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The VP 10.7 beta thread


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#2321 chepas

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Posted 12 July 2021 - 05:10 PM

 

Is this new? codeview.SaveToStream. 

Save externally loaded .vbs script also to .vpx table?

The message while saving was pretty annoying after half an hour and it's always a No :)

 

Edit: Must be something to do with updating from 10.6. I think I had an external script window loaded somehow. A VP.7 table was loaded but the script was using 10.6 table.

 

This is new functionality with VPX10.7. If one uses the vbs side loading, then the external vbs is shown in the script editor, so the obvious thing on doing changes to the table is to ask if one wants to actually save the (script) changes to the table itself.

 

 

Ok, it was purely accidental or VP need restarting. Will have to look into it, could only find SSF request for side loading. 


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#2322 cyberpez

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Posted 12 July 2021 - 06:37 PM

 

 

Just added Pull for LightSequence flashers.... I have only just realized your change was in the whole time I was doing that, so just tested and perfect.

 

And merged.. Thanks! 

 

Nice, I'm happy that's in before final.

 

 

Hmmm...  What does this mean?  I hope its what I hope it is?  Reading the values of a light in a light sequence?  I'd love to tie flashers or primitives to the blinking lights



#2323 toxie

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Posted 12 July 2021 - 06:48 PM

Bug deleting an empty layer? When a layer has no objects and you delete the layer, then it will delete another layer.

Fixed, thanks!



#2324 chepas

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Posted 12 July 2021 - 06:56 PM

 

 

 

Just added Pull for LightSequence flashers.... I have only just realized your change was in the whole time I was doing that, so just tested and perfect.

 

And merged.. Thanks! 

 

Nice, I'm happy that's in before final.

 

 

Hmmm...  What does this mean?  I hope its what I hope it is?  Reading the values of a light in a light sequence?  I'd love to tie flashers or primitives to the blinking lights

 

 

Yes, use the flasher in a light sequencer, didn't do primitives.


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#2325 jpsalas

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Posted 12 July 2021 - 06:57 PM

 

 

 

Just added Pull for LightSequence flashers.... I have only just realized your change was in the whole time I was doing that, so just tested and perfect.

 

And merged.. Thanks! 

 

Nice, I'm happy that's in before final.

 

 

Hmmm...  What does this mean?  I hope its what I hope it is?  Reading the values of a light in a light sequence?  I'd love to tie flashers or primitives to the blinking lights

 

 

I just tried the new functionality of the lightsequencer, and what it does is that you can use flasher objects in a light sequence and do the same effects as with lights.

 

the only problem I see is that sometimes the flashers do not return to their old state. I have only tested the random, like this:

 

            LightSeqFlashers.UpdateInterval = 30
            LightSeqFlashers.Play SeqRandom, 25, , 1500
 
At the start all the flashers are of, and after the random sequence some of the will be on.

Edited by jpsalas, 12 July 2021 - 07:04 PM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

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#2326 chepas

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Posted 12 July 2021 - 07:02 PM

 

 

 

 

Just added Pull for LightSequence flashers.... I have only just realized your change was in the whole time I was doing that, so just tested and perfect.

 

And merged.. Thanks! 

 

Nice, I'm happy that's in before final.

 

 

Hmmm...  What does this mean?  I hope its what I hope it is?  Reading the values of a light in a light sequence?  I'd love to tie flashers or primitives to the blinking lights

 

 

I just tried the new functionality of the lightsequencer, and what it does is that you can use flasher objects in a light sequence and do the same effects as with lights.

 

 

There must have been Bumpers at one point as well, but the light state isn't available for that?

 

For original games I would roll with collections: Inserts, Flashers and GI. It's fine to put flasher with lamps but you would probably want the flasher going quicker than your lamps. 

 

Obviously doesn't matter in VP but treating a flasher like a coil, where you wouldn't have it on for too long.


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#2327 wiesshund

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Posted 12 July 2021 - 07:07 PM

VP9 used bumpers as lamps, so makes sense that bumpers might be still found in the code if it was never cleaned up


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#2328 chepas

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Posted 12 July 2021 - 07:18 PM

 

 

 

 

Just added Pull for LightSequence flashers.... I have only just realized your change was in the whole time I was doing that, so just tested and perfect.

 

And merged.. Thanks! 

 

Nice, I'm happy that's in before final.

 

 

Hmmm...  What does this mean?  I hope its what I hope it is?  Reading the values of a light in a light sequence?  I'd love to tie flashers or primitives to the blinking lights

 

 

I just tried the new functionality of the lightsequencer, and what it does is that you can use flasher objects in a light sequence and do the same effects as with lights.

 

the only problem I see is that sometimes the flashers do not return to their old state. I have only tested the random, like this:

 

            LightSeqFlashers.UpdateInterval = 30
            LightSeqFlashers.Play SeqRandom, 25, , 1500
 
At the start all the flashers are of, and after the random sequence some of the will be on.

 

 

Not sure if state is saved. Probably the Pinball Machine mindset where it wouldn't be on all the time and skipped it.


 

Bug deleting an empty layer? When a layer has no objects and you delete the layer, then it will delete another layer.

Fixed, thanks!

 

 

This hasn't broken Double click selection? Can't select an object inside a layer now.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#2329 cyberpez

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Posted 12 July 2021 - 08:05 PM

Hmm Might not work for what I was wanting to do then.  I was working on apply primitive inserts to an original table.  I have a timer set to check the state of each lamp.  Depending if its 1 or 0 it changes the Disable Lighting of a primitive also.  The issues is that the Light Sequence does not actually change the state of the light.  I was hoping this was another way to read if the light was on of off.



#2330 toxie

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Posted 12 July 2021 - 08:27 PM


 

Not sure if state is saved. Probably the Pinball Machine mindset where it wouldn't be on all the time and skipped it.


 

Bug deleting an empty layer? When a layer has no objects and you delete the layer, then it will delete another layer.

Fixed, thanks!

 

 

This hasn't broken Double click selection? Can't select an object inside a layer now.

 

 

1st part: Think you could also try to implement that? I think it would make sense to have that working the same.

2nd part: Fixed.
 



#2331 chepas

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Posted 12 July 2021 - 08:42 PM

1st part: Think you could also try to implement that? I think it would make sense to have that working the same.

2nd part: Fixed.

 

Nice, thanks. Yes agree, I already started, soon realized the pinball machine mindset was a great excuse not to. :)


 The issues is that the Light Sequence does not actually change the state of the light. 

 

Do you mean change the state of the primitive? 


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#2332 wiesshund

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Posted 12 July 2021 - 08:47 PM

 

 The issues is that the Light Sequence does not actually change the state of the light. 

 

Do you mean change the state of the primitive? 

 

 

No, he means the light

 

If you have a sequence running

 

and then run a timer that does

object.value = lampname.state

nothing will happen, because the lamps recorded state never changes


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#2333 chepas

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Posted 13 July 2021 - 12:39 AM

 

No, he means the light

 

If you have a sequence running

 

and then run a timer that does

object.value = lampname.state

nothing will happen, because the lamps recorded state never changes

 

Yeah but seems strange. I don't see the problem with adding prims to the mix anyway and there probably is a lot of use cases for that and saves a boat load of time.


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#2334 wiesshund

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Posted 13 July 2021 - 12:50 AM

 

 

No, he means the light

 

If you have a sequence running

 

and then run a timer that does

object.value = lampname.state

nothing will happen, because the lamps recorded state never changes

 

Yeah but seems strange. I don't see the problem with adding prims to the mix anyway and there probably is a lot of use cases for that and saves a boat load of time.

 

 

Does not make sense on some level, but that is how it works for what ever reason.

The lamps visually appear on obviously, but they never return any change of state to something else watching them
it is as if nothing was going on at all.

 

Which is kind of a bummer, because you can not tie in events to the lamps state
during the attract sequence, using the sequencer


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#2335 jpsalas

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Posted 13 July 2021 - 03:14 AM

That was the whole reason behind the light sequencer: to make a light effect without disturbing the state of the lights. This way you didn't need to save the states of all the lights before making an effect, and restoring them afterwards.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#2336 chepas

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Posted 13 July 2021 - 03:51 AM

These flashers in LS if you have flashers to the width of the table then these won't be included, the X is outside of the grid (table width).

 

This is confusing me with the Y, I've highlighted hovering the mouse on the bottom edge which is 400, so that's adding on 200 for some reason there.

 

image.png

 

Just need a better center point and it would be fine even in cases where you have a flasher place at 1000, 0......in case of a flasher if it is that much PITA then we could always extend the grid a bit both ways to cover.

 

------------------------------------------

 

I see....not sure why this has happened, must have messed with center points when scaling, but it's something to keep an eye out for especially when using for sequencing, confused me for a while. You can see in the images that the flashers are very close, the upper flasher is reporting a higher X value. 

 

image.png

 

image.png

 

------------------

 

I did add prims to test. The empty spaces are the original state before the sequence was played.

 

image.png


Edited by chepas, 13 July 2021 - 05:45 AM.

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#2337 xenonph

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Posted 13 July 2021 - 05:10 AM

Thanks for all the work that is being done on this guys!! It is appreciated!!

 

Hey I have a question...

 

How hard would it be to make the Visual Pinball program be able to read a zipped table?

PinMAME reads a zipped file.

Would it be hard to implement?

 

It might seem like you are only saving a little space..

But what about those who have a huge collection?

This would save tons of room for those who have huge collections of tables!

 

Just thought I would ask if it is possible, and if so how hard would it be to implement?

I have seen a NES emulator that can read 7zip files.

 

What do you think? 

Good idea to try and implement?

Or bad idea and waste of time?

 

Thank you for your time.

And thanks for all you guys do!!

Carry on.


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#2338 chepas

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Posted 13 July 2021 - 05:49 AM

Just thought I would ask if it is possible, and if so how hard would it be to implement?

I have seen a NES emulator that can read 7zip files.

 

RocketLauncher is good for this. A system can be set to load 7z and clear it after. 


Edited by chepas, 13 July 2021 - 05:49 AM.

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#2339 Thalamus

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Posted 13 July 2021 - 05:51 AM

Charles, you have not thought this out well enough. Pinmame has only one folder that it accepts those zipped roms from. VP however, is looking for vpx or vp in any folder. What would happen if it saw all my zip files as potential tables ? No thank you.


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#2340 xenonph

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Posted 13 July 2021 - 06:07 AM

Yeah it was just a thought off the top of my head.

 

Doesn't hurt to ask.

 

Thanks again for your time kind sirs.


CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR