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The VP 10.6 beta thread

beta 10.6 beta

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#281 Thalamus

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Posted 10 January 2019 - 08:23 PM

That is correct. But, be aware, if you just use the simple "playsound" - it is just that, a sound coming from the same place in the table. You should look at the scripts repo. Those scripts use the new ( not so new anymore - 9th parameter ). In almost all cases you can say that the sound should come from where the ball is ( activeball ). Spinners in one of the few examples where this rule doesn't work very well. Eg. Ball goes through the spinner, but spinner still stays in the same spot.


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#282 lukpcn

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Posted 10 January 2019 - 08:33 PM

That is correct. But, be aware, if you just use the simple "playsound" - it is just that, a sound coming from the same place in the table. You should look at the scripts repo. Those scripts use the new ( not so new anymore - 9th parameter ). In almost all cases you can say that the sound should come from where the ball is ( activeball ). Spinners in one of the few examples where this rule doesn't work very well. Eg. Ball goes through the spinner, but spinner still stays in the same spot.

 

Yes I know, about all those params it was just and example because

 

I have a Wall31

so Sub Wall31_Hit() is called and it works

 

but when I do Sub Walls_Hit(idx) instead then the wall is silent

and Sub aWalls_Hit(idx) is not called too...

 

so if I have 20 walls Wall1..20 then

how to make a 1 sub to handle all 20 at once ?

 

checked CommandReference.txt but no luck with that...

 

regards

Lukasz


Edited by lukpcn, 10 January 2019 - 08:33 PM.

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#283 Thalamus

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Posted 10 January 2019 - 09:14 PM

You go to the collection manager. And make them a "idx". Some like to call them aXXX to tell that these elements are arrays. It's is more of a programming term. Take a table that has these. Look at the aXXX something and see if you don't find a collection that is named the same. Look also at the properties of that group. If you want things to be done when hit, it needs also to have ticked the option for it. We really should do more of the work in vp by using collections and material groups. Much easier to maintain as long as you don't mix the wrong - non related objects together. By that I mean. You don't put all rubbers in one collection or material group. If they have different properties keep them separate. Example. Rubber pins don't act or sound the same as rubber bands. But, yes - they are still rubbers - but, should NOT be put in the same collection. If you do it "proper", you can easily change the properties of just the pins and their sound.


Edited by Thalamus, 10 January 2019 - 09:19 PM.

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#284 lukpcn

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Posted 10 January 2019 - 09:19 PM

You go to the collection manager. And make them a "idx". Some like to call them aXXX to tell that these elements are arrays. It's is more of a programming term. Take a table that has these. Look at the aXXX something and see if you don't find a collection that is named the same. Look also at the properties of that group. If you want things to be done when hit, it needs also to have ticked the option for it. We really should do more of the work in vp by using collections and material groups. Much easier to maintain as long as you don't mix the wrong - non related objects together. By that I mean. You don't put all rubbers in one collection or material group. If they have different properties keep them separate.

 

You're the man! Now it works... and now I can add those little sounds here and there to all the walls, pins, plastics and all that :D

thanks man!

 

regards

Lukasz


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#285 Thalamus

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Posted 10 January 2019 - 09:27 PM

Send me a copy ;)


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#286 lukpcn

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Posted 10 January 2019 - 09:31 PM

Now I wish there was a "Solo" Checkbox in the sound manager that would give me the opportunity to mute any other sound but the one I implement to various objects...


Send me a copy ;)

 

at this point nothing is saved... I make testing and collecting the best sounding sounds from different sources... then I'll clean them, and add them here and there to some tables for a start... but will remember about You! no worries!


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#287 Thalamus

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Posted 10 January 2019 - 09:38 PM

Well - we should probably head out of this thread for any continued discussions anyway.


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#288 toxie

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Posted 10 January 2019 - 10:10 PM

Not sure if this is right place to ask this, but here goes...

Has anyone noticed that lights placed on DT backdrop have a different effect now?

I noticed this when I updated GIJOE table and the Christmas table.

On the Christmas table, the string of lights on DT backdrop lit up with GI.

Now they don't seem to light up like they used too.

Same with the GIJOE table. On the lower left DT backdrop, a light used to light up the water. But now, no matter what I tried, I couldn't get it to light up like before.

I never said anything about this, as I just thought it was something to do with this specific table,(GIJOE and Christmas table are both made from Sexygirl table.)

But now I am working on a cool table with HiRez00, and I can't get the lights on backdrop to work like they should, and this is a totally different table.

Could this have something to do with the new side wall reflections addition that was added to VPX not too long ago?

Could that even effect DT Backdrop Lights?

Because the lights look kind of warped and slanted when added to DT backdrop. Like only part of the light is shown.

Has anyone else noticed this? Or confirm?

Just add a light to DT backdrop and add it to GI light collection, and see if it works properly when GI lights up. It will either be warped, or you cant see it at all.

Thanks for any info.

And thanks for al the work you guys do.

 

I did some more fixes due to my sRGB/gamma correction changes that may have caused this, so please wait for a new build and tell me then if this still happens.. Maybe i will also test it myself in the meantime on your GIJOE table, but currently pretty busy in real life..  :/



#289 toxie

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Posted 10 January 2019 - 10:56 PM

@xenonph : I bet if you try 3584 - you find that it works like you expect. Make screenshots.

 

Yes, please, compare some earlier revisions and let me know when this effect occured the first time.


Edited by toxie, 10 January 2019 - 10:57 PM.


#290 xenonph

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Posted 10 January 2019 - 11:01 PM

I would say this maybe happened before VPX10.5.

I use the All-In-One Installer without upgrading the to the new Betas.

So this happened before 10.6 I am sure.

I can try out all the new betas to see, but pretty sure this happened a long time ago.

Around or before when you added the side wall reflections.

Or around the time some of the DT scoring LEDs were not showing up. (Think that was long time ago.)


Edited by xenonph, 10 January 2019 - 11:21 PM.

CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#291 ClarkKent

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Posted 13 January 2019 - 08:24 AM

It would be nice to specify a maximum ball velocity for a table. Not only a trigger but for the whole table.



#292 xenonph

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Posted 13 January 2019 - 11:58 AM

So I have went through the VPX exes, to see what was the last one working for GIJOE DT Backdrop Lights.

When I install the VPinballX4_Minimal.zip , the bottom left DT backdrop light works properly.

When I install the VPinballX5_Minimal.zip , the lights quit working properly.

So this happened way before even 10.6beta was released.

Hope this info helps you to figure out what is causing this and with what exe.

 

Also when I use the VPX.5 All-In-One Installer, and play a new table made with beta, it gives me warning that table was made with new beta, and it says I only have VPX.4 version installed, even though I used VPX.5 All-In-One Installer.

Is this a problem? Or is this what the VPX.5 AIO Installer installs?

 

Thanks for all the work you guys do!!

It is appreciated!!

Carry on.


CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#293 toxie

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Posted 13 January 2019 - 12:07 PM

Thanks for tracking this down. As for the warning: Yes, this is a bit confusing. The file format version was different from the 'external' VPX version that you guys see..



#294 markrock76

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Posted 13 January 2019 - 06:25 PM

Toxie, what do you think about looking in to the code to make captive balls rest against walls and rubbers without jerking around.  The new Tom and Jerry table made me think of this as the captive ball has a lot of movement.  The ball can rest when cradled by the flipper without jerky movement which I think it did have in the very early days of VPX.  While typing this I thought to experiment with hidden flippers for captive balls and it seems to work great.  So maybe if the code can not be made to correct the shaky captive balls then hidden flippers can be used?

 

Edit:

I'm not sure if the flippers work any better or not


Edited by markrock76, 13 January 2019 - 07:30 PM.


#295 Thalamus

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Posted 13 January 2019 - 09:03 PM

@markrock76 : I'm not sure if I understand you correctly. But i believe you are talking about ball resting with the flipper pressed and the ball resting between the flipper and in most cases a metal surface ? If you are. The solution I've used to prevent that is a tiny invisible wall in the opening between the flipper and the object that it is resting on while the flipper is in the upright position.  For more details. Download Algar and zoom in on the right flipper. It is not hit on regular gameplay, just prevents that wobbly thing that I believe is related to the elasticity setting of the flipper itself.


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#296 markrock76

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Posted 13 January 2019 - 11:28 PM

I was referring to when captive balls seem to move when they should be resting against walls or rubbers.  I was using the ball cradling as an example of when the ball can remain still.  But if I remember correctly in the beta days of VPX the ball used to move when being cradled.  Or at least the decal did.

 

@markrock76 : I'm not sure if I understand you correctly. But i believe you are talking about ball resting with the flipper pressed and the ball resting between the flipper and in most cases a metal surface ? If you are. The solution I've used to prevent that is a tiny invisible wall in the opening between the flipper and the object that it is resting on while the flipper is in the upright position.  For more details. Download Algar and zoom in on the right flipper. It is not hit on regular gameplay, just prevents that wobbly thing that I believe is related to the elasticity setting of the flipper itself.



#297 xenonph

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Posted 14 January 2019 - 06:14 AM

Ok so my friend Thalamus pointed me in direction where all the VPX10.5 betas are, (Knew they were somewhere but just couldn't find them, so Thanks Thalamus!!), and I was able to find the exact version where the lights quit working properly.

 

Version VPX_5_beta_rev3427 is the last version where the DT backdrop lights work.

In version VPX_5_beta_rev3434, even the top 2 lights dont light up, so all 3 DT lights do not work.

In version VPX_5_beta_rev3441, the top 2 lights work again, but not like they are supposed too, and the bottom light is a no show.

 

I will need to redo these lights once this is fixed, because i adjusted them to work with the versions that dont let them work properly.

 

Hope this better narrows down the culprit for you toxie.

Thanks again for all you do!!

Apparently I am the only one who is noticing this, so maybe it is not worth making a change, or a fix, that will maybe mess up other peoples tables.

Seeing how this is an old problem, and nobody has said a word about it yet.

If everyone else is happy how it is, then I also am happy.

I don't want my table to be the one that breaks everyone elses.

It is just 3 DT backdrop lights tied to GI Lighting. Not really important.

Thanks again.


Edited by xenonph, 14 January 2019 - 06:15 AM.

CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#298 jpsalas

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Posted 14 January 2019 - 10:32 AM

Yes, I saw that change in the desktop lights when I was making the Radical table. But then I simply changed the lights so they display fine :) I didn't thought it was a problem, so I didn't reported :)


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#299 toxie

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Posted 14 January 2019 - 12:25 PM

@JP: Could you elaborate just quickly what you changed from what to what to make it flip from wrong to working?



#300 jpsalas

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Posted 14 January 2019 - 12:40 PM

I simply noticed that the lights did not lit as much as before. They simply had a small circle with light in the middle. What I did was to give them more intensity and enlarge the fallout.

 

I saw some error displaying the lights on the background if they were located very close to the left side. I had some problems with the players light in some of the Taito tables, and I had to move them a little more to the right. But now they seem to work ok.

 

I think these desktop lights are ok to use if they are small lights, as bigger lights will create problems to the table graphics as they will merge with the lights and flashers of the table.


Edited by jpsalas, 14 January 2019 - 12:43 PM.

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vp.jpg

 

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