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VP10 is here (beta)

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#261 jimmyfingers

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Posted 01 February 2015 - 08:40 PM

rev1611 is available, changes:

 

- remember custom control points for wire/none shape while editing a trigger. The control points are only saved for the current selected shape.

- mouse selection issue fixed

- playfield material clearcoat set from white to black

Thanks fuzzel,  just tried out the changes and it seems to only save the custom trigger control points if the trigger is set to visible and if it's not the old behaviour is observed.  I did notice though that as long as I change it to visible first, then change to "TriggerNone", the control points do get kept for the selected object and seems like I can save it.  I'll update the bug tracker with the affect the visible flag has on it.

 

Edit: Had that reversed, if it's set to visible it doesn't work so clearing that checkbox first is what allows to to work seemingly correctly.  Less of a remaining issue now as no custom triggers were ever visible before anyway and I've never seen a case where one would want a custom trigger visible aside from possibly troubleshooting / testing.

 

Edit 2: Actually, the issue of visible or not seems intermittent and flip / flops. it works sometimes by clearing the visible checkbox and other times it doesn't or needs the flag set to visible first before setting to "TriggerNone". It seems to vary from trigger to trigger and what worked on one may need the opposite on the next one. 

 

Edit 3: Does not seem to work with triggers with more than 4 control points and will only retain up to 4; I'll hold off on any more updates / edits until more testing but suffice it to say there's still issues with this small bug


Edited by jimmyfingers, 01 February 2015 - 09:07 PM.


#262 chepas

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Posted 01 February 2015 - 08:40 PM

Nobody knows why any ornament holes only work in camera mode?

 

https://www.dropbox....height.jpg?dl=0


Edited by chepas, 01 February 2015 - 08:56 PM.

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#263 jimmyfingers

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Posted 01 February 2015 - 09:30 PM

The trigger control points / retention issue creates a new bigger problem, if you retain the control points and "fix" the custom trigger, afterwards it behaves improperly and registers multiple hits instead of just one. Verified that even if one saves the "fixed" custom triggers in a table and goes back to rev1606, the problem still persists and will register multiple hits per single hit.  So, it seems it corrupts the trigger in some way and definitely should not be used at the moment vs. just redrawing each custom trigger / control points.

 

I'll register a new bug as this one could be worse than the original one.



#264 fuzzel

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Posted 01 February 2015 - 10:47 PM

Thanks Jimmy. I'll take a look maybe I should revert it to the old handling?


Nobody knows why any ornament holes only work in camera mode?

 

https://www.dropbox....height.jpg?dl=0

What elements do you use for those holes? It could be a draw order issue. In the camera mode everything is rendered each frame while in the normal mode static elements are rendered first. Oh and watch the elements height it should be a tad higher than the playfield (>0.0).



#265 chepas

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Posted 01 February 2015 - 11:30 PM

Nobody knows why any ornament holes only work in camera mode?

 

https://www.dropbox....height.jpg?dl=0

What elements do you use for those holes? It could be a draw order issue. In the camera mode everything is rendered each frame while in the normal mode static elements are rendered first. Oh and watch the elements height it should be a tad higher than the playfield (>0.0).

 

Yeah, I have tried slightly raising and drawing  objects to back etc. earlier. The thing with the second picture is that the alpha layer is clearly shown where there is no objects in place yet, unlike the normal load where that layer stays black.


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#266 jimmyfingers

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Posted 01 February 2015 - 11:58 PM

Thanks Jimmy. I'll take a look maybe I should revert it to the old handling?

Corrupt triggers are definitely worse so the old way was better in that sense but would have to create all custom triggers again (some tables have a lot with lot's of control points). I sent you a test table in the bug report so maybe you can find something there as I don't think at this point the custom trigger shape retention being lost / not mapping correctly to the new VP10 element should be necessarily dropped.  

 

I have found another bug where selecting a particular primitive on a previous PMv5 table I've been playing around with crashes the latest build every time, but does not with the previous two versions.  I'll test that one more and nail it down then put it in the bug tracker.



#267 freneticamnesic

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Posted 02 February 2015 - 02:44 AM

Any thought to allowing different blend modes on light objects? Say I want clear inserts but I want them to light up red or yellow or blue ..like there's an RGB light there, right now just setting the light to the color gives me a pale version of that color. Any way we could have a multiply blend or something would be awesome. Anything to reduce the amount of time spent in photoshop will help us all out



#268 j.accioly

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Posted 02 February 2015 - 02:52 AM

What are the minimum requirements? When I started The Papa Smurf, the lights are black and all that moves is with the trail of the movement. Can this be resolved in the configuration? I use Windows 7 64.



#269 randr

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Posted 02 February 2015 - 04:13 AM

@ fuzzel I must say vp 10 seems much more user friendly and so much infact I'm working on a original based off uw's black pyramid and with a little help I think I'm starting to get it! I hope more people attempt to get their hands dirty now! Thanks to everyone involved as this really is a nice program and even nicer now!

Edited by randr, 02 February 2015 - 05:11 AM.

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#270 toxie

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Posted 02 February 2015 - 06:50 AM

Catching up on this thread.. Sorry for not being around over the weekend to help..

 

So, continuing on in Beta mode :)

 

Quick report on that latest bloom feature - when FXAA is enabled, bloom appears to be non-functional (either "Quality" or "Fast" FXAA mode)

 

Yup.. Is on the todo-list..

FXAA and stereo3D do not work in combination with AO and bloom (yet)..


turning VW to night......... lol loadedweapon would be jealous

xDsOvkz.jpg

 

the thing is that you have to do some additional scripting to guide the 'manual' lighting from the (bulb-)lights when night/day time is changed, as only the global ('correct') lighting is affected by this slider..

for this you can read NightDay, which returns 0..100..


This is the error message I receive continuing to start and stop the default table.

error1.png

 
Trying one my table, I have received this another error, again after about 7 8 start and stop.

error20.png

 

Thanks

 

Max

 

Thanks! That might help (haven't looked into the code there yet)..


Edited by toxie, 02 February 2015 - 06:37 AM.


#271 toxie

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Posted 02 February 2015 - 07:00 AM

Any thought to allowing different blend modes on light objects? Say I want clear inserts but I want them to light up red or yellow or blue ..like there's an RGB light there, right now just setting the light to the color gives me a pale version of that color. Any way we could have a multiply blend or something would be awesome. Anything to reduce the amount of time spent in photoshop will help us all out

 

If you use the lights this should already work, and this is why there is this new modulate option.. if you set it to 1, then it is fully multiplicative, if set to 0, fully additive (otherwise a mixture of both)..

So if you simply use a light on top of the insert, it should work out of the box with this mechanism (at least in theory ;))



#272 freneticamnesic

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Posted 02 February 2015 - 07:44 AM

 

Any thought to allowing different blend modes on light objects? Say I want clear inserts but I want them to light up red or yellow or blue ..like there's an RGB light there, right now just setting the light to the color gives me a pale version of that color. Any way we could have a multiply blend or something would be awesome. Anything to reduce the amount of time spent in photoshop will help us all out

 

If you use the lights this should already work, and this is why there is this new modulate option.. if you set it to 1, then it is fully multiplicative, if set to 0, fully additive (otherwise a mixture of both)..

So if you simply use a light on top of the insert, it should work out of the box with this mechanism (at least in theory ;))

 

 

Not completely, it does make it more colorful but it's still very pale.  I'll try and take some demo screenshots tomorrow 



#273 freneticamnesic

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Posted 02 February 2015 - 08:25 AM

Another thing with 1611, it breaks the ornament holes that worked for me in 1606



#274 toxie

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Posted 02 February 2015 - 09:43 AM

 

 

Any thought to allowing different blend modes on light objects? Say I want clear inserts but I want them to light up red or yellow or blue ..like there's an RGB light there, right now just setting the light to the color gives me a pale version of that color. Any way we could have a multiply blend or something would be awesome. Anything to reduce the amount of time spent in photoshop will help us all out

 

If you use the lights this should already work, and this is why there is this new modulate option.. if you set it to 1, then it is fully multiplicative, if set to 0, fully additive (otherwise a mixture of both)..

So if you simply use a light on top of the insert, it should work out of the box with this mechanism (at least in theory ;))

 

 

Not completely, it does make it more colorful but it's still very pale.  I'll try and take some demo screenshots tomorrow 

 

 

Okay, cool.. Or even better some demo table that shows that in a stripped down form.. But basically if your insert would be perfectly white, and you use a light (with no texture/image assigned) over it with the specific color and modulate=1, then it should work..



#275 Nidwin

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Posted 02 February 2015 - 09:59 AM

It's going to take some time to adapt and hopefully vp10 won't crash without me having saved my changes, lost 3 hours Sunday because of this.

 

Imported my Roses table but flippers don't work at all, pretty annoying. Table was based on the VP9.9 demo table (new table).

Physics are different and it's going to take some fine-tuning to get the feeling I'm looking but that shouldn't be an issue.

 

Going to look  for a "simple" playfield to work on for the beta-testing on the well known DB.

 

Good job devs and all the ones that have participated in this new vp version.



#276 fuzzel

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Posted 02 February 2015 - 10:27 AM

@ fuzzel I must say vp 10 seems much more user friendly and so much infact I'm working on a original based off uw's black pyramid and with a little help I think I'm starting to get it! I hope more people attempt to get their hands dirty now! Thanks to everyone involved as this really is a nice program and even nicer now!

Thanks randr :)



#277 lodger

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Posted 02 February 2015 - 12:39 PM

I noticed on the papa smurf table that jp had 3 flippers total for each flipper- jp or anyone, what does this method do/why 3?

 

Having some fun with a new table and am working hard to get a handle on materials....

 

just a thought regarding this thread- it seems like there are a BILLION topics occurring here that pertain to different parts of learning/giving feedback, etc. Does anyone have any thoughts on moving questions etc to the vp help section to make it easier for people to read/search and to make sure that your questions get answered?


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#278 kruge99

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Posted 02 February 2015 - 01:11 PM

I noticed on the papa smurf table that jp had 3 flippers total for each flipper- jp or anyone, what does this method do/why 3?

 

 

I believe this is how JP makes the flippers look like authentic Gottlieb style flippers.


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#279 Horrible

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Posted 02 February 2015 - 01:27 PM

To all involved in this piece of work - a BIG thank you, looking forward to reaping the benefits.

 

I'm trying the supplied papa smurf table and not getting a ball at all, nothing to launch.  I have had this before and its usually a version issue with VP, however I'm using the vp x supplied.  Any ideas.

 

I found this:

http://www.vpforums....=27721&p=265789

Not sure if its a similar deal.

 

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#280 toxie

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Posted 02 February 2015 - 01:42 PM

check if you have enabled MSAA in your graphics card control panel (Antialiasing Mode in NVIDIA speak), and disable it please/set it to default.







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