@onemanproject:
Can you reproduce the crash with the debug build at:
https://github.com/v...7.0-297-df2e000
Make sure VPinballX.exe and VPinballX.pdb are in the same folder.
This will tell us the exact line number for the crash.
Posted 28 August 2021 - 05:31 PM
@onemanproject:
Can you reproduce the crash with the debug build at:
https://github.com/v...7.0-297-df2e000
Make sure VPinballX.exe and VPinballX.pdb are in the same folder.
This will tell us the exact line number for the crash.
Posted 28 August 2021 - 05:40 PM
@onemanproject:
Can you reproduce the crash with the debug build at:
https://github.com/v...7.0-297-df2e000
Make sure VPinballX.exe and VPinballX.pdb are in the same folder.
This will tell us the exact line number for the crash.
No sorry
I have no VPinballX.pdb file
Posted 29 August 2021 - 12:56 AM
@onemanproject:
Can you reproduce the crash with the debug build at:
https://github.com/v...7.0-297-df2e000
Make sure VPinballX.exe and VPinballX.pdb are in the same folder.
This will tell us the exact line number for the crash.
No sorry
I have no VPinballX.pdb file
You need the debug build to have the PDB file
Edited by wiesshund, 29 August 2021 - 12:56 AM.
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 29 August 2021 - 03:18 PM
Hello, I have been playing around with the new GetInPlayState property of Lights objects. It returns a 1 or a 0 during light sequences which is very helpful. However if light.state=2 (blinking) then GetInPlayState returns a 2. I was hoping it would return a 1 or a 0 in that situation too, as one might be interested in the physical on or off condition of the light as it is in the blinking state. Thanks for your consideration.
Good point! I added GetInPlayStateBool that will return only 0 or 1.
Posted 29 August 2021 - 06:05 PM
Hello, I have been playing around with the new GetInPlayState property of Lights objects. It returns a 1 or a 0 during light sequences which is very helpful. However if light.state=2 (blinking) then GetInPlayState returns a 2. I was hoping it would return a 1 or a 0 in that situation too, as one might be interested in the physical on or off condition of the light as it is in the blinking state. Thanks for your consideration.
Good point! I added GetInPlayStateBool that will return only 0 or 1.
Light002.state=2 a flashing light.
That is odd, the following returned a 2 for a flashing light.
MsgBox "LightState"&Light002.GetinPlayState&"" or MsgBox "LightState"&Light002.state&""
Msgbox returns 2
This is a perfectly good routine.
If a flashing light is switched off it will return 0, if a light is switched on it will return 1 or if it is flashing it will return 2.
I think I have blown a fuse If the truth be known!
Edited by Segovia11, 29 August 2021 - 06:07 PM.
Posted 29 August 2021 - 06:11 PM
What about reading the post again @segovia11 ? What did he add, what was Apopis "complaint" and what are you using ? By the way, have you downloaded the version that has this implemented yet ?
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 29 August 2021 - 06:17 PM
OK, I can reproduce the layer manager lock-up now, I have lights and primitives selected on an open layer, I click on + to add a layer, then I click on the name to change it, then I press enter and it locks up
Use F2 to rename.
OK, handy to know, but it still locks up the layer manager as described.
I'll also note that it locks up *just* the layer manager, everything other part still works fine.
Hmm I'm unable to reproduce this. What I did:
- create a new table
- press + in the layers dialog and add a new layer
- press the new layer name and rename it and press enter
- enter is supposed to not work here so nothing happens. You have to click on another layer to register your changes
After these steps the dialog is still working fine.
Edited by fuzzel, 29 August 2021 - 06:18 PM.
Posted 29 August 2021 - 06:20 PM
OK, I can reproduce the layer manager lock-up now, I have lights and primitives selected on an open layer, I click on + to add a layer, then I click on the name to change it, then I press enter and it locks up
Use F2 to rename.
OK, handy to know, but it still locks up the layer manager as described.
I'll also note that it locks up *just* the layer manager, everything other part still works fine.
Hmm I'm unable to reproduce this. What I did:
- create a new table
- press + in the layers dialog and add a new layer
- press the new layer name and rename it and press enter
- enter is supposed to not work here so nothing happens. You have to click on another layer to register your changes
After these steps the dialog is still working fine.
Does he have an old build?
Because w ways back in the beta, it would in fact lock up the editor partly, you couldnt do jack in layers any more
but you could at least save and exit.
But you guys fixed that a while back
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 29 August 2021 - 06:32 PM
What about reading the post again @segovia11 ? What did he add, what was Apopis "complaint" and what are you using ? By the way, have you downloaded the version that has this implemented yet ?
If you read my post Thalamus you will I Identify that when you right the following code:
MsgBox "LightState"&Light002.GetinPlayState&"" or MsgBox "LightState"&Light002.state&""
the MsgBox returns 2.
It is as simple as that, my post was referring to a factual code result which has been tested. It has got nothing to do with a complaint or a version.
By the way I have put a new fuse in the fuze box!
Edited by Segovia11, 29 August 2021 - 06:39 PM.
Posted 29 August 2021 - 06:50 PM
Light002.state=2 a flashing light.
That is odd, the following returned a 2 for a flashing light.
MsgBox "LightState"&Light002.GetinPlayState&"" or MsgBox "LightState"&Light002.state&""
Msgbox returns 2
This is a perfectly good routine.
If a flashing light is switched off it will return 0, if a light is switched on it will return 1 or if it is flashing it will return 2.
I think I have blown a fuse If the truth be known!
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Yes and no.
It is ok if i want to know if the light is blinking or not, but it is no good if i want to control something based on if the lamp is actually lit or not lit.
If i want a flasher tied to the light for example, a flasher has no BLINK state, it is visible or it isnt
so the only way to follow the light is to know, is the light powered at this exact point in time or is it not.
Insert any other kind of function that does not know what the heck blinking is
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 29 August 2021 - 07:22 PM
Light002.state=2 a flashing light.
That is odd, the following returned a 2 for a flashing light.
MsgBox "LightState"&Light002.GetinPlayState&"" or MsgBox "LightState"&Light002.state&""
Msgbox returns 2
This is a perfectly good routine.
If a flashing light is switched off it will return 0, if a light is switched on it will return 1 or if it is flashing it will return 2.
I think I have blown a fuse If the truth be known!
![]()
![]()
![]()
Yes and no.
It is ok if i want to know if the light is blinking or not, but it is no good if i want to control something based on if the lamp is actually lit or not lit.
If i want a flasher tied to the light for example, a flasher has no BLINK state, it is visible or it isnt
so the only way to follow the light is to know, is the light powered at this exact point in time or is it not.
Insert any other kind of function that does not know what the heck blinking is
The light state can only be: On which =1, Off which =0 or Blinking which =2.
Meaning when it = 1 it is on, when it = 0 it is off & when it = 2 it is flashing.
These states can be identified at any time during game play.
In game code can run during any one of the three available light states.
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Edited by Segovia11, 29 August 2021 - 07:41 PM.
Posted 29 August 2021 - 07:44 PM
The light state can only be: On which =1, Off which =0 or Blinking which =2.
Meaning when it = 1 it is on, when it = 0 it is off & when it = 2 it is flashing.
These states can be identified at any time during game play.
In game code can run during any one of the three available light states.
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Some how you are missing the point
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 29 August 2021 - 08:17 PM
The light state can only be: On which =1, Off which =0 or Blinking which =2.
Meaning when it = 1 it is on, when it = 0 it is off & when it = 2 it is flashing.
These states can be identified at any time during game play.
In game code can run during any one of the three available light states.
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Some how you are missing the point
You said "but it is no good if i want to control something based on if the lamp is actually lit or not lit."
You can controll something if the lamp is lit or not lit.
If Light001.state=0 Then do/control something :End If - Doing something when Light is Off
If Light001.state=1 Then do/control something :End If - Doing something when Light is On
If Light001.state=2 Then do/control something :End If - Doing something when Light is Flashing
Edited by Segovia11, 29 August 2021 - 08:26 PM.
Posted 29 August 2021 - 08:43 PM
What he's saying is he wants to be able to test which part of the blink cycle the bulb is in if it actually happens to be state=2, because he needs to do something specifically when the bulb is lit, and something else when it is unlit, somewhat (but not quite) independent of the "logical" state. Just knowing that it's in state=2 doesn't give him all the information he wants for the function, basically.
Posted 29 August 2021 - 09:00 PM
What he's saying is he wants to be able to test which part of the blink cycle the bulb is in if it actually happens to be state=2, because he needs to do something specifically when the bulb is lit, and something else when it is unlit, somewhat (but not quite) independent of the "logical" state. Just knowing that it's in state=2 doesn't give him all the information he wants for the function, basically.
You could use an increment with an Oblect timer to count the blink cycle. Blinkcycle=Blinkcycle+1.
There is also a usable blink pattern state 10110010101 & interval state 500mls that can be used to track blink patterns & interval cycles.
Posted 29 August 2021 - 10:38 PM
What he's saying is he wants to be able to test which part of the blink cycle the bulb is in if it actually happens to be state=2, because he needs to do something specifically when the bulb is lit, and something else when it is unlit, somewhat (but not quite) independent of the "logical" state. Just knowing that it's in state=2 doesn't give him all the information he wants for the function, basically.
You could use an increment with an Oblect timer to count the blink cycle. Blinkcycle=Blinkcycle+1.
There is also a usable blink pattern state 10110010101 & interval state 500mls that can be used to track blink patterns & interval cycles.
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Good point! I added GetInPlayStateBool that will return only 0 or 1.Hello, I have been playing around with the new GetInPlayState property of Lights objects. It returns a 1 or a 0 during light sequences which is very helpful. However if light.state=2 (blinking) then GetInPlayState returns a 2. I was hoping it would return a 1 or a 0 in that situation too, as one might be interested in the physical on or off condition of the light as it is in the blinking state. Thanks for your consideration.
Posted 29 August 2021 - 11:08 PM
What he's saying is he wants to be able to test which part of the blink cycle the bulb is in if it actually happens to be state=2, because he needs to do something specifically when the bulb is lit, and something else when it is unlit, somewhat (but not quite) independent of the "logical" state. Just knowing that it's in state=2 doesn't give him all the information he wants for the function, basically.
You could use an increment with an Oblect timer to count the blink cycle. Blinkcycle=Blinkcycle+1.
There is also a usable blink pattern state 10110010101 & interval state 500mls that can be used to track blink patterns & interval cycles.
![]()
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You're arguing and finding solutions to something that already had an alternative created:
Good point! I added GetInPlayStateBool that will return only 0 or 1.Hello, I have been playing around with the new GetInPlayState property of Lights objects. It returns a 1 or a 0 during light sequences which is very helpful. However if light.state=2 (blinking) then GetInPlayState returns a 2. I was hoping it would return a 1 or a 0 in that situation too, as one might be interested in the physical on or off condition of the light as it is in the blinking state. Thanks for your consideration.
So now creators can use GetInPlayState to differentiate between light states 0, 1, or 2... And GetInPlayStateBool for the visible on/off state.
The forum is just a freindly site so that one can exchange infomation in a friendly way & possible learn from solutions that do exist. We learn more when exchanging ideas in an open way. Somebody may benefit from it. I have benefited from the infomation exchange & learnt lots of good stuff in this forum. We as a community must strive to promote that. 10.7 would not be were it is now if that did not happen.
Enjoy
Posted 29 August 2021 - 11:23 PM
Dunno what gave you the impression that I wasn't friendly or collaborative; looking back at what I've posted, I'd say that's pretty much my whole thing. Just thought you might've missed that line from toxie, since you were going back and forth with multiple people since apophis' original post.
You're arguing and finding solutions to something that already had an alternative created:
What he's saying is he wants to be able to test which part of the blink cycle the bulb is in if it actually happens to be state=2, because he needs to do something specifically when the bulb is lit, and something else when it is unlit, somewhat (but not quite) independent of the "logical" state. Just knowing that it's in state=2 doesn't give him all the information he wants for the function, basically.
You could use an increment with an Oblect timer to count the blink cycle. Blinkcycle=Blinkcycle+1.
There is also a usable blink pattern state 10110010101 & interval state 500mls that can be used to track blink patterns & interval cycles.
![]()
![]()
![]()
So now creators can use GetInPlayState to differentiate between light states 0, 1, or 2... And GetInPlayStateBool for the visible on/off state.
Good point! I added GetInPlayStateBool that will return only 0 or 1.
Hello, I have been playing around with the new GetInPlayState property of Lights objects. It returns a 1 or a 0 during light sequences which is very helpful. However if light.state=2 (blinking) then GetInPlayState returns a 2. I was hoping it would return a 1 or a 0 in that situation too, as one might be interested in the physical on or off condition of the light as it is in the blinking state. Thanks for your consideration.
The forum is just a freindly site so that one can exchange infomation in a friendly way & possible learn from solutions that do exist. We learn more when exchanging ideas in an open way. Somebody may benefit from it. I have benefited from the infomation exchange & learnt lots of good stuff in this forum. We as a community must strive to promote that. 10.7 would not be were it is now if that did not happen.
Enjoy
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Edited by Wylte, 29 August 2021 - 11:30 PM.