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VP10 is here (beta)

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#3441 jpsalas

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Posted 11 November 2015 - 06:34 PM

 

Nice suggestion. Sure adding moving targets won't be a big problem. With the new targets you don't have to use two separate targets anymore because they are animated when hit.

I guess I was a bit fast about the moving drop targets. The problem is that the physics engine doesn't support that and it's the same problem we have with moving primitives. So I'm sorry I have to reject this request for now.

 

No problem. It is good to know so we don't expect to be able to move them from the script. We can use a primitive if we need targets like in AFM (that move under the playfield), or a moving target from left to right.


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#3442 fuzzel

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Posted 11 November 2015 - 07:13 PM

Well visually it's not a problem to add that to the drop targets but the collision detection won't work.

#3443 32assassin

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Posted 11 November 2015 - 08:48 PM

rev2385 is up:

 

- new VP element: drop/hit "Target". The shape can be selected from the drop down list in the properties. the drop targets should be behave the same like the old drop wall element. The "Drop Speed" option is used for both elements hit and drop targets.

- fix issue if walls are not visible on starting the table, then later-on set to visible

- Correct autocomplete logic.
- Automatically insert text into search/replace dialogs.
- fix another AO issue and one more performance/stats counter
 

 

 

very nice

 

I don't know if its possible; I was not able to figure out how to do it, 

 

Is it possilbe to add more types of shapes to the target list?

 

A better solution would be to add a Collection or Target Manager Type for the shapes.

 

their are over 13 types of available targets and 4 types of drop targets. 

this is my drop target and stand up target primitive collection.

 

Attached File  Capture.PNG   782.61KB   16 downloads

 

 

 

if not can you ad this drop target to the Shape types

Attached File  droptarget-t4.zip   3.01KB   6 downloads


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#3444 ICPjuggla

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Posted 11 November 2015 - 11:10 PM

To piggyback off of 32assassin's request for diffrent target options.

Can you guys also add some gate options and gate wire options. The standard W wire doesn't work for every application. Also, some gates don't use a wire they use a flap of sorts. It would be nice to see some options there rather than making a custom gate mesh or using a primitive flap.

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#3445 nightgaunt98

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Posted 11 November 2015 - 11:36 PM

Hope I'm not interrupting all of your hard work by posting this here.

I really don't engage in forums that often so I'm not sure of proper etiquette,

and this kinda feels like I'm jumping into a conversation I know very little about (building tables)...

 

But I just wanted to say the work you guys are doing here is absolutely brilliant!

I love seeing folks collaborate together on something they are collectively passionate about.

And it seriously shows.

I've been enjoying lurking on the sidelines reading all of your back and forths, learning a bit here and there.

 

I've had VP9 on my Mame cabinet (desktop versions) for about a year now

and was always rather impressed with how fluid everything runs.

I thought about buying / building a pin cab, but honestly couldn't justify the cost just based on VP9.

This is my personal opinion and please do not be offended, VP9 is AMAZING, but seeing the outcome of your impressive

work on VP10 (and Physmod) pushed me to pull the trigger and buy a gorgeous Virtuapin cab from Paul!

Not. One. Single. Regret.

 

So, yeah.

Thank you for everything, you guys rule.

'Nuff said, methinks.

Carry on ;-)



#3446 Ben Logan

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Posted 11 November 2015 - 11:40 PM

Nightgaunt - You're lucky to live in Oakland. Great Pinball town: Funland, Pinball Museum, HighLife Bar... The list goes on!

#3447 nightgaunt98

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Posted 11 November 2015 - 11:44 PM

Nightgaunt - You're lucky to live in Oakland. Great Pinball town: Funland, Pinball Museum, HighLife Bar... The list goes on!

Indeed!

You will find me and the family at the Pinball Museum often.

Hell, spent my 40th bday there last year, love it!



#3448 Shockman

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Posted 12 November 2015 - 12:05 AM

Well visually it's not a problem to add that to the drop targets but the collision detection won't work.

If it's really not a problem you might consider it. You know targets don't drop because they were hit. They drop because they were moved. Collision shouldn't need detected past the original position, in most cases, in the others, it would require what was probably one of the first work-arounds (the invisible wall)



#3449 BorgDog

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Posted 12 November 2015 - 02:10 AM

I like the new targets, great job guys!  And I think it's just not possible to cover all possible scenarios so primitives and "the old way" may still be necessary sometimes, but this is a great addition.

 

2 things:

 

1. I think the autocompete in the script editor needs a middle ground, it would be nice if it still did the suggestions, but only inserted them if "Enter" was pressed or they were clicked on.

2. I know I read wire-guides were talked about as an addition, is that still on the list of things?

 

Thanks,



#3450 BorgDog

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Posted 12 November 2015 - 03:35 AM

Ok, so now to hog the thread I'm having a couple issues I hope you all can help with.

 

First is the star triggers getting stuck down, I remember reading something about this but can't find it, I thought it maybe had to do with animation speed, so played with that but still having issues, ideas?

 

Second is that it seems if I have a sound, like a replay knocker, that hasn't played for a long time in the game and then it does, it seems to put a big stutter in the system.  I'm having this on my cab, and Ben Logan reported it on his, both on my TKO table, although I am experiencing this on other tables of mine as well.  In fact, both of these issues can be seen on my T.K.O. table found HERE. Any thoughts?

 

thanks guys.



#3451 Brandrew

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Posted 12 November 2015 - 11:04 AM

I like the new targets, great job guys!  And I think it's just not possible to cover all possible scenarios so primitives and "the old way" may still be necessary sometimes, but this is a great addition.


I think the autocompete in the script editor needs a middle ground, it would be nice if it still did the suggestions, but only inserted them if "Enter" was pressed or they were clicked on.

Hi BorgDog,

I thought rev2385 did exactly that? Anyway I've been feeling a little guilty leaving you guys without options/configurations when implementing functionality, so it's time to catch up... ;)



#3452 fuzzel

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Posted 12 November 2015 - 12:02 PM

 

rev2385 is up:

 

- new VP element: drop/hit "Target". The shape can be selected from the drop down list in the properties. the drop targets should be behave the same like the old drop wall element. The "Drop Speed" option is used for both elements hit and drop targets.

- fix issue if walls are not visible on starting the table, then later-on set to visible

- Correct autocomplete logic.
- Automatically insert text into search/replace dialogs.
- fix another AO issue and one more performance/stats counter
 

 

 

very nice

 

I don't know if its possible; I was not able to figure out how to do it, 

 

Is it possilbe to add more types of shapes to the target list?

 

A better solution would be to add a Collection or Target Manager Type for the shapes.

 

their are over 13 types of available targets and 4 types of drop targets. 

this is my drop target and stand up target primitive collection.

 

attachicon.gifCapture.PNG

 

 

 

if not can you ad this drop target to the Shape types

attachicon.gifdroptarget-t4.zip

 

the next build will support up to 7 different target shapes (3 different drop shapes and 4 different hit shapes)

I think that's it on the hit/drop target front. I will add some more shapes for the gate and at least one different wire trigger mesh. I hope I can change that so you don't have to update all your tables again but let's see....


Edited by fuzzel, 12 November 2015 - 12:06 PM.


#3453 BorgDog

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Posted 12 November 2015 - 01:27 PM

 

I like the new targets, great job guys!  And I think it's just not possible to cover all possible scenarios so primitives and "the old way" may still be necessary sometimes, but this is a great addition.


I think the autocompete in the script editor needs a middle ground, it would be nice if it still did the suggestions, but only inserted them if "Enter" was pressed or they were clicked on.

Hi BorgDog,

I thought rev2385 did exactly that? Anyway I've been feeling a little guilty leaving you guys without options/configurations when implementing functionality, so it's time to catch up... ;)

 

 

At least on mine it is either totally off, or force feeds the completion.  Thanks for your time and your work, it is appreciated :)



#3454 Brandrew

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Posted 12 November 2015 - 03:05 PM

@BorgDog: Thanks for your time and your work, it is appreciated :)

The pleasure is mine ;)

 

Just checked the live beta current release and functionality goes:

Auto complete starts after 1 character.

Space stops auto complete leaving whatever has been typed in place.

Enter inserts, as does ( { {.

I think this is standard behaviour??? If any one likes/uses it differently, I can always put an option in :) I just need a description of how it works!


Edited by Brandrew, 12 November 2015 - 03:05 PM.


#3455 BorgDog

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Posted 12 November 2015 - 04:06 PM

@BorgDog: Thanks for your time and your work, it is appreciated :)

The pleasure is mine ;)

 

Just checked the live beta current release and functionality goes:

Auto complete starts after 1 character.

Space stops auto complete leaving whatever has been typed in place.

Enter inserts, as does ( { {.

I think this is standard behaviour??? If any one likes/uses it differently, I can always put an option in :) I just need a description of how it works!

How about a . (period)?  At the moment it seems to insert as well which is not good.



#3456 fuzzel

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Posted 12 November 2015 - 08:23 PM

rev2390 is up:

 

- more hit/drop target shapes

- another trigger wire shape (triangle)



#3457 vampirolatino2

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Posted 12 November 2015 - 09:09 PM

first, I'm not a VP developer or author ... so if this sound stupid, you know why lol

 

can a wire like the one in the table Who Dunnit use for the elevator ramp be included?

link for table: http://www.vpforums....&showfile=10188



#3458 fuzzel

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Posted 12 November 2015 - 09:21 PM

No i don't think so. It's more a gate than a wire trigger.



#3459 vampirolatino2

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Posted 12 November 2015 - 11:20 PM

Ohhh ok :D



#3460 Brandrew

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Posted 13 November 2015 - 11:11 AM

 

@BorgDog: Thanks for your time and your work, it is appreciated :)

The pleasure is mine ;)

 

Just checked the live beta current release and functionality goes:

Auto complete starts after 1 character.

Space stops auto complete leaving whatever has been typed in place.

Enter inserts, as does ( { {.

I think this is standard behaviour??? If any one likes/uses it differently, I can always put an option in :) I just need a description of how it works!

How about a . (period)?  At the moment it seems to insert as well which is not good.

 

Oh, Yes periods... for the moment I'll stop it, but it will be (soon) a list of member selections i.e. ObjectName.MemberName

It was in fact due to this very dot that required "ScilexerVP.dll" to replace the old dll. (Periods are a P**N !)







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