Jump to content



Photo
* * * * * 18 votes

VP10 is here (beta)

VP10

  • Please log in to reply
3889 replies to this topic

#2441 hmueck

hmueck

    MaX

  • VIP
  • 2,190 posts
  • Location:Hamburg

  • Flag: ---------

  • Favorite Pinball: IPDB Top 300



Contributor

Posted 30 June 2015 - 08:20 PM

@KieferSkunk or other devs:

May i request a section about cvpmDips in the vbsdoc.html, please?
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#2442 KieferSkunk

KieferSkunk

    Enthusiast

  • VIP
  • 96 posts
  • Location:Seattle, WA area

  • Flag: United States of America

  • Favorite Pinball: Twilight Zone

Posted 30 June 2015 - 08:25 PM

I'll take a look - I thought there already was a section in that doc about dip-switch handling.



#2443 BigBoss

BigBoss

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 750 posts

  • Flag: ---------

  • Favorite Pinball: Attack From Mars, Metallica, Theatre Of Magic, Shadow, Star Trek

Posted 30 June 2015 - 08:27 PM

The tables alll use vbscript and com. It's pretty married to windows.

#2444 Shockman

Shockman

    Pinball Fan

  • VIP
  • 1,717 posts
  • Location:Portland Or.

  • Flag: United States of America

  • Favorite Pinball: Star Trek

Posted 30 June 2015 - 08:32 PM

The saucer and plunger is nice and wonderful improvement. The lights and lighting, for all the still existing and new shortfall, works. The only thing that makes my table incomplete at this point is a lack of control over the actuator assembly of the pop bumpers, as there is little contrast with a white shaft, and no way to give it the color it should have. I would gladly give up the skirt, which does have display perimeters for those settings put on the ring and bracket, as I could make an even better skirt, but not the actuator assembly. 

 

Is this something that is planned to be fixed, completed, or addressed, whatever were, or should I start on moving the old style bumpers into my VPX table?



#2445 hmueck

hmueck

    MaX

  • VIP
  • 2,190 posts
  • Location:Hamburg

  • Flag: ---------

  • Favorite Pinball: IPDB Top 300



Contributor

Posted 30 June 2015 - 09:16 PM

The only thing that makes my table incomplete at this point is a lack of control over the actuator assembly of the pop bumpers, as there is little contrast with a white shaft, and no way to give it the color it should have. I would gladly give up the skirt, which does have display perimeters for those settings put on the ring and bracket, as I could make an even better skirt, but not the actuator assembly.


What kind of control would you like to have? The bumper looks the way it looks, because it was converted from Future Pinball.
If you would like to have another bumper, make the base invisible and put in one of the other Future Pinball bumpers from here or create your own?!

http://www.vpforums....e=3#entry270851
a35ea7363baafe7d8931225be4764500.jpg
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#2446 ICPjuggla

ICPjuggla

    Early Retirement

  • VIP
  • 1,193 posts

  • Flag: United States of America

  • Favorite Pinball: Star Wars

Posted 30 June 2015 - 09:18 PM

The saucer and plunger is nice and wonderful improvement. The lights and lighting, for all the still existing and new shortfall, works. The only thing that makes my table incomplete at this point is a lack of control over the actuator assembly of the pop bumpers, as there is little contrast with a white shaft, and no way to give it the color it should have. I would gladly give up the skirt, which does have display perimeters for those settings put on the ring and bracket, as I could make an even better skirt, but not the actuator assembly. 
 
Is this something that is planned to be fixed, completed, or addressed, whatever were, or should I start on moving the old style bumpers into my VPX table?


Just render them invisible (stock rings and base) and use some primitives that are already made and available. If you would like I could put some in a test table for you later this evening..

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#2447 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 30 June 2015 - 09:27 PM

The saucer and plunger is nice and wonderful improvement. The lights and lighting, for all the still existing and new shortfall, works. The only thing that makes my table incomplete at this point is a lack of control over the actuator assembly of the pop bumpers, as there is little contrast with a white shaft, and no way to give it the color it should have. I would gladly give up the skirt, which does have display perimeters for those settings put on the ring and bracket, as I could make an even better skirt, but not the actuator assembly. 

 

Is this something that is planned to be fixed, completed, or addressed, whatever were, or should I start on moving the old style bumpers into my VPX table?

I have that on my to-do list. I wasn't aware of the fact that sometimes you want to change the look of the ring and/or bracket.



#2448 Shockman

Shockman

    Pinball Fan

  • VIP
  • 1,717 posts
  • Location:Portland Or.

  • Flag: United States of America

  • Favorite Pinball: Star Trek

Posted 30 June 2015 - 09:34 PM

Thanks. I can wait. What I want to do is give it a darker material of it's own so I can see it working. mmpac has white bumper shafts with black rings and rods that they ride through.



#2449 hauntfreaks

hauntfreaks

    Real 4K Tables Since 2013

  • VIP
  • 2,523 posts
  • Location:South Jersey

  • Flag: United States of America

  • Favorite Pinball: -<3<3<3 All Real Pins



Posted 01 July 2015 - 01:15 AM

this seems to be one of the problems.... the ring and the standoffs are part of the same object.... 

19121552350_dbf3744244_b.jpg


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2450 KieferSkunk

KieferSkunk

    Enthusiast

  • VIP
  • 96 posts
  • Location:Seattle, WA area

  • Flag: United States of America

  • Favorite Pinball: Twilight Zone

Posted 01 July 2015 - 03:14 AM

@KieferSkunk or other devs:

May i request a section about cvpmDips in the vbsdoc.html, please?

 

Okay, took a look at the current release, and there is indeed no documentation on cvpmDips.

 

However, I have two problems:

 

(1) I can't really make heads or tails of how that class works - it's basically just a dialog-box creator, but it's very opaque to me how the dialog interacts with dip-switch settings.

(2) I unfortunately don't have much time to devote to that right now, so unless someone else can step in on this, I'm afraid this will have to take a back seat. :/

 

Sorry I can't be of more help at the moment.



#2451 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 01 July 2015 - 08:52 AM

 

Yes, the space is too small for the ball. But the engine still shouldnt push the ball up like this, should it?

 

 

Absolutely. The problem is that there are quiet some hacks/heuristics in the physics engine that piled up over years. Mukuste tweaked some of that and also did some stuff more or less from scratch, and then after that we also fixed some more, but there is even still more than plenty left. And nowadays that one has much much more freedom with the table elements, these old hacks do not work flawlessly anymore.



#2452 sliderpoint

sliderpoint

    Pinball Fan

  • Members
  • PipPipPipPip
  • 760 posts
  • Location:Spokane, WA

  • Flag: United States of America

  • Favorite Pinball: Metallica

Posted 01 July 2015 - 03:36 PM

Just wanted to say thanks.  It looks like the bottom side of ramps are visible now in that last build, which is pretty cool and useful (at least for me anyways).

 

-Mike



#2453 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 01 July 2015 - 04:16 PM

Indeed. I changed that on the way (implicitly).

 

So nowadays, ramps should be more precise (everything visible from all directions, although the transparency depth sorting per ramp is still incorrect which is currently too tricky to quickly fix :/), feature correct lighting and be even faster than before.  ;)



#2454 freezy

freezy

    Member title

  • Members
  • PipPipPipPip
  • 685 posts

  • Flag: ---------

  • Favorite Pinball: T2, TOM, AFM

Posted 02 July 2015 - 08:20 PM

Question for the devs: Is there a command line option for the player where the screen orientation can be forced? I was talking to Tom from PinballX and such an option would be really practical so people don't need to change the VPX manually to FS if the author happened to have it set to DT.

 

Would this be complicated to do?


Edited by freezy, 02 July 2015 - 08:22 PM.


#2455 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 02 July 2015 - 08:39 PM

I'm glad you've asked that, already did a while ago.

 

PinballX I have a desktop tag in the database. This just changes the registry before launching.

 

Desktop

REG_DWORD,HKEY_CURRENT_USER, Software\Visual Pinball\VP10\Player,BGSet,0 

Cab

REG_DWORD,HKEY_CURRENT_USER, Software\Visual Pinball\VP10\Player,BGSet,1


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


#2456 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 02 July 2015 - 09:27 PM

FS vs DT can already be selected in the video options.. this is not overridden by the table option..



#2457 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 03 July 2015 - 06:35 AM

rev2107 is up:

 

- primitives can optionally be reduced for the use in the physics core (so that highly detailed objects do not cause stutter on collisions)

  by setting the new 'reduce polygons' options (0=no reduction and no slowdown on loading .. 1=high reduction of polygons and slower loading)
- some UI improvements to clearify the "IsToy" switch



#2458 freezy

freezy

    Member title

  • Members
  • PipPipPipPip
  • 685 posts

  • Flag: ---------

  • Favorite Pinball: T2, TOM, AFM

Posted 03 July 2015 - 06:58 AM

Ah, my bad, I thought it was a table-specific thing. Thanks for the rapid answers!



#2459 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 03 July 2015 - 08:12 AM

a bit of explanation for the new primitive option: it is a bit experimental currently, but i thought i put it in before the final, as many tables nowadays use such highly detailed primitives..

 

what it does:

- it leaves the primitives as-is for rendering/visuals

- it reduces the primitives (optionally, if set to something > 0) for the physics engine

 

so if you experience micro stutter/harsh stutter if the ball comes close to a collidable primitive, try experimenting with this new option for this specific primitive.

note though that this preprocessing can take quiet a while and is (currently) done before each play cycle. so its still better to not use "too many" polygons for primitives.



#2460 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 04 July 2015 - 08:32 AM

would it be possible to get the triggers on non-visible objects fixed? this dates back to vp9, you can set a surface for a trigger to a ramp, and it works, but if you flag the ramp non-visible, the trigger is now on the playfield height. the only fix I've seen is a transparent png image and a non-opaque material for the ramp that should just not be visible







Also tagged with one or more of these keywords: VP10