thanks, will look into it this evening!
Posted 21 October 2015 - 07:52 AM
Posted 21 October 2015 - 08:45 AM
I had a quick look at it and it's really strange. I can see that the reflection of the bumper rings are too low but if I place a new bumper on the table with the same settings as a reference everything looks as expected. Was this table built with an earlier version of VPX? Maybe something went wrong while loading from an older format?
Posted 21 October 2015 - 08:48 AM
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
Posted 21 October 2015 - 11:54 AM
Is it possible for you guys to add a feature to the wall object? It would be great if we could adjust a wall on the x, y and z axis. With a feature like this it would be much easier to add bits and parts to ramps and make specialized angled plastics etc. etc. I'd love to see a feature like this...
Well it is possible but it's not easy to implement. Things like that are going into a direction where VP would become a more and more 3D editing tool or some kind of and I think we don't want to go this way. There are better tools for creating custom meshes. I understand that it's not so convenient than a modelling option embedded into VP but we can't add everything 3D related into VP ![]()
Posted 21 October 2015 - 01:02 PM
feature time: I added a new function to the kicker element called "LastCapturedBall". With this function you can get an instance of the last captured or currently captured ball in that kicker. But be aware when using this function outside of the Hit/Unhit event function. You can crash VP when it's called and the kicker never captured a ball or the ball was destroyed before.
Posted 21 October 2015 - 01:35 PM
Well it is possible but it's not easy to implement. Things like that are going into a direction where VP would become a more and more 3D editing tool or some kind of and I think we don't want to go this way. There are better tools for creating custom meshes. I understand that it's not so convenient than a modelling option embedded into VP but we can't add everything 3D related into VPIs it possible for you guys to add a feature to the wall object? It would be great if we could adjust a wall on the x, y and z axis. With a feature like this it would be much easier to add bits and parts to ramps and make specialized angled plastics etc. etc. I'd love to see a feature like this...
Posted 21 October 2015 - 02:18 PM
Maybe you could add a test for this case?
Cause i already sense that this might give use some debugging trouble at some point.
Yep I've already done that
If no ball could be found an error message is displayed and the game will stop playing but VP won't crash anymore.
Well that's a bummer as I figured it would be similar to ramps but shapable/thickness.. So I guess there is no way of getting around using blender or a 3D modeling program, some of us aren't that good at it unfortunately.. I guess I'll have to take a few months and try and wrap my head around how to actually use the program, but to be honest it's not that user friendly. I was trying to think of an easier way for some of us without 3D modeling skills to accomplish the same effect(s).. :-)
Anyway, how exactly dose the table field hight work? I've been playing around with it. If I raise the table field hight to say 50 how do I get a ball to fall though a hole in a pf? I know there are other ways to do this like using a good old fashioned wall object with a hight of 50 as my pf and cut a hole out of the wall. So it got me thinking and wondering exactly how the table field hight works as I can't seem to make a ball fall though it with anything I'v tried so far.
Yes I can understand that but the point is that editing the height of a wall can become really complicated if you have a complex wall shape. A ramp is much simpler.
Posted 22 October 2015 - 05:12 PM
I've been getting a lot of crashes with the latest, 2239, doing simple things like closing a table, on both computers I've been using it on. Here is the crash.txt from the last one I got. Crash.dmp HERE
Posted 22 October 2015 - 09:23 PM
Ah ok. So a quick replacement of the bumpers is the best solution then.
I also looked into this table-problem for way too long now, and i cannot explain this effect.
My best guess is that its actually a more general bug, that is somehow not happening most of the time otherwise, but showing itself here. :/
Posted 22 October 2015 - 09:55 PM
rev2260 is up:
- added LastCapturedBall function to the kicker. With this function you can get an instance of the current/last captured ball as long as it is still in play. It is save to use this inside of the Hit/Unhit event function.
- shuffle code around in ball reflection to make disabled reflection balls early out faster
- increase accuracy of rubber's hit shape. The old hit shape had a too low detail/shape and that could be the reason why the ball behaved strange when the rubber ring was a tad higher than the ball.
- script editor updated again and fixes some crashes
Posted 22 October 2015 - 10:46 PM
@BorgDog: Please try again with this new build. Hopefully cures the crash.
Haven't done a lot, but tried a bunch of the stuff that seemed to cause issues before and seems to be good. I'll let you know if I run into more problems. ![]()
Posted 22 October 2015 - 10:57 PM
Toxie - Thanks for all your hard work. I'm seeing so many fixes and added features from you lately. Speaking strictly as a player, we really appreciate all you do for this great hobby!
Maybe because i was away/busy for quite a while.. ![]()
So hungry for Pinball again..
But don't forget Fuzzel and Brandrew!
Posted 23 October 2015 - 03:14 AM
Posted 23 October 2015 - 06:03 AM
I notice people waiting for the release of 10?... its a 2minute or last update to bring the beta's up to date (as well as when it's fully released)... a whopping 6mb so
dont let that scare ya or left in the dust... its so not a big deal... this is coming from a pretty lazy dude... I do nothing that might mean more work for myself...
so people bite that bullet and dont look back.... plus ya get to have all your fav vp8, 9, pm5's as well... ![]()
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