Yes, i know, its on my plate.
We need to have a talk about your use of cullinary implements
I will start with a visual reference

Posted 07 November 2022 - 01:10 AM
Yes, i know, its on my plate.
We need to have a talk about your use of cullinary implements
I will start with a visual reference

If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 08 November 2022 - 06:15 AM
Edited by stevegooner123, 08 November 2022 - 06:16 AM.
Posted 08 November 2022 - 06:27 AM
Can anyone help please? I upgraded to 10.7 final minimal from Git Hub & some tables don't display the playfield or apron properly.Simpsons Party Pinball is one of them & I recall seeing someone else have this problem on an earlier Beta release. I have got a Radeon Amd 550 graphics card,thanks in advance.
10.7.2 https://www.vpforums...showtopic=33262
VP 10.6 - 10-4-2020_setting 4K-TV.jpg 125.65KB
7 downloads
Posted 11 November 2022 - 01:04 AM
Hey folks. I am running v366 and I see an issue with the "Decal" objects. I am finding that when you make width/height adjustments to a decal, the image of the decal does not change in the editor to reflect the size changes. It seems you have to make the change, save the table, close the table then re-open to see the re-sized decal.
Anyone else seeing this?
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.
Posted 11 November 2022 - 01:25 AM
I am seeing the same thing. It is not changing on the fly.
Instead of saving table and closing table, I just play table and when it goes back to editor, the decal is resized.
But it is not changing on the fly.
I use small decal to help me group DT LED scoring lights, and move them all at same time. I then delete the decal afterwards.
The X and Y position works on the fly, as well as rotate. Only the Height, and Width are not working on the fly.
Edited by xenonph, 11 November 2022 - 01:39 AM.
Posted 11 November 2022 - 01:56 AM
I tested everything else that could be inserted into editor, and it is only the decals Height and Width that do not change on the fly.
Everything else changes on the fly. Primitives, Kickers, etc.
Posted 11 November 2022 - 06:56 AM
Hi friends! Newer here. I have been trying to troubleshoot upgrading from 10.7.0 to 10.7.2 and cannot figure out my issue. I've done all versions of the upgrade and I consistently get tables that all open but all have some invisible elements. Sometimes invisible flippers, sometimes entire sections of the table are invisible. I can tell the lighting and the physics are far superior in 10.7.2, so congrats on the achievement, I would just love to be able to SEE all the table to enjoy them
Any suggestions? I have zero running issues on 10.7.0 for all tables. I have a low end PC, with no meaningful visual card, but as I mentioned all tables work well on the previous version. From what I can tell, while a minority, I am not alone in this issue and would love to enjoy the newer table running on 10.7.2.
Any thoughts on how I can play with settings or experiment with fixes? I am less knowledgeable, but happy to be a guinea pig ![]()
Edited by NixArcade, 11 November 2022 - 07:00 AM.
Posted 15 November 2022 - 04:18 PM
Unfortunately we needed to correct some file scrambling within the SMB sets:
For smb3 one needs the 'new' "dsp733-2.bin".
For smb1 one needs to replace "gprom1.bin" with "gprom.bin" (which has been renamed to "g733-1.bin").
For smb its the other way round, replace "gprom.bin" with "gprom1.bin" (which has been renamed to "g733.bin"). One also needs the 'new' "dsp733.bin".
But sticking with smb2 is also perfectly fine, there have not been many changes smb2 -> smb3.
Thanks, @toxie! It works after I renamed the "dsprom2.bin" to "dsp733-2.bin" in the smb.zip.
Thank you very much for the hard work and continuous support you provide!
Shoot. Mine stopped working after the 3.5 update as well. Tried various methods to get it back up and running, including the new zipped rom over at Nirvana, simply renaming the dsprom2.bin file, but nothing has worked.
Every time I test the rom, it says this 'dsp733-2.bin' has a bad checksum.
Posted 16 November 2022 - 02:18 PM
WOW - I just updated to 10.7.2 and I'am really Impressed. Have a cabinet build, 3 screen set up and run all my tables in 3D Anaglyph with the aid of a Kinect 360 camera set-up. FP was my favourite because of the depth and being able to BAM adjust the tables. VP just seamed too flat and washed out. Now with VPX 10.7.2 I see my Kinect camera is working with VP and all the adjustments and shading are fantastic. With this latest VP version we now have FP and VP running comparably the same at least in my opinion.
Many thanks to the people involved in the evolution of VP and FP. I'm a user in this great hobby and your work and efforts are greatly appreciated. THANK-YOU
Posted 16 November 2022 - 08:06 PM
Hey folks. I am running v366 and I see an issue with the "Decal" objects. I am finding that when you make width/height adjustments to a decal, the image of the decal does not change in the editor to reflect the size changes. It seems you have to make the change, save the table, close the table then re-open to see the re-sized decal.
Fixed. Thanks for the report/details, guys!
Posted 16 November 2022 - 10:36 PM
can we move a mini pf with all the other components hierarchically attached to it?
with fp it is possible by creating a virtual cage but with vp no idea ??!!
Yes
Easiest to have mini PF parts in its own layer(s)
So as to not grab stuff you dont mean to
but i can drag a box around the entire thing and shove it where ever i want
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 16 November 2022 - 10:46 PM
Exactly what I was thinking.
Assign all of the mini playfield and parts to its own layer.
Then untick all of the other layers, and you don't have to worry about other objects getting caught up when moving the group.
Posted 17 November 2022 - 12:45 AM
???
that doesn't answer my question
how to tilt a mini pf with targets, flipper, dt.....and make it return to the initial point.
like for example potc or mandalorian
exporting everything as a primitive does absolutely nothing since the active elements are frozen
Edited by fripounet, 17 November 2022 - 12:50 AM.
Posted 17 November 2022 - 01:07 AM
Maybe add those items to a collection in collection manager?
And use something like this..
Dim x
For each x in YourNewGroup
x.rotation = 45
Next
Posted 17 November 2022 - 03:54 AM
???
that doesn't answer my question
how to tilt a mini pf with targets, flipper, dt.....and make it return to the initial point.
like for example potc or mandalorian
exporting everything as a primitive does absolutely nothing since the active elements are frozen
On you did not say you wanted to move this in gameplay
thought you meant move in editor
What Xenonph told you is correct, in theory
but it will be a lot more complex than that
one rotation does not fit all
and some parts will need to both rotate and transpose
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow