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The VP 10.5 beta thread


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#341 wrd1972

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Posted 09 March 2018 - 04:52 PM

Night mode for disabling DOF and contactors and lights? With combo of buttons? For people who play while his wife/husband is slept. Just ideas!

I would recommend a simply on/of switch to cut power delivery to you DOF and lights. Although its no longer an issue, I was having the DOF controllers hang on occasion that would cause my solenoids to remain energized to the point they would burn up. So I added a very inconspicuous push button switch under the head so I can deactivate DOF. Regardless, its just a good safety measure to cut power to things that could potentially cause headaches, or in your case, to play and not disturb others.


 

"feature in the editor that would raise/lower all elements by x units?"

This ^

 

Every single object can be raised by x units and then we can add a raised PF and hack in the the saucer physics the Rothbauer has created.

But you will loose the playfield reflection.

 

Hmmm...I know others would not like that. I guess I just need to wait till we can fix the saucer physics once and for all.

 

BTW, I personally tend to turn reflection off to get a performance boost...especially on resource-hungry tables.

Might we be able to get a "switch" in video preferences that will globally turn off all reflections for all tables? This could be very beneficial to those whose systems might be struggling to play tables properly.


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40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#342 Mandolin

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Posted 09 March 2018 - 05:11 PM

 

Night mode for disabling DOF and contactors and lights? With combo of buttons? For people who play while his wife/husband is slept. Just ideas!

I would recommend a simply on/of switch to cut power delivery to you DOF and lights. Although its no longer an issue, I was having the DOF controllers hang on occasion that would cause my solenoids to remain energized to the point they would burn up. So I added a very inconspicuous push button switch under the head so I can deactivate DOF. Regardless, its just a good safety measure to cut power to things that could potentially cause headaches, or in your case, to play and not disturb others.

 

 

I didn't even think of it, the problem is some toys receiving power from a dedicated power supply and some other from the 900W of the PC. Some day I am gonna have to open the thing up and fix the shoddy work.

 

Thanks for the suggestion.


Edited by Mandolin, 09 March 2018 - 05:11 PM.


#343 Drybonz

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Posted 09 March 2018 - 05:29 PM

I tried my best on this in the past (thanks JF for bugging me a lot! :)), so this is the best compromise i could come up with.

 

There is a 'NEW_PHYSICS' code path internally, too, that removes some of the evil hacks, unifies behavior of different table elements more, and lessens these resting ball issues, too, as a result. The problem is that this also influences the 'feel' in some of the ball interactions, so the beta testers were not 100% pleased (including me).

 

Thanks for the reply, toxie... maybe a solution will emerge at some point down the road.  



#344 Vizzini

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Posted 10 March 2018 - 02:33 AM

I'm not sure if you want bug reports. If so, I'm not seeing ball trails in 3359. Works fine in 10.4 for me.

#345 Ben Logan

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Posted 10 March 2018 - 05:42 AM

Just want to say this thread has been really fun to read lately. Lots of good ideas from builders and great responses from Toxie and Fuzzel.



#346 wrd1972

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Posted 10 March 2018 - 03:08 PM

Yeah it has. :)

I learned a lot from last weekends pin-show that gave me ideas that I have been requesting.

 

Now if I can get new features that allows for mutltiple broken sling rubbers mid-game, popped fuses, broken EM wiper spring and that wonderful electro-mechanical smell from the inside of a EM machine, then that would be just greeeaaat...Mmmkay? ;)


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#347 bord

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Posted 12 March 2018 - 12:49 AM

I'm using 3359 and just had a table completely lose all material manager physics values (all reset to 0). No imports/exports or other changes to materials for days before this happened. Very frustrating.



#348 BambiPlattfuss

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Posted 12 March 2018 - 11:24 AM

is there somewhere a vp11 wishes thread already? Cause i can´t remember if it was Fuzzel or toxiw who said something like: We dont implement this in vpx we will do it on vp11.

 


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#349 fuzzel

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Posted 12 March 2018 - 11:38 AM

Nope we don't have such thread. But we are all a little short on time and I don't know when we will start to work on vp11. But if we start we will inform all here asap :)

#350 toxie

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Posted 12 March 2018 - 12:26 PM

Indeed. Not happening anytime soon, first we need to polish up 10.X before we abandon it.. ;)



#351 hanzoverfist

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Posted 12 March 2018 - 12:56 PM

lolzz...


space-invader-wheel1_t.png


#352 jpsalas

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Posted 12 March 2018 - 04:28 PM

Indeed. Not happening anytime soon, first we need to polish up 10.X before we abandon it.. ;)

Yes, please, do not abandon it until we can use Ogg sound files ;)


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#353 toxie

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Posted 12 March 2018 - 05:41 PM

I'm not sure if you want bug reports. If so, I'm not seeing ball trails in 3359. Works fine in 10.4 for me.

 

I can confirm this, but it does not happen with my own build.

@Fuzzel: Did you have (by accident) some local changes enabled in that build?

@Vizzini: Could you please try some older builds from here: http://vpinball.com/...s/vp-10-5-beta/ and see if older ones work/when the break happened?



#354 wrd1972

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Posted 12 March 2018 - 06:03 PM

T&F,

It has been requested if we could add "slingshot" points to a rubber instead of having to use a wall with "slingshot" points. The point is to avoid having to use a wall for a sling plus it would provide more flexibility for sling physics. So if you have a rubber with a pair "slingshot" points, then the section of the rubber between the points would function the same way a wall would if it had a pair of "slingshot" points.

 

Has this been considered and might it be doable?

 

Thanks


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#355 fuzzel

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Posted 12 March 2018 - 10:34 PM

I'm not sure if you want bug reports. If so, I'm not seeing ball trails in 3359. Works fine in 10.4 for me.

 
I can confirm this, but it does not happen with my own build.
@Fuzzel: Did you have (by accident) some local changes enabled in that build?
@Vizzini: Could you please try some older builds from here: http://vpinball.com/...s/vp-10-5-beta/ and see if older ones work/when the break happened?
I built the latest version with vs2017 maybe an option is missing in the build settings?

#356 Vizzini

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Posted 13 March 2018 - 01:50 AM

I thought my cab was suffering some serious graphics/fps issues until I put it together that it was the ball trails that were missing. 3323 - trails 3324 - trails 3330 - trails 3352 - trails 3359 - no trails

#357 Mandolin

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Posted 13 March 2018 - 02:35 AM

First of all thank you developers. I am enjoying like a child the Surround Sound system with the tables available. Congratulations. For me it is one of the most inmersive features in VPX and I encourage everyone to install a 7.1 system in their cabinets or similar.

 

Although I have to say I tried it and now I am missing sounds everywhere and any table without it it's like another different experience, and I was wondering, is there any system of low speed impact sounds? I wrote this in the White Water topic, If we were able to hear all ball bouncing against ramps, little mechanical sounds that would be another humongous step further, I don'k know if it is already possible. More metal clicks to sum up, or a system for creators to include them. Every time ball hits a thing, you get the right sound.

 

For me all this is crazy difficult stuff but, with the graphics of some of your last tables, their beautiful physics you can tell the ball weight and the perfect round sphere -beautiful, kissable sphere- if only when ball hits anything it actually had a sound, the right sound, my brain would explode.

 

This is just a suggestion. My respect. :hi:



#358 toxie

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Posted 14 March 2018 - 08:28 AM

We thought about this in the past, but we settled on this being the table authors territory to decide when and what to play as sound effects, especially as nowadays one has DOF setups, which must be considered as well (and are also script driven!).

 

 

For everyone else: I finally finished up a loooooong term feature i worked on for waaaaaay too long (due to multiple implementations/experiments, and none was really good enough, or fast enough, or compatible enough, or even fully doable given the VPX technical restrictions :/): Screen Space Reflections.

Like the Ambient Occlusion already in VPX, this can add subtle improvements to any already released table, mostly local reflection effects, like a lamp/the ball being reflected on the near-by wall or target or ramp. It's heavily faked (but also very fast due to this), and unfortunately there is also not as much user-configurability as i would have liked to have it, but i think it works very well for the majority of tables.



#359 hanzoverfist

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Posted 14 March 2018 - 12:40 PM

@toxie :otvclap:


space-invader-wheel1_t.png


#360 toxie

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Posted 14 March 2018 - 01:57 PM

Interestingly, i also got the best results so far using your FSS/DN table MODs (especially MB and TOTAN are looking even more awesome then)..  :)