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VP9.1.6 Alpha/Beta Bugs & Feedback
Started By
toxie
, Apr 07 2013 06:00 AM
1394 replies to this topic
#241
Posted 31 May 2013 - 10:50 AM
When can we expect to see an official release of this. I have at least one update coming that uses primitives for some things and will require a build with the primitive fixes.
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#243
Posted 04 June 2013 - 10:58 PM
I added a new editor feature in rev 583. You can now hide elements inside the editor. Let say you want to edit a ramp which is buried under multiple other elements, you normaly select the top most element and
use the 'Draw In Back' or 'Draw In Front' option but the element is still visible which can make things more confusing. If you use the 'Hide' option instead you won't see the unimportant elements anymore and you
can focus on that one you want to edit ![]()
After you're done use the 'Unhide all' option to show all hidden elements again. The hidden state effects only the editor and shouldn't have any impact playing the table. The hidden state is only temporary it is not
saved to file.
Edited by fuzzel, 04 June 2013 - 10:59 PM.
#245
Posted 05 June 2013 - 01:32 AM
That is a huge help for building tables
Thanks
Will test when I get home tomorrow
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#246
Posted 05 June 2013 - 04:21 AM
finally had a chance to play with the new flasher properties alpha BI and they are fantastic guys !
i have been playing with a few new cool ideas for using them as gi and letting the user choose the pf image they want i.e lighter or darker. i am getting the square around ball sometimes when it passes under a flasher.
and this new hide objects feature will be a massive help on complex multilevel tables when it comes time to tweak the physics, great work to all involved
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#248
Posted 05 June 2013 - 07:06 AM
Yep I had this idea while I'm trying to mod Lord Hiryu's Centaur. It's a greate game but Lord H's version seems to be a beta version and
needs some rework. Lord Hiryu if you read this: do you give me the permission to release the table once I'm done?
(sorry for beeing a bit off topic)
#249
Posted 05 June 2013 - 02:13 PM
Fuzzel, this is a pretty cool feature, very very helpful.
I'm no nitpicker but maybe interesting for you: When a ramp is hidden and a trigger's "Surface" option is set to this wall the "Surface" combo box is empty. When I unhide all everything is fine. Maybe a bit confusing for the user.
#253
Posted 05 June 2013 - 08:05 PM
Ah stupid bugfixed with rev 584 !
and btw: the hide option also works on multiselected elements and unhide the elements will change the drawing order inside the editor, don't know if anyone cares about that?
Changimg the order is only important for the transparent ramps, which they should be always on top, and they should be in order, with the ones with lower heights under and the ones with a higher height on top, otherwise there will be drawing errors. For the rest of the objects (walls and lights) VP has a reordering option.
By the way, here it is a VP91x version which Mafowar (a Spanish programmer) was working before he disappeared (he suddenly stopped working on his addons for VP, nobody knows why). In this version there is a preliminary layers option, where you can select the objects you want and put then in to another layer, then you can turn on or off that layer. I have used this version a lot and it is quite stable, but it was made when cupid was adding the primitives. A pity there is no source code, but maybe you may get some ideas about how to implement that hiding of objects. The layer numbers are wrong, but still quite usefull for building tables ![]()
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#254
Posted 05 June 2013 - 10:13 PM
Ah cool...after a quick look it seems a bit confusing but I had a similar idea in my mind, let's see how far I can get.
Rev 586 fixes the drawing order if you unhide all elements. Keep in mind that hiding/unhiding elements is base on the selection order. If you have overlaping elements
you have to take care of the selection order: e.g. you hide the lower element first and then hide the second overlapping element if you unhide all the drawing are will change
so the lower element will be the overlapping element...
If you select multiple elements at once it shouldn't be a problem though.
Edited by fuzzel, 05 June 2013 - 10:31 PM.



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