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The VP 10.4 beta thread
Started By
fuzzel
, Aug 08 2017 10:23 AM
740 replies to this topic
#242
Posted 09 September 2017 - 03:43 PM
rev3198 is up:
- add ball mesh used by VPX to the blank table including UV map
- fix UVs of the ball meshes
- fix initial item selection issue in Sound, Image, Collection Manager and in the Search/Select Element dialog
- display message if touch support available for screen
- workaround vanishing kicker holes at inclination ~0
- extend credits section
- Patch by nFozzy: Restore basic functionality of cvpmDropTarget.CreateEvents for drop targets with an animation time (e.g. VP10 and newer) (core.vbs update)
#243
Posted 09 September 2017 - 03:56 PM
Thanks for the update, fuzzel!
I have a suggestion (inspired by Cyberpez's recent Back to the Future table): I load four or five balls into my pins in the garage. They all look a little different with varying states of wear. I'd love an option in VPX to be able to load five different balls (for example: JP Timeshock, Borgball, Cyberpez colored ball, etc.) into our visual pinball machines' ball trough. During multiball you'd get a visual treat seeing them interact with one another on the playfield.
I have a suggestion (inspired by Cyberpez's recent Back to the Future table): I load four or five balls into my pins in the garage. They all look a little different with varying states of wear. I'd love an option in VPX to be able to load five different balls (for example: JP Timeshock, Borgball, Cyberpez colored ball, etc.) into our visual pinball machines' ball trough. During multiball you'd get a visual treat seeing them interact with one another on the playfield.
#244
Posted 09 September 2017 - 04:14 PM
Thanks for the update, fuzzel!
I have a suggestion (inspired by Cyberpez's recent Back to the Future table): I load four or five balls into my pins in the garage. They all look a little different with varying states of wear. I'd love an option in VPX to be able to load five different balls (for example: JP Timeshock, Borgball, Cyberpez colored ball, etc.) into our visual pinball machines' ball trough. During multiball you'd get a visual treat seeing them interact with one another on the playfield.
That would be pretty much handled in the way the author builds the table. It can easily be done in the script. Check out BorgDogs Golden Birds as a very obvious example.
#247
Posted 09 September 2017 - 05:12 PM
ok I have one for you guys... I'm helping with a table, an old EM with the little flat/cone shaped rollover buttons ..... VPX doesnt have these so I made a primitive of the button and also the housing for the button (two different primitives)
the top pic is a 200% screenshot while in "camera view" the bottom 200% screenshot in "normal play view"
you can see the top has full detail of the primitive, bottom all detail is missing.... anyone want to take a stab at what causing this??
rev3198 didnt cure this cure this issue...
#248
Posted 09 September 2017 - 06:06 PM
ok thanks for trying...are both primitives dynamic primitives? One reason for this is that the z values of the housing are too small or near the z values of the playfield (also known as z-fighting) and depending of the inclination the playfield overlaps the housing. Did you raise the housing a bit just to check if it's still not visible? One thing that could fix this is to add a disabled kicker hole and on top of it the housing primitive.
#249
Posted 10 September 2017 - 06:08 AM
rev3198 is up:
- display message if touch support available for screen
small finding, the above message is also shown in my cab which has no touch screen
I also have this same message showing on a non-touch screen.... is there a checkbox or something??.... i can't find it , if there is....
#250
Posted 10 September 2017 - 06:26 AM
ok thanks for trying...are both primitives dynamic primitives? One reason for this is that the z values of the housing are too small or near the z values of the playfield (also known as z-fighting) and depending of the inclination the playfield overlaps the housing. Did you raise the housing a bit just to check if it's still not visible? One thing that could fix this is to add a disabled kicker hole and on top of it the housing primitive.
I have a table that has a moving primitive with clear plexiglass "lid". It has weird issues when the lid moves 1-10-ish pixels above the playfield. The transparent "lid" becomes solid when it's 1-10 pixels above the playfield. Then it goes back to being transparent if it gets a bit higher. And it's fine at height 0 or below. Doesn't matter what inclination you look at it in. And it works fine in Camera & LIght mode, it just has this problem in normal table play mode.
Unrelated question - why can't we set scatter angle on pop bumpers? I've run into a few tables where the ball endlessly bounces between pops if hit just right. Seems like the pops is an area where you'd really want some randomness, yet in the code it appears to be hardcoded at 0?
Edited by DJRobX, 10 September 2017 - 06:27 AM.
#251
Posted 10 September 2017 - 08:50 AM
Hmm maybe we should change the playfield from static to dynamic then? Don't know if that will cause other issues but it's worth a try.
As for the bumper scatter value, I didn't know that the scatter parameter is hardcoded. That's easy to change
As for the bumper scatter value, I didn't know that the scatter parameter is hardcoded. That's easy to change
Edited by fuzzel, 10 September 2017 - 08:51 AM.
#253
Posted 10 September 2017 - 02:40 PM
As for the bumper scatter value, I didn't know that the scatter parameter is hardcoded. That's easy to change
Awesome thank you!
Hmm maybe we should change the playfield from static to dynamic then? Don't know if that will cause other issues but it's worth a try.
Maybe this could be optional (default to static?)
#254
Posted 10 September 2017 - 03:28 PM
rev3201 is up:
- fix overflow in sorting by clicking the column header in list views- scatter angle for bumper are now accessible from the UI and script- fix camera fly around rotation issue if fly around mode is disabled
The camera mode is working again for me with rev3201. Many Thanks!
#255
Posted 10 September 2017 - 04:14 PM
rev3198 is up:
- display message if touch support available for screen
small finding, the above message is also shown in my cab which has no touch screen
I also have this same message showing on a non-touch screen.... is there a checkbox or something??.... i can't find it , if there is....
same for me didn't find an option to turn off...
#256
Posted 10 September 2017 - 08:50 PM
I don't know if it's been addressed, but I still have a lot of issues not being able to turn off the group elements together in the collections manager. turn off the checkmark but it just turns it back on when I close the window.
Same.
It's working good for me.
A thought occurred to me since this seems to be working for some and not others. I tested it out, and if I have Group elements in collection as default checked in the Editor Preferences then the Group elements together in Collection manager can be checked on or off and it remembers and works as expected. If, as I prefer, Group elements in collection as default is NOT checked then the collection manager does not allow you to change the setting.
Hopefully this helps point to a fix.
Thanks.
#257
Posted 11 September 2017 - 12:25 AM
I don't know if it's been addressed, but I still have a lot of issues not being able to turn off the group elements together in the collections manager. turn off the checkmark but it just turns it back on when I close the window.
Same.
It's working good for me.
A thought occurred to me since this seems to be working for some and not others. I tested it out, and if I have Group elements in collection as default checked in the Editor Preferences then the Group elements together in Collection manager can be checked on or off and it remembers and works as expected. If, as I prefer, Group elements in collection as default is NOT checked then the collection manager does not allow you to change the setting.
Hopefully this helps point to a fix.
Thanks.
If I could buy you a beer right now I would. I was beyond frustrated with this one.
#258
Posted 11 September 2017 - 06:28 AM
thanks for the hint. It's fixed now and will come with the next update.
I don't know if it's been addressed, but I still have a lot of issues not being able to turn off the group elements together in the collections manager. turn off the checkmark but it just turns it back on when I close the window.
Same.
It's working good for me.
A thought occurred to me since this seems to be working for some and not others. I tested it out, and if I have Group elements in collection as default checked in the Editor Preferences then the Group elements together in Collection manager can be checked on or off and it remembers and works as expected. If, as I prefer, Group elements in collection as default is NOT checked then the collection manager does not allow you to change the setting.
Hopefully this helps point to a fix.
Thanks.
#259
Posted 11 September 2017 - 11:16 AM
Hmm maybe we should change the playfield from static to dynamic then? Don't know if that will cause other issues but it's worth a try.
Maybe this could be optional (default to static?)
I think there should be plenty of issues at the moment, mainly in interaction with playfield reflections, kicker holes and the like.. :/
So we should delay this please until everything is going fully dynamic.
rev3198 is up:
- display message if touch support available for screen
small finding, the above message is also shown in my cab which has no touch screen
weird.. which windows version(s) do you guys have where this is shown incorrectly?



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