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The VP 10.1 beta thread


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#221 kruge99

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Posted 22 February 2016 - 01:03 PM

I just realized that the "show image in the editor" seems to be missing for the table/playfield in version 2513.  Can we get this back for object placement please?

 

Unless there was a reason to remove it and I missed that?


Edited by kruge99, 22 February 2016 - 01:04 PM.

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#222 fuzzel

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Posted 22 February 2016 - 01:05 PM

No it's not missing. It's under view-> backdrop

#223 kruge99

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Posted 22 February 2016 - 01:10 PM

No it's not missing. It's under view-> backdrop

/facepalm - I never thought to look there - sorry for asking this question.


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#224 fuzzel

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Posted 26 February 2016 - 12:55 PM

rev2519 is up:

 

- physics set UI tweak
- expose, correct, unify defaults and wire up (missing) playfield/flipper physics im/export settings
- fix isDropped settings for drop targets
 



#225 RYSr

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Posted 26 February 2016 - 02:10 PM

rev2519 is up:

 

- physics set UI tweak
- expose, correct, unify defaults and wire up (missing) playfield/flipper physics im/export settings
- fix isDropped settings for drop targets
 

 

Just loaded Rev 2519 Dll's and All Scripts

Was able to export Physics settings from a Table (CV) to a .vpp file ok.

But when I tried to import it into the Global Physics window I get an: ( error parsing physics file ) popup window.

I tried a couple different tables.

Rich



#226 fuzzel

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Posted 26 February 2016 - 02:18 PM

Ups you're right. I missed the table physics import/export option. Will be fixed in the next build.

#227 toxie

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Posted 26 February 2016 - 09:30 PM

True, was also still on my todo list, but was too busy this week, so could only wire up the other still missing physics stuff.



#228 fuzzel

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Posted 27 February 2016 - 09:44 PM

rev2522 is up:

 

- table/flipper physics settings updated to use new xml file format

- spinner issue fixed (if a ball moves slowly through a spinner the ball goes through the mesh and the spinner moves too late)



#229 allknowing2012

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Posted 27 February 2016 - 11:27 PM

Can I get you to look at b2bcollision code?.. I see in the comments for the  "new" table, that this is now incorporated into VP and not just vbs in the table script. How I am able to test was to create a few kickers with cups on the table, shoot the balls into them. Now *hit* the ball that is in the kicker. The ball flies back off that ball with way too much force.

 

What I figure to do is use the OnBallBallCollision sub to reduce the velocity of the ball - hopefully that will work.

 

Also - qq , what is "RightFlipper_Collide(parm)"? - what is the parm that might be passed in?


Edited by allknowing2012, 28 February 2016 - 12:58 AM.

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#230 fuzzel

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Posted 27 February 2016 - 11:54 PM

hmm I guess a ball in a kicker is a special case and not covered by the b2b collision handling. I didn't add the b2b collision code, I think Toxie did that but afaik the parameter of the collision function is a float without any meaning or if there is one I haven't found it yet ;)



#231 jpsalas

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Posted 28 February 2016 - 05:22 AM

The parameter "parm" in Flipper_Collide(parm) is the ball speed when hiting the flipper.

I use that parameter to calculate the volumen of the hit sound. I simply divide the parameter by 10. It is not perfect volume, but it works quite well :)

 

For example:

 

Sub LeftFlipper_Collide(parm)
    PlaySound "fx_rubber_flipper", 0, parm / 10, -0.1, 0.25
End Sub


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#232 fuzzel

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Posted 28 February 2016 - 08:44 AM

Thanks JP i totally missed that

#233 BorgDog

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Posted 01 March 2016 - 08:30 PM

OK, so what's the deal with the isdropped on drop targets?  is there a delay on them being dropped after a hit?  If I have  a DT_hit sub and have it call a check sub which then checks to see if is.dropped=true, it does not see it as dropped. I'm on 2522.  I even put in a statement before calling the check sub to say dt.isdropped=true and it still did not see it so... guess I should do on a test table and see if it does there too.



#234 fuzzel

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Posted 01 March 2016 - 09:04 PM

No there is no delay when dropping. If you set dt.isdropped=1 the target will dropped instantly but if you want to raise it again with dt.isdropped=0 then the RaisedDelay setting comes into play. After the waiting time you set in the properties the drop target moves up. In earlier version of VPX there was a bug that when you check dt.isdropped and the target is really dropped, isdropped returned a -1 and not a 1. But that was fixed with rev2514.



#235 BorgDog

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Posted 01 March 2016 - 09:19 PM

OK, so made a test table, and it does the same thing with drop targets not showing isdropped=true for a delay after hitting them or stating dt.isdropped=true.  At a timer interval (delay) before checking of 80 you get a some true, some false.  At a timer interval of 100 it will show isdropped correctly over 99 percent of the time, I did see one false pop up after running a test table for a few minutes that repeatedly knocked down a target every couple of seconds.

 

So the question is why?

 

If I explicitly state in one line of code dt.isdropped=true then in the next line ask if dt.isdropped, it should return true right?  Hitting the target should have the same effect as stating it, I should not have to tell it it's dropped.


Here is the table I tested with if you want to check it out. Just run, it's automatic, the text box on the screen will show the isdropped state, change the interval on Target1 in the middle of the playfield.  https://dl.dropboxus...DTisdropped.vpx



#236 jpsalas

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Posted 02 March 2016 - 03:53 AM

 

So the question is why?

 

I think the state of the droptarget after a hit is not changed until the drop animation is finished. If you increase the drop speed from 0,5 to 0,7 you will see that the text shows true.


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#237 gtxjoe

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Posted 02 March 2016 - 04:49 AM

 

 

 

Yep, definitely dependent on dropspeed.  Here is a modified table that changes the dropspeed and records the time for the droptarget.isdropped returns true.  It prints results to the textbox and also the debug window

 https://www.dropbox....ed mod.vpx?dl=0

DropSpeed=0.05, DropTime(sec)=1.0625
DropSpeed=0.1, DropTime(sec)=0.53125
DropSpeed=0.15, DropTime(sec)=0.390625
DropSpeed=0.2, DropTime(sec)=0.3125
DropSpeed=0.25, DropTime(sec)=0.234375
DropSpeed=0.3, DropTime(sec)=0.2265625
DropSpeed=0.35, DropTime(sec)=0.1484375 


#238 BorgDog

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Posted 02 March 2016 - 05:21 AM

hmmm, seems a bit contrary to what fuzzel stated above.  actually having it instant dropped would be very helpful, well at least the way I do things, but then I'm a hack anyway so there are probably much better ways to do everything I do.

 

So I need to put a delay in to wait for an animation to finish before I can check on said condition.  Anybody have a good way to programatically do this?  I really don't want a timer running all the time checking conditions as it presents it's own issues.  Since putting this up I have gotten around it on my current project by checking the light I turn on when the target is hit, it does not seem to have this delay even though it has an animation(fade) as well.



#239 gtxjoe

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Posted 02 March 2016 - 05:47 AM

Why do you have to check the isdropped value in the hit function? If the hit function is called, you can assume the target is dropped (even though animation wise it may still be moving down)

Edit: Nevermind. I guess it makes sense to read it if you want to check if the entire target bank is dropped whenever a target is hit...

Edited by gtxjoe, 02 March 2016 - 05:50 AM.


#240 fuzzel

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Posted 02 March 2016 - 09:57 AM

The isdropped setting is set to 0/1 after the animation. The problem here is that the collision detection is decoupled from the graphics animation. That means if you get a hit event the collision detection has detected a hit and triggers the callback but the animation isn't finished yet and isdropped shows still the old status.