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The VP 10.5 beta thread


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#221 osujd

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Posted 10 February 2018 - 02:12 PM

Fuzzel,

 

Windows 10 virus protection is finding a threat in the latest build. Its deleting the VPX.exe immmediately.  Please see attached

 

 



#222 fuzzel

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Posted 10 February 2018 - 02:21 PM

Fuzzel,

 

Windows 10 virus protection is finding a threat in the latest build. Its deleting the VPX.exe immmediately.  Please see attached

 

 

Virustotal doesn't find anything so I guess it's a false alarm.I would recommend to not use the Windows build in anti-virus. It's one of the worst anti-virus you can use and gives you a lot of false alarms. 



#223 batch

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Posted 10 February 2018 - 04:16 PM

Not sure it's the right topic for that, but I wonder if there's a way to have siderails with a thickness as on real pinball machines

 

Here is an example

 

flipper-terminator.jpg


signature_24042026.jpg          DIRECT LINK TO MY TABLES http://www.vpforums....loads&mid=30858    

                                               LINK TO MY 204 BACKDROPS : Design Resources/ Main Resources/Table Templates/Table Resources/Backdrops for VPX Tables (DT 16/9)  2.0 


#224 rlewis19

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Posted 10 February 2018 - 04:57 PM

I'm building my very first original table in 10.4 (not the beta) so please keep that in mind :)  Admittedly, I really don't know what I'm doing yet and just experimenting.  I'm mentioning the below in this thread because I don't know if I found a bug or intended behavior.

 

I was trying to use a ramp kinda like a platform with equal top width and bottom width.  I set the left wall of the platform (ramp) to 0 thinking this would mean basically no wall.  However, I'm finding that when the ball travels to this platform (ramp) it still acts as if there is a slight wall on the left side.  Effectively blocking the path to the left.  Is this a bug?  My rational is if the wall is 0 that the ball should flow freely over that edge without impediments.


Edited by rlewis19, 10 February 2018 - 04:58 PM.


#225 batch

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Posted 10 February 2018 - 05:39 PM

If you uncheck "collidable" in "Physics", it should work


signature_24042026.jpg          DIRECT LINK TO MY TABLES http://www.vpforums....loads&mid=30858    

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#226 rlewis19

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Posted 10 February 2018 - 05:49 PM

If you uncheck "collidable" in "Physics", it should work

If you don't mind my asking, what does collidable do/mean? 



#227 batch

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Posted 10 February 2018 - 06:15 PM

Collidable means that it's an impediment, and that if the ball hits this ramp, it will be stopped or will change direction


signature_24042026.jpg          DIRECT LINK TO MY TABLES http://www.vpforums....loads&mid=30858    

                                               LINK TO MY 204 BACKDROPS : Design Resources/ Main Resources/Table Templates/Table Resources/Backdrops for VPX Tables (DT 16/9)  2.0 


#228 gtxjoe

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Posted 10 February 2018 - 06:41 PM

I'm building my very first original table in 10.4 (not the beta) so please keep that in mind :)  Admittedly, I really don't know what I'm doing yet and just experimenting.  I'm mentioning the below in this thread because I don't know if I found a bug or intended behavior.

 

I was trying to use a ramp kinda like a platform with equal top width and bottom width.  I set the left wall of the platform (ramp) to 0 thinking this would mean basically no wall.  However, I'm finding that when the ball travels to this platform (ramp) it still acts as if there is a slight wall on the left side.  Effectively blocking the path to the left.  Is this a bug?  My rational is if the wall is 0 that the ball should flow freely over that edge without impediments.

 

Ramp object has 2 types of wall settings, Visual Wall and Physical Wall.  Make sure you change the Physical wall if you want it to have the ball capable of falling off the left side of the ramp



#229 kiwi

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Posted 10 February 2018 - 06:45 PM

There are two options for ramps walls, visible walls and physical walls, physical walls interact with the ball, check to have the physical walls set to 0.

 

 

 

Edit: gtxjoe beat me.


Edited by kiwi, 10 February 2018 - 06:47 PM.


#230 Ben Logan

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Posted 10 February 2018 - 09:33 PM

Not sure it's the right topic for that, but I wonder if there's a way to have siderails with a thickness as on real pinball machines
 
Here is an example
 
flipper-terminator.jpg


Deep sidewalls is a personal favorite visual feature. Subtle reflections of playfield elements on sidewalls go a long way toward fooling the eye into believing it’s perceiving three dimensions.

Could we have a “reflect elements on sidewalls” feature?

#231 toxie

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Posted 10 February 2018 - 09:50 PM

I'm currently working on a (fake) reflection shader, but will take a while as i'm currently busy with real life..



#232 batch

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Posted 10 February 2018 - 09:59 PM

For siderails, I've tried something on the fantastic table "CFTBL" from Fuzzel

 

Ramps at the level of the top of each sidewall, ramps above with visible Right and Left Walls(height 20), and ramps at the top (20 above)

 

siderails0.jpg


signature_24042026.jpg          DIRECT LINK TO MY TABLES http://www.vpforums....loads&mid=30858    

                                               LINK TO MY 204 BACKDROPS : Design Resources/ Main Resources/Table Templates/Table Resources/Backdrops for VPX Tables (DT 16/9)  2.0 


#233 Ben Logan

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Posted 10 February 2018 - 10:14 PM

Out of likes. Looks cool, batch!

I'm currently working on a (fake) reflection shader, but will take a while as i'm currently busy with real life..


Fantastic news. Take your time, Toxie. You and Fuzzel have been extra amazing in terms of generosity lately.

#234 batch

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Posted 10 February 2018 - 11:17 PM

Out of likes too, thanks, Ben !


signature_24042026.jpg          DIRECT LINK TO MY TABLES http://www.vpforums....loads&mid=30858    

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#235 Thalamus

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Posted 10 February 2018 - 11:24 PM

C'mon. Don't pollute this beta thread with unrelated stuff please. If you have issues, point to the thread where you discuss it instead of doing it here etc.


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


#236 Ben Logan

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Posted 11 February 2018 - 01:49 AM

I was thinking sidewall depth and reflections was related to the engine (?] Guess not. No probs.

#237 xenonph

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Posted 11 February 2018 - 02:10 AM

I also hate to clutter this thread topic and go off topic, but I also ran out of likes!! Great idea Ben!! and looks great Batch and a great idea!!

And thanks Toxie for working on this fake reflection shader!!

Sorry, but I just wanted you three to know, that I like what you are talking about!!

Reflections on the siderails really adds to the realism of the table and to the 3d perception as Ben stated above.

Thank you toxie and Fuzzel for all you have done for us.

It really is amazing how far you have pushed this Visual Pinball Program into an absolutely amazing program!!

Carry on.


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#238 kiwi

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Posted 11 February 2018 - 06:42 AM

Ramps with negative walls can help to make the siderails.

 
Thank you very much for the continuous improvements.



#239 rlewis19

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Posted 11 February 2018 - 08:30 PM

Feature request: When working with ramps, it'd be great to know the bottom and top height of the segment between points.  In other words, lets say you have a long ramp with 6 points (sections) in it.  And let's say the ramp goes from a bottom height of 0 to a top height of 120, it'd be cool to mouseover or click in the segment and it would show that sections bottom and top height.  So a middle segment may show it goes from bottom height 20 to top height 60 or something like that.  I hope that makes sense and I hope I'm not wasting anyone's time.

 

ramp      o======o=======o======o==========o===========o

height    0            20            60          80                  100                 120

 

This way you would know how much of ramp would block the ball if it flowed under that segment.



#240 rothbauerw

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Posted 11 February 2018 - 10:23 PM

Feature request: When working with ramps, it'd be great to know the bottom and top height of the segment between points.  In other words, lets say you have a long ramp with 6 points (sections) in it.  And let's say the ramp goes from a bottom height of 0 to a top height of 120, it'd be cool to mouseover or click in the segment and it would show that sections bottom and top height.  So a middle segment may show it goes from bottom height 20 to top height 60 or something like that.  I hope that makes sense and I hope I'm not wasting anyone's time.

 

ramp      o======o=======o======o==========o===========o

height    0            20            60          80                  100                 120

 

This way you would know how much of ramp would block the ball if it flowed under that segment.

 

While not as slick as what you're requesting, you can get the height at either end by clicking on the control points one at a time.