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The VP 10.6 beta thread

beta 10.6 beta

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#261 bord

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Posted 27 December 2018 - 07:54 PM

The very best option would be a side view of the table. It would help a lot to see the height and vertical positions of all objects, most important at primitives.

 

This would be awesome, but Blender does a great approximation of this without the need for almost any Blender experience. After a table is imported you can change x,y,z coordinates of any object and export into vpx at 0,0,0 for precise positioning.



#262 sliderpoint

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Posted 29 December 2018 - 05:46 PM

Would love to rotate the table on z axis, in camera mode.

 

I believe that is the shift keys for me(nudge).  Not sure what they might be for you.  That and Alt+arrow keys gets 360 around the whole table.

 

-Mike



#263 DKong

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Posted 02 January 2019 - 02:27 AM

I have been updating my cab with some of the latest releases that have been saved in 10.6 beta and I'm having trouble with the DMD. I have tried running various revisions of 10.6 beta, including the latest rev. 3592. When I run tables (newer or older), Freezy's DMD does not appear. When I press Alt+Tab, the virtual DMD window is there, but there is no DMD playing. 

 

I thought this had something to do with the settings within DMD Device config, but nothing has changed there. All tables play Freezy's DMD in VP 10.5 final. 

 

When you guys are running a beta version of VP, but also have a final version installed on your system, how do you ensure Freezy's DMD shows up in the beta version of VP?

 

I'm running VPM 3.1 and Freezy's v.1.7.1

 

Thanks!



#264 Thalamus

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Posted 02 January 2019 - 02:44 AM

We don't use separate installations because VP doesn't support it. That is why you are having problems too. In this case it seems to be only your VP10.5 that is installed correctly or I should say. That is where registry is pointing to. You have to have special built versions of VP in order to be able to have them separate and working. Read this whole thread through and you see wrd1972 requesting support for it and gtxjoe offering special builds for him. DON'T EVEN TRY TO GO THAT WAY !!! For the situation your in right now. Delete the 10.6 you have. Install 10.6 beta into your 10.5. Now - rename vpinballx.exe to vpinball106-something.exe - get 10.5 stand alone. And ONLY put vpinballx.exe back. That way you can test 10.6beta - but, not by double clicking the *.vpx files. You need to use File->Open.


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#265 DKong

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Posted 02 January 2019 - 04:14 AM

Thanks Thalamus. I did what you suggested and Freezy's DMD shows up with 10.6, but only if I don't rename it. If I leave the exe as VpinballX.exe the DMD shows up.

 

I tried changing the 10.6 beta exe file to several things such as VpinballX-10.6 beta3592.exe, VpinballX106.exe, VpinballX - 10.6 beta rev.3592.exe. In all of these cases, the DMD does not show up. It only shows up if I don't rename the 10.6 exe.

 

What am I missing?



#266 Carny_Priest

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Posted 02 January 2019 - 04:49 AM

If you simply have to run tables that require VPX 10.6 then welcome to the beta test team! You overwrite your VPX with the beta executable and overwrite your scripts with the beta scripts. The current beta seems pretty stable at this point and you can run the beta with all of the auxiliary programs (DMDext, B2S, etc.) but you know, things can break. 

 

If you don't want to be a beta tester then wait for an official release and wait to update your tables then. Everything should work well.

 

Pretty simple.



#267 toxie

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Posted 02 January 2019 - 12:52 PM

But still, this is more than weird that it only works as 'VPinballX.exe'!

 

At least in VPX itself, there is no dependency on that specific naming, so please contact Freezy about that and ask if he could change some existing detection to detect VPinballX*.exe instead!



#268 Thalamus

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Posted 02 January 2019 - 02:49 PM

It must be some antivirus or something that he has forgotten he has made rules toward. I have no problems running his setup and more.


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#269 DKong

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Posted 02 January 2019 - 05:49 PM

Very strange indeed. I remember running beta versions of 10.3 or 10.4 years back with a similar renaming structure with no issues. This was before I was running Freezy's DMD.

 

If I rename the 10.6 beta and run regular VPM (not Freezy's), the DMD shows up. As for antivirus software, I turned these off a while ago, but will have another look there as well.



#270 wrd1972

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Posted 03 January 2019 - 04:34 PM

Toxie, Fuzzel,

I want to use 3 different VP10 executables (2 copies of the original executable - different names), for the various tables on my cab. Each of the three executables, would contain unique settings for only the ball aspect ratio. Everything else setting-wise, would be the same. Currently, I cant do this because the three executables are all apparently linked, to the same registry settings. So a change to one, effects the others.

 

The purpose for this is to manually control the ball aspect ratio, to ensure I have no "egg ball" on any of my tables. This is done by way of using one of the three, exectuables.

 

Any way to have the ability, to have multiple executables, store their unique ball aspect ratios, in three different registry settings? Any way to have a friendly way to do this by way of a new VP setting? Or might it be possible to "easily" tweak/hack this by way of visual studio, for the three individual executables?

 

This would certainly resolve my egg-ball issues once and for all.

 

Thanks. :)

Wanted to give GtxJoe some big time props for helping me fix a major annoyance I have had with the pincab. He provided a very well made tutorial on how to create the custom executables, that  I needed. The process was fairly quick, and they did precisely what I hoped it would.

 

No more egg-ball on any of the differently formatted tables, on the cab. :yahoo:

 

Also thanks to Toxie for assisting as well. Would still love to see a drop-down box in the options, to allow for custom registry locations. But I understand it would be tough. :)


Edited by wrd1972, 03 January 2019 - 04:36 PM.

My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#271 Fleep

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Posted 04 January 2019 - 08:57 AM

 

To me one thing I wish was there is to allow the ball to bounce in Z axis when colliding things in various angles/velocities...
Like when hitting drop targets and posts the ball would bounce and a nice thing would be the ability to play sounds correspondingly as well.


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I think you might find that the ball already goes launches from the table, more than most would think. I was pleasantly surprised when I noticed this Cyberpez, Rothbauer and I have added new scripting to our tables so that when the ball leaves the table (x units above 0 plane). And when it lands, it plays a ball drop sound. Now when the ball launches, it is not very obvious to the eye at all, especially in FS view. Might be better in DT view, but I have never looked for it.

 

Now I have seen a handful of times where the ball went launched very erratically and landed in a different location, very much like a real machine. But this is not the norm. But like I said, we are already seeing ball launches on our tables, and are not using in hacks to cause it. Just seems to be naturally there.

 

 

 

Hey...sorry for bumping this somewhat old post....could you provide me with a name of a VPX table that has this script part?


"..Make the ball vanish!.."

#272 cyberpez

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Posted 04 January 2019 - 03:23 PM

 

 

To me one thing I wish was there is to allow the ball to bounce in Z axis when colliding things in various angles/velocities...
Like when hitting drop targets and posts the ball would bounce and a nice thing would be the ability to play sounds correspondingly as well.


Sent from my iPhone using Tapatalk

I think you might find that the ball already goes launches from the table, more than most would think. I was pleasantly surprised when I noticed this Cyberpez, Rothbauer and I have added new scripting to our tables so that when the ball leaves the table (x units above 0 plane). And when it lands, it plays a ball drop sound. Now when the ball launches, it is not very obvious to the eye at all, especially in FS view. Might be better in DT view, but I have never looked for it.

 

Now I have seen a handful of times where the ball went launched very erratically and landed in a different location, very much like a real machine. But this is not the norm. But like I said, we are already seeing ball launches on our tables, and are not using in hacks to cause it. Just seems to be naturally there.

 

 

 

Hey...sorry for bumping this somewhat old post....could you provide me with a name of a VPX table that has this script part?

 

 

My TMNT and HH has it forsure, I think also Wrd's latest DD and bbbb have it added in.  All are a little bit different.  I have a soon to be released wip that is different still.  We keep fine tuning it to make it more plug and play and adaptable.  Still takes a little to set it up, but not much different than adding the in SSF code from DJRobX.  Its the same, with an extra function or two and reworked rolling section.



#273 xenonph

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Posted 05 January 2019 - 08:47 AM

Not sure if this is right place to ask this, but here goes...

Has anyone noticed that lights placed on DT backdrop have a different effect now?

I noticed this when I updated GIJOE table and the Christmas table.

On the Christmas table, the string of lights on DT backdrop lit up with GI.

Now they don't seem to light up like they used too.

Same with the GIJOE table. On the lower left DT backdrop, a light used to light up the water. But now, no matter what I tried, I couldn't get it to light up like before.

I never said anything about this, as I just thought it was something to do with this specific table,(GIJOE and Christmas table are both made from Sexygirl table.)

But now I am working on a cool table with HiRez00, and I can't get the lights on backdrop to work like they should, and this is a totally different table.

Could this have something to do with the new side wall reflections addition that was added to VPX not too long ago?

Could that even effect DT Backdrop Lights?

Because the lights look kind of warped and slanted when added to DT backdrop. Like only part of the light is shown.

Has anyone else noticed this? Or confirm?

Just add a light to DT backdrop and add it to GI light collection, and see if it works properly when GI lights up. It will either be warped, or you cant see it at all.

Thanks for any info.

And thanks for al the work you guys do.


CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#274 Schlabber34

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Posted 05 January 2019 - 09:03 AM

The only thing i know is that when using one big wall with one big image for all plastics the gi lights get out of position in DT view. They get "warped" towards the far end of the table. The only solution is to use multiple walls / primitives, one for each plastic! But this problem existed as long as i'm doing tables. So i doubt this will be off any help!

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#275 xenonph

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Posted 05 January 2019 - 09:07 AM

The lights I speak of are not on the table or the plastics, they are on the DT backdrop, and are on either side of the table.


CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#276 Schlabber34

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Posted 05 January 2019 - 09:27 AM

I know! You could try one thing:

Go into camera mode and change inclination back and forth. If you see your lights moving it could be the same problem. When you do that with the big plastic wall you can see the lights running up and down on the table.

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#277 Thalamus

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Posted 05 January 2019 - 09:41 AM

@xenonph : I bet if you try 3584 - you find that it works like you expect. Make screenshots.


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#278 xenonph

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Posted 05 January 2019 - 09:42 AM

Nope, the backdrop lights do not move with table. Just tried camera mode.

If you download my GIJOE mod, and click backdrop tab in editor, you will see 3 lights. The top 2 are supposed to light up the flames behind the jets.

The bottom light on lower left is supposed to light up the water. (It used to light up the water.)

I was able to adjust the top 2 to get close to the effect it had before, but that bottom light does not light up anymore.

capturez1_t.png

 

Link to GIJOE mod...

https://www.vpforums...&showfile=12993

 

See if you can get it to light up the water.

 

EDIT: Just saw your post Thalamus, right after I posted mine. lol

I will try that tomorrow as I am getting ready to crash.


Edited by xenonph, 05 January 2019 - 09:44 AM.

CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#279 Thalamus

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Posted 06 January 2019 - 09:51 AM

Is it just me or wouldn't it make more sense to have the "F11 statistics" in the right corner instead of the left one ? When I want to change POV, it can be damn hard to read what option I'm at with a 43" monitor and running at 4k. It is far away and has small fonts for my eyes at least. While I'm at it. It can also be damn hard to read if the area underneath has a light color. The text color can't easily be changed can it ? What about making the text blocked with always black background underneath ?


Edited by Thalamus, 06 January 2019 - 09:55 AM.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#280 lukpcn

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Posted 10 January 2019 - 07:26 PM

As I'm a sound designer I always want to use as many sound actions as possible... and I lack one "small" thing in vpx... a possibility to add a Hit sound to a list of elements that do nothing and ball just hit them like walls or plastics or bolts and many times there is no hit sound for them...

so I would like to just select x of them at the table and select hit sound for them that will be played with vol amount and with pitch being calculated on the velocity and stereo position on ball location...

I know I can add script for each of them but the above method would save a ton of time...

 

Can It be done in the future maybe ? or maybe it's there but I don't know how to use it ?

 

EDIT:

 

ok I just found that I can address hit of n elements if they share the same name with number added, so if there is Wall1, Wall2, Wall3

I can use one sub in scripts which is

 

Sub aWalls_Hit(idx)

// here playsound for hitting walls

End Sub

 

right ??

 

I must be wrong...

 

I have a Wall31 for exaple...

so Sub Wall31_Hit() is called....

 

but Sub Walls_Hit(idx) is not called

and Sub aWalls_Hit(idx) is not called...

 

grrr what am I doing wrong ?

 

regards

Lukasz


Edited by lukpcn, 10 January 2019 - 08:06 PM.

Regards

Luk

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