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The VP 10.2 beta thread

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#461 BorgDog

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Posted 06 September 2016 - 07:49 PM

 

Feature request!

 

Brought up by fren in THIS thread about a vp version of FPs FlashforMS command to blink lights for a duration, and I thought it would be handy to add to light objects in VPX.  

 

 

 

 a light object BlinkDuration(integer) which by default would be 0 or -1 for blink until shut off, then you could call Light.blinkduration, 50 and it would start it blinking whatever the pattern was currently set as for 50ms. 

 

see the linked thread above for more details, but I personally would use this a lot!  Yes it's fairly easy to script something like this, but it would be even easier to do it without having to make a bunch of _timer subs.

 

Thanks

 

edit:  forgot to add in that should probably have an end-state variable on there as well to tell it either on or off after the blink time (0 or 1) so Light.blinkduration, 50, 1 for blink for 50ms then have light be on.

But isn't that already there? Check the CommandReference.txt under LIGHT:

State(LightState) - 0=Off, 1=On, 2=Blinking

BlinkInterval(int) - the value is in ms

 

Only the mysterious BlinkPattern only works if set to 10. I didn't understand the meaning of it or what it suppose to do so it could be broken ;)

 

 

True that part is there, but I think what fren is looking for an I am looking for is to say "run that blink pattern for the next 5 seconds" and it runs whatever pattern is in there and then stops and then hopefully sets it to a state we can use.  So instead of 

sub blinkLight1()
    Light1.timerinterval=5000
    Light1.state=2
    Light1.timerenabled=1
end sub

sub Light1_timer()
    light1.state=1
    me.enabled=0
end sub

we can simply say

Light1.blinkduration 5000, 1

and all the rest is taken care of by VP.  Of course this is a pretty basic example and could be used as part of arrays and other things, but this is what I was looking at (and hopefully I understood correctly from fren's post)



#462 freneticamnesic

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Posted 06 September 2016 - 10:13 PM

 

Feature request!

 

Brought up by fren in THIS thread about a vp version of FPs FlashforMS command to blink lights for a duration, and I thought it would be handy to add to light objects in VPX.  

 

 

 

 a light object BlinkDuration(integer) which by default would be 0 or -1 for blink until shut off, then you could call Light.blinkduration, 50 and it would start it blinking whatever the pattern was currently set as for 50ms. 

 

see the linked thread above for more details, but I personally would use this a lot!  Yes it's fairly easy to script something like this, but it would be even easier to do it without having to make a bunch of _timer subs.

 

Thanks

 

edit:  forgot to add in that should probably have an end-state variable on there as well to tell it either on or off after the blink time (0 or 1) so Light.blinkduration, 50, 1 for blink for 50ms then have light be on.

But isn't that already there? Check the CommandReference.txt under LIGHT:

State(LightState) - 0=Off, 1=On, 2=Blinking

BlinkInterval(int) - the value is in ms

 

Only the mysterious BlinkPattern only works if set to 10. I didn't understand the meaning of it or what it suppose to do so it could be broken ;)

 

 

It doesn't blink for a set amount of time. You can change everything else but you can't tell the light to blink for a set amount of time and then stop blinking (return to original state, turn on, or turn off)

 

Here's the explanation from the FP help file:

 

 

.FlashForMs ( <Integer> TotalPeriod, <Integer> BlinkInterval, <Enumeration> EndBulbState ) 

 
This method allows you to flash (turn the Bulb On and then Off again) the Bulb for a number of milliseconds and then set the Bulb state to a defined value when that time has elapsed. This effect is commonly used in Pinball when enabling a Bulb due to the player completing a sequence on the table via following the game rules as it is more noticeable than just turning on a bulb. 
 
TotalTime is a positive number and is the time in milliseconds to flash to the bulb for. Ideally, it should be divisable by the BlinkInterval parameter for a totally smooth transition to the EndBulbState parameter. 
 
BlinkInterval is a positive number and is the time to hold each Flash state for. The Interval must be at least 25 milliseconds and if no value is specified, 75 is used. 
 
EndBulbState defines the state of the bulb after the TotalPeriod has expired. If the Bulbs .State is read which the bulb is flashing for the desired interval, the it will return the EndBulbState. 
 

 

So we're missing the TotalTime solution, now there's clever ways around it but once I saw it being used in FP I was kind of surprised VP didn't have an equivalent



#463 sliderpoint

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Posted 07 September 2016 - 12:04 AM

In checking out the thread about fuzzy graphics  (i'm seeing fuzziness in 10.2 as well),  I noticed that in 10.2 I have a problem switching the Elements Detail Level (in video preferences) to unlimited from other values.  I can open 10.1 and change it, but if I change it in 10.2 it doesn't seem to work.  Does anyone else have that issue?

 

-Mike



#464 toxie

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Posted 07 September 2016 - 12:24 PM

so it does not store it or what is the exact problem in 10.2?



#465 sliderpoint

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Posted 07 September 2016 - 02:36 PM

Correct, it doesn't store it.  It doesn't seem to change on the fly either (visually?).  If it is on Unlimited and I tick 1024, visually they both are ticked.  When I restart VP it will be on 1024.  When I then try to tick Unlimited (again visually they will both be ticked), but when I restart VP will still be on 1024.

 

-Mike



#466 gtxjoe

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Posted 08 September 2016 - 03:08 AM

VPX (10.1 and 10.2beta) bug report:

The built-in Timer support for Flasher objects are not available/working.  It says object does not support this method -  TimerInterval or TimerEnabled



#467 fuzzel

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Posted 08 September 2016 - 10:46 AM

rev2778 is up:

- fix timer handling for flashers
- add Duration property to the light element (see changelog.txt and CommandReference.txt for details)
- revert park pos to 0.1667, and enable park pos also for non-mech plunger
 



#468 gtxjoe

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Posted 08 September 2016 - 11:26 AM

Is there a way for the script to read the VPx build version so it can check it and prompt user that a newer version is required to play?

#469 arngrim

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Posted 08 September 2016 - 11:28 AM

i think yes, check in the core.vbs around the pinmameinterval variable

#470 fuzzel

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Posted 08 September 2016 - 11:37 AM

Is there a way for the script to read the VPx build version so it can check it and prompt user that a newer version is required to play?

Yes there are multiple functions defined for the table:

 

table1.version - returns a number VP_VERSION_MAJOR * 1000 + VP_VERSION_MINOR * 100 + VP_VERSION_REVISION

so for the 10.2 beta version table1.version returns 10200

 

table1.VersionMajor - returns the major number (10)

table1.VersionMinor - returns the minor number (2)



#471 BorgDog

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Posted 08 September 2016 - 12:53 PM

Thanks for getting the Duration added in so quickly!

 

The one thing that's missing it appears is the ability to set the end state on it, as in I want it to blink for 50ms, but be on at the end instead of off.



#472 jpsalas

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Posted 08 September 2016 - 05:07 PM

Thanks for getting the Duration added in so quickly!

 

The one thing that's missing it appears is the ability to set the end state on it, as in I want it to blink for 50ms, but be on at the end instead of off.

 

I think a simple script is all you need :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

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#473 jpsalas

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Posted 08 September 2016 - 05:57 PM

 

Thanks for getting the Duration added in so quickly!

 

The one thing that's missing it appears is the ability to set the end state on it, as in I want it to blink for 50ms, but be on at the end instead of off.

 

I think a simple script is all you need :)

 

 

I think I spoke a little too quickly. It isn't easy to change the end status after the duration. Mmm still you need a complex script to to that.


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


#474 gtxjoe

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Posted 08 September 2016 - 06:07 PM

The FlasherForMs script will let you specify the the final state, on, off or even have it return to its original state...


Edited by gtxjoe, 08 September 2016 - 06:32 PM.


#475 freneticamnesic

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Posted 08 September 2016 - 06:16 PM

Pretty sure that would just be a vbs change, if that one guy is still working on the vbs he could add it easily (apologies for not remembering his name)



#476 BorgDog

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Posted 08 September 2016 - 08:03 PM

The FlasherForMs script will let you specify the the final state, on, off or even have it return to its original state...

 

That's a nice script you made   :dblthumb: , was just thinking it would be nice built-in, and it's almost there.



#477 chepas

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Posted 08 September 2016 - 09:10 PM

Been a while but I was just having a play in the editor and I kept middle clicking to try and pan over the table.

 

I think it's because I was doing something in blender and expecting VP to do it, but that would be handy to have.

 

Middle click = Scrollbars hack

 

edit: Okay, I see you can push Alt.....that's pretty strange though, it's quite shaky and if you're zoomed in quite a bit you have to mouse to the top of the view to get it to move.

 

Maybe it would be better when it's mouse clicked, attached that click center rather than it being controlled by the mouse pointer.


Edited by chepas, 08 September 2016 - 09:23 PM.

Bump maps are the new auto-tune :BDH:
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#478 sliderpoint

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Posted 08 September 2016 - 09:17 PM

Been a while but I was just having a play in the editor and I kept middle clicking to try and pan over the table.

 

I think it's because I was doing something in blender and expecting VP to do it, but that would be handy to have.

 

Middle click = Scrollbars hack

 

Great suggestion.  Same in GIMP as well.

-Mike



#479 chepas

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Posted 08 September 2016 - 09:26 PM

 

Great suggestion.  Same in GIMP as well.

-Mike

 

 

Oh yeah , guilty of that one too. That has been my goto image editor for a while now.


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#480 kiwi

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Posted 09 September 2016 - 05:37 AM

The base of the bumper is not smooth, it seems to me, because there are doubles.







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