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The VP 10.1 beta thread


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#281 jpsalas

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Posted 12 March 2016 - 04:58 AM

I also noticed a little bug: When zooming in, the points are not adjustable anymore in the last two zooming stages. To be able to work EXACT this would be necessary to be working!

It has been like this since the very first VP versions, it is not a vpx bug, but a very old one, so the fix may not be easy :)


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#282 ClarkKent

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Posted 12 March 2016 - 07:22 AM

 

I also noticed a little bug: When zooming in, the points are not adjustable anymore in the last two zooming stages. To be able to work EXACT this would be necessary to be working!

It has been like this since the very first VP versions, it is not a vpx bug, but a very old one, so the fix may not be easy :)

 

It was not necessary in VP9 to zoom that much - but as the physics of VPX is THAT exact, we need to work exact now to get the right results...



#283 fuzzel

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Posted 12 March 2016 - 07:55 AM

I'm not really sure if this is even fixable because it could be a limitation of the GDI VP uses in the editor.

#284 kiwi

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Posted 12 March 2016 - 08:59 AM

You can directly put the value of the X and Y position in control point panel, first select the control point and then zooms.

 

 Max



#285 lodger

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Posted 12 March 2016 - 12:37 PM

I just installed the latest version after a while of not keeping up with changes- Generally everything is working well, however one thing I'm struggling with is that on one particular table that has a large number of flashers, the gameplay intermittently freezes and plays- all other games i've tried are very fluid. Anyone else have this? I've tried turning down the performance settings (aa, frameskip, reducing framerate) and it seems like that doesn't work. I'm using a laptop w a core i5


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#286 kruge99

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Posted 12 March 2016 - 01:05 PM

I just installed the latest version after a while of not keeping up with changes- Generally everything is working well, however one thing I'm struggling with is that on one particular table that has a large number of flashers, the gameplay intermittently freezes and plays- all other games i've tried are very fluid. Anyone else have this? I've tried turning down the performance settings (aa, frameskip, reducing framerate) and it seems like that doesn't work. I'm using a laptop w a core i5

 

This is just a guess.  Try looking through all the timers (timer objects on the playfield and objects that have a timer referenced in the script) and see if any are set to less than 10.  I think this was brought up previously that setting a timer to a value below 10 uses up a lot of resources and is unnecessary in VPX.  If the flashers timer is set to 1, try setting it to 10 and save the table as a personal copy so that you have the original as a backup.

 

 

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#287 lodger

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Posted 12 March 2016 - 02:55 PM

Thanks Kruge99-

 

I tried this, but it looks like all the timers were ok that i could see (with the exception of a collision timer). the table i'm trying to get working appropriately is the current collaboration over at the OG section. Would someone be able to download the most recent version of this table and let me know if you are also having lag? Thanks

http://www.vpforums....e=4#entry336924


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#288 kiwi

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Posted 12 March 2016 - 07:19 PM

It would be nice to have the flasher that works like the Textbox, to be used for the billboards texts .....

 

Thanks

 

Max



#289 jimmyfingers

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Posted 12 March 2016 - 08:01 PM

I just installed the latest version after a while of not keeping up with changes- Generally everything is working well, however one thing I'm struggling with is that on one particular table that has a large number of flashers, the gameplay intermittently freezes and plays- all other games i've tried are very fluid. Anyone else have this? I've tried turning down the performance settings (aa, frameskip, reducing framerate) and it seems like that doesn't work. I'm using a laptop w a core i5

Are you using the latest Beta vs. the official release?  I'm curious as I've seen this a couple times but on a table that normally plays fine and it struck me as odd but at the time I wrote off as maybe just some other process going on my development system - even though it's still not very normal as I was using it in the same way as always with sometimes a few browsers open and still don't get that very obvious lock / free.  I think it may have only happened to me when I tried this same table with the Beta versions and is fine with the official release.  

 

When I see it myself in the future I'll verify this as this could be a reasonable concern that it was introduced with some of the more recent changes.  Keep an eye out as well if you could on which version you're running when you see this phenomenon.  Some items discussed around dealing with the timers and forcing potential events to subsequent frames strikes me as maybe related to this, however, need to confirm first whether this is seen when using the Beta only then find a way to try and reproduce for the devs.



#290 ninuzzu

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Posted 14 March 2016 - 02:34 PM

Can the vp bumper object have an editable height parameter, like rubbers? In Cirqus Voltaire we used a wall instead of the bumper and the emulation doesn't work properly...sometimes the wall based bumper doesn't fire, even if you decrease the threshold...


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#291 lodger

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Posted 14 March 2016 - 02:42 PM

Can the vp bumper object have an editable height parameter, like rubbers? In Cirqus Voltaire we used a wall instead of the bumper and the emulation doesn't work properly...sometimes the wall based bumper doesn't fire, even if you decrease the threshold...

Might it be an option to have an invisible bumper (which you could toggle as enabled/not) with your wall/primitive set to non colliadable when its raised?


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#292 ninuzzu

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Posted 15 March 2016 - 09:17 AM

Unfortunately the vp bumper doesn't support the enabled parameter


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#293 fuzzel

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Posted 15 March 2016 - 09:21 AM

rev2539 is up:

 

- clamp current flipper angle to new startangle/endangle
- fix StartAngle/EndAngle getters and setters for flippers
- fix mass,return & strength script getters for flippers
- selecting element fixed when in highest zoom stage
- add lancelot, variation of peyper (vbs script)
- add multi selection for the material editor
 


Can the vp bumper object have an editable height parameter, like rubbers? In Cirqus Voltaire we used a wall instead of the bumper and the emulation doesn't work properly...sometimes the wall based bumper doesn't fire, even if you decrease the threshold...

well sure that's possible but it would break compatibility with tables which already use a bumper together with a wall. Adding just a second height option would make it more complicate in the code.



#294 ninuzzu

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Posted 15 March 2016 - 09:26 AM

Thanks fuzzel for new rev.

And what about an enabled parameter?


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#295 fuzzel

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Posted 15 March 2016 - 09:27 AM

Thanks fuzzel for new rev.
And what about an enabled parameter?

I think that's ok. I'll take a look later.

#296 Umpa

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Posted 15 March 2016 - 10:48 AM

I just want to thank fuzzel and the rest of the Dev team for vpx. What a great improvement. I hope in the future to be able to create a table so I can contribute to this amazing hobby!

#297 fuzzel

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Posted 15 March 2016 - 11:28 AM

Thanks you're welcome

#298 BobAlbright

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Posted 16 March 2016 - 12:20 PM

Do the scripts change with each new version?


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#299 fuzzel

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Posted 16 March 2016 - 12:26 PM

No normally not but we extended the scripts to use other pinball systems.

#300 BobAlbright

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Posted 16 March 2016 - 01:03 PM

Thank you Fuzzel


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