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VP10 is here (beta)

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#481 fuzzel

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Posted 05 February 2015 - 01:38 PM

rev1646 is online. Changes:

 

- minor improvements of the ball lights
- fix bug with new primitive display code and wire new UI param to steer the edge approximation (optionally fallback to bruteforce or old mode)
- add additional passthrough mode for light images (to fake pure emissive behavior of image)
- revert bulblights-on-ball changes (omit emission in nearest heuristic)
- slightly change defaults and make null material hot pink, too
 



#482 freneticamnesic

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Posted 05 February 2015 - 02:04 PM

nevermind can't replicate issue


Edited by freneticamnesic, 05 February 2015 - 02:08 PM.


#483 fuzzel

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Posted 05 February 2015 - 02:10 PM

We've already fixed all issues we didn't know of :D



#484 freneticamnesic

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Posted 05 February 2015 - 02:14 PM

pebkac



#485 fuzzel

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Posted 05 February 2015 - 02:15 PM

oh yes a well known problem ;)



#486 chepas

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Posted 05 February 2015 - 02:30 PM

Nice one for update!

 

I have to ask because it's been on a mind a little while now and that's how come there was never an option to do wall guides like you've done with the rubbers?

 

Doing a straight 1mm wall is ok, but as soon as you start making a curves it gets tricky. My only way around it is to make them in FP first and even then to trace over the lines in with a surface in VP is still a mission.


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#487 fuzzel

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Posted 05 February 2015 - 02:38 PM

erhm why not using a one wire ramp for a guide? the wire ramps were completly reworked ;)



#488 chepas

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Posted 05 February 2015 - 02:59 PM

Guilty, haha.

 

What I was after though, was a flat ramp, set the width with visible walls.

 

https://www.dropbox....ezwall.gif?dl=0


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#489 lio

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Posted 05 February 2015 - 03:01 PM

I second that idea about fixed width ball guides... would make it a lot more convenient.

i don't see how a regular wall ball guide could be done with 1-wire wire ramps... if anything a RampTypeFlat with a very small width might work if the collision works properly on the outside nowadays (I haven't tried in a while) - even though the shape isn't closed around the edges. Or am I missing something about the wire ramp settings?


Edited by lio, 05 February 2015 - 03:01 PM.


#490 chepas

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Posted 05 February 2015 - 03:08 PM

Well I can't test it at this point but should be fine now friction can be set? Saved me about half hour though lol


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#491 fuzzel

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Posted 05 February 2015 - 03:12 PM

I second that idea about fixed width ball guides... would make it a lot more convenient.

i don't see how a regular wall ball guide could be done with 1-wire wire ramps... if anything a RampTypeFlat with a very small width might work if the collision works properly on the outside nowadays (I haven't tried in a while) - even though the shape isn't closed around the edges. Or am I missing something about the wire ramp settings?

Yes the wire ramp isn't 100% perfect for all use cases but you get a round tube(wire) with control points to bend it as you like. Take a look at the Papa Smurf table. JP used wire ramps for the in/out lanes.



#492 freneticamnesic

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Posted 05 February 2015 - 03:12 PM

He was thinking of wire form guides I believe (based on his suggestion)

Maybe best thing is do what chepas did (thin ramp with visible walls) then copy that ramp and set it to the top height of the walls and make the second ramps walls invisible, then you kind of close it off


 

I second that idea about fixed width ball guides... would make it a lot more convenient.

i don't see how a regular wall ball guide could be done with 1-wire wire ramps... if anything a RampTypeFlat with a very small width might work if the collision works properly on the outside nowadays (I haven't tried in a while) - even though the shape isn't closed around the edges. Or am I missing something about the wire ramp settings?

Yes the wire ramp isn't 100% perfect for all use cases but you get a round tube(wire) with control points to bend it as you like. Take a look at the Papa Smurf table. JP used wire ramps for the in/out lanes.

 

 

fuzzel he means wall guides not wire guides



#493 boiydiego

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Posted 05 February 2015 - 03:18 PM

 

 
ball spinning when motionless suggests there are some physics issues and no release of a full screen table suggests all development was centred around desktop versions.
 

this was discussed elsewhere but the ball spinning when idle is cosmetic only, has existed for many vp versions of you enabled ball decals, and is not part of the physics engine.

 

 

but it looks sooo unrealistic :D


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#494 chepas

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Posted 05 February 2015 - 03:19 PM

Yeah, that's the idea I need it closed off , cheers. The sides don't texture the same as a surface, but I will take productivity over look in this case.

 

https://www.dropbox....ezwall.png?dl=0


Edited by chepas, 05 February 2015 - 03:33 PM.

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#495 unclewilly

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Posted 05 February 2015 - 03:54 PM

Why not just make the wall guides in fp export the model and set it to collidable in vp. The static mesh collision works very well now

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#496 lio

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Posted 05 February 2015 - 04:05 PM

Why not just make the wall guides in fp export the model and set it to collidable in vp. The static mesh collision works very well now

 

Hm, "create in FP and export to VP" seems to be a common solution these days ;-)

What's wrong with asking for native built-in features in VP? ;-)

Also going back and forth and re-exporting etc. whenever you want to change a control point isn't really a nice workflow.


Edited by lio, 05 February 2015 - 04:06 PM.


#497 kiwi

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Posted 05 February 2015 - 04:12 PM

 

 

 
 
One other thing I noticed, that the typical Extra Ball light positioned in the middle of the flippers, it is striped like VP990.
 
 

 
I have tried to change the value of the depth Bias of light, but the strips remain.
 
strisce.png
 
Max

Hey max. Is that on a raised playfield?

 

Yes, the playfield is raised.
Now I put the light on another wall higher than 0.3, and the lines are gone.
To me it seemed more logical that there was a "conflict" with apron or flippers, since it was the only light stripes, the other lights are working properly,

and this happens only in the DT table, FS is OK.

 
Thanks UW for the suggestion.

 
For the record: the first time that I have changed the value of bias, the lines have disappeared, but then they began again.

 

Max



#498 unclewilly

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Posted 05 February 2015 - 04:17 PM


Why not just make the wall guides in fp export the model and set it to collidable in vp. The static mesh collision works very well now

 
Hm, "create in FP and export to VP" seems to be a common solution these days ;-)
What's wrong with asking for native built-in features in VP? ;-)
Also going back and forth and re-exporting etc. whenever you want to change a control point isn't really a nice workflow.

Dint get mw wrong. I asked for this object way back in the early development of vp10. I just meant in the meantime. The fp export would be an easy solution

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#499 chepas

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Posted 05 February 2015 - 04:21 PM

Well , still not sure whether that was 100%. A collision off a stand up target was pretty mental the other day so I have stuck to using invisible walls to register the hit there.

 

That's right,  it's just a wall, going back & forth in Blender is a bit needless for that. The ramp is perfect apart from the material not looking as good as a surface.


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#500 ClarkKent

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Posted 05 February 2015 - 05:10 PM

Because of a round ball: How does TPA or ProPinball solve that problem? The balls are absolutely round there...







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