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The VP 10.3 beta thread


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#281 dark

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Posted 17 May 2017 - 10:13 PM

Thanks! This should now be all 'safe' to use again and fully compatible to load/play 10.X tables, etc. The only caveat is that tables saved with that new 10.3 revision will not be loadable with 10.2 then, due to the new material parameter.  :/

The new material parameter was worth it, got my Trex looking much nicer now, thanks.



#282 daranus

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Posted 19 May 2017 - 08:51 PM

Hi there! I am pretty new to this and tried to import/save new physics in the global physics options but I cannot get them to save properly I am afraid. Maybe I am doing something wrong.

 

Any help or info on how that menu should be used would be greatly appreciated! (If there is a way to just import a config file for ALL tables as a new default or do that somewhere else, info on that would be really awesome too!!)

 

Thanks!



#283 Drybonz

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Posted 20 May 2017 - 01:58 AM

rev3069 is up:

- increase file version to be able to detect version 10.2 (and below) tables/materials for full backwards compatible material loading
 

 

Just to make sure... this is the fix for people that were reporting "fuzzy" graphics lately?  Just want to be able to refer them to a specific rev # if anyone asks... thanks for the fix.



#284 jpsalas

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Posted 20 May 2017 - 03:50 AM

I found a small bug in the editor: it is about the copy/paste with the mouse. From revision 3056 it is not possible to cut & paste with the mouse and place the object at the mouse tip. The pasted object is always on top of the original object, like when you use the keyboard CTRL C and CTRL V. The last revision that worked was 3051.


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#285 fuzzel

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Posted 20 May 2017 - 04:22 PM

But there is no cut option in the editor just a copy, paste and paste-at option!? If you copy an object and press paste somewhere in the editor the object is always placed above the original object this is the normal VP behavior when pasting something. If you want to paste it at the position of your mouse cursor you have to use paste-at. Can you please explain in more detail what is wrong now?



#286 jpsalas

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Posted 21 May 2017 - 03:46 AM

But there is no cut option in the editor just a copy, paste and paste-at option!? If you copy an object and press paste somewhere in the editor the object is always placed above the original object this is the normal VP behavior when pasting something. If you want to paste it at the position of your mouse cursor you have to use paste-at. Can you please explain in more detail what is wrong now?

 

I see now, there is no error ;). Before there was only the "Paste At" when right clicking with the mouse, and now you get the 3 options Copy, Paste and Paste At. Choosing Paste At does what it always did. My bad, I used the editor for over 11 years and I never noticed that there was just one choice when right clicking :) So, everything is ok :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#287 toxie

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Posted 21 May 2017 - 09:09 AM

 

rev3069 is up:

- increase file version to be able to detect version 10.2 (and below) tables/materials for full backwards compatible material loading
 

 

Just to make sure... this is the fix for people that were reporting "fuzzy" graphics lately?  Just want to be able to refer them to a specific rev # if anyone asks... thanks for the fix.

 

 

Phew.. Don't know what 'fuzzy' gfx should mean really, but most likely yes.. ;)



#288 kiwi

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Posted 21 May 2017 - 02:31 PM

Wire ramp imported into blender don't have the point of origin centered,
It's not a big problem fixing it with a blender, maybe it can be fixed in VPX too.

 

Thanks


Edited by kiwi, 21 May 2017 - 02:32 PM.


#289 STAT

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Posted 23 May 2017 - 12:16 PM

Maybe something is wrong with the HEIGHT of Lights, example: Spiderman VE (Monsterbash Page), in DT Mode the Lights are Correct,
but at FS the Lights are too much down as it should be ...
Exactly on Backwall at this Table, there are 3 Blue Venom and 3 Yellow Sandman Lights ...

Edited by STAT, 23 May 2017 - 12:18 PM.


#290 rothbauerw

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Posted 24 May 2017 - 02:18 AM

Wrd and I would like to propose a flipper speed parameter where flippers could be made faster or slower without changing the strength of the flipper.

 

For the purposes of testing this behavior, could a global variable be created to modify flipper speed, like BallMass?

 

For example

 

Const FlipperSpeed = 1

 

Flipper speed would be 1 by default.  If it's not set in the script, flipper functionality would remain the same as it is today.  Setting flipper speed to 1.2 in the script would increase flipper speed by 20%.  If testing proves out, then the flipper speed could be fully implemented and configurable for each individual flipper.



#291 TerryRed

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Posted 24 May 2017 - 02:28 AM

What about adding in some kind of built-in Ball Roller/Tosser mode (similar to Future Pinball's). This is very helpful for table authoring as well as when adding DOF to a table.



#292 randr

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Posted 24 May 2017 - 02:39 AM

We have a toss in debug mode but dont work on ramps well. Would love a mouse controlled ball for testing

randr___pinball.png                         


#293 Ben Logan

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Posted 24 May 2017 - 03:22 AM

+1 for flipper speed control

(Hope this isn't a can of worms!)

:)

#294 lizard

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Posted 24 May 2017 - 10:11 AM

I want to add a spinner like the old vp9 spinners where you can adjust the width and height of the spinner separately. At the moment the with vpx spinner the height setting of the spinner sets the height of the spinner off the table and not the height of the spinner blade itself, so you are stuck with proportionally the same shape spinner and just adjusting its size by the length setting. Would it be possible to change the height setting to adjust the height of the spinner blade like in vp9 as the height off the table can be set via the surface setting.

 

Cheers



#295 senseless

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Posted 24 May 2017 - 11:19 AM

+ 1 for ball roller/tosser mode. Will be off great help in easily creating rom dumps for dmd colouring :).

#296 fuzzel

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Posted 24 May 2017 - 11:34 AM

There is already such feature in VP. It's the through ball in player thing. However you can't drag the ball and move it around but you can shoot it towards a target for triggering it.

#297 sliderpoint

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Posted 24 May 2017 - 04:36 PM

You can drop a ball from height with the middle mouse click.

 

-Mike



#298 dark

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Posted 24 May 2017 - 10:42 PM

Feature request...

 

Make Banzai Run work legit.  Secondary monitor PF support just for this table and a handful of others?  Maybe not today, maybe not tomorrow, but some day?



#299 toxie

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Posted 25 May 2017 - 08:29 AM

As Fuzzel and me both do not have that much spare time on our hands to work on 'real' features currently/in the near future, we decided to call it a day with the 10.3 cycle, and to delay the other requests to the 10.4 cycle, so that 10.3 will not just rot away for some more months..  ;)

 

Do any of you guys still have concerns, e.g. are there any regressions/new bugs that were introduced compared to 10.2?

Or anything else that is rather quick to do/fix?



#300 Thalamus

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Posted 25 May 2017 - 09:33 AM

YES. A problem I've reported 3-4 times already. Need to either use regedit or 10.2 to turn "nudge filter" on/off.  Preferences -> Keys, Nudge and Dof -> Enable Nudge filter.

Change its value - exit - when you return it hasn't changed.


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