All gtxjoe's tutorials have worked flawlessly for me.
I bookmarked it! S1E1 ![]()
https://www.youtube....-wlnTkoLpaUH61w
Posted 03 December 2015 - 09:16 PM
All gtxjoe's tutorials have worked flawlessly for me.
I bookmarked it! S1E1 ![]()
https://www.youtube....-wlnTkoLpaUH61w
Posted 03 December 2015 - 09:28 PM
Posted 03 December 2015 - 09:44 PM
It's out there I swear. I just am not typing in the right words to find it.
Ah hmueck made one that worked great, but he only ever posted it in the VIP section... link here for VIPs, hopefully he sees this http://www.vpforums....showtopic=31706
Posted 03 December 2015 - 10:13 PM
His tutorials are great, I'm just saying it shouldn't take a 15 video tutorial series to install VP. Now some of those are beyond a "normal" install, but I would think a install package could be put together AND maintained that installed VP9.91, VP10, vpinmame, directx9 runtime and directB2Sserver in one simple install, that for most people would at least get them up and running quickly and easily. It's not hard per se, just very tedious unnecessarily.
LOL.... your preaching to the quire on this one there borgy.....
you're right on all points.... but even if it is possible, "they" would never let PinMame be part of the install....
I'm sure i'm speaking out of turn here because I would have not a clue whats involved , but... if anything needs an update its directB2Sserver editor.... like a major one.... (no copy/paste, come on now....lol)
Posted 04 December 2015 - 04:57 PM
Since we're somewhat on the subject of making this more accessible to newbs, what about the table author aspect? How difficult would it be to add some functionality like Blockly for programming? Or just the idea of, when an object is selected, in the properties window one of the sections could be "Programming" with only common attributes available like "When hit: " and some options like adding to a score or lighting another object; and then filling in that stuff (or using something like Blockly) automatically generates code that can be fine tuned. Or like doing logic stuff like in Little Big Planet 2, or even Pinball Construction Set. How difficult would it would be to add that functionality?
Posted 04 December 2015 - 05:33 PM
Since we're somewhat on the subject of making this more accessible to newbs, what about the table author aspect? How difficult would it be to add some functionality like Blockly for programming? Or just the idea of, when an object is selected, in the properties window one of the sections could be "Programming" with only common attributes available like "When hit: " and some options like adding to a score or lighting another object; and then filling in that stuff (or using something like Blockly) automatically generates code that can be fine tuned. Or like doing logic stuff like in Little Big Planet 2, or even Pinball Construction Set. How difficult would it would be to add that functionality?
Man, I wish I could like this comment a whole lot more than once.
"they" would never let PinMame be part of the install....
is pinmame not opensource?
Posted 04 December 2015 - 05:58 PM
that's a nice idea but unfortunately but do easy to add. I don't know blocky but the vbs script engine is a core component of VP because the whole MFC infrastructure supports it. Is blocky able to compile vbs code that is extendable?Since we're somewhat on the subject of making this more accessible to newbs, what about the table author aspect? How difficult would it be to add some functionality like Blockly for programming? Or just the idea of, when an object is selected, in the properties window one of the sections could be "Programming" with only common attributes available like "When hit: " and some options like adding to a score or lighting another object; and then filling in that stuff (or using something like Blockly) automatically generates code that can be fine tuned. Or like doing logic stuff like in Little Big Planet 2, or even Pinball Construction Set. How difficult would it would be to add that functionality?
Posted 04 December 2015 - 06:08 PM
I know I saw something about this in this or another VP10 thread, but I can't find that bit or if there was a resolution to the problem?
My nudges both go the same way regardless of which way the cabinet is moved. (Running 2419)
It works as expected in VP9/PM5
(Using a Sidewinder)
Posted 04 December 2015 - 08:41 PM
that's a nice idea but unfortunately but do easy to add. I don't know blocky but the vbs script engine is a core component of VP because the whole MFC infrastructure supports it. Is blocky able to compile vbs code that is extendable?
I'll admit, I only suggested this because I was under the impression the Blockly could output to just about any major language, but apparently it's currently only Javascript, PHP, Dart, and Python. It does generate code on the fly though. And Blockly is open source, so if anyone were to ever create a vbs code generator for Blockly, then Blockly could be used. Although Blockly specifically is browser based (though it is client side), so I have no idea about including it inside VP. Though it might be offered as an add on. How difficult would it be for a program to look at a .VPX file and get all the table objects? One downside is that something like Blockly can't go backwards; it can't look at code and generate blocks.
I'm not asking the current devs specifically to do this, but how much work would it take for someone to add a bunch of objects to the editor such as AND/OR gates that automatically generate code when used and are just placed in the editor like a Timer is? Is the editor built in a such a way that two objects are even aware of each other, like if I were create a "points" object, assign that object a value of 10, and draw a line from that to a bumper, it would automatically generate:
Sub bumper1_hit() Score = Score + 10 End Sub
Then I could add a SoundFX object, assign a value "ding", which is in the Sound Manager, And connect a line from that to the bumper and it would change the existing code to:
Sub bumper1_hit() Score = Score + 10 PlaySound "ding" End Sub
Like I said, I'm wondering if the current program is even capable of something like this, let alone someone actually doing the work to code it.
Posted 04 December 2015 - 09:28 PM
Just speaking from experience being a newbie myself. There is definitely a barrier to entry getting into Virtual Pinball. It takes a long time to ensure that all of the files are in the right spot and configured correctly for use. Without the help of RandR or others like him I probably would have given up working on the hobby. This community really is amazing and unbelievably willing to help. With that said anything to simplify getting the installer working quickly would be a huge help. My guess is a one click installer is unreasonable but if there were a few standard scripts that could help the process I bet you would get a lot less questions on the forums. I have always had people willing to help no matter what the problem but if there is a way to clear up some of the confusion with VP10 I am all for it.
Posted 04 December 2015 - 10:16 PM
Just speaking from experience being a newbie myself. There is definitely a barrier to entry getting into Virtual Pinball. It takes a long time to ensure that all of the files are in the right spot and configured correctly for use. Without the help of RandR or others like him I probably would have given up working on the hobby. This community really is amazing and unbelievably willing to help. With that said anything to simplify getting the installer working quickly would be a huge help. My guess is a one click installer is unreasonable but if there were a few standard scripts that could help the process I bet you would get a lot less questions on the forums. I have always had people willing to help no matter what the problem but if there is a way to clear up some of the confusion with VP10 I am all for it.
Three cheers for RandR, and all you helpful, creative, and generous dudes on scene. Much appreciated!
Posted 04 December 2015 - 11:02 PM
I'll be the first to admit that for the longest time all I ran was Future Pinball... installed it and worked out of the gate and always has....
I tried over and over to install VP with no luck... so i would let it go, and continued using FP, basically I said F'it... FP was good enough
after being convinced by another member, having just FP was silly and I should do what I can to get VP working... i'm pretty bullheaded and didn't want to ask for much help
so somehow, by trial and error I got it working, working meaning VP itself was working, and at first used static BG images... I did some reading and figured out how to install the B2S Server
looking back now.... if there was a flowchart (I think thats the term I want to use) showing <take this><put this here><and this there> there would have been less confusion
so after having VP9** installed... adding VP10 becomes a no brainer
the code within the tables now thats a whole other thing... and the true artistry or should i say wizardry to these tables... ![]()
thats my 2 pennies
Posted 05 December 2015 - 12:52 AM
Hmuecks all-in-one VP installer is posted here: http://www.vpforums....=32263&p=317033
Posted 05 December 2015 - 01:27 AM
Your talking about exactly where I'm going! As fuzzel said VB script cannot just be dropped, but that's why I am writing the parser. So that additional structural operators, macros, can be written and pre-parsed before being sent the Microsoft VBScript.DLL parser, a kind of meta visual pinball basic? The spinoff being auto complete etc at the present. God only knows when though. Programming as you play, I can't wait!that's a nice idea but unfortunately but do easy to add. I don't know blocky but the vbs script engine is a core component of VP because the whole MFC infrastructure supports it. Is blocky able to compile vbs code that is extendable?Since we're somewhat on the subject of making this more accessible to newbs, what about the table author aspect? How difficult would it be to add some functionality like Blockly for programming? Or just the idea of, when an object is selected, in the properties window one of the sections could be "Programming" with only common attributes available like "When hit: " and some options like adding to a score or lighting another object; and then filling in that stuff (or using something like Blockly) automatically generates code that can be fine tuned. Or like doing logic stuff like in Little Big Planet 2, or even Pinball Construction Set. How difficult would it would be to add that functionality?
Posted 05 December 2015 - 01:31 AM
Hmuecks all-in-one VP installer is posted here: http://www.vpforums....=32263&p=317033
how is it possible this file isnt in the "Getting Started" area....
this is a bit off topic, but has anyone got VP9/VP10 working in Win10 on a Raspberry PI 2 ?
Posted 05 December 2015 - 02:12 AM
Hmuecks all-in-one VP installer is posted here: http://www.vpforums....=32263&p=317033
That's what I'm talkin' about! I downloaded the not in program files version and installed on my old computer which just got a fresh windows install OMG that was soooo much easier, even having to go and run the b2s and vpinmame setups to register those. and yeah as hauntfreaks says this needs to be put somewhere all can get at it. great work Hmueck and thanks for sharing.
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