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The VP 10.7 beta thread


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#3981 Gravy

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Posted 20 March 2023 - 10:34 PM

As said, don't take the balls as reference at the moment. These do not feature 'real' view dependent reflections, but are more comparable to simple 2D images.

This could be changed, so that one needs to supply a environment map similar to what is used for lighting, but at the moment this is not the case.

Yes I read your original message regarding this, not sure if you read my response at https://www.vpforums...=44135&p=516417

My suggestion for a faked fix was for implementation of a new feature that would check the POV for table inclination value and adjust the wrapping of the 2:1 360 degree ball texture around a newly defined ball equator (with more appropriate value based on table inclination). Not sure if this would be easier or harder to implement than your environment map solution?

Basically the current method looks/works fine for desktop view but when table inclination is changed to overhead cabinet view, the visual illusion of pseudo room reflection breaks because the horizon line cuts incorrectly across the top of the ball. This is more evident with some ball textures than others but I think the visual inaccuracy exists to a degree with most/all tables (including the default ball image <None>).

I had wanted to keep this conversation confined to the suggestion thread at https://www.vpforums...showtopic=51071 to save clogging up this beta thread, but that doesn't seem to have happened. 

I don't want to keep flogging a dead horse but perhaps a picture will tell a thousand words:

Attached File  balltexturesuggestion.jpg   31.91KB   8 downloads
 


Edited by Gravy, 23 March 2023 - 12:14 PM.

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#3982 Drybonz

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Posted 23 March 2023 - 04:36 AM

Hey guys... I'm interested in checking out the 10.8 pre-release... was just wondering if there is a brief summary of major feature changes listed anywhere?  I didn't see anything like that on the github page.  Thanks.



#3983 Thalamus

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Posted 23 March 2023 - 05:15 AM

@Drybonz : Look inside the txt folder. Changelog.txt pr. example is only 3 days old. If you need the very low details, install a git client and clone the repo. After that, 'git log' is your friend.


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#3984 Drybonz

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Posted 23 March 2023 - 02:49 PM

Thanks, Thalamus... I just read over it.



#3985 soulchip

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Posted 24 March 2023 - 10:56 AM

 

 


Table has been on auto play for almost 3 hours (and the only time i will EVER roll the score board LOL)

this is with at91jit on.

 

I will try it later with it off.

I know we do not need it now, but i guess is kind of nice to know what state it is in, since it probably does not get tested much as a whole package.

 

Of course, when you guys start getting 8k playfield screens.... ;) 
 

What is the autoplay ?

 

 

i rigged the table to play itself

 

Sadly, it was much more impressive than my playing

 

 

Can you please explain me how did you do that? I really need it to film a movie for Black Knight 2000.



#3986 wiesshund

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Posted 24 March 2023 - 10:51 PM

 

 

 


Table has been on auto play for almost 3 hours (and the only time i will EVER roll the score board LOL)

this is with at91jit on.

 

I will try it later with it off.

I know we do not need it now, but i guess is kind of nice to know what state it is in, since it probably does not get tested much as a whole package.

 

Of course, when you guys start getting 8k playfield screens.... ;) 
 

What is the autoplay ?

 

 

i rigged the table to play itself

 

Sadly, it was much more impressive than my playing

 

 

Can you please explain me how did you do that? I really need it to film a movie for Black Knight 2000.

 

Not very well i am afraid
triggers to auto fire flippers
and some to nudge ball away from outlanes
a couple to try and nudge ball away from a straight drain shot, if you hit them in sequence
and one to fire plunger if ball appears in shooter lane.

 

Not very good AI playing


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#3987 Wylte

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Posted 25 March 2023 - 06:58 PM

@toxie a pretty wild example of unintended shadows in 3rdaxis' Grand Lizard
https://www.vpforums...&showfile=13713
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#3988 toxie

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Posted 30 March 2023 - 08:34 PM

@Drybonz : Look inside the txt folder. Changelog.txt pr. example is only 3 days old. If you need the very low details, install a git client and clone the repo. After that, 'git log' is your friend.

Thanks, yes, for convenience: https://github.com/v...t/Changelog.txt



#3989 Drybonz

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Posted 31 March 2023 - 05:55 PM

I hate to ask this, but could someone be good enough to tell me where the latest pinmame betas are kept these days?  Thanks for your help.



#3990 Thalamus

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Posted 31 March 2023 - 06:02 PM

right now ... it is : https://github.com/v...runs/4519561702 (you need to register and login to github.com in order to download those)

 

You want the 'sc' build. That is ... lets call it Stern Color or something :)


Edited by Thalamus, 31 March 2023 - 06:02 PM.

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#3991 Drybonz

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Posted 31 March 2023 - 06:04 PM

Thank you, sir.



#3992 Gravy

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Posted 01 April 2023 - 10:40 AM

Just having a look at the new live edit mode for 10.8, and the live editor camera looks to be a total game changer for table designers, I can't even imagine how much time that is going to save creators when it comes to being able to rotate the table to a side on view or low angle front view and see the changes to the z height/position of objects in realtime.

Took me a while to realise you can grab the little square at the top right to adjust the live editor camera view. I'm still having problems trying to figure out how to adjust roll though once it gets off centre. Mouse wheel adjusts zoom if anyone is wondering how.


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#3993 Drybonz

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Posted 01 April 2023 - 02:48 PM

deleted... sorry


Edited by Drybonz, 01 April 2023 - 02:48 PM.


#3994 toxie

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Posted 14 April 2023 - 08:21 PM

@toxie a pretty wild example of unintended shadows in 3rdaxis' Grand Lizard
https://www.vpforums...&showfile=13713

I finally got around to test this, but cannot repro. 10.7.3 and 10.7.4 beta look roughly the same for me.

Do you have screenshots, please?


Oh wait, now i get it..



#3995 toxie

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Posted 14 April 2023 - 09:12 PM

..and worked around for all very large lights, like found on Grand Lizard: https://github.com/v...7.4-403-d8b15f9


Edited by toxie, 15 April 2023 - 08:19 AM.


#3996 Drybonz

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Posted 15 April 2023 - 11:20 PM

@toxie per wiesshund

 

https://www.vpforums...=51256&p=517833


Edited by Drybonz, 15 April 2023 - 11:23 PM.


#3997 wiesshund

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Posted 15 April 2023 - 11:25 PM

@toxie per wiesshund

 

https://www.vpforums...=51256&p=517833

 

you might explain why you are showing it to him?


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#3998 Drybonz

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Posted 15 April 2023 - 11:35 PM

 

@toxie per wiesshund

 

https://www.vpforums...=51256&p=517833

 

you might explain why you are showing it to him?

 

 

This is a discussion regarding solutions for scaling problems in VP... all explained in that thread if you would like to take a look.  Thanks.



#3999 Wylte

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Posted 18 April 2023 - 07:21 PM

..and worked around for all very large lights, like found on Grand Lizard: https://github.com/v...7.4-403-d8b15f9

Is the threshold for "very large" 500 falloff?  Would it be possible to bring this down or make it customizable?  Or, preferably, toggleable per-light as in 10.8?

 

On Tommy we have "fake" lights as small as 220 falloff and even the largest is only 450.  I worked around it by raising their heights so they wouldn't intersect the ball (except by airballs) but this caused issues in VR, so they needed to be scripted down to pf height in that case.

https://vpuniverse.c...st-1994-vpwmod/

 

I also noticed in Strikes and Spares there's a central light with 425 radius, 350 falloff, at 0.09 height that casts a 180 degree shadow off the bottom of the ball.

https://vpuniverse.c...1978-20-extras/


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#4000 toxie

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Posted 19 April 2023 - 12:04 PM

Thanks for the additional hints.

In 10.8 the shadows are already configurable per light.

For 10.7.4, i just hoped that we could have a general always-on option, just to enhance all existing tables.