- View New Content
-
Getting Started
-
Tutorials
Tutorial Categories
Tutorials Main Page Installation and Setup Downloadable TutorialsROM Adjustments
Number of Balls Adjustments Volume Adjustments
-
Visual Pinball Tables
VP 8 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP 9 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP9 Cabinet Tables
All Full Screen Cabinet Full Screen B2S Cabinet Spanned Cabinet Tables Media Packs ROMsVPX Tables
All VPinMAME Recreations VPX- - /VPinMAME - MOD Tables VPX Recreations VPX Originals Media Packs ROMs VR
-
Frontend Media & Backglass
Media Packs
Complete Media Packs Wheel Logos VideosBackglasses
dB2S Animated Backglasses UVP Animated Backglasses Topper Images
- Future Pinball Tables
-
Design Resources
Main Resources
Table Templates Playfield Images Image Library Sound Library Key CodesVP Guides
VP8 Guide - English VP8 Guide - Deutsch VP9 Guide - English VP9.1.x Guide - English VP Object Guide VPM DocumentationFuture Pinball Resources
Playfield Images 3D Model LibraryFuture Pinball Guides
FP Script Guide Big Draco Script Guide FP Table Design Guide FP DMD Guide
- Other Features
- Bug Tracker
- Image Gallery
- Blogs
-
More
The VP 10.1 beta thread
Started By
fuzzel
, Jan 21 2016 07:24 PM
868 replies to this topic
#461
Posted 25 April 2016 - 03:43 PM
That was requested multiple times here and I did some testing with the ball-at-finger approach. For a simple table this solution will work but it get really complex if you have a table with a raised playfield or an your playfield. Moving the mouse too fast results in the situation where the ball lands inside if a wall or primitive and giving you a hard time to get out of it again. After a lot teasing I rejected this idea.
#462
Posted 25 April 2016 - 04:01 PM
thanks, and probably no other way to have a click on an object to activate it is easily possible I'm guessing.
#464
Posted 25 April 2016 - 05:20 PM
As gtxjoe said, it is already build in in the editor, you only need to open the debug window, and then you can start right clicking and selecting Hit events.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#465
Posted 25 April 2016 - 05:34 PM
Well, dang, I didn't know that. .. a little cumbersome for knocking down a bank of drop targets, but better than nothing, thanks for the tip guys.
Edited by BorgDog, 25 April 2016 - 05:41 PM.
#466
Posted 25 April 2016 - 07:29 PM
Many thanks for the Fullscreen option. I don't see any flipper lag with that now so that is brilliant! Super smooth too.
@toxie - you mentioned potential b2S problems. I use B2S (exe mode in a 2-screen cab) and the only problem I have is after a table is loaded I need to alt-tab to the Visual Pinball player because B2S comes to front I guess. In PInballX I can just hit Exit Table, and then Resume Table and it comes back. I am not sure if that can be handle from the Visual Pinball side - ie: after the controller is launced from the script the VP window is brought to front again? If not I guess it can be done from PinballX via a AHK script.
@toxie - you mentioned potential b2S problems. I use B2S (exe mode in a 2-screen cab) and the only problem I have is after a table is loaded I need to alt-tab to the Visual Pinball player because B2S comes to front I guess. In PInballX I can just hit Exit Table, and then Resume Table and it comes back. I am not sure if that can be handle from the Visual Pinball side - ie: after the controller is launced from the script the VP window is brought to front again? If not I guess it can be done from PinballX via a AHK script.
Edited by atarian, 25 April 2016 - 07:35 PM.
#467
Posted 25 April 2016 - 10:15 PM
I know this isn't exactly the right place for this, but I'm not sure where else to put this as it really related (probably) to core.vbs (I think)
As I was working on my Monkey Island redo, one time I was testing and tried to use a cvpmMagnet (which was one of the first things I got working, and it was perfectly) and noticed it was broken. After doing a butt ton of trouble shooting, I found out that the Update sub (which calls the Attract sub, which is what does the magnet effect) for the cvpmMagnet Class was only being called once every 5 seconds. Now I started trouble shooting my table script. Eventually I found one line of code that was ruining everything.
When a game begins, it resets a bunch of timers; I found that if I comment out the following line, everything works fine:
OKick.TimerInterval=5000
So, OKick is a Trigger on the table, and it's also used as a cvpmMagnet, but the object's built-in timer used to be used for something (in the previous version, this object was actually a Kicker). Commenting that line of code isn't going to hurt my table, but I can't fathom what's going on that that one line of code somehow affects the vpmTimer that processes magnet emulation. I mean, none of the magnets on my table were working (I have a magnet that grabs the ball when it goes under the Scumm bar, a magnet that moves across the table when the Voodoo mode starts, none of them worked).
#471
Posted 25 April 2016 - 11:41 PM
Hey Toxie, thanks for the information on the Full screen issues. I've done some more testing and even on my development rig it seems that at a basic / fairly normal 1280 x 720 60hz I get the same VPM issues. I know you were mentioning something regarding the .hidden value not being processed correctly and a new VPM hopefully fixing it in the near future, however, I'm confused as now with this more basic setting (removing the 120hz from the equation) and trying several VPM tables, plus also commenting out any .hidden values on some, I still can't get it to run at all always with the VPM / ROM errors. So, what confuses me hear the most is still how it's working for JP? Hopefully it will be a moot point soon with whatever updates are coming and seems you've got the problem sorted / resolved but don't get why it would work for JP and doesn't for me with the existing VPMs? I've tried with the official 2.6 and beta 2.7 VPinMAME .dlls and no go with either. Also, tried some combinations of video preference settings (by the way, there seems to be some issues with using the latest beta than going back to the official VPX as the video preferences seem to get a little messed up and the first time back in them after running the latest beta, the video options still reflect the full screen values even though they are not a selectable item really in the VPX version.
#472
Posted 26 April 2016 - 06:36 AM
rev2586 is up:
- add normal mapping support for primitives
Note: to use normal mapping you need a special normal map which can be generated with tools like Blender or xNormal (www.xnormal.net). You need a high poly and a low poly version of your mesh and load them into xNormal and generate the normal map. After processing it with such tools you should have two separate textures: the texture map and the normal map. Import both textures into the texture manager and assign these two maps to the mesh primitive.
#478
Posted 26 April 2016 - 12:16 PM
MM dragon and castle would appreciate it too ![]()
Edit: having some problems at the moment with the texture (the diffuse,not the normal map) when I try to decimate the models in blender. The problem is they are already textured (the hd model) and the texture is screwed when I decimate it. I'm trying now a new approach with meshlab , trying to transfer the uvmap to the vertex color. I'm completely new to this
Edited by ninuzzu, 26 April 2016 - 12:22 PM.
#480
Posted 26 April 2016 - 01:32 PM
Try xNormal it's THE tool for creating normal or bump maps. The gui is a bit cumbersome but once you get used to it it's easy. There are multiple tutorials on the website to get you started.MM dragon and castle would appreciate it too
Edit: having some problems at the moment with the texture (the diffuse,not the normal map) when I try to decimate the models in blender. The problem is they are already textured (the hd model) and the texture is screwed when I decimate it. I'm trying now a new approach with meshlab , trying to transfer the uvmap to the vertex color. I'm completely new to this



Top

Contributor















are all trademarks of VPFORUMS.