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#2881 toxie

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Posted 01 October 2015 - 02:15 PM

Is it possible to define the Color grade image in the script? I mean before it's rendered , not while playing.

 

----------------------------------------------

ShowDT(bool) - Desktop mode enabled (true) or Rotated Fullscreen mode enabled (false)

 

When you use this like

Table1.ShowDT = cabinetOn

It doesn't apply until the table is loaded then loaded again.

 

ShowDT is not supposed to be set by the script, but only read. This is due to the pre-processing we do.

 

As for the color grading: i'm not sure i get the question exactly, but you can always change the image dynamically -during- gameplay, as its not related to any pre-processing. So you could simply have a bunch of images and swap them in the script for example. (via the ColorGradeImage property of the table)



#2882 lodger

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Posted 01 October 2015 - 02:20 PM

Hi all- I was wondering if anyone had put together an updated blank table template a la vp9- The default with the ramps, etc is helpful but I am missing having a raw basic table for making proof of concepts, etc.

 

I could certainly do this myself, but in the interest of not reinventing the wheel, I figured I'd ask. Thanks!

 

Thanks!


Edited by lodger, 01 October 2015 - 02:20 PM.

berzerk2_0logo.png

http://www.vpforums....&showfile=11819

Version 2.0- Released 2/27/16


#2883 chepas

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Posted 01 October 2015 - 02:30 PM

 

ShowDT is not supposed to be set by the script, but only read. This is due to the pre-processing we do.

 

It will work the 2nd time you push play, this got me curious. I suppose it's back to registry ;0

 

Nice, after all this time!? ColorGradeImage isn't in the command reference. Very good, I had wondered for a while but thought that was also pre process.


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#2884 freneticamnesic

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Posted 01 October 2015 - 03:49 PM

Why do you want to force a view? Just curious



#2885 ICPjuggla

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Posted 01 October 2015 - 04:08 PM

Hi all- I was wondering if anyone had put together an updated blank table template a la vp9- The default with the ramps, etc is helpful but I am missing having a raw basic table for making proof of concepts, etc.
 
I could certainly do this myself, but in the interest of not reinventing the wheel, I figured I'd ask. Thanks!
 
Thanks!


I'm pretty sure fren did a bare table. I think I downloaded it from the other sight..

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#2886 toxie

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Posted 01 October 2015 - 04:09 PM

 

 

ShowDT is not supposed to be set by the script, but only read. This is due to the pre-processing we do.

 

It will work the 2nd time you push play, this got me curious. I suppose it's back to registry ;0

 

Nice, after all this time!? ColorGradeImage isn't in the command reference. Very good, I had wondered for a while but thought that was also pre process.

 

 

I added it just recently because Knorr asked for it. back then when i programmed it, i didn't even realize that it could be set during gameplay without problems.  ;)



#2887 freneticamnesic

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Posted 01 October 2015 - 08:05 PM

 

Hi all- I was wondering if anyone had put together an updated blank table template a la vp9- The default with the ramps, etc is helpful but I am missing having a raw basic table for making proof of concepts, etc.
 
I could certainly do this myself, but in the interest of not reinventing the wheel, I figured I'd ask. Thanks!
 
Thanks!


I'm pretty sure fren did a bare table. I think I downloaded it from the other sight..

 

 

Yea I've got one... it was made some months ago so I'm not sure if it functions 100% with the latest VPX builds. It's probably using the old collision routine. Download Link

 

2DRZwFE.jpg

 

Updated with working download link.... :)


Edited by freneticamnesic, 03 October 2015 - 04:17 AM.


#2888 ICPjuggla

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Posted 02 October 2015 - 03:26 AM

There seems to be something funky going on with the wall object.. All I did here was cut out holes in a wall for a light bulb to fit though and I'm now missing parts of my walls..

 

picture and test table attached:

 

Attached File  Wall_light_holesTEST1.png   119.64KB   20 downloads

 

Attached File  Wall_light_holesTEST.zip   6.84MB   5 downloads


cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#2889 freneticamnesic

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Posted 02 October 2015 - 06:02 AM

I think that happens when walls overlap? Can you post a screenshot of the editor?

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Oh you posted the table test whoops. I'm not at my PC :(

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#2890 lodger

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Posted 02 October 2015 - 10:24 AM

Thanks, Fren!


berzerk2_0logo.png

http://www.vpforums....&showfile=11819

Version 2.0- Released 2/27/16


#2891 Ben Logan

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Posted 02 October 2015 - 03:13 PM

Lodger - just want to say that I love your enthusiasm for building originals. Watching your work with interest.

#2892 ICPjuggla

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Posted 02 October 2015 - 10:02 PM

There seems to be something funky going on with the wall object.. All I did here was cut out holes in a wall for a light bulb to fit though and I'm now missing parts of my walls..
 
picture and test table attached:
 
attachicon.gifWall_light_holesTEST1.png
 
attachicon.gifWall_light_holesTEST.zip

  

I think that happens when walls overlap? Can you post a screenshot of the editor?
Sent from my SCH-I545 using TapatalkOh you posted the table test whoops. I'm not at my PC :(
Sent from my SCH-I545 using Tapatalk


Okay, I figured it out. It's still kinda weird it dose that being that it was only a few clicks off on two points..

Thx fren.. :-)

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#2893 ClarkKent

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Posted 03 October 2015 - 08:18 AM

After testing a new table which is still in development (you will certainly be happy to get it soon, maybe today), I got a new error message I never saw before: "Pure Virtual Function Call". And VPX crashes right after that. There is no log in the Visual Pinball folder but I made a screenshot. I got this error messages several times.

Attached Files



#2894 fuzzel

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Posted 03 October 2015 - 09:19 AM

Did you get a crash dump? It seems that the script calls a function which isn't implemented.

#2895 ClarkKent

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Posted 03 October 2015 - 09:41 AM

Where should this log be located? Haven't seen one in the VP flder...

#2896 kiwi

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Posted 03 October 2015 - 09:48 AM

Where should this log be located? Haven't seen one in the VP flder...

In the tables folder:

crash.txt

crash.dmp

 

 

Max



#2897 fuzzel

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Posted 03 October 2015 - 09:49 AM

Actually in that folder where you load the table from.

#2898 ClarkKent

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Posted 03 October 2015 - 10:31 AM

Here is the file:
https://www.dropbox..../crash.rar?dl=0

#2899 humid

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Posted 04 October 2015 - 04:06 AM

When I load the latest version of Tommy it says vbs 3.46 required and then carries on and all is fine. Just love how the ball moves around this table. Would it load if 3.46 wasn't found?

When I load J.P's new TOTAN it says vbs 3.46 required, then doesn't recognize the new ball trough script, so I'm guessing I don't have all of 3.46

 

I've put everything included with the latest VPX build where it should be, including all vbs files. Any ideas would be appreciated.

If this is an issue caused by the sam.dll I may have missed it.


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#2900 Outhere

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Posted 04 October 2015 - 04:13 AM

Do you put the VBS files in the tables folder or in the scripts folder... make sure you don't have them in both

They're probably referring to the core.VBS


Edited by Outhere, 04 October 2015 - 04:24 AM.






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