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VP9.1.6 Alpha/Beta Bugs & Feedback


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#301 fuzzel

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Posted 14 June 2013 - 12:41 PM

With rev 596 I added the layer selection to the toolbar:

Button 1-8 means layer 1-8 :JawDrop:

pressed means layer is shown

Button # toggles show/hide all layers, because of the toggle option I replaced 'Select All/None' with 'Toggle All' in the layer menu.

 

Still working on a better drawing order handling...



#302 LoadedWeapon

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Posted 14 June 2013 - 01:24 PM

Awsome job! You keep making this editor user friendly and I might even be able to make a table lol :)

#303 bodydump

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Posted 14 June 2013 - 03:06 PM

You're my hero, Fuzzel.  Thanks for giving the editor some much needed improvements and thanks to all of you for continuing to make VP better.



#304 koadic

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Posted 14 June 2013 - 06:16 PM

Will get this compiled and uploaded here soon...

Now all we need is a way select a group of ramps/walls and translate on the z axis. :)

#305 fuzzel

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Posted 14 June 2013 - 07:45 PM

Really that's all ? :)

#306 Pin-Pete

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Posted 14 June 2013 - 08:33 PM

Really? You guys are magicians! :)


Greetings:Petri


#307 jpsalas

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Posted 15 June 2013 - 10:02 AM

Thanks fuzzel and koadic :) It works like magic :)


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


#308 kiwi

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Posted 15 June 2013 - 10:44 AM

Thank you for continuing enhancements.


The modern plunger is completely white, the tip should be dark gray.


Request: walls of the ramps with negative values​​,
to make the guide wire,
a ramp alone would suffice instead of two.

 

Thanks Again

 

Max

 

Edit : Sorry,
the white tip is right, the rod should be dark gray.


Edited by kiwi, 15 June 2013 - 12:20 PM.


#309 jpsalas

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Posted 15 June 2013 - 03:52 PM

Speaking about the modern plunger, I wonder what kind of image it needs, since there is the image option in the editor but it doesn't seem to work (or at least I can't figure out how it works :) )

 

Since you, fuzzel and toxie, seems to have understood quite well the VP source, I wonder if it should be possible to make an alpha ramp refresh itself or maybe add a command to the script to refresh an alpha ramp. Just now we add a black light under the ramp we want to refresh, mostly after we change the ramp's image, for example, to make the flashers. Also we make a refresh when we change its width or height through the script (for ex. ramps moving up/down). Could it be possible to add an automatic refresh? Or maybe add a refresh command, like ramp2.refresh = 1.


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


#310 fuzzel

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Posted 15 June 2013 - 04:27 PM

Do you mean a refresh option that if it's set the ramp is refreshed every frame until you set it back to 0? And what kind of refresh should that be? Alpha ramps are drawn every frame,

I don't know if I understood everything as I'm not a table author so I don't know all your funky tricks ;)



#311 kiwi

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Posted 15 June 2013 - 05:07 PM

Do you mean a refresh option that if it's set the ramp is refreshed every frame until you set it back to 0? And what kind of refresh should that be? Alpha ramps are drawn every frame,

I don't know if I understood everything as I'm not a table author so I don't know all your funky tricks ;)

If you look at an Alpha Plunger you'll see that done with a Alpha ramp and a black light refreshment (R,G,B 0,0,0) put on the ramp and the same shape of the ramp.
The black light is used to refresh every step of the plunger.
With a horizontal ramp, the black light has the same shape of the ramp, with an inclined ramp the black light must be stretched upward to refresh the whole ramp.
JP means if the ramp will auto refreshes itself every time it changes the image via scrip, also avoids having the black light.

 

Thanks

 

Max

 

Edit : Without the light of refreshment, the images of the steps of the plunger would remain one above the other.


Edited by kiwi, 15 June 2013 - 05:15 PM.


#312 jpsalas

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Posted 15 June 2013 - 05:34 PM

@kiwi: yes that's what I meant :) And the extra refresh should only be done after a command that change the alpha ramp image or the position, like ramp.image ="tree1",  or ramp.HeightBottom=10. Mostly like the primitives.


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


#313 koadic

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Posted 16 June 2013 - 01:46 PM

Small minor update for 597... when checking the box to disable the ESC key, it will also disable 'Button 8' (the exit button) when using the default profiles for the PBW and VP DPK (custom settings when using the override box won't be affected). If you wish to only disable the ESC and not 'Button 8', you can reassign it to the exit key via the dropdown box while keeping the 'override' box unchecked so other default assignments won't be affected.

#314 grunger106

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Posted 16 June 2013 - 09:24 PM

Most of my tables are working great, but I have a few issues with some older tables I just tried to add (haunted house, mystic, and similar era machines) the tables play ok, but the flippers stick.

I had this same problem on Break Shot on 915 and that was solved by going to 916...



#315 ICPjuggla

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Posted 18 June 2013 - 02:56 AM

In rev597 every time I try and use rotate, the object I'm trying to rotate disappears!

Edited by ICPjuggla, 18 June 2013 - 12:16 PM.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#316 fuzzel

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Posted 18 June 2013 - 09:48 PM

Can you give a bit more information, what object you want to rotate, do you use the rotate dialog or do you enter the angle in the options sidebar? I tried it with every object and it worked for me!?



#317 ICPjuggla

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Posted 18 June 2013 - 11:07 PM

I selected a group of objects, made up of walls and ramps( pegs/rubbers) once everything was selected (blue) I right clicked on the mouse, scrolled down to rotate and then in the box that pops up, I put in the rotate by, (let's just say 2) and then hit okay and the whole object(s) disappear! :-(

Edited by ICPjuggla, 18 June 2013 - 11:09 PM.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#318 ICPjuggla

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Posted 20 June 2013 - 01:06 PM

So am I the only one having the rotate problem? It's making it very difficult for me to use the latest rev to build tables, witch is fantastic with the added feature of layers and what not. I dialed back to my last rev581 and rotate is working fine there. If that helps to fix or narrow down the problem.. :-)

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#319 unclewilly

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Posted 20 June 2013 - 01:40 PM

Haven't had a chance to try it yet. Was working with primitives for drop targets and plunger last night on my wip I'll test today after work. Did you check pressing the Inhofe layers button to see if the objects would reappear. I would imagine it has to do with the layers since that was all that was added

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#320 ICPjuggla

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Posted 20 June 2013 - 01:44 PM

Haven't had a chance to try it yet. Was working with primitives for drop targets and plunger last night on my wip
I'll test today after work.

Did you check pressing the Inhofe layers button to see if the objects would reappear.
I would imagine it has to do with the layers since that was all that was added


Great idea UW. I'll look into that when I get home from work today. :-)

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png