deleted... sorry
Edited by Drybonz, 01 April 2023 - 02:48 PM.
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..
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.
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.
Posted 15 April 2023 - 11:25 PM
you might explain why you are showing it to him?
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 15 April 2023 - 11:35 PM
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.
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/
Posted 19 April 2023 - 07:38 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/
The latter one actually uncovered a general issue when the ball gets to close to a ball, this is now also fixed in 10.8, and will be merged to 10.7.4, too.
Posted 22 April 2023 - 03:07 PM
Would it be feasible to allow a default desktop background/backdrop that points to an external image (much like the default ball image)? This would allow for some creativity for desktop users to create different default "rooms" and quickly/easily switch between them (without having to edit every table). There could be an override (also like the ball images) for people that still want to use various DT backgrounds for select games. Is this something that could be easily added? Thanks for considering.
Posted 04 May 2023 - 02:29 AM
I've been getting quite a lot of crashes from the editor when editing tables using the x64 10.7.4-403 and 404 builds of VPX. It seems like when I have either had a table open for a certain amount of time, or have made a certain number of changes it is just going to crash. It is at the point I have to save every couple minutes because I'm losing so much work. Is anyone else noticing this, or is it likely something on my end? Thanks for the help.
Posted 04 May 2023 - 09:36 AM
I've been on 403 x64 for a while and have only had a couple crashes, both while editing layer names. Overall much more stable for me than the 10.6/10.7 x86 days.I've been getting quite a lot of crashes from the editor when editing tables using the x64 10.7.4-403 and 404 builds of VPX. It seems like when I have either had a table open for a certain amount of time, or have made a certain number of changes it is just going to crash. It is at the point I have to save every couple minutes because I'm losing so much work. Is anyone else noticing this, or is it likely something on my end? Thanks for the help.
Edited by Wylte, 04 May 2023 - 09:40 AM.
Posted 04 May 2023 - 01:53 PM
Ok, thanks for the feedback. I'll assume it's on my end and start troubleshooting. I haven't had any problems with anything else on my system, but it sounds like I need to check into it. Thanks.
*edit* I decided to try 10.8 and it seems to crash most times I try to leave the editor.
Edited by Drybonz, 05 May 2023 - 12:14 AM.
Posted 08 May 2023 - 10:32 PM
I have noticed that any time I confirm (Ok) a change in the material/image managers the entire editor minimizes, meaning that the user is repeatedly fishing the editor off of the taskbar. This also happens in 10.8.
On a side note... I noticed that changes in material/image managers are not "sticking" in 10.8. Meaning, for just an example, if I go into materials and change from basic to metal, then OK, then return to the materials manager it is back to basic. This also happens with light settings in the interactive edit screen... once you make changes and leave they sometimes do not stick. This is also in 10.8.
Thanks.
Posted 12 May 2023 - 12:07 AM
I apologize if I shouldn't be asking about 10.8 here... I couldn't find a 10.8 discussion thread, so I hope this is appropriate.
I noticed in 10.8 that the playfield reflections are a lot more intense at the same setting than 10.7. Is this intentional, or maybe just hasn't been calibrated? Also, is there a problem with playfield reflections sometimes looking strange, like a sort of white outline of the reflection than the complete reflection?
Was looking at playfield reflections today. ![]()
Posted 12 May 2023 - 02:42 PM
Its kinda the right place to ask, but nowadays we rather primarily check all the issues on github.
As for the reflections: These were redone, so its 'okay' that these can differ now. If you look into the changelog, then there are also different compatibility levels.
Posted 12 May 2023 - 04:07 PM
Its kinda the right place to ask, but nowadays we rather primarily check all the issues on github.
As for the reflections: These were redone, so its 'okay' that these can differ now. If you look into the changelog, then there are also different compatibility levels.
Thanks, toxie... I'm less familiar with github and like being able to have conversations on the forum, so I really appreciate that you check in here sometimes. Thanks for that.
I'll check out the changelog and see if I can figure out if I need to disable reflections based on compatibility.
Also... wanted to mention that I have seen a few comments online that it's tricky to find the latest possible build on github. For instance the 980 build is the easiest to find. Last night I found the 1083, but today it seems all I can see is 1003. You guys probably have a reason for the way that is set up that way, but just wanted to mention that the latest build can be somewhat less visible, so people may be running older builds with more bugs.
Thanks again! ![]()
*edit* I don't see a changelog in the latest build download... I'm sure it's on github somewhere but couldn't find it.
Edited by Drybonz, 12 May 2023 - 04:17 PM.
Posted 12 May 2023 - 05:26 PM
Try PinballX Database manager as a replacement of PinballX's game list manager
With special thanks to Scutters