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VP10 is here (beta)

VP10

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#2481 toxie

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Posted 08 July 2015 - 11:13 AM

@fren: did you update your drivers or something in the meantime?



Is there also an option coming with visual pinball 10 to see the glass from the cabinet?

Nope.. Not so far..


Edited by toxie, 08 July 2015 - 11:14 AM.


#2482 freneticamnesic

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Posted 08 July 2015 - 11:19 AM

@fren: did you update your drivers or something in the meantime?



Is there also an option coming with visual pinball 10 to see the glass from the cabinet?

Nope.. Not so far..

 

no nothing new still on 347.52 nvidia drivers from a few months back but maybe I should update



#2483 toxie

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Posted 08 July 2015 - 12:28 PM

maybe that helps.. would be nice if you could try that..



#2484 dark

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Posted 08 July 2015 - 12:48 PM

 

 

I was looking at the FPLaunch code and have no idea what needs to be changed.  If anyone can figure it out; please let us know!


Search/replace .vpt with .vpx?!

 

 

Actually, just figured out there is no need to modify the FPLaunch script at all.... Simply changing the table extension from vpx to vpt and set game to run with vpinballx.exe.  

 

So, in typical VPF fashion... thanks for the non-constructive help! 

 

 

 

 

Talantyyr, on 04 Jul 2015 - 9:08 PM, said:

snapback.png

Just try Pinball X. It's better and can handle VP10   ;)

 

... not worth it.

 

 

ooook, if it's easier for you to hack a custom fplaunch together than to just install pinball x and copy over your hp database, good luck  ;)

(not worth mentioning that it's faster and has a lot more features...)

 

I'll just continue to bite my tongue for now...

 

Easiest solution is to just do what Clark suggested and make a copy of the table and rename it to .VPT, works like a charm.

 

I then tell hyperpin to launch the table with vpinballx.exe using the vpexetables.notepad (google: launch multiple versions of VP through hyperpin).

 

In regards to the gentlemen simply suggesting to switch front ends to solve the issue that's not what any of us asked for, I know all about pinballX's advantages and features over hyperpin but the point is (without getting into it too much) I'm not re-doing my entire set up at this point to switch front ends - "not worth it".



#2485 Outhere

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Posted 09 July 2015 - 05:41 PM

Victory VP10

With the last couple of versions of  VP10 when I'm running Victory the ball sits on top of the ramp at the top of the screen and will go nowhere

 

 

 

Attached Files



#2486 hauntfreaks

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Posted 10 July 2015 - 01:58 AM

 

Victory VP10

With the last couple of versions of  VP10 when I'm running Victory the ball sits on top of the ramp at the top of the screen and will go nowhere

 

 

 

 

same here


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2487 hmueck

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Posted 10 July 2015 - 07:37 AM

Feature suggestion for VP10: native support for widescreen monitors.

Currently VP9&10 only supports 4:3 monitors. For others (16:10, 16:9, 21:9, triple screen 48:9 or 27:16), you have to change the table x scale in the backdrop options.
Native support for all screen resolutions and aspect ratios would be very welcome.
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#2488 fuzzel

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Posted 10 July 2015 - 08:04 AM

Hmm do you have any common values for these resolutions. I have only 16:9 screens and is it really necessary to only change the x scale for such screens?

#2489 hmueck

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Posted 10 July 2015 - 08:42 AM

Hmm do you have any common values for these resolutions. I have only 16:9 screens and is it really necessary to only change the x scale for such screens?


Most new tables are already scaled for 16:9.
But for older tables i think it's necessary to change the x scale to make the table look good. Especially when you have a 21:9 or triple screen.
And who knows what the future holds. :)

16:10 is typical for 22" monitors and has 1680x1050 pixels.
21:9 is all the rage for extra wide monitors. Typically 2560x1080 or 3440x1440.
16:9, sure, 1920x1080, but also 2560x1440
5:4 for 19" monitors with 1280x1024

most common display resolutions chart from wikipedia:
https://en.wikipedia..._Standards8.svg

But it would be easiest to just calculate the current ratio (1920 / 1080 = 1,777778 or 1024 / 768 = 1,333333) and adjust the display accordingly. Currently VP9&10 assumes everything is a 4:3 display and multiplies every VP pixel with 1,3333333.
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#2490 toxie

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Posted 10 July 2015 - 09:15 AM

good point!



#2491 hmueck

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Posted 10 July 2015 - 09:39 AM

Bw0iOXcCMAA6unD.jpg

 

;)


I'm surfing too much on 9gag.com.  ;)


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#2492 fuzzel

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Posted 10 July 2015 - 09:47 AM

Doh :D

#2493 fuzzel

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Posted 11 July 2015 - 06:17 PM

Just came back from a short trip so here is rev2112:

 

- slightly move plastics up to avoid z fighting (default table)
- clamp fake ball bulb light lighting
- en/disable elasticity falloff in properties
- fix missing transformation of hit shape for rubbers



#2494 hmueck

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Posted 11 July 2015 - 08:09 PM

Short question: the commandreference.txt doesn't mention "Activeballs". Is this still a valid command?


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#2495 ICPjuggla

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Posted 11 July 2015 - 09:03 PM

image1.jpg

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


#2496 hmueck

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Posted 11 July 2015 - 09:16 PM

061de7f452ffb3878574b4fd8fa9648b.jpg


Edited by hmueck, 11 July 2015 - 09:21 PM.

VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#2497 parabolic

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Posted 12 July 2015 - 12:47 AM



Just came back from a short trip so here is rev2112:

2112.jpg


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#2498 Jafjas

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Posted 12 July 2015 - 11:19 AM

Hello everyone,

Maybe I'm in the wrong place to ask this buy I think it happens after installing the latest version of VPX and the AMH table.
when I start vpx, vp physmod or any other version of visual pinball als the tables load just fine into the editor buy when I try to start an game the editor crashes witout any error message or something g like that.
I tried to revert back but nothing works.
Maybe you guys can help me?

Thanx in advance!

Jasper

#2499 freneticamnesic

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Posted 12 July 2015 - 11:56 AM

Hello everyone,

Maybe I'm in the wrong place to ask this buy I think it happens after installing the latest version of VPX and the AMH table.
when I start vpx, vp physmod or any other version of visual pinball als the tables load just fine into the editor buy when I try to start an game the editor crashes witout any error message or something g like that.
I tried to revert back but nothing works.
Maybe you guys can help me?

Thanx in advance!

Jasper

 

Scary... did you overwrite or accidentally delete a VP dll? Did VPX work for you at all before that or did this also happen to happen when you installed VPX?



#2500 Jafjas

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Posted 12 July 2015 - 12:03 PM

Hello everyone,
Maybe I'm in the wrong place to ask this buy I think it happens after installing the latest version of VPX and the AMH table.
when I start vpx, vp physmod or any other version of visual pinball als the tables load just fine into the editor buy when I try to start an game the editor crashes witout any error message or something g like that.
I tried to revert back but nothing works.
Maybe you guys can help me?
Thanx in advance!
Jasper

 
Scary... did you overwrite or accidentally delete a VP dll? Did VPX work for you at all before that or did this also happen to happen when you installed VPX?
Scary indeed!
Vpx worked fine before and I deleted nothing as far as I can see.
I'm kind of freaking out about this.





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