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The VP 10.5 beta thread


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#201 toxie

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Posted 08 February 2018 - 08:21 PM

already fixed. will be in fuzzels next build.



#202 fuzzel

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Posted 08 February 2018 - 10:08 PM

rev3352 is up:

 

- fix the wall collision issue introduced in rev3351



#203 Thalamus

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Posted 08 February 2018 - 10:30 PM

Thanks guys !


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#204 hauntfreaks

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Posted 09 February 2018 - 12:12 AM

3352 still has the kicker displaying not correctly.... 3330 it looks correct...

here is 3352 that cressent grey area to the left shouldn't be there


Attached File  temp3b.png   84.85KB   21 downloads


Edited by hauntfreaks, 09 February 2018 - 12:12 AM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#205 Shockman

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Posted 09 February 2018 - 05:03 AM

Physically, the (my) kicker works nicely almost all the time, but has not displayed correctly in a long time, in DT mode. I can work around this in FS mode by making the walls close by  'can drop', but it hasn't worked in DT mode either from introduction, or as far back as the reflection feature, or the bevel simulation, I don't remember. But like light inserts can be worked around, drawing a kicker hole on the table then using an invisible one, but when I draw one, it don't look as good. It's right next to a bright light and the 3d of the model is really convincing and clear and sharp, but it shows through the elements perspective puts in the way.


Edited by Shockman, 09 February 2018 - 05:19 AM.


#206 hauntfreaks

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Posted 09 February 2018 - 05:54 AM

Physically, the (my) kicker works nicely almost all the time, but has not displayed correctly in a long time, in DT mode. I can work around this in FS mode by making the walls close by  'can drop', but it hasn't worked in DT mode either from introduction, or as far back as the reflection feature, or the bevel simulation, I don't remember. But like light inserts can be worked around, drawing a kicker hole on the table then using an invisible one, but when I draw one, it don't look as good. It's right next to a bright light and the 3d of the model is really convincing and clear and sharp, but it shows through the elements perspective puts in the way.

 

screenshot please.... I ask because this is what the new kicker image looks like in DT mode on my setup... using rev3330...       but anything higher it gets a weird ridge...

post-73849-0-56610200-1518155510.png

Attached Files


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#207 Shockman

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Posted 09 February 2018 - 06:18 AM

kicker_t.jpg

 

This is the kicker cup 2 - beta 3330

 

Most others doo (not sic) the same except for I think Williams which doesn't show at all.

 

One kicker has a near full moon that looks like it is made up of that crescent artifact you have. same grey and lacking of form. That might be new , but my problem has been consistent and is known, and I think is possible to work around most of the time.

 

Yours looks nice to me. I can see the pick you posted of it correctly or inverted (physically) (convex, not concave) not here nor there but pretty cool, like a magic eye image. My first look had it inverted for a while. Is that the Gotlieb one?

 

Nice to see all those kickers, I haven't looked there in a while.


Edited by Shockman, 09 February 2018 - 06:45 AM.


#208 Shockman

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Posted 09 February 2018 - 06:50 AM

...

post-73849-0-56610200-1518155510.png

...this is what the new kicker image looks like in DT mode on my setup... using rev3330...       but anything higher it gets a weird ridge...

 

 

 

Keep it down low then;)



#209 hauntfreaks

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Posted 09 February 2018 - 07:04 AM

yes that is weird... but i believe I know why... make sure your playfield material opacity is set to "1" and active is checked.... also make sure anything blocking the view of the kicker (plastics, posts) the material is set to active..... here's another example , if the kicker at the top doesnt have those settings the kicker will cut thru the laneguide and bottom it would cut thru the post.......


post-73849-0-96759700-1518159763.png

Attached Files


Edited by hauntfreaks, 09 February 2018 - 07:04 AM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#210 Shockman

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Posted 09 February 2018 - 07:41 AM

Thanks. Ill try all of that.



#211 Mitchell

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Posted 09 February 2018 - 09:58 AM

I have to say that VPX have some nice stuff that I haven't seen on the older VP.


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#212 chokeee

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Posted 09 February 2018 - 01:51 PM

.


Edited by chokeee, 09 February 2018 - 01:56 PM.


#213 LeChucksBeard

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Posted 09 February 2018 - 06:54 PM

I had previously posted about VPX hanging and having to be force-closed after quitting any table using the Q-Q key (for example after setting the view in the camera/lights mode, or even just playing). I just discovered by chance that it doesn't happen if I press ESC *before* pressing Q. It was never like this before.



#214 toxie

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Posted 09 February 2018 - 07:18 PM

3352 still has the kicker displaying not correctly.... 3330 it looks correct...

here is 3352 that cressent grey area to the left shouldn't be there


attachicon.giftemp3b.png

 

Will look into that, everybody else please keep an eye open (again) if there is still something fishy/different with the collision/physics code compared to rev 3330..



#215 Shockman

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Posted 10 February 2018 - 07:24 AM

yes that is weird... but i believe I know why... make sure your playfield material opacity is set to "1" and active is checked.... also make sure anything blocking the view of the kicker (plastics, posts) the material is set to active..... here's another example , if the kicker at the top doesnt have those settings the kicker will cut thru the laneguide and bottom it would cut thru the post.......


post-73849-0-96759700-1518159763.png

 

That did mask the kicker correctly, but now the plastics won't show the light through. nor the instruction cards.

This is with lights on, so you should see them through the plastics.

plastic     active,_opacity1_t.jpg

Do you see anything strange in material settings for the material plastic which all the plastics use

 

I also tried opacity 0 and the plastics just disappear as you would expect (well almost. you can still see the graphics a bit at places). Anything between, even like 9 seems to still have the kicker showing through like the opacity is zero though everything else seems proportional.

 

I think I don't like active. I'd rather have the screwed up kicker. The invisible one works . And of course don't you know it all works in FS mode.

 

The playfield material is playfield  and active with opacity 1 

 

It has been like this for years it seems, maybe two. I think it is obvious that the kicker is the gimp here and needs fixed. All other elements works perfect, be they under or over the plastic.

 

Unrelated, it's weird that opacity works better how this is built with opacity not set to active for the material, than it does with it set to active. It should not have to be as transparent as it needs to be with the material active to see that there is a bright light right under it. It should look pretty solid till lit.


Edited by Shockman, 10 February 2018 - 07:56 AM.


#216 hauntfreaks

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Posted 10 February 2018 - 07:43 AM

 

yes that is weird... but i believe I know why... make sure your playfield material opacity is set to "1" and active is checked.... also make sure anything blocking the view of the kicker (plastics, posts) the material is set to active..... here's another example , if the kicker at the top doesnt have those settings the kicker will cut thru the laneguide and bottom it would cut thru the post.......


post-73849-0-96759700-1518159763.png

 

That did mask the kicker correctly, but now the plastics won't show the light through. nor the instruction cards.

 

plastic     active,_opacity1_t.jpg

Do you see anything strange in material settings for the material plastic which all the plastics use

 

I also tried opacity 0 and the plastics just disappear as you would expect. Anything between, even like 9 seems to still have the kicker showing through like the opacity is zero though everything else seems proportional.

 

The playfield material is playfield  and active with opacity 1 

 

I set all my plastics opacity at a rage of .999 - .99999   <----5 numbers deep is the farthest VPX will see an opacity before becoming opaque... I then adjust the transmit of the light for it to pass thru the plastics
shock I think we should continue this, in your table thread so we dont clog up this beta thread... 


Edited by hauntfreaks, 10 February 2018 - 07:44 AM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#217 Drybonz

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Posted 10 February 2018 - 08:18 AM

Hey guys... would it be possible to allow VPX to look in subdirectories within the tables folder for table and backglass files?  This would allow the user to file their tables in subdirectories (for the sake of organization) without having to put the default B2S files in each subdirectory (so the table would still run).  Thanks for considering.



#218 Shockman

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Posted 10 February 2018 - 08:23 AM

I hear you. but there is a bug here. any way you look at it. and even if working around it is successful.

 

And a clean table folder would indeed be nice. Especially if the association worked. (don't tell me this works for everyone else also?)

 

EDIT:

With the changes you suggested including use transmit (I used 2 with .999 opacity) works. I can accept this as proper procedure. Especially if there is no overhead (all sorted in pre-render) activating all these materials. Is that necessary anyway to get light to transmit when using these material settings?

Still funny how I was getting a nice transmit of light with a setting of 0 transmit, through a plastic that was set to 1 opacity and inactive material. 

 

Thanks. I have learned a lot today.


Edited by Shockman, 10 February 2018 - 09:04 AM.


#219 ClarkKent

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Posted 10 February 2018 - 10:00 AM

I never asked but has the problem with the not working hit event for sound playback for the rubbers already been corrected? I see so many tables with added walls to the rubbers to be able to play sounds for them...



#220 fuzzel

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Posted 10 February 2018 - 10:24 AM

I never asked but has the problem with the not working hit event for sound playback for the rubbers already been corrected? I see so many tables with added walls to the rubbers to be able to play sounds for them...

As far as I remember yes. I used it in CFTBL all the time.