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The VP 10.5 beta thread


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#241 BorgDog

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Posted 14 February 2018 - 02:43 PM

I've been getting a lot of crashes with 3352 when editing.  Usually happens when I go to close a table or exit.  the one with the crash linked below I had two tables open, had copied some stuff from one to the other and done some edits.  when I went to close one of the tables vp crashed.  it has been doing this on two different computers.

 

https://www.dropbox..../crash.zip?dl=0



#242 toxie

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Posted 14 February 2018 - 08:46 PM

3352 still has the kicker displaying not correctly.... 3330 it looks correct...

here is 3352 that cressent grey area to the left shouldn't be there


attachicon.giftemp3b.png

 

fix will come up as soon as sourceforge is fully working again.. thanks for noticing!



#243 fuzzel

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Posted 14 February 2018 - 09:55 PM

I've been getting a lot of crashes with 3352 when editing.  Usually happens when I go to close a table or exit.  the one with the crash linked below I had two tables open, had copied some stuff from one to the other and done some edits.  when I went to close one of the tables vp crashed.  it has been doing this on two different computers.

 

https://www.dropbox..../crash.zip?dl=0

Sorry but the crash dump points only to windows kernel functions and doesn't show any VPX addresses. So I can't say what's causing the crash  :hmm:



#244 BorgDog

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Posted 15 February 2018 - 11:40 PM

Here is another one.  only 1 table open, windows 10 x64.  Went to change a timer value and it crashed when I hit Enter after changing the number.

 

https://www.dropbox..../crash.zip?dl=0

 

Also getting a script error trying to use .uservalue on a target.  "Object doesn't support this property or method: DTRedL.uservalue"

 

Thanks.



#245 hauntfreaks

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Posted 16 February 2018 - 02:57 AM

feature request:

can we get an image dropdown for ramp walls??   maybe this has been requested in the past.... 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#246 toxie

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Posted 16 February 2018 - 06:47 AM


Also getting a script error trying to use .uservalue on a target.  "Object doesn't support this property or method: DTRedL.uservalue"

 

 

Will come up, also will add it to primitives on the way..



#247 BorgDog

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Posted 20 February 2018 - 11:25 PM

Feature request, improved drop target physics.  It has been mentioned and I definitely notice it in the tables that I work on that hitting multiple drop targets in a bank doesn't happen nearly enough in VP.  the reason for this is that the impact and ball deflection happens on the face of the drop target in VP, there is no follow through.  on the real machines I have (older gottliebs with lots of drop target banks), the ball basically travels through the drop target often impacting the rubber behind it and even registering hits on the switch behind the rubber, this very often results in the edge of the ball impacting the neighboring drop target causing it to fall as well, in fact that probably happens more often then not.  On hit targets this usually isn't as much of a concern as they don't move as much in real machines, but can still skew things for rows of stand up targets.

 

I tried to shoot some video while I was playing, but darn does it happen fast.  Anyway, I think this capture gives an idea of what happens, you can see how far back the two right drop targets are from the left one.  In vp this shot would have bounced off the middle target and not knocked down the right one as it hit the middle drop first .

 

capture.jpg

 

Not sure how to implement this in vp, but it would definitely add a lot more realism.  I've played around with faking it by adding in a if activeball.x > some number say in the right 1/4th of the drop target it then drops the adjacent one as well.  If VP could somehow have the ball actually travel through the face some distance behind the face (1/4 - 3/8" or so) before having the rebound effect thus enabling it to also contact neighboring targets, and maybe have a sliding scale to control how much that would be cool, and could be adjusted to less for standing targets that way as well.

 

Thanks, and keep up the great work guys.

 

- Dan



#248 fuzzel

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Posted 21 February 2018 - 07:51 AM

The hit shape of a target close to the real mesh you see but we could change that in a way that the ball moves a bit into the mesh before the physics engine is triggered. If that is what you're after?

#249 toxie

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Posted 21 February 2018 - 02:50 PM

Phew.. I don't know if that is a good idea.. Or do you mean that the hitshape is simply made smaller? That would be okay..



#250 fuzzel

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Posted 21 February 2018 - 03:05 PM

Phew.. I don't know if that is a good idea.. Or do you mean that the hitshape is simply made smaller? That would be okay..

Yes only scaling the shape don't know if that would help here.

#251 toxie

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Posted 21 February 2018 - 03:06 PM

Maybe? Worth a try a least..



#252 ClarkKent

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Posted 21 February 2018 - 05:23 PM

Is there any way to show at least a low quality preview of a primitive texture in the editor? Sometimes it's hard to position something right if you can't see the texture of it...



#253 hanzoverfist

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Posted 21 February 2018 - 05:38 PM

Is there any way to show at least a low quality preview of a primitive texture in the editor? Sometimes it's hard to position something right if you can't see the texture of it...

 

That would not be easy at all.. a primitive is 3D (DX/GL) and the editor is 2D(GDI).  

 

EDIT: granted they are drawing a flattened representation of a primitive, by removing the Z. and to then texture it on top of that would be (not impossible) but a lot of work.. but would be very cool. 


Edited by hanzoverfist, 21 February 2018 - 05:42 PM.

space-invader-wheel1_t.png


#254 toxie

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Posted 21 February 2018 - 06:35 PM

Doable, as said, but nothing easy..



#255 fuzzel

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Posted 21 February 2018 - 09:22 PM

Is there any way to show at least a low quality preview of a primitive texture in the editor? Sometimes it's hard to position something right if you can't see the texture of it...

 
That would not be easy at all.. a primitive is 3D (DX/GL) and the editor is 2D(GDI).  
 
EDIT: granted they are drawing a flattened representation of a primitive, by removing the Z. and to then texture it on top of that would be (not impossible) but a lot of work.. but would be very cool. 
Too much work for being cool imho

#256 BorgDog

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Posted 21 February 2018 - 11:59 PM

The hit shape of a target close to the real mesh you see but we could change that in a way that the ball moves a bit into the mesh before the physics engine is triggered. If that is what you're after?

Something like that yes, as long as it allows the hit to occur at the initial mesh so as to be able to trigger neighboring targets, which is the goal.

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#257 BorgDog

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Posted 22 February 2018 - 01:41 AM

So to help visualize what I'm proposing, in this image the yellow highlighted circle represents the ball where it currently hits and rebounds from the target as VP now works.  What I propose is the "hit" event happens at that point of the yellow circle hitting the target, but the rebound/physical interaction of the ball doesn't actually happen until the location of the blue circle at least, at which point it would also have initiated the "hit" event on the drop target to the right of the one intially hit as well.

 

to me this kind of thing, the actually physical emulation of a real pinball machine more accurately is far more important than making things look pretty, but then I don't have any idea of how this is programmed and what it would take to change that, so again hats off to you guys who do understand how to make such things happen

 

 

capture0.jpg



#258 rothbauerw

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Posted 22 February 2018 - 02:54 AM

So trigger the "hit" at the yellow circle, but don't trigger the physical interaction until the "blue" circle?

 

How about just reducing the ball velocity in the direction perpendicular to the drop target instead of having it act like a wall and bouncing off?



#259 gtxjoe

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Posted 22 February 2018 - 02:55 AM

Interesting. If that is the case then theoretically the ball could travel past the yellow circle of target 1 (causing hit event) and enter the blue area causing physics engine to deflect the ball. If ball is deflected between the yellow and blue lines of target 2 and 3, it could trigger target 2 and 3 Hit events without any further deflection.

So one example of knocking down all three targets with one shot

#260 BorgDog

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Posted 22 February 2018 - 04:16 AM

So trigger the "hit" at the yellow circle, but don't trigger the physical interaction until the "blue" circle?

 

How about just reducing the ball velocity in the direction perpendicular to the drop target instead of having it act like a wall and bouncing off?

Yes to the first one.

 

hmm, could work combination of the two?  I don't know how much the drop targets actually slow the ball down or if the interaction is actually with the rubbers behind it.  stand-up targets somewhat different but similar.

 

Interesting. If that is the case then theoretically the ball could travel past the yellow circle of target 1 (causing hit event) and enter the blue area causing physics engine to deflect the ball. If ball is deflected between the yellow and blue lines of target 2 and 3, it could trigger target 2 and 3 Hit events without any further deflection.

So one example of knocking down all three targets with one shot

 

if the ball is coming on the right trajectory then yes theoretically possible and I've done 3 or even 4 at low angles on the real tables many times (including that bank pictured occasionally on Joker Poker), definitely I have never seen in vp   maybe a combination of slowing the ball some and the deflection back further so that each of the targets hit events would cause the ball to slow and not just run up a bank of 7 or more on tables like pinball pool or el dorado.  I guess until we get something in to play with it might be hard to see all the ramifications.  physics is hard