Jump to content



Photo
* * * * * 10 votes

The VP 10.2 beta thread

vpx beta

  • Please log in to reply
1353 replies to this topic

#21 Ben Logan

Ben Logan

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 2,275 posts
  • Location:California

  • Flag: ---------

  • Favorite Pinball: System 11

Posted 18 July 2016 - 06:34 PM

Toxie,

I tested your new flipper editor options for a couple hours this morning. They work great!

For all tables I tested, an EOS Torque value of .5 worked nicely. Lower than that, and we started to possibly venture into floppy flipper territory.

On my rig, the EOS Angle needed a value of 20 in order to pull off low-voltage moves. On Cactus Canyon, I set it quite a bit higher at 32. It varied from table to table, probably dependent upon and interactive with flipper mass and strength settings. Wasn't able to test long enough to draw any conclusions about how these relate to one another. Wish I didn't have to leave for a week right now, because these are super exciting times for VP!

Cirques Voltaire( DMD embedded in playfield version) was the only table that I tested that didn't play well with 10.2. Left and right flippers behaved vastly differently, despite being set to same values. I only mention it as a point of interest.

It's great that we have both nFozzy's code and now Toxie and Fuzzel's solution for access to low voltage flips. Amazing gifts to the community! Both work great. The two solutions differ in feel just a bit -- which is a plus. Options are wonderful. The nice thing about Toxie and Fuzzel's solution is that it's so easy to adjust and tune -- baked right into the editor.

For tables on which nFozzy's code is preferred, should the EOS Angle value be set to zero, or left at 6?

Cheers to your brilliance and generosity, guys!

:D

#22 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 18 July 2016 - 06:42 PM

Nice that it works so well for you, thanks for the quick feedback!

 

If you use nFozzy's code, maybe really leave it at 6 (same for EOS Torque, leave at default value), maybe lower (3). But not too low, otherwise the original code snippet 'gets lost': it simulated the 'low voltage' only when you hold the flipper up, or are close to the up position with flipper button held. For example could be important for drop catches

and even more live catches

 

EDIT: others, please also share your feedback for the new flipper code, so that i can tweak it some more if necessary.


Edited by toxie, 18 July 2016 - 06:45 PM.


#23 Drybonz

Drybonz

    Really bad at pinball, but having fun.

  • Members
  • PipPipPipPip
  • 1,538 posts

  • Flag: ---------

  • Favorite Pinball: Theatre of Magic

Posted 18 July 2016 - 06:47 PM

So, nFozzy's code can co-exist peacefully with the new VPX beta, then?



#24 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 18 July 2016 - 06:59 PM

Of course (as you asked multiple times already ;)).

Just make sure that always just one of them is used at the same time, otherwise it could be weird.



#25 Drybonz

Drybonz

    Really bad at pinball, but having fun.

  • Members
  • PipPipPipPip
  • 1,538 posts

  • Flag: ---------

  • Favorite Pinball: Theatre of Magic

Posted 18 July 2016 - 07:12 PM

Of course (as you asked multiple times already ;)).

Just make sure that always just one of them is used at the same time, otherwise it could be weird.

 

I must have missed your answer.  Thanks.



#26 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,170 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 19 July 2016 - 03:05 PM

Cool new beta to test

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#27 Ben Logan

Ben Logan

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 2,275 posts
  • Location:California

  • Flag: ---------

  • Favorite Pinball: System 11

Posted 19 July 2016 - 03:19 PM

Great to see you, UncleWilly. :)

#28 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 19 July 2016 - 04:53 PM

Indeed!  :)



#29 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 20 July 2016 - 05:22 PM

rev2716 is up:

 

- add one-way wire trigger mesh shape
- change plunger park position to 0.01 and add a bit of table info
- change default park position to 0.01 as requested
- add core.vbs changes
- add arngrims changes, so that each toy can now be configured to be 0 (sound effect), 1 (DOF) or 2 (both)
- fix hit distance check for hit targets
 



#30 Drybonz

Drybonz

    Really bad at pinball, but having fun.

  • Members
  • PipPipPipPip
  • 1,538 posts

  • Flag: ---------

  • Favorite Pinball: Theatre of Magic

Posted 20 July 2016 - 06:05 PM

Are those core.vbs changes anything that the end user types should know about specifically?



#31 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 20 July 2016 - 08:04 PM

not really but new tables may need it.



#32 gabrom78

gabrom78

    Enthusiast

  • Members
  • PipPipPip
  • 112 posts

  • Flag: Argentina

  • Favorite Pinball: The Twilight Zone, Vector, Tales of the arabian nights

Posted 20 July 2016 - 10:32 PM

Would it be possible to run or  continue a WIP table from 10.1 to 10.2 beta?



#33 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 21 July 2016 - 06:55 AM

Yes, 10.2 will always stay fully backwards compatible to 10.0 and 10.1. Just not the other way round.



#34 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 21 July 2016 - 07:46 AM

Indeed and at a later point of the 10.2 development we will increase the file format version too. So at that point you'll get a warning if you try to load a 10.2 table with 10.0 or 10.1.
So as long as you don't use new 10.2 stuff in your table it should be playable in all 10.x versions.

#35 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 21 July 2016 - 08:18 AM

Thank you fuzzel an toxie - you guys are incredible! I wonder how you find so much time to develop all the wonderful things for VPX!? :)

#36 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 21 July 2016 - 08:20 AM

Ha me too :D

#37 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 21 July 2016 - 11:30 AM

Its a good motivation when you know that people actually will use certain features.. :)



#38 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 22 July 2016 - 07:22 AM

Just curious - can the kicker already be used without legacy mode or is the problem still there?



#39 hauntfreaks

hauntfreaks

    Real 4K Tables Since 2013

  • VIP
  • 2,522 posts
  • Location:South Jersey

  • Flag: United States of America

  • Favorite Pinball: -<3<3<3 All Real Pins



Posted 22 July 2016 - 08:30 AM

feature request: can there be normal maps for the playfield?


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#40 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 22 July 2016 - 08:55 AM

Just curious - can the kicker already be used without legacy mode or is the problem still there?

Yes but only on the playfield and not on a raised one. There is something fishy with the friction handling if the ball rolls on wall and travels into a kicker. So as long as the kicker is on the playfield it should be ok.

feature request: can there be normal maps for the playfield?

Should be possible but I haven't checked the code yet. What you want to achieve with a normal map on the playfield?





Also tagged with one or more of these keywords: vpx beta