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#2901 allknowing2012

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Posted 04 October 2015 - 04:15 PM

Fun with wire triggers.. I put some wire triggers on rotated 180deg since I thought it look better.  I then found this weird result.

The bumper would push the ball upwards onto the trigger, then the trigger wire would depress and shoot it the ball further up the playfield. That's some strong wire triggers :-)


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testimageNL

 

 

 

#2902 zany

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Posted 05 October 2015 - 03:39 PM

The ball get stucked here in TOTAN......what is wrong? 

May be the wrong thread....but i'm not sure if it is the table, vbs-file, or any thing else that causes this!??!
 

Attached Files


Edited by zany, 05 October 2015 - 03:55 PM.


#2903 zocky

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Posted 05 October 2015 - 05:12 PM

The ball get stucked here in TOTAN......what is wrong? 

May be the wrong thread....but i'm not sure if it is the table, vbs-file, or any thing else that causes this!??!
 

I have the Error to, The Object Detail Controller in Preferences/Video Options was the solution.

 

Sorry for my English! My German is better.



#2904 zany

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Posted 05 October 2015 - 05:36 PM

Worked for me too.....i i did increase one notch on the slider untill it worked, and at notch 8 it barely passed trough the hole, on 9 and 10 i worked as it should.
Then i ran into another problem.....got a "Pure Virtual Function Call" error!??!

Thanx for the help...and there is nothing wrong with your english Zocky! :D



#2905 toxie

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Posted 06 October 2015 - 02:03 PM

 

Thanks.. Will have a look..



#2906 toxie

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Posted 06 October 2015 - 02:27 PM

..and from the quick look at it, i don't have a clue.. seems to be scripting related..



#2907 ScottyVH

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Posted 08 October 2015 - 10:50 PM

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.

I am having this same problem,,,,  I am getting error messages that tell me I need version 3.46 of VBS, but from what I can tell I have the latest version of VBS.  Where can I locate VBS version 3.46?  It is not in the latest VPX beta (unless I am crazy).  


test5.gif


#2908 Outhere

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Posted 08 October 2015 - 11:21 PM

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

Make sure is is version 3.46



#2909 Brandrew

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Posted 08 October 2015 - 11:34 PM

 

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.

I am having this same problem,,,,  I am getting error messages that tell me I need version 3.46 of VBS, but from what I can tell I have the latest version of VBS.  Where can I locate VBS version 3.46?  It is not in the latest VPX beta (unless I am crazy).  

 

 

Hi guys attached is core.vbs version 346 You will need to rename it "core.vbs" and replace the one in the \tables folder. It's fully backward compatible and shouldn't need it but,I suggest that you back up your old one by renaming it .old. The VBS Version number can be found on the second line of the file.

Enjoy
Brandrew

Attached Files


Edited by Brandrew, 08 October 2015 - 11:43 PM.


#2910 ScottyVH

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Posted 09 October 2015 - 02:31 AM

I replaced all of my script files with the ones from the VBS.ZIP file that is included with the latest version of vpx and that fixed the problem.

test5.gif


#2911 toxie

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Posted 09 October 2015 - 01:53 PM

New feature-time (or actually finally finishing a feature already there since the beginning): Exchangable environments!

 

The environment emission scale has been there since forever, and i guess most of you wondered what this is all about, as the underlying environment image was hardcoded and, even worse, just LowDynamicRange.

So with the next build it will be possible to finally exchange this environment image,

and to also load HighDynamicRange images in .exr and .hdr format in general (which can be assigned also to the ball, flashers, (pass-through-mode-)lights, and the background).

 

The layout for environments is the common Latitude/Longitude format (see for example http://gl.ict.usc.ed.../tutorial04.php), whereas the ball still uses the "old" format of course. Note though that you should not use environments that are really really large (i'd suggest using 1024x512 at most, but 512x256 should be really enough).

 

And here some examples, just exchanging the environment, while changing nothing else (and the last used environment pic (converted from HDR to LDR) to show the layout used):

Attached Files



#2912 BorgDog

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Posted 09 October 2015 - 02:39 PM

New feature-time (or actually finally finishing a feature already there since the beginning): Exchangable environments!

 

The environment emission scale has been there since forever, and i guess most of you wondered what this is all about, as the underlying environment image was hardcoded and, even worse, just LowDynamicRange.

So with the next build it will be possible to finally exchange this environment image,

and to also load HighDynamicRange images in .exr and .hdr format in general (which can be assigned also to the ball, flashers, (pass-through-mode-)lights, and the background).

 

The layout for environments is the common Latitude/Longitude format (see for example http://gl.ict.usc.ed.../tutorial04.php), whereas the ball still uses the "old" format of course. Note though that you should not use environments that are really really large (i'd suggest using 1024x512 at most, but 512x256 should be really enough).

 

And here some examples, just exchanging the environment, while changing nothing else (and the last used environment pic (converted from HDR to LDR) to show the layout used):

 

um, I have no idea what this all means.. do you have a dummies version?



#2913 Knorr

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Posted 09 October 2015 - 03:03 PM

Thanks toxie! Feels like Christmas :)

#2914 toxie

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Posted 09 October 2015 - 04:10 PM

 


um, I have no idea what this all means.. do you have a dummies version?

 

 

basically you have a high dynamic range photograph (e.g. this ideally features the exact same brightness values as in real life, so unlike a common photograph which is low dynamic range)

that also is taken for a full 360 degree range.

this photograph is then used for lighting a 3D scene (in our case the pinball table).

 

in VP9.X this did not exist at all (all the lighting was done by 2 very simple light sources and -a lot- of artistic tricks).

in VP10, so far it was a fixed image built into the executable (and also "just" low dynamic range). but now its possible to exchange it.

 

more info: https://en.wikipedia...-based_lighting


Edited by toxie, 09 October 2015 - 04:11 PM.


#2915 Knorr

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Posted 09 October 2015 - 04:18 PM

 

 

 


um, I have no idea what this all means.. do you have a dummies version?

 

 

basically you have a high dynamic range photograph (e.g. this ideally features the exact same brightness values as in real life, so unlike a common photograph which is low dynamic range)

that also is taken for a full 360 degree range.

this photograph is then used for lighting a 3D scene (in our case the pinball table).

 

in VP9.X this did not exist at all (all the lighting was done by 2 very simple light sources and -a lot- of artistic tricks).

in VP10, so far it was a fixed image built into the executable (and also "just" low dynamic range). but now its possible to exchange it.

 

more info: https://en.wikipedia...-based_lighting

 

ok, does this mean i can switch it after rendering? I guess no...



#2916 BorgDog

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Posted 09 October 2015 - 04:20 PM

Thanks toxie, that helps.  So anybody have an HDR for a 70's smoke filled dimly lit bowling alley?  :bar2:


Edited by BorgDog, 09 October 2015 - 04:34 PM.


#2917 chepas

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Posted 09 October 2015 - 04:23 PM

Yes I think it should be able to (Exchangeable)  just like the color grades. Just another layer over the whole screen but projected onto certain objects.

 

Maybe you could convert that image provided into a scrolling background so the moon sun goes across the table.


Edited by chepas, 09 October 2015 - 04:27 PM.

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#2918 toxie

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Posted 09 October 2015 - 04:31 PM

unfortunately this cannot work, due to the still existing split of static and dynamic rendering, due to performance reasons.

also i need to do a bit of pre-processing when switching images, which would lead to a more than noticable delay (at least in the current implementation).

 

the idea is more that one could theoretically provide a set of environments with the table and that the user could pick from these (of course this is optional).



#2919 chepas

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Posted 09 October 2015 - 04:37 PM

You could set from a table init though?


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#2920 lodger

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Posted 09 October 2015 - 08:24 PM

I'm having the same problem BorgDog did when switching over to windown 10...any fixes on this? he let me know he ended up uninstalling win 10

 

My screenshot from Tommy looks like the Acid Queen already had her way...

 

lodgervp10error_t.png


berzerk2_0logo.png

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