Jump to content



Photo
* * * * * 8 votes

The VP 10.6 beta thread

beta 10.6 beta

  • Please log in to reply
1488 replies to this topic

#21 Fusionwerks

Fusionwerks

    Poorly recovering pinball addict

  • Platinum Supporter
  • 403 posts

  • Flag: United States of America

  • Favorite Pinball: JP (DE), Deadpool, James Bond 007

Posted 01 November 2018 - 02:08 AM

Feature request:
Ability to swap playfield images via script.
I hope the playfield prim isn't an alternative to this option.
I've always wanted to do a certain original table, but would require playfield image swapping

#22 wrd1972

wrd1972

    Authoring Padawan

  • Platinum Supporter
  • 2,263 posts
  • Location:Central KY. USA

  • Flag: United States of America

  • Favorite Pinball: Funhouse

Posted 01 November 2018 - 02:32 AM

Ditto above :)


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.


#23 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 01 November 2018 - 08:08 AM

If the playfield can be a primitive now, there must be a way to display the texture in the editor. Otherwise there is no possibility to place all objects correctly as the drilled holes in the playfield can not be seen anymore.



#24 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 01 November 2018 - 09:44 AM

If the playfield can be a primitive now, there must be a way to display the texture in the editor. Otherwise there is no possibility to place all objects correctly as the drilled holes in the playfield can not be seen anymore.

That is still possible. There is no change in the editor. You see the playfield and the additional primitive. Move the prim to a hidden layer and enable the playfield image in the editor as usual.

Feature request:
Ability to swap playfield images via script.
I hope the playfield prim isn't an alternative to this option.
I've always wanted to do a certain original table, but would require playfield image swapping

Well that's still not possible because of the static render step that bakes the static reflection elements to the playfield.

#25 STAT

STAT

    Pinball and Arcade Freak

  • VIP
  • 4,978 posts
  • Location:Wels - Austria

  • Flag: Austria

  • Favorite Pinball: Twilight Zone

Posted 01 November 2018 - 09:47 AM

Please don't kill me: still no Way for 2 Screens over VPX ? :unknw:
Hell, yes i wanted to Play Banzai Run on my 2 Screen Cab ;)



#26 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 01 November 2018 - 09:48 AM

Please don't kill me: still no Way for 2 Screens over VPX ? :unknw:
Hell, yes i wanted to Play Banzai Run on my 2 Screen Cab ;)

That is on my to-do list for VP11 ;)

#27 STAT

STAT

    Pinball and Arcade Freak

  • VIP
  • 4,978 posts
  • Location:Wels - Austria

  • Flag: Austria

  • Favorite Pinball: Twilight Zone

Posted 01 November 2018 - 09:49 AM

Hey wheres the Extra-Like Button … thank you :)



#28 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 01 November 2018 - 09:53 AM

There is a problem with the prim playfield if you start the table more than once. You have to reload the table every time to get the correct behavior. A fix will come tomorrow.

 

Yup, sorry.. Bad testing on my end when i did some changes..  :/


Oh, and btw: If you see any differences in physics behavior between the new primitive playfield and the old built-in one, please let me know, because the code definetly has some historical differences..



#29 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 01 November 2018 - 10:34 AM

 

Thanks.  it does seem to work fine with the older FreeImage.dll any idea why the new one would be a problem?  win10x64 build 1607 (yes a little old build, work computer, wonder if that's the issue).

 

 

I reverted the version back to 3.17.0, as we do not need to use 3.18.0 specificially..



#30 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 01 November 2018 - 10:56 AM

rev3537 is up:

- revert to FreeImage 3.17.0
- fix special playfield primitive rendering issue and update example table
- add missing changes to changelog.txt
 



#31 Slydog43

Slydog43

    Pinball Wizard

  • Platinum Supporter
  • 3,008 posts
  • Location:Hackettstown, NJ

  • Flag: United States of America

  • Favorite Pinball: Addams Family, All Williams 90's Games

Posted 01 November 2018 - 10:58 AM

OMG, thanks for the exporting of script feature.  I wrote a utility to do this that was a bit buggy but kinda worked.  I can now export all table scripts and grep them to find a table that has a feature I'm looking for to copy/modify.   I think this is very great!!!


Edited by Slydog43, 01 November 2018 - 11:01 AM.


#32 BorgDog

BorgDog

    We come in peace.. shoot to kill.. shoot to kill.

  • Members
  • PipPipPipPip
  • 1,427 posts
  • Location:Leavenworth, WA

  • Flag: United States of America

  • Favorite Pinball: Alien Star, TNA



Posted 01 November 2018 - 01:34 PM

I just tried out the plunger.position stuff.  the numbers are backwards on the digital. 

 

On my cab with a plunger mech, when at rest I get a reading of 2 (this is with park of .1666), at full pull back I get 25, if I push forward from park I get to 0. 

 

On my laptop I get 20 at rest and 0 at full pull when enable mechanical plunger is checked, and 25 at rest and 0 at full pull when enable mechanical plunger is not checked. Of course there is no way to push forward on the plunger with just a keyboard (at least that I know of), but it should bounce forward on plunger release and at least momentarily be forward of rest (the animation does).

 

So we're getting somewhere, but still needs some tweaking to be useful.



#33 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 02 November 2018 - 08:59 AM

So what do you suggest, except for making it inverse?



#34 Thalamus

Thalamus

    Pinball Wizard

  • Platinum Supporter
  • 4,938 posts

  • Flag: Norway

  • Favorite Pinball: GOT, Alien Star, LOTR, TOM

Posted 02 November 2018 - 09:29 AM

Mentioned in the old 10.5 thread - I feel it is bordeline to be called a bug.

 

I think it would make more sense if you in sound-manager choose 'reimport from', that if the old sound has x/y coordinates set, They should be re-used instead of zeroed out.


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#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 02 November 2018 - 10:56 AM

 

If the playfield can be a primitive now, there must be a way to display the texture in the editor. Otherwise there is no possibility to place all objects correctly as the drilled holes in the playfield can not be seen anymore.

That is still possible. There is no change in the editor. You see the playfield and the additional primitive. Move the prim to a hidden layer and enable the playfield image in the editor as usual. 

 

 

OK, but on raised playfields (like mini playfields or such) that are done with primitives you can not see the texture at all. So please display at least a low resolution texture for that kind of primitives.



#36 BorgDog

BorgDog

    We come in peace.. shoot to kill.. shoot to kill.

  • Members
  • PipPipPipPip
  • 1,427 posts
  • Location:Leavenworth, WA

  • Flag: United States of America

  • Favorite Pinball: Alien Star, TNA



Posted 02 November 2018 - 12:17 PM

So what do you suggest, except for making it inverse?

 

The issue is that the numbers need to work the same for digital and analog plunger.  I'm trying to create a unconventional ball launch mechanism that will visually be a primitive animation.  That primitive animation needs to follow along with the plunger and the ball resting against it.  I don't know if all mechanical plungers give the same results either, I am currently using an earlier model zeb's plunger.  It appears, at least to me, that the current visible plunger animation works the same for both, so maybe that could be tapped for values?  that it returns different values if mechanical is enabled or not is kind of weird but shouldn't effect my particular use as i will always have it enabled.. at least on my current project.

 

Thanks for working on this.



#37 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 02 November 2018 - 02:05 PM

Sweet

"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


#38 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 02 November 2018 - 07:18 PM

 

So what do you suggest, except for making it inverse?

 

The issue is that the numbers need to work the same for digital and analog plunger.  I'm trying to create a unconventional ball launch mechanism that will visually be a primitive animation.  That primitive animation needs to follow along with the plunger and the ball resting against it.  I don't know if all mechanical plungers give the same results either, I am currently using an earlier model zeb's plunger.  It appears, at least to me, that the current visible plunger animation works the same for both, so maybe that could be tapped for values?  that it returns different values if mechanical is enabled or not is kind of weird but shouldn't effect my particular use as i will always have it enabled.. at least on my current project.

 

Thanks for working on this.

 

 

Okay, so then for now i just made it inverse (i.e. matching the mech plunger). Just give me some more hints in case you need a different behavior.



#39 bord

bord

    Pinball Fan

  • Members
  • PipPipPipPip
  • 603 posts

  • Flag: ---------

  • Favorite Pinball: Star Gazer, Whirlwind, Frontier

Posted 02 November 2018 - 07:54 PM

Is it possible to allow mesh textures to behave like flashers? For example, Image A/Image B and a variety of image blend options? Would really make texture changing based on lighting states easy and attractive.



#40 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 02 November 2018 - 10:12 PM

Is it possible to allow mesh textures to behave like flashers? For example, Image A/Image B and a variety of image blend options? Would really make texture changing based on lighting states easy and attractive.

I don't want to go that way. Flashers are simple plates where you combine two separate textures and blend them together into the frame buffer.
Doing that with meshes would add another layer of complexity and than it's hard to add other lighting options in the next versions.





Also tagged with one or more of these keywords: beta, 10.6 beta