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The VP 10.1 beta thread


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#401 ryukoken

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Posted 18 April 2016 - 10:48 AM

Hi people

i have a little question about VPX+Pinmame is it possible to reduce the dmd same as old version i have push F1 during game and choose compact display

restart my table but no effect, any suggestion please ? thank you

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#402 toxie

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Posted 18 April 2016 - 11:29 AM

On some tables, the DMD is now done using VPX itself instead of a separate window.

For this select the backdrop (on the left side in the editor), and select the black box/DMD, then reduce its size.



#403 allknowing2012

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Posted 19 April 2016 - 02:35 AM

I started a thread on this .. but I see its also a problem in 10.1. If you put a post in front of a kicker cup (or any object). The kicker cup gets drawn over top of the object.

 

Easy test case .. drag a post in front of the kicker on the "new" table. Is this an easy fix or perhaps a workaround that might fix this? Depth bias perhaps?


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#404 fuzzel

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Posted 19 April 2016 - 04:36 AM

Yes there is an easy fix for that. Just use a dynamic post by activating the opacity then the post is rendered each frame over the kicker. A kicker has to punch a hole into the playfield but this is beeing done only once.

#405 sliderpoint

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Posted 19 April 2016 - 03:23 PM

I have a few tables where I'm getting a message that:

 

Object doesn't support this property or method: 'bumper.disabled'

 

works fine in 10.0

 

thanks

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#406 BorgDog

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Posted 19 April 2016 - 03:32 PM

I have a few tables where I'm getting a message that:

 

Object doesn't support this property or method: 'bumper.disabled'

 

works fine in 10.0

 

thanks

-Mike

 

Didn't even know you could do that, just tried it last night for the first time thought it wasn't possible after getting the error.  Would be handy for tilts and such.



#407 freneticamnesic

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Posted 19 April 2016 - 06:09 PM

I have a few tables where I'm getting a message that:

 

Object doesn't support this property or method: 'bumper.disabled'

 

works fine in 10.0

 

thanks

-Mike

 

Same - CV required 10.0 official to function, 10.1 beta last I checked gave the bumper.disabled error



#408 toxie

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Posted 19 April 2016 - 08:29 PM

fuzzel replaced that in 10.1, thats all i know..



#409 fuzzel

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Posted 19 April 2016 - 08:52 PM

Oh yes I changed it to 'enabled' so it's the same like for ask other element like walls or kicker. Didn't know that someone even used it. If that is a problem I can change it back but I would like to align to the other elements enable/disable switch handling.

#410 BorgDog

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Posted 19 April 2016 - 09:02 PM

OK, I vote for using 'enabled' to be consistent.. 



#411 freneticamnesic

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Posted 19 April 2016 - 09:41 PM

It's one table



#412 BorgDog

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Posted 19 April 2016 - 10:34 PM

OK, unless I'm missing something here (which is highly likely) I can't get bumper.enabled or bumper.disabled to work in the latest beta.   :facepalm:  How should the syntax be?



#413 fuzzel

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Posted 20 April 2016 - 08:30 AM

oh you're right it isn't 'enabled' it's 'collidable' (that's the same for walls/ramps and so on). Sorry my mistake, I should check the code before posting ;)

 

btw you can find all commands in the CommandReference.txt.


Edited by fuzzel, 20 April 2016 - 08:33 AM.


#414 BorgDog

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Posted 20 April 2016 - 11:52 AM

hmm, that one I'm aware of, however that makes the ball fall through the object entirely, which is kind of different to how I pictured "enabled/disabled" in that it just doesn't activate the bumper, ie bumper power turned off on tilt.  Evidently sliderpoints issue with tables and "bumper.disabled" is not the same thing (and doesn't appear in CommandReference.txt  current version nor the one that comes with vp10minimal).  I just did a quick test and "bumper.disabled=1" in vp10 final does what I would expect.  Can we get that feature back?



#415 fuzzel

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Posted 20 April 2016 - 12:00 PM

No you won't get it back...it's still in :)
Just to clearify it:
the old "disable" option was renamed to "HasHitEvent" and "collidable" was added to disable the collision detection.
So if you don't want the hit event and the ring animation set HasHitEvent=0 and/or you don't want the collision detection set collidable=0

#416 BorgDog

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Posted 20 April 2016 - 12:07 PM

ah, OK, thanks for clarifying, that works perfectly!



#417 ryukoken

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Posted 21 April 2016 - 12:32 AM

On some tables, the DMD is now done using VPX itself instead of a separate window.

For this select the backdrop (on the left side in the editor), and select the black box/DMD, then reduce its size.

you know how much i need to reduce to have compact display (same as old vpinball) ????



#418 Pin-Pete

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Posted 21 April 2016 - 08:22 PM

This is absolutely weird. When I played a couple of games of Centaur and after that I played a game of EBC I heard the echoing sound, which should only be heard in Centaur! Not in EBC. What on earth is that?


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#419 Drybonz

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Posted 22 April 2016 - 01:53 AM

I have the problem with DMD not staying on the second screen, but have found that if I switch to the cabinet version of VPINMAME it causes VP 10 and 10 beta to crash every time.  Anyone else have experience with this?



#420 allknowing2012

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Posted 22 April 2016 - 02:12 AM

Have you used the vpinmame from this thread?

http://www.vpforums....showtopic=27063

 

And make sure the file is not blocked - right click, properties.

Be sure to run the setup.exe as well and click thru install just like a new install.


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