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VP10 is here (beta)

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#301 Chef Balsay

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Posted 02 February 2015 - 07:34 PM

What are the minimum requirements? When I started The Papa Smurf, the lights are black and all that moves is with the trail of the movement. Can this be resolved in the configuration? I use Windows 7 64.

 

I don't konw hionestly, but I can tell to you that using VPX on Win8, it works as if it were nothing.


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#302 The Loafer

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Posted 02 February 2015 - 07:50 PM

there is now a new option 'texture compression' in the video preferences that will allow users with lower end gfx cards to save some memory on textures (at the cost of quality).


Can this be added on a per table basis? It's always a frustrating thing to limit all tables to a lower quality because of just a few problematic tables.

#303 unclewilly

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Posted 02 February 2015 - 08:29 PM

and another update rev1623 is online. changes:

 

- alpha ramp issue fixed for ramps

- have two modes for DMD (small area, big area) with different smoothing levels

- texture compression

- wire up showDT and nightday to global table script

- fix issue when using vpmSolFlipper (and deprecate vpmSolFlip2) [update core.vbs in vbs.zip]

 

how does the dmd modes work?  Does this look correct for the amount of bloom on the dmd.

this is using the internal vp dmd.

 

i have the script set up so that is desktop is selected it uses the internal vp dmd  and in fs it uses the actual pinmame display

 

i'm also noticing when making the wire ramps collidable in mb  i get some slowdown when the ball hits the right side ramp.

 

link to the wip table  is in my signature if you want to check it out.  especially for the ramp issue

 

Attached File  bloom.png   1.51MB   23 downloads


Edited by unclewilly, 02 February 2015 - 08:31 PM.

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Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

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#304 BigBoss

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Posted 02 February 2015 - 08:55 PM

So is there any reason we need to rotate the desktop monitor and rotate the table elements anymore? Can the tables just be done in a portrait environment with a 1080x1920 desktop?

#305 unclewilly

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Posted 02 February 2015 - 09:04 PM

No things still need to be rotated. Well if an author uses reels They need to be rotated.
there are many more desktop users then cab users. Thats why there are 2 sets of backdrop settings. One check box enables the dt settings the other enables fs.

The only things i think that would need rotated would be reels which most authours dont use. And the textbox. I would imagine free rotation of the textbox object as well as multimonitor support for the textbox object is on the todo list at some point.

"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

uw2.gif


#306 Noah Fentz

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Posted 02 February 2015 - 09:21 PM

Will we be seeing animated backglass support in VPX? I didn't see any mention of it.

 

Awesome work, guys!


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#307 chokeee

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Posted 02 February 2015 - 09:39 PM

When I compare VP9 and VP10... VP10 is big step forward but damn, when u choose good image the VP9 ball looks so much better ;)



#308 krille81

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Posted 02 February 2015 - 10:29 PM

Awsome guys!!! VP 10 will be awsome! My cab is in pieces for now, so the release of VPX its so fun :) for now i can follow thei work and try out VPX on my desktop and then i have my cab up and running again i can add VPX in pinballx and then a new Visual pinball era will begin :) Thank you so much!!



#309 fuzzel

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Posted 02 February 2015 - 10:47 PM

No things still need to be rotated. Well if an author uses reels They need to be rotated.
there are many more desktop users then cab users. Thats why there are 2 sets of backdrop settings. One check box enables the dt settings the other enables fs.

The only things i think that would need rotated would be reels which most authours dont use. And the textbox. I would imagine free rotation of the textbox object as well as multimonitor support for the textbox object is on the todo list at some point.

UW great WIP as always. As far as I can see you didn't use an extra ramp for the wire ramp primitive. I guess that slowdown has to do with some collision changes Mukuste did.

 

 

Will we be seeing animated backglass support in VPX? I didn't see any mention of it.

 

Awesome work, guys!

That's not planed in VP10 yet.



#310 Shockman

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Posted 02 February 2015 - 10:59 PM

When I compare VP9 and VP10... VP10 is big step forward but damn, when u choose good image the VP9 ball looks so much better ;)

 

I like the VP10 ball better. The only problem is that it won't stay round.

 

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Edited by Shockman, 02 February 2015 - 11:05 PM.


#311 sliderpoint

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Posted 02 February 2015 - 11:26 PM

So is there any reason we need to rotate the desktop monitor and rotate the table elements anymore? Can the tables just be done in a portrait environment with a 1080x1920 desktop?

 

 

No things still need to be rotated. Well if an author uses reels They need to be rotated.
there are many more desktop users then cab users. Thats why there are 2 sets of backdrop settings. One check box enables the dt settings the other enables fs.

The only things i think that would need rotated would be reels which most authours dont use. And the textbox. I would imagine free rotation of the textbox object as well as multimonitor support for the textbox object is on the todo list at some point.

 

I run windows on my cab in portrait mode.  I just don't play tables with those objects (which are fewer and fewer now-a-days).  I too would like to see something done with the text boxes.

 

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#312 chepas

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Posted 03 February 2015 - 12:22 AM

Is there something up with the collections grouping? 

 

I had a load of rubbers in a group, think I then moved them to another layer. Went to roll the ball around the table and got an error about my Sling rubber being null. Gone back to check the rubbers individually selecting them and all the parameters are blank, even the name, which is what gave me the error because it couldn't find the sling1.

 

The names are still in the collection but blank when clicked. Am I missing something?

 

Edit: Restarted table and now they're back. phew


Edited by chepas, 03 February 2015 - 12:25 AM.

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#313 Shockman

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Posted 03 February 2015 - 02:15 AM

Speaking of the ball, Is there a way to turn off rotation? The reason I ask is because the ball object could before be used to move and/or animate an image. For example a frisbee flight without tumbling.

 

One of the three rubbers that make up the sling rubber has two control points that are marked to animate, the other two have just one each. They work, but I don't understand this.

 

Rubber control points can be marked to slingshot but don't animate, and the option panel has no enable for it.

 

There is a rubber material for walls, so are the slingshots going to be eventually moved to the rubber object only?

 

Moving a control point (not just rubber) with the shift key down moves the whole structure, but the control point more. I suppose there is no reason to do that though.

 

Exactly how thick is the playfield if raised to use holes?



#314 chepas

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Posted 03 February 2015 - 02:21 AM



Exactly how thick is the playfield if raised to use holes?

 

See if this video helps you with the slingshots.

 

 

I just set my table field depth to 100. The only problem I encountered was with the ball rolling sounds which you adjust the height in script. Also a video for that I think.


Edited by chepas, 03 February 2015 - 02:21 AM.

Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#315 Shockman

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Posted 03 February 2015 - 02:55 AM

Thanks. I have moved all the elements, I just moved the three loops and reshaped with them together using multi select. I did that knowing a copy and paste would be the regular method, just didn't want to check for any different, and rename . I was just wondering about the rubber that has slingshot control points, one with only one, not set up to animate, and the wall that actually has a slingshot section, not set up to animate but appears not to use it, but instead act like a trigger.

So there is no VP slingshot object in the table, but the wall says there is a disabled one and the rubbers have control points marked for them. The objects that animate suggest mo slingshots or control points marked as such are necessary, just an event to get the certain object visible. I understand the wall RightSlingShot has the effect on the ball, and the rubbers animate, just not the slingshot control points on the rubber.

 

I was just wondering because it appears they were working on getting the rubber object to sling. 

 

edt: and one slinging rubber would be better (easier) than three animated ones. I assume the effect failed in sizability and/or gradient texture? Oh, maybe because it never left 2 dimensions.


Edited by Shockman, 03 February 2015 - 03:03 AM.


#316 chepas

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Posted 03 February 2015 - 03:11 AM

 

So there is no VP slingshot object in the table

 

Well there is on the wall like it usually is. Admittedly it would be easier just to add a point there for a sling, but this method from default table is really quick to do anyway and looks great to me. When I do more I'll definitely be hitting it the same way.


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#317 Shockman

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Posted 03 February 2015 - 03:29 AM

Don't get me wrong. The slingshots look great, and are not overly complicated.

 

Now,

 

Is beveled saucers and holes in the works?

 

Last thing. Aren't you guys going to make drop targets their own thing instead of a pre-set wall, (with animated dropping and raising, and hit registering surfaces so they won't drop unless they pull the switch?)

 

The issues are not many, but things like the last two need to show some advancement.

 

You get an A though, but with an A+ so close to in reach.... 


Edited by Shockman, 03 February 2015 - 03:31 AM.


#318 fuzzel

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Posted 03 February 2015 - 06:23 AM

Holes are already added. Take a look at the kickers. And no drop targets aren't planned as an own element.

#319 Pinhead45

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Posted 03 February 2015 - 09:08 AM

Papa smurf plays well for me no problems, but verne's world is stuttering badly. Can't even get the pf lights to turn on in attract mode. I have a blank DMD; controls seem to be non responsive tried all new VP10 betas, turned down the resolution to 512, even took the video settings down to it's smallest resolution, no change. So far I can't figure out what the problem is.



#320 unclewilly

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Posted 03 February 2015 - 09:32 AM

Try monsterbash wip. And see how it does.
the wip is in my signatuer

"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

uw2.gif






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