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The VP 10.4 beta thread


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#421 allknowing2012

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Posted 16 October 2017 - 01:05 AM

Would it be possible/easy to show the tilt values on the debug fps overlay screen? Trying to dial in the right amount of nudge is a pain in the butt. 


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#422 Thalamus

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Posted 16 October 2017 - 06:17 AM

Would it be possible/easy to show the tilt values on the debug fps overlay screen? Trying to dial in the right amount of nudge is a pain in the butt. 

 

If you are taking about a cab. Don't bother. Get a hardware tilt bob.


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#423 flupper1

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Posted 16 October 2017 - 10:43 AM

And another feature request:
Is it possible to enable the use of "additive blend" on primitives like on flashers? Or the other way around, to have a flasher for which we can use a (lowpoly) primitive?

I want to add flasher effects to the mountains in white water and I can do texture swaps for that of course. But that takes a lot of extra textures and so will have size and performance issues. If I could use low poly primitives (which will be severely poly reduced versions of the mountains and slighter larger) with flasher like textures that would work great. Also this would work for the whole table (one giant overlaid lowpoly primitive) with a lot of lowres flasher like textures (textures made with blender based on real lighting).
Secondly, I have been making new textures for bumpertops, and the current primitives do not correctly color everything underneath a primitive for this:
http://vpforums.org/...reenshot614.jpg
Especially the lowest one (orange) would need additive blend, and I tried a flasher texture for that, but it cannot bend around the bumper base mesh so it never looks right.

#424 DJRobX

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Posted 16 October 2017 - 09:24 PM

 

If you are taking about a cab. Don't bother. Get a hardware tilt bob.

 

 

This is a problem that really shouldn't need a hardware tilt bob though.   At least with my crappy Mot-Ion sensor it was possible to get the VPX tilting to work, but the window between "does nothing" and "direct to tilt without danger if you sneeze" was super tiny.  And then needing to restart VPX each time I wanted to try a new value was maddening.    This is definitely an area where VPX can improve.  



#425 nFozzy

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Posted 16 October 2017 - 10:21 PM

I think the tilt bob is totally handled by the script. cvpmNudge in core.vbs

 

+1 for lightmaps on primitive, that'd be awesome. I've built some janky geometry out of flashers to try to get the same kind of effect, it's not very fun :P



#426 Thalamus

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Posted 16 October 2017 - 10:58 PM

 

 

If you are taking about a cab. Don't bother. Get a hardware tilt bob.

 

 

This is a problem that really shouldn't need a hardware tilt bob though.   At least with my crappy Mot-Ion sensor it was possible to get the VPX tilting to work, but the window between "does nothing" and "direct to tilt without danger if you sneeze" was super tiny.  And then needing to restart VPX each time I wanted to try a new value was maddening.    This is definitely an area where VPX can improve.  

 

 

I both agree and disagree. Having the mechanical tilt bob makes it work the same for previous and future vp releases. It also kind of gives it a DOF feeling when you hear the metal clonking. But, yes, VP could be improved.


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#427 toxie

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Posted 17 October 2017 - 06:36 PM

Minor news: I think we just passed the 400 mark today with unique machines/recreations/originals that were done using VPX..  :)

(and close to 600 if one counts dupes/MODs of same real life machines!!)


Edited by toxie, 18 October 2017 - 06:48 AM.


#428 Slydog43

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Posted 17 October 2017 - 06:52 PM

Just means dev team is doing great work!!! thanks



#429 mfuegemann

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Posted 17 October 2017 - 07:09 PM

Hi,

 

I just encountered a strange bug within the material manager. If You delete a material, the settings of the deleted material are copied over to the next material in line (below), overwriting its original settings.

In Rev3209 the colors and value settings have been carried over,

In Rev3235 the colors are kept and only the values are overwritten (Wrap, Use Image, Shinyness...)

 

Only annoying is that one: opening the material manager does not switch the cursor focus towards the manager, so that hitting the "Del" key (while editing the material name) is deleting any marked table object.

 

Regards

Michael



#430 The Loafer

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Posted 17 October 2017 - 07:22 PM

Minor news: I think we just passed the 400 mark today with unique machines/recreations that were done using VPX..  :)

(and close to 600 if one counts dupes/MODs of same real life machines!!)

 

I'm obviously missing a lot of tables! LOL  Thanks for the devs and authors for getting us this far!



#431 wrd1972

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Posted 17 October 2017 - 09:43 PM

I have seen that material bug too. Like to see that one fixed. It has bitten nany times in the ass.
Btw what exactly does the "use image" do in the materials manager.

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#432 toxie

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Posted 18 October 2017 - 06:48 AM

'use image' does allow that an image is used, for example when specified on a wall or primitive..



#433 sliderpoint

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Posted 18 October 2017 - 02:57 PM

'use image' does allow that an image is used, for example when specified on a wall or primitive..

 

Use how?  I've messed with a little and can't figure out what it actually is doing.   Can you show an example?

 

-Mike


Edited by sliderpoint, 18 October 2017 - 03:01 PM.


#434 toxie

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Posted 18 October 2017 - 07:23 PM

Here a test table i got from dark when he prepared the Jurassic Park table.. Once with use image = 0, the other with = 1..

So as you can see it steers how the image influences the glossy part of the material (e.g. 0 = not at all, only the set glossy 'color' counts, 1 = fully, e.g. the image of a table element is mixed with the glossy 'color')..

Attached Files


Edited by toxie, 18 October 2017 - 07:25 PM.


#435 nikolash

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Posted 20 October 2017 - 01:45 PM

I just update 10.3 to 10.4 and i lost many fps for all tables, do you have ideas?



#436 wrd1972

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Posted 20 October 2017 - 02:30 PM

Here a test table i got from dark when he prepared the Jurassic Park table.. Once with use image = 0, the other with = 1..

So as you can see it steers how the image influences the glossy part of the material (e.g. 0 = not at all, only the set glossy 'color' counts, 1 = fully, e.g. the image of a table element is mixed with the glossy 'color')..

So should one ONLY use 1 or 0 for this? Nothing in between...meaning on/off?


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.


#437 toxie

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Posted 20 October 2017 - 03:31 PM

I just update 10.3 to 10.4 and i lost many fps for all tables, do you have ideas?

 

any specific table which lost the most FPS (so i can repro the issue)? what is your setup (CPU/OS/graphics card)?

can you make a screenshot of both variants with the F11 debug/FPS menu enabled, please?


 

Here a test table i got from dark when he prepared the Jurassic Park table.. Once with use image = 0, the other with = 1..

So as you can see it steers how the image influences the glossy part of the material (e.g. 0 = not at all, only the set glossy 'color' counts, 1 = fully, e.g. the image of a table element is mixed with the glossy 'color')..

So should one ONLY use 1 or 0 for this? Nothing in between...meaning on/off?

 

 

No, it's allowed to use any value, i just used this for explaining the extreme values..  (thus it's '0..1' in the UI)



#438 flupper1

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Posted 20 October 2017 - 04:16 PM

And another feature request:
Is it possible to enable the use of "additive blend" on primitives like on flashers? Or the other way around, to have a flasher for which we can use a (lowpoly) primitive?

I want to add flasher effects to the mountains in white water and I can do texture swaps for that of course. But that takes a lot of extra textures and so will have size and performance issues. If I could use low poly primitives (which will be severely poly reduced versions of the mountains and slighter larger) with flasher like textures that would work great. Also this would work for the whole table (one giant overlaid lowpoly primitive) with a lot of lowres flasher like textures (textures made with blender based on real lighting).
Secondly, I have been making new textures for bumpertops, and the current primitives do not correctly color everything underneath a primitive for this:
http://vpforums.org/...reenshot614.jpg
Especially the lowest one (orange) would need additive blend, and I tried a flasher texture for that, but it cannot bend around the bumper base mesh so it never looks right.

@Toxie/Fuzzel: any remarks on this feature request? 



#439 fuzzel

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Posted 20 October 2017 - 09:20 PM

Sorry I'm a bit short of time. I had a quick look and it could be possible if we extend additive blending to the materials. But there might be a problem if you want to add an additional texture for blending.

#440 sliderpoint

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Posted 21 October 2017 - 06:15 AM

I'm still getting some crashes working in the editor.  Here is the most recent:  https://www.dropbox..../crash.zip?dl=0

 

-Mike