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The VP 10.1 beta thread


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#381 ClarkKent

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Posted 08 April 2016 - 01:08 PM

in principle you can do this on your own already, either by setting a custom "Mass" (which should be necessary anyhow to make the ball behave differently from metal balls) and/or by storing the "ID" of all (non-)metal balls somewhere and then looking into this list again when testing for metal or not.

But somehow it seems to be unreliable if using underramps. Only creating/destroying the balls seems to be reliable. Weird. That's why I thought an option in the ball settings and a switch option to recognize this would solve that problem...



#382 Dozer316

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Posted 08 April 2016 - 01:13 PM

Some stupid experiments:

 

Toxie, is it possible to add HLSL support to VPM for a faux bloom effect or is it still rendering in DX7?



#383 toxie

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Posted 08 April 2016 - 02:05 PM

VPM is still DX7 and even no-DX-whatsoever if using the 64bit compile.  :/


 

in principle you can do this on your own already, either by setting a custom "Mass" (which should be necessary anyhow to make the ball behave differently from metal balls) and/or by storing the "ID" of all (non-)metal balls somewhere and then looking into this list again when testing for metal or not.

But somehow it seems to be unreliable if using underramps. Only creating/destroying the balls seems to be reliable. Weird. That's why I thought an option in the ball settings and a switch option to recognize this would solve that problem...

 

 

But then you would still need to manually copy this metal flag when destroying/re-creating the ball. So in that case you could still use the same principle then (e.g. copy ID on your own and/or copy the mass on your own).



#384 toxie

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Posted 11 April 2016 - 02:01 PM

Some more experiments with the new upscale, e.g. actually just abusing it for post-antialiasing, similar to FXAA for raster, but specialized for pixel graphics, "normal" vs "antialiased":

Attached Files



#385 nFozzy

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Posted 14 April 2016 - 07:07 AM

Okay really weird bug

 

If you leave a "sub" without an "end sub" in the script, the entire script window breaks with an error that says "Parse error on line:5 Construct not closed"



#386 fuzzel

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Posted 14 April 2016 - 07:46 AM

Yep, blame Microsoft for that :D VP uses the vba interpreter from Microsoft.

#387 fuzzel

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Posted 14 April 2016 - 08:44 PM

rev2563 is up:

 

- fix multi selection issue in the material editor
- add side-by-side 3D stereo
- Hotkeys.txt added
- readd older bass.dll
- add static bulb mesh switch
- fix spinner rotation and gate animation

- fix hit detection for one-way gates and only fire a hit event if a hit comes from the right side
- add antifriction to the gate
- updated scripts by mfuegemann
 



#388 hauntfreaks

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Posted 15 April 2016 - 03:16 AM

Thats a great list of updates and features.... thankyou as always!!!!

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#389 nodz509

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Posted 15 April 2016 - 09:18 AM

stereo3d sbs mode works perfectly!!!!  thank you sooooo much you guys!! And that right there is what makes this the best gaming community in the world!  2-3 days ago I asked for help with SBS support and toxie said something like "no native sbs as it isn't recommended for most users but it will be in the next beta build"   I get home from playing pinball at my friend's house where I had the pleasure of meeting fellow forum member and table author "sliderpoint" who was introduced tonite to what "high end pinball" is like LoL  slider buddy it was fun watching how excited you got getting to play B's games tonite that was cool man it was fun, look forward to hanging out and talking shop again in the future.  ---back on track to come home and sign on to vpf and see a reply from toxie that says beta is up let me know how it works!!!    that's amazing you guys are the best,  I've been a beta tester for TPA for quite awhile and getting those guys to do anything is a nightmare and they are getting paid a grip of cash to produce their software!!  and here you guys do this for the love of the hobby and to better your own skills and for fun and not only have you created a better pinball simulator but your involvement with everyone involved has created a far stronger community and your ability to implement new features upon request virtually overnight is astounding and I cant thank you guys enough,  that is just an absolutely stellar example of the passion, knowledge and the ability that this community has to offer, the vp dev team and table authors both have surpassed my every expectation I had coming into the world of VP alittle over a year ago.  These commercial companies should be modeling the way they interact with their customers/fans, potential customers, and beta testers after what they see here on this forum, you guys are absolute gentlemen and masters of your craft, Thank you. -nate



#390 kruge99

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Posted 15 April 2016 - 09:20 AM

rev2563 is up:

 

- fix multi selection issue in the material editor
- add side-by-side 3D stereo
- Hotkeys.txt added
- readd older bass.dll
- add static bulb mesh switch
- fix spinner rotation and gate animation

- fix hit detection for one-way gates and only fire a hit event if a hit comes from the right side
- add antifriction to the gate
- updated scripts by mfuegemann
 

 

What hardware is needed to support side-by-side 3D stereo mode?

 

Best Regards,

Kruge99


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#391 toxie

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Posted 15 April 2016 - 10:28 AM

nothing special. its the exact same as the top/bottom stereo 3D that was already included since VP9, but some programs/TVs do not support top/bottom (like the oculus virtual desktop setup nodz had).



#392 kruge99

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Posted 15 April 2016 - 10:37 AM

...so you would need a 3D TV paired with the matching 3D glasses?


[proud owner of a Williams Solar Fire]

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#393 toxie

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Posted 15 April 2016 - 10:49 AM

ah, okay, you never heard of it at all?

then: http://www.vpforums....showtopic=21658



#394 toxie

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Posted 15 April 2016 - 04:13 PM

and the next beta build will feature the optional anti-aliasing of the internal DMD.. :)

no need for the upscale yet, first we need to get the DMD running on another monitor, i guess..



#395 fuzzel

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Posted 15 April 2016 - 04:47 PM

rev2567 is up:

 

- expose scaleFX of DMD in video options
- add scaleFX based DMD upscale/anti-alias (currently not wired/disabled)
- fix dynamic bulb light mesh rendering
 



#396 The Loafer

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Posted 16 April 2016 - 02:35 AM

nothing special. its the exact same as the top/bottom stereo 3D that was already included since VP9, but some programs/TVs do not support top/bottom (like the oculus virtual desktop setup nodz had).

 

Wait wat?  This already works on the rift or Vive through Virtual desktop and it's use of game mode???  When I saw SBS that's the first thing I thought of but... this actually freaking works, right now?



#397 toxie

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Posted 16 April 2016 - 09:09 AM

Apparently.. Have not tried it yet myself.. But maybe i should really expose it officially in the video pref then??!



#398 nodz509

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Posted 16 April 2016 - 10:52 AM

yes please do officially expose it in vid prefs because its awesome, and ihave regedit pinned to my taskbar because anytime i open prefs it defaults the value to 1 and i have to change it again ;)    and i promise toxie with the growing popularity of VR headsets that more and more people are going to want SBS, especially because the "virtual desktop" app is considered "must have" vr software and the devs have no intention of adding top vs bottom support.


also,  the integrated VP DMD in dtmode is a feature that is really helping this to be a good experience when playing inside a 3d headset because without it you only get the dmd in one eye and it hurts lol. 



#399 toxie

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Posted 16 April 2016 - 11:31 AM

..its already done, so next beta build will have it

 

..btw: is this virtual desktop for free? i would like to try myself..



#400 fuzzel

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Posted 16 April 2016 - 07:54 PM

rev2571 is up:

 

- officially expose all stereo 3D output modes (TB,SBS,Interlaced)
- fix a small check when exporting the trigger mesh