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The VP 10.5 beta thread


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#301 toxie

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Posted 05 March 2018 - 10:18 AM

True, but i meant rather the other way round, so that now some ramps might leave balls through under/above them, whereas before this was not possible..

 

I guess only a lot of testing by you guys will tell..



#302 bord

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Posted 05 March 2018 - 02:30 PM

Here is a 3359 crashdump. 2 tables open, getting frequent crashes lately.

https://drive.google...Jakmv3wY9O-luNx



#303 jpsalas

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Posted 05 March 2018 - 03:04 PM

True, but i meant rather the other way round, so that now some ramps might leave balls through under/above them, whereas before this was not possible..

 

I guess only a lot of testing by you guys will tell..

Ok, I understand, but at least I have never used or "abused" that "bug" and I always used walls to stop the ball from going under the ramp. So at least my tables are safe :)


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#304 kiwi

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Posted 05 March 2018 - 07:15 PM

 

I have noticed something different in the behavior of the ramp entry / exit walls,

the ball when it hits the entry / exit corners tends to stop more frequently than the VPX 10.4.

 
Ok, it's an intersection of 4 ramps, not even connected well, so I'm sure to improve it.

 
Eventually I will attach a test table, if it were to serve.

 

Thanks

 

Simple test table is always good.. :)

 

After a couple of hours of testing, today I don't find any difference between the beta and the official version, it could be that the other day after a long session with the PC something got messed up.



#305 Fusionwerks

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Posted 06 March 2018 - 05:22 PM

Did we ever come to a decision on if swapping playfield images would be possible? I mean switchable in the script?



#306 fuzzel

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Posted 06 March 2018 - 05:47 PM

Did we ever come to a decision on if swapping playfield images would be possible? I mean switchable in the script?

Yes we've already made a decision. It will be possible in VP11 and not in VPX!



#307 toxie

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Posted 06 March 2018 - 07:07 PM

yup, we need to get rid of static rendering optimizations first..



#308 bord

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Posted 06 March 2018 - 09:33 PM

Can we get "disable light from below" added to drop targets or targets in general? It would be really helpful. I've been procrastinating building and scripting primitive drop targets just to control their lighting. Thanks!

 

Any thoughts on this? Thanks for considering.



#309 wrd1972

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Posted 07 March 2018 - 04:20 PM

Feature request:

Can we get a new "slider" or similar adjustment that ONLY brightens or darkens "light" and "flasher" objects? The day night slider IMHO is border line useless because it affects all the objects on the table. I think this can greatly hugely help in fine tuning lighting for tables.

 

 

Also can I please get an update whether the following might get added:

  • Additional layers
  • Slope added to global physics
  • Renaming of sets in global physics options

Thanks guys.

:)


Edited by wrd1972, 07 March 2018 - 04:20 PM.

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#310 toxie

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Posted 07 March 2018 - 04:39 PM

Light and flasher objects are actually not affected directly at all at the moment, BUT only everything that is lit from the environment/surrounding HDR/IBL and also from the two builtin "real" light sources that are hardcoded to hang above the table. So only all "real" 3D objects are affected by the day night slider.

 

So all the effect you see on lights and flashers is indirect/a sideeffect, as these are just hacks/blended onto the rendered table with these "real" lighted objects.

 

Did you look at what hanzoverfist does with his day/night FSS tables? Cause he seemed to have solved this. maybe he can also comment/point to some writeups if he reads this (i haven't read up in detail myself, so maybe at some point we could incorporate his heuristics into the core directly??).

 

Update: Slope was already added by Fuzzel. Rest: Most likely?!?


 

Can we get "disable light from below" added to drop targets or targets in general? It would be really helpful. I've been procrastinating building and scripting primitive drop targets just to control their lighting. Thanks!

 

Any thoughts on this? Thanks for considering.

 

 

Maybe. Need to check.



#311 toxie

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Posted 07 March 2018 - 05:15 PM

@bord: Seems easy/not-so-large-amount-of work, so will come up for walls and targets..

 

EDIT: and it's in.. works exactly the same as the primitive flag..


Edited by toxie, 07 March 2018 - 05:56 PM.


#312 wrd1972

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Posted 07 March 2018 - 08:25 PM

So glad that the slope was added. Man that will help tons in dialing in physics for large numbers of tables. Cant thank you enough.

 

Feature request

Can the Playfield Material be switchable using the script.

I want to try adding a switchable day/night setting as a table option, but the PF material and shadows material will need to be switchable via the script.


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#313 fuzzel

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Posted 07 March 2018 - 09:35 PM

Btw you can already rename the physics settings in the options dialog afaik.
Materials, I fear that's not possible at the moment. The material is used in the static rendering phase of the playfield.if you switch it nothing will happen because the platform is already drawn.

Layers, I can add another set of layer buttons to the existing set but nothing more. The left bar is a button bar and you can't add other elements(like drop down list boxes) to it.

Edited by fuzzel, 07 March 2018 - 09:48 PM.


#314 bord

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Posted 07 March 2018 - 09:53 PM

@bord: Seems easy/not-so-large-amount-of work, so will come up for walls and targets..

 

EDIT: and it's in.. works exactly the same as the primitive flag..

 

Awesome! Thank you so much.



#315 wrd1972

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Posted 07 March 2018 - 09:55 PM

Fuzzel,

I would not mind having at least 8 more additional layers if possible. I cant imagine any authors being opposed to this. So if you were to do this, there would be 16 individual layer buttons.

Is that correct?

 

Dying to have this. I desperately need this additional flexibility for my tables.

Thanks :)


Edited by wrd1972, 07 March 2018 - 09:57 PM.

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#316 fuzzel

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Posted 07 March 2018 - 09:59 PM

Well yes but we have to keep an eye on the available space here. I'm not sure if 16 buttons will fit I have to take a look.

#317 sliderpoint

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Posted 08 March 2018 - 12:03 AM

Feature request:

Can we get a new "slider" or similar adjustment that ONLY brightens or darkens "light" and "flasher" objects? The day night slider IMHO is border line useless because it affects all the objects on the table. I think this can greatly hugely help in fine tuning lighting for tables.

 

 

Also can I please get an update whether the following might get added:

  • Additional layers
  • Slope added to global physics
  • Renaming of sets in global physics options

Thanks guys.

:)

 

You can look at some of my tables, I add a routine to adjust the light intensity based on the Day/night slider.  I add it for GI lighting collections, but it could be used for anything.

 

-Mike



#318 BorgDog

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Posted 08 March 2018 - 01:35 AM

Well yes but we have to keep an eye on the available space here. I'm not sure if 16 buttons will fit I have to take a look.

 

Any chance of being able to custom label them?  like GI, Inserts, etc?



#319 fuzzel

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Posted 08 March 2018 - 06:24 AM

Well yes but we have to keep an eye on the available space here. I'm not sure if 16 buttons will fit I have to take a look.

 
Any chance of being able to custom label them?  like GI, Inserts, etc?
That's not possible because the left bar is a button bar and I can't add other gui elements but buttons to it.

#320 hanzoverfist

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Posted 08 March 2018 - 07:34 AM


Did you look at what hanzoverfist does with his day/night FSS tables? Cause he seemed to have solved this. maybe he can also comment/point to some writeups if he reads this (i haven't read up in detail myself, so maybe at some point we could incorporate his heuristics into the core directly??).

 

 

That would be an idea. I kinda made it plug and play, I could improve it even further though.   basically its how I have been approaching it, cut and paste my code/script, and plug in some values or images or materials.. etc. super simple. once you have the procedure its about 30 minutes of work to implement post-mortem so to speak..

 

Now I will say that I have kinda come up with my own look and feel for the tables, some other authors may not like that look and feel, in which case it opens a debate on whether or not to pull it into the core. I will also add that it was months of work to develop the thousand or so values used in this solution of mine, values obtained by testing and re-testing tables while modifying values.

And then testing it across all the tables I modded.. a 'dozen or so...' as toxie said!  ;)   


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