vp devs, that they add a parameter in command line of vp to include a nightmode switch that switches the values to the second set of variables

that means we would need 2 folders in the registry

 

just an idea.. :)

 

ps: i forgot that all the controller logic is in the controller.vbs, so i don't see how a param in command line of vp would help..

 

Hello Arngrim,

 

Mister pain in the ass here.. Actually I really like the combination of my contactors with the bumper and slighshot sounds.

Does it mean that with new tables using that controller, only the contactors will be used? Or did I miss something?

 

Cheers.


Edited by arngrim, 08 August 2016 - 08:01 PM.


#213 arngrim

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Posted 08 August 2016 - 09:15 PM

well, an "easy" way to have a dof night mode is to create a launch before script in pinballx that change the registry keys like you want

 

so create one system for day and another for night mode with each system has his own registry key changes



#214 fuzzel

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Posted 09 August 2016 - 09:05 PM

rev2755 is up:

 

- fix stupid AO texture/dither bug
- replace active waiting when vsync is set to > monitor refresh rate with a real Sleep() to save energy
- add DOF settings from controller.vbs to keys menu
- export spinner mesh as .obj
 



#215 toxie

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Posted 09 August 2016 - 09:48 PM

please all test the DOF settings in combination with the new controller.vbs and look if it works as expected, thanks..

 

as for the 2nd item: what this means is that if you for example set the vsync option to '120' and your monitor runs at only '60' Hz, then now the CPU should be less active than before, without negative sideeffects (i hope ;)). so please also test this scenario. (vsync set to 0,1, or anything else below your monitor rate is the same as before)



#216 arngrim

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Posted 10 August 2016 - 06:32 AM

menu is great ;)

 

2 things

 

the forceDisableB2S is not covered, it is there in the controller.vbs, possible values 0 or 1, default value, 0

 

and when we go back to the keys menu, it doesn't read from the registry the stored values, but keep the default values that will be stored again after pressing OK



#217 toxie

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Posted 10 August 2016 - 07:17 AM

forceDisable i thought is not necessary then, as one can conveniently pick all things now in the menu. or is there some special case i missed?

 

as for not reloading the values: true, i just fixed it (d'oh!).



#218 Drybonz

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Posted 10 August 2016 - 01:40 PM

A lot of people are using Atarian's "bring to top" code (post 27 linked)... I was wondering if it could be integrated into the beta as an option, perhaps?  Thanks for considering my suggestion.

 

http://www.vpforums....ic=34672&page=2



#219 toxie

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Posted 10 August 2016 - 01:49 PM

what does it do exactly? i only see this window maximize thingie. is this responsible for bringing it to the front?



#220 Drybonz

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Posted 10 August 2016 - 01:53 PM

Yes, for people using true fullscreen with the backglass in .exe mode it will keep the table on top when launched.  It's become a popular fix, so I thought people would like to see it integrated into the beta.  The advantage would be easier for newbies (like me) to set up and use, and it would work without rigging it up in PinballX.







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