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The VP 10.1 beta thread


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#461 fuzzel

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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 BorgDog

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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.



#463 gtxjoe

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Posted 25 April 2016 - 04:15 PM

right click on object and select hit or unhit or sling events is already there for testing purposes



#464 jpsalas

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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:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#465 BorgDog

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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 atarian

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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.

Edited by atarian, 25 April 2016 - 07:35 PM.


#467 Shoopity

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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).



#468 toxie

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Posted 25 April 2016 - 10:43 PM

phew.. i still fail to get most of the core script magic.. so if any other wizard has some hint on this one?!



#469 toxie

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Posted 25 April 2016 - 11:27 PM

:diablo:

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#470 nFozzy

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Posted 25 April 2016 - 11:31 PM

:love39:



#471 jimmyfingers

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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 fuzzel

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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.



#473 ninuzzu

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Posted 26 April 2016 - 06:50 AM

So quick!

Doing some tests :)


Videotutorials: plastic ramps in blender------>part1     part2


#474 toxie

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Posted 26 April 2016 - 06:53 AM

note that you need to use 'tangent space' normalmaps, which are easily recognizable by their blueish color scheme (all pixels have a blue component >= 127).



#475 ninuzzu

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Posted 26 April 2016 - 07:16 AM

Yeah, I posted a tuto on how to bake the normal maps from a high poly model . Thanks again :)


Videotutorials: plastic ramps in blender------>part1     part2


#476 fuzzel

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Posted 26 April 2016 - 07:17 AM

You're welcome :)

#477 toxie

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Posted 26 April 2016 - 11:49 AM

Now we just need some test tables using that..  :whistle:

I saw there were some spiderman and cactus canyon models that want to desperately use normal maps?  ;)



#478 ninuzzu

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Posted 26 April 2016 - 12:16 PM

MM dragon and castle would appreciate it too :D

 

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.

Videotutorials: plastic ramps in blender------>part1     part2


#479 randr

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Posted 26 April 2016 - 12:26 PM

Amazing stuff guys!

randr___pinball.png                         


#480 fuzzel

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Posted 26 April 2016 - 01:32 PM

MM dragon and castle would appreciate it too :D
 
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

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.