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The VP 10.4 beta thread


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#441 STAT

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Posted 21 October 2017 - 08:27 AM

Dev Team, i noticed, there is a different View at Camera Mode vs. Play Mode, example X-Offset (maybe the only one) ...
I tried to fill out the Screen with a Table, moved down by X-Offset and in Camera Mode it was ok - then i played, and saw, it wasn't
I use 3235

 

See Images, at Cam: Screen is full, at Play: no ( green Lines showing empty Space )

Bottom "Grill" is already my 2nd Screen and Backglass Part (example: Q-Berts Quest by bord/Hauntfreaks)

 

btw. Thank you very much, VP Team, for your hard and great Work :hi:

Attached File  qcam.PNG   116.94KB   23 downloads Attached File  qplay.PNG   96.18KB   19 downloads


Edited by STAT, 21 October 2017 - 08:46 AM.


#442 flupper1

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Posted 21 October 2017 - 09:01 AM

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.


Sounds great! About the additional texture: not sure what this means, but for me it would be enough having one texture with transparency for this. So I would use a separate primitive with one colored texture with transparency with additive blending. That next to a normal primitive with a regular texture without additive blending.

#443 fuzzel

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Posted 21 October 2017 - 09:11 AM

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.

Sounds great! About the additional texture: not sure what this means, but for me it would be enough having one texture with transparency for this. So I would use a separate primitive with one colored texture with transparency with additive blending. That next to a normal primitive with a regular texture without additive blending.
That should be doable but needs some time until we can add this. Depending how this will be implemented you could use this feature on other elements as well because it would be just a material option to activate the additive blending. But again I'm not 100% sure if that could have side effects with other material settings.

#444 hauntfreaks

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Posted 21 October 2017 - 05:50 PM

i found an issue with the standard materials pack.... like the old ambient light issue we had,... where the RGB was set to 10 (not zero), and it was washing out the ball as well as other objects
this same thing is also a problem with the clear coat setting within many of the standard materials in the "new" tables within VPX, so if someone unknowingly builds a table from scratch and doesnt fix his or her materials to be used,... it will result in washed out plastics,playfield, and other objects using these materials.... this was just found to be the case with Champion's Pub and Jurassic Park... I've since looked at many tables and this is the case.... and on a separate issue but the same result are images that the color balance is off and black area are not true black and VPX will render these washed out as well (NOT a VPX issue but the image itself)

to clarify this doesn't go for EVERY material.... only materials that use a "black" clear coat a value of "0" should be used
here is the standard materials set (fixed)

Attached File  Materials.zip   603bytes   10 downloads
 


Edited by hauntfreaks, 21 October 2017 - 06:16 PM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#445 fuzzel

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Posted 21 October 2017 - 06:21 PM

i found an issue with the standard materials pack.... like the old ambient light issue we had,... where the RGB was set to 10 (not zero), and it was washing out the ball as well as other objects
this same thing is also a problem with the clear coat setting within many of the standard materials in the "new" tables within VPX, so if someone unknowingly builds a table from scratch and doesnt fix his or her materials to be used,... it will result in washed out plastics,playfield, and other objects using these materials.... this was just found to be the case with Champion's Pub and Jurassic Park... I've since looked at many tables and this is the case.... and on a separate issue but the same result are images that the color balance is off and black area are not true black and VPX will render these washed out as well (NOT a VPX issue but the image itself)

to clarify this doesn't go for EVERY material.... only materials that use a "black" clear coat a value of "0" should be used
here is the standard materials set (fixed)

attachicon.gifMaterials.zip
 

Great Haunt! Thanks! I added it to the demo tables :)



#446 randr

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Posted 21 October 2017 - 06:23 PM

Great! Not all of us are graphics guys so I just grab from default table like a blind mouse and never look back. Thanks haunt for bringing it up as it really makes a big difference! Still don’t understand it completely but I do know it looks better!

randr___pinball.png                         


#447 fuzzel

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Posted 21 October 2017 - 06:31 PM

rev3237 is up:

 

- add updated default materials (provided by hauntfreaks)
- fix default settings for primitives 


#448 hanzoverfist

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Posted 21 October 2017 - 08:42 PM

Any chance Fuzzel to re-look into global and local scaling with a checkbox to select how the author wishes to use scale?


Edited by hanzoverfist, 21 October 2017 - 08:43 PM.

space-invader-wheel1_t.png


#449 fuzzel

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Posted 21 October 2017 - 09:46 PM

Any chance Fuzzel to re-look into global and local scaling with a checkbox to select how the author wishes to use scale?

Yes someday ;)

#450 toxie

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Posted 22 October 2017 - 10:43 AM

 

 

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.

Sounds great! About the additional texture: not sure what this means, but for me it would be enough having one texture with transparency for this. So I would use a separate primitive with one colored texture with transparency with additive blending. That next to a normal primitive with a regular texture without additive blending.
That should be doable but needs some time until we can add this. Depending how this will be implemented you could use this feature on other elements as well because it would be just a material option to activate the additive blending. But again I'm not 100% sure if that could have side effects with other material settings.

 

 

I would not want to add it this in general to the material, as it does not really fit to the physically based material scheme.

So maybe rather a specialized one for primitives only??



#451 flupper1

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Posted 22 October 2017 - 11:06 AM

Yes please!!



#452 toxie

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Posted 22 October 2017 - 04:39 PM

Same as fuzzel i also do not have much spare time currently..   :/



#453 mkl66

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Posted 23 October 2017 - 07:30 AM

Hi there,

 

I'm using the latest beta build since this thread came up. It's great to see all the new features implemented so fast by you.

But there is one - I hope - very simple thing to fix. In the table information box, you can't jump from textbox to textbox with the tab key any longer. I think this changed with the 10.4 version of vpx.

 

best regards

Martin



#454 gStAv

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Posted 24 October 2017 - 10:38 AM

I quickly had a go with the 3237 and got ReShade splash screen coming up when I load a table.

Reverted to an older verison of vpx and it was gone. Is ReShade in the exe?


3rs054-6.png


#455 fuzzel

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Posted 24 October 2017 - 11:08 AM

I quickly had a go with the 3237 and got ReShade splash screen coming up when I load a table.
Reverted to an older verison of vpx and it was gone. Is ReShade in the exe?

No that's not part of VPX. Maybe reshade uses checksums to identify applications

#456 Slydog43

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Posted 24 October 2017 - 02:32 PM

Found a small issue with some video settings.  If I load up a table and change the table "In-Game AO" from default to off, then play table, then try and change to ON, it does not change.  It will change if I don't try to run table.  I think there are a few of these.



#457 gStAv

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Posted 26 October 2017 - 08:27 AM

Hi guys. I ripping my hair out soon here.

 

No problem to assign other function keys , but the CUSTOM ones can't be set.

I am running in admin mode. and as I open the key dialogue, I can change say CUSTOM1 to 'home' and 'button8',

but when I click OK and get back in there the COSTOM1 is blank, only the button8 is left, which now will trigger nothing :'(

 

vp_keys-issue.jpg

 

Can I hardcode this in some .vbs file if this can't be fixed? Would suck to have xpadder just for one button.

But I'm pretty sure I missing something here

 

 

Thanx in advance


3rs054-6.png


#458 fripounet

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Posted 26 October 2017 - 09:26 AM

with some tables, the flippers remain locked in high position and have a high latency too (scorpion for example) ver3237 with keyboard.



#459 Thalamus

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Posted 26 October 2017 - 09:44 AM

@fripounet : Pretty sure that is after you start the table for the first time. Not related to the betas.


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#460 fuzzel

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Posted 26 October 2017 - 11:41 AM

I will check all of this next week as I'm currently on vacation ;)