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VP10 is here (beta)

VP10

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#2781 Outhere

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Posted 10 August 2015 - 04:46 AM

So you downloaded the VP10 and unzipped it and copied the 7 files into the visual pinball folder and copied the 50 VBS folders into the scripts or tables folder depending on which one you use
 


Edited by Outhere, 10 August 2015 - 05:01 AM.


#2782 sliderpoint

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Posted 10 August 2015 - 05:02 AM

I think Outhere meant the ".vbs files" into the scripts or tables folder....

 

But of course before all that your right clicked on the .zip you downloaded and went to properties and "unblocked" it, correct?


 

 

Does nobody have this problem? It happens if I disable ambient occlusion, it is too costly and I can't leave it enabled.

 

 

A variety of people have mentioned various issues with W10 graphic drivers.  I believe the basic response is that you are at the mercy of the graphic drivers being updated by the manufacturers.

 

-Mike



#2783 jmcgohon

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Posted 10 August 2015 - 12:33 PM

So you downloaded the VP10 and unzipped it and copied the 7 files into the visual pinball folder and copied the 50 VBS folders into the scripts or tables folder depending on which one you use
 

That is exactly what I did. I keep getting 2 pop ups. One saying it is unable to read this type of file and the other saying it is corrupt. Never had this problem with vp9 or pm5. 



#2784 chepas

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Posted 12 August 2015 - 05:29 PM

I've had a problem with bad frame rate in Rotated view. I thought I would go through and delete all objects and see what the cause was. It's boiled down to being the latest, rev 2162?

 

If I try the same game in 2152 the throttle has gone, gaining a LOT of FPS.


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#2785 fuzzel

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Posted 12 August 2015 - 06:03 PM

Is that a specific game you encounter the FPS loss or on any game? I have some serious lags on AMH on my cab but that's not related to the last revision older ones behave the same and it's only AMH where I have that problem.



#2786 chepas

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Posted 12 August 2015 - 06:08 PM

Yes, you want me to send a link? I think it makes more sense that way. I haven't been able to figure it out at all.

 

Pretty much disabled everything at one point to see why, Changing gfx option. removing 70% primitives, but nothing is giving me the slightest frame increase apart from the previous build 2152.


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#2787 fuzzel

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Posted 12 August 2015 - 06:12 PM

strange...yes send me the table and I take a look.



#2788 fuzzel

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Posted 12 August 2015 - 09:53 PM

Just a short reminder: if you encounter performance slowdowns in the editor, especially when you zoomed 1-2 steps into the table, check if the option "Display Image in Editor" is checked on wall elements and disable them when not needed. VP uses GDI for rendering the elements in the editor. GDI is known to have just rudimentary hardware acceleration support. Most of the rendering is done on the CPU so using that display option can be a real performance killer ;)



#2789 Talantyyr

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Posted 13 August 2015 - 07:01 AM

thx for looking into that fuzzel, a real life saver for our table :)


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#2790 numiah

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Posted 15 August 2015 - 08:05 PM

Updating to the latest (3.46) vbs files, the core.vbs broke things on my end.

I get the "line1 - file not found" error. 

VP10, VP9.9, VPPM5 etc. aren't working anymore.

 

Not sure how to find the earlier releases to restore function because first post only contains latest version?


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#2791 Outhere

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Posted 15 August 2015 - 08:13 PM

Updating to the latest (3.46) vbs files, the core.vbs broke things on my end.

I get the "line1 - file not found" error. 

VP10, VP9.9, VPPM5 etc. aren't working anymore.

 

Not sure how to find the earlier releases to restore function because first post only contains latest version?

https://www.dropbox....0/core.vbs?dl=0



#2792 numiah

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Posted 16 August 2015 - 04:39 PM

Thanks for the swift reply Outhere!

Unfortunately this 3.44 version still doesn't work for me.

I found an old 3.10 somewhere buried deep in the forums. Tables now are playable, but I'm really behind on core updates.

Lot's of variables are missing.

 

edit : Typo's

edit2 : Found the standard 3.43, but still to no avail. Same error.

edit3 : Turned out to be noob error. Needed to remove the ledcontrol.vbs line in the end of the script. :facepalm:


Edited by numiah, 19 August 2015 - 06:53 PM.

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#2793 Shoopity

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Posted 19 August 2015 - 06:47 PM

Possible bug in the script editor:

It would seem it has a problem with the apostrophe.  In VP9, I called my animated B2S for America's Most Haunted including the following line:

Controller.B2SName = "America's Most Haunted UltraDMD5-a"

That same line in VPX produces the following error:

This is an unclosed string.

I don't know if it's VBScript in VPX, if it's the interaction with the controller that's different, or what.  I do know that removing the apostrophe in that string made the error stop appearing.



#2794 fuzzel

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Posted 20 August 2015 - 05:59 AM

I guess it's the scintilla editor plugin we use.

#2795 fuzzel

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Posted 20 August 2015 - 12:47 PM

Just a small teaser for an upcoming improvement. I think I managed to update the flipper mesh in a way that it behaves and looks like the old flipper but in addition you can also apply a texture ;)

Take a look at the screenshot. On the left side you see the flipper without a texture and on the right with a texture (fast hacked image).

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#2796 lio

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Posted 20 August 2015 - 04:51 PM

To be honest I don't see the big benefit of using a mesh here - the flipper tip looks like it is stretched already (oval rather than round) and I imagine this will only get worse on scaled flippers... I just don't think it's worth loosing the flexibilty of the old flipper object.

#2797 hauntfreaks

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Posted 20 August 2015 - 04:59 PM

wouldnt the option to change the mesh/primitive give you the ability to have any shape flipper you want... like those "banana" flippers in timewarp... I cant see why that would be a bad thing??


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2798 jimmyfingers

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Posted 20 August 2015 - 05:05 PM

I agree that the tip looks too pointy or oval at least vs. being simply rounded / a perfect half circle like on a real flipper.  The new flipper does look pretty good in other regards.  However, it's not really the most fair comparison with the colours / materials you've chosen for the native flipper (it's extra bright and orange'ish).  The native / "old" flipper colours and materials can be set / configured to more closely match the colour, texture, and general lighting aspect of the new mesh one next to it then what appears to have been the comparison flipper.

 

Possibly trying to sell the new flipper a bit...hmmm?   ;)  Like some before and after hair transplant shots with different lighting :)


Edited by jimmyfingers, 20 August 2015 - 05:19 PM.


#2799 hauntfreaks

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Posted 20 August 2015 - 05:28 PM

I'm hoping the option gives us the ability to swap out any mesh/texture me want on the fly.... no extra coding involved... this also would be awesome if it was possible to do the same with bumps 

 

I know this can already be done,... but if they can be just added and changed thru the editor, it would be much more convenient 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2800 fuzzel

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Posted 20 August 2015 - 05:49 PM

To be honest I don't see the big benefit of using a mesh here - the flipper tip looks like it is stretched already (oval rather than round) and I imagine this will only get worse on scaled flippers... I just don't think it's worth loosing the flexibilty of the old flipper object.

You don't loose the flexibility of the old flippers. Maybe the Screenshot isn't the best because the left flipper has different radius for base and tip. The new flippers aren't finished yet but they needed a rework for the reflection option and because the old flipper mesh wasn't a closed mesh at all.
And yes you can change the image via script while playing.





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