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The VP 10.6 beta thread

beta 10.6 beta

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#201 3rdaxis

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Posted 12 December 2018 - 11:06 PM

 

rev3584 is up:

 

- fix ball through bumper issue
- check gate type explicitly for tables that were saved in the phase where it could've been undefined some years ago
 
Note: please test this revision a bit more because I had to change just a bit in the physics engine to fix the bumper issue. I don't think that the change has any impact on other elements like gates, flippers or gates but who knows ;)

 

I'll do some stress testing on it and let it run, I put a collidable primitive or "bumper body" like a real pop bumper assembly for now on Firepower and all is well. 


Edited by 3rdaxis, 12 December 2018 - 11:12 PM.


#202 toxie

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Posted 12 December 2018 - 11:13 PM

@RYSr: There were some screwups indeed in the dialog, also for example when using german localization (i.e. decimal point is ',' and not '.').

 

As for the overwrite physics not working: This is by design (for now), as it only changes the table/playfield physics. The flippers have their own override setting for this. But sounds like a good idea to add a checkbox to also overwrite the flippers!

 

Please test with the next build and let me know if there are still issues!



#203 lukpcn

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Posted 12 December 2018 - 11:34 PM

No VP is and will always be 1D maybe 1.5D :facepalm: seriously only because you can't simply move the camera while playing a game doesn't mean that VPX isn't 3D it's fully 3D but with a static camera ;)

 

But with the static camera such feature like BAM on FP is not possible to be done with VPX, right ?


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#204 fuzzel

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Posted 13 December 2018 - 06:45 AM

No VP is and will always be 1D maybe 1.5D :facepalm: seriously only because you can't simply move the camera while playing a game doesn't mean that VPX isn't 3D it's fully 3D but with a static camera ;)

 
But with the static camera such feature like BAM on FP is not possible to be done with VPX, right ?
Right. The static camera is mainly used to speed up the gameplay because not all tables are built the same way.

#205 toxie

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Posted 13 December 2018 - 10:36 AM

Plus, nowadays, one also gets better quality as the static elements are heavily oversampled which would not be possible if rendering everything dynamically..



#206 RYSr

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Posted 13 December 2018 - 02:29 PM

@RYSr: There were some screwups indeed in the dialog, also for example when using german localization (i.e. decimal point is ',' and not '.').

 

As for the overwrite physics not working: This is by design (for now), as it only changes the table/playfield physics. The flippers have their own override setting for this. But sounds like a good idea to add a checkbox to also overwrite the flippers!

 

Please test with the next build and let me know if there are still issues!

 

Thanks for looking into this Toxie..

 

adding a checkbox to add the flippers sounds like a good idea to me! That's mainly what I use it for anyway..

 

Would it be possible to display the actual names of the global sets in the overwrite Global Physics set drop down box?

When you import a vpp file to a global set it changes the name of the set to the source file's name.

 

Look forward to the next release to test.

 

Rich



#207 Aubrel

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Posted 13 December 2018 - 10:28 PM

Hi, There is something missing with the ball option (or at least I didn't find how to do it...)

Instead of changing the ball on most of the VPX tables I installed, I'm using the global option "overight ball image".

I'm very happy with the result for 95% of them but for a few ones it doesn't match and unfortunately I didn't find how to disable this option for these tables.

Any tip? If not an option in table setting like "ball image : defaut/on/off" same as it's done for the others setings would be great :)



#208 Thalamus

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Posted 13 December 2018 - 11:57 PM

In my opinion. Something global is just that - global. If we start to add globals that we can't trust to be as such it is simply not useful at all, more like misleading. You have two options. Delete those tables that don't fit to your preferences or apply the ball to those you think need it.


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#209 Aubrel

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Posted 14 December 2018 - 12:39 AM

Approx all the global visual options can be changed/adjusted individually for each table in their settings and it's very useful.

This option is great because it allows user to set its best ball and scratches for all tables without having to mod them.

Unfortunately, sometime it doesn't fit the table because of the lighting and the way it was made. It could be interesting to be able to disable it (same as AA, AO, SSR, EDR,...) in those cases and allow user to use the original setting of the table.

But yes this is not a request, just a suggestion ;)



#210 gtxjoe

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Posted 14 December 2018 - 12:54 AM

Theres are copies of the VPX 10.5 exe in this post
https://www.vpforums...326#entry418973

that store VP settings in a different registry location, so you can have a copy of VPX with global ball enabled and another VPX with global ball disabled

#211 g5k

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Posted 14 December 2018 - 04:36 AM

Just reporting a couple of findings with the beta (I’m using 3569). I have an AMD card so have been using alternate vertex processing.

Noted that screenspace reflections don’t work when this is enabled. Disabling and the table (Firepower) still looked perfect and ssr worked correctly.

29c0a5fba7fb891c34ada71562d97cb7.jpg

b10135306dd0a59fe55e8c8560f1d9f0.jpg

The other note on the same table in the same beta the ‘fire’ and ‘power’ inserts only display one of the active lights unless the reflect dynamic elements option is enabled.

e975ac610792b1cb645e2de4032ae027.jpg

#212 wrd1972

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Posted 14 December 2018 - 02:19 PM

https://www.visualst...-studio-vs.aspx (Visual Studio 2017 -> Community -> Free Download)

https://www.microsof...s.aspx?id=23549 (Direct X SDK)

 

You need to install these two..

 

Then use something like https://tortoisesvn.net/downloads.html to checkout https://sourceforge....code/HEAD/tree/ (or just click on 'Download Snapshot' on that sourceforge page for a first start)

 

Then click on VisualPinball.net2017.sln from the snapshot (or SVN checkout), and when its open, choose in the dropdown list 'Release' instead of 'Debug' and make sure it says 'Win32' instead of 'x64' in the dropdown next to it.

 

Then Menu->Build->Build Solution.

 

If there are errors, you may need to add paths to the DX9 SDK you installed earlier, like described here: https://docs.microso...55621(v=vs.140)

(usually: "C:\Program Files\Microsoft DirectX SDK (June 2010)\Include" for the includes and 'C:\Program Files\Microsoft DirectX SDK (June 2010)\lib\x86' for the libraries, note that these subfolders could also be in the 'C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)' variant, if so, then use this path instead)

 

If that works, the VPinball.exe will be placed in the same folder as the snapshot in 'Release' subfolder.

 

If you made it here, congratulations, you can now change the mentioned file.   :)

 

Toxie, Fuzzel,

Is there any way you guys could add a variable in the options, to store VP10 video settings, to unique areas in the registry? Maybe something as simple as drop down box for settings a, setting b, setting c etc similar to what GTXJoe did? If this were possible, it would allow for much more customization such as global reflections on/off, global AO on/off, global screen space reflections on/off and of course my custom ball size that I crave oh so much. One could have more ball customization options too as well as a "reduced power" executable for heavier tables.

 

The amount of custom, global customization would just be enormous, and if you were to add all of that stuff in individually, would likely not be very feasible. But if we have the ability to store settings to different registries and are able to use multiple exectutables, the customization would go through the roof.

 

Thanks again. :)


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#213 fuzzel

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Posted 14 December 2018 - 02:28 PM

Yes the customizations would be endless and so the maintainability ;)
Sorry but im not a big fan in doing such things as it's really a passion to maintain these things later on. You can see that with all these physics settings import/export stuff lately...

#214 toxie

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Posted 14 December 2018 - 03:41 PM

Yup.. Also one can do this easily via an external tool that for example just renames the corresponding registry folders already, etc..



#215 Aubrel

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Posted 14 December 2018 - 05:05 PM

Theres are copies of the VPX 10.5 exe in this post
https://www.vpforums...326#entry418973

that store VP settings in a different registry location, so you can have a copy of VPX with global ball enabled and another VPX with global ball disabled

Thank you very much gtxjoe! I will test them. I'm sure it will be perfect :)



#216 toxie

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Posted 14 December 2018 - 11:15 PM

 

@RYSr: There were some screwups indeed in the dialog, also for example when using german localization (i.e. decimal point is ',' and not '.').

 

As for the overwrite physics not working: This is by design (for now), as it only changes the table/playfield physics. The flippers have their own override setting for this. But sounds like a good idea to add a checkbox to also overwrite the flippers!

 

Please test with the next build and let me know if there are still issues!

 

adding a checkbox to add the flippers sounds like a good idea to me! That's mainly what I use it for anyway..

 

The latter will come with the next build, too..  :)



#217 alistaircg

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Posted 16 December 2018 - 02:02 PM

Don't hold your breath though.. This is far out still..

its still happening, so that better than a complete no



#218 Kaan

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Posted 17 December 2018 - 06:55 AM

Some tables are not working for some reason, like the newest Firepower and Attack from Mars by g5k. (AFM by groni works fine with the same rom.) I used to be able to play these fine.

 

 

This is the error I get with these tables,

 

https://i.imgur.com/cn4zxmx.png

 

 

Edit: Unchecking exclusive fullscreen made them work, why though? I don't want to disable this. Seem toggling .Hidden to 1 in the script allow me to use exc. fullscreen.


Edited by Kaan, 17 December 2018 - 07:08 AM.


#219 Outhere

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Posted 17 December 2018 - 12:11 PM

https://www.vpforums...=39058&p=419567

Some tables are not working for some reason, like the newest Firepower and Attack from Mars by g5k. (AFM by groni works fine with the same rom.) I used to be able to play these fine.

 

 

This is the error I get with these tables,

 

https://i.imgur.com/cn4zxmx.png

 

 

Edit: Unchecking exclusive fullscreen made them work, why though? I don't want to disable this. Seem toggling .Hidden to 1 in the script allow me to use exc. fullscreen.



#220 toxie

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Posted 18 December 2018 - 10:38 PM

Heads up for the next build:

 

I finally implemented some stuff that was both for veeeery long on my todo list:

a) Proper sRGB support. Does not sound very sexy, right? But it results in more precise filtered textures (i.e. colors/contrasts do not change anymore when sampled down). Not earth shattering, but i think noticeable enough on some tables that feature textures with a lot of contrast/detail in them. The downside: Maybe a bit longer startup time (i.e. please test/compare).

b) In addition, i also made textures appear more crisp on all the static geometry (like the playfield). That one is up for debate, so please test all kinds of tables and compare before/after in an image viewer, please, if it's too sharp now.

 

In general, please compare tables before/after, if i screwed up something else. Also please check normal maps on primitives, and also flashers, DMDs, reels, if they still look right.

 

Thanks!!







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