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The VP 10.3 beta thread


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#301 toxie

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Posted 25 May 2017 - 10:20 AM

True. I lost track of that one, sorry. Is fixed now (also enable mouse was broken).



#302 lizard

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Posted 25 May 2017 - 10:45 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?

Possible bug, Regarding what i mentioned above Is the spinner height setting supposed to be height off the table or should it be the height of the spinner blade as it was in vp9. 



#303 fuzzel

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Posted 25 May 2017 - 11:39 AM

That's not a bug but a change to since VP 9. I'm not sure if we can change that without breaking compatibility?

#304 wrd1972

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Posted 25 May 2017 - 12:47 PM

 

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.

 

Toxie, Fuzzel,

Lots of love for the continued dedication and hard work. Everyone here sincerely appreciates everything you do.

 

Just wondering if you saw the request from Roth above? Might this be something very easy to add at the last minute?

 

The topic of flipper physics has garnered a ton of interest recently and its believed that if we have this one additional speed parameter to work with, we can take these physics to greater level of accuracy and hopefully have something in stone for you guys to add down the road in 10.4. Many of us are very willing to continue the evolution now if its possible to get this parameter which appears to me to be very similar to what you already have for the plunger.

 

So if its not asking too much and if its easy to do, would you please consider this one last request so we can keep working on these improvements in the interim.

 

Again many thanks.

Bill


Edited by wrd1972, 25 May 2017 - 12:48 PM.

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#305 fuzzel

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Posted 25 May 2017 - 12:57 PM

I didn't look at the code but I think that should be doable. I hack something in later today and upload a new test version before we do a complete code freeze for the 10.3 version

#306 hanzoverfist

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Posted 25 May 2017 - 01:37 PM

Fuzzel were you able to implement global/local scaling?, just would like to know?


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#307 wrd1972

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Posted 25 May 2017 - 01:58 PM

Thats great news. Thanks fuzzel.:)

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#308 jbg4208

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Posted 25 May 2017 - 03:01 PM

Looks like the Disable B2S check box is not working. you can check the box but it will not stay once you close the screen. 


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#309 toxie

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Posted 25 May 2017 - 03:25 PM

True. I lost track of that one, sorry. Is fixed now (also enable mouse was broken).

 

actually, this is -still- broken. and i do not understand why. fuzzel, can you have a look please??



#310 fuzzel

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Posted 25 May 2017 - 03:42 PM

What is still broken, the mouse cursor not showing up thing?

#311 fuzzel

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Posted 25 May 2017 - 03:52 PM

Fuzzel were you able to implement global/local scaling?, just would like to know?

Nope sorry

#312 htamas

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Posted 25 May 2017 - 04:30 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?

 

This would be great, although the problem with Banzai Run is that the vertical playfield would not look right on the usual backglass monitor. It would be too small (narrow), compared to the main playfield.

But of course such a feature would help a lot of other tables where there is something active happening on the backglass. NBA Fastbreak, Mr. and Ms. Pacman, Catacomb come to mind, but there are others of course too.


Edited by htamas, 25 May 2017 - 04:30 PM.


#313 fuzzel

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Posted 25 May 2017 - 04:45 PM

rev3086 is up:

 

- add SpeedFactor command to the flipper element to speed up/down the actual flipper speed via scripting. Use it like LeftFlipper.SpeedFactor=1.3 or something...
- Fix EnableMouseInPlayer and EnableNudgeFilter
- have layer-UI-buttons y-coordinate respect the actual resolution of the other buttons (fixes f.e. 4k res)
 



#314 dark

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Posted 25 May 2017 - 04:50 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?

 

This would be great, although the problem with Banzai Run is that the vertical playfield would not look right on the usual backglass monitor. It would be too small (narrow), compared to the main playfield.

But of course such a feature would help a lot of other tables where there is something active happening on the backglass. NBA Fastbreak, Mr. and Ms. Pacman, Catacomb come to mind, but there are others of course too.

 

 

Yes naturally some cropping would be required, especially for Banzai Run, but at that point I think we could forgive that especially if it actually plays like the real thing.....you list some good examples, Catacomb is another one.



#315 fuzzel

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Posted 25 May 2017 - 06:43 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?

Yes I think some day you will get this

#316 rothbauerw

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Posted 25 May 2017 - 08:10 PM

I've performed some initial testing on the flipper speedfactor.  In some ways, I think it's doing what we want, in other ways, it's not.

 

Specifically, it's speeding up the flippers nicely as expected, which helps improve shot angles and backhands.  I'm finding some tweaking of flipper mass and flipper strength is required, but a nice result can be obtained.

 

There are situations where the increased speed seems to be imparting more momentum on the ball.  This can be seen at increased values of speedfactor and become very obvious when setting speedfactor to a large value (e.g. >3).  One example where this is seen is when the flipper is in the fully rotated position and a ball strikes it at high velocity.  It rebounds higher as speedfactor is increased.

 

I'll continue to test and see if I can find more specific examples. 

 

BTW, thanks for the quick turn around adding this in Fuzzel!


Edited by rothbauerw, 25 May 2017 - 08:24 PM.


#317 Thalamus

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Posted 25 May 2017 - 08:12 PM

Thank you very much Toxie and Fuzzel ! Once again you have improved VP by giving us new interesting features to play with. We are really lucky having such a talented and unselfish pair like you guy in our community !


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#318 fuzzel

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Posted 25 May 2017 - 10:30 PM

You're welcome

#319 Ben Logan

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Posted 25 May 2017 - 10:42 PM

Totally appreciate you engine devs, Toxie and Fuzzel. Nice testing and results reportage, Roth.

:)

#320 lizard

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Posted 25 May 2017 - 11:21 PM

That's not a bug but a change to since VP 9. I'm not sure if we can change that without breaking compatibility?


Ok then i hope it can be done with a primitive.