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The VP 10.7 beta thread


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#481 toxie

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Posted 07 June 2020 - 03:32 PM

Don't know if this helps to resolve your issues, but this one should at least only be needed for very very old VP9 versions or VP8.X (if at all).



#482 fuzzel

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Posted 08 June 2020 - 08:58 AM

rev4144 is up:

 

- fixing hanging/blocking player window when exiting the player (especially for exclusive fullscreen mode)
- fix window handling to be more like 10.6
 



#483 Practicedummy

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Posted 08 June 2020 - 05:01 PM

On the PlaySound command, can multiple sounds be running at the same time (multiple PlaySound commands)? Understanding that the PlayMusic comand won't be used anymore, just need to know if this can be done.


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#484 toxie

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Posted 08 June 2020 - 08:42 PM

This can be done, yes.



#485 Practicedummy

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Posted 08 June 2020 - 08:51 PM

Cool! Thanks Toxie. :D


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#486 toxie

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Posted 08 June 2020 - 11:08 PM

Note though that the .mp3/.ogg PlaySound stuff is still a bit unfinished, sorry..  :/


Lots of different tables : Independance day, Terminator 2, NBA Fastbreak, Jurassic Park, Tee'd Off, Robocop, 24, The Flintstones and more. Sometimes they load fast and take ages to start playing and sometimes it takes a long time to load and when pressing F5 they start almost instantly. So i don't know what is the problem, because with 10.6 i have no problems at all.

Please recheck with the next beta build, i tweaked the multi-threaded loading/pre-processing.



#487 supered

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Posted 09 June 2020 - 06:18 PM

Found an issue I believe. When placing/selecting an item on the playfield, and then switch to the script editor. When I place my cursor at some code and hit "backspace" the selected item on the playfield is deleted.....

But it's not always, I not not exactly sure when precise, but something like this.
Didn't notice this behaviour in 10.6 .


Edited by supered, 09 June 2020 - 06:19 PM.


#488 fuzzel

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Posted 09 June 2020 - 07:22 PM

Thanks for the hint. I think it has to do with the event handling of the different dialogs. If you press a key it creates an event and if that is processed by the wrong dialog then you see such strange behavior. I'll take a look.

#489 supered

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Posted 09 June 2020 - 08:07 PM

Thanks for the hint. I think it has to do with the event handling of the different dialogs. If you press a key it creates an event and if that is processed by the wrong dialog then you see such strange behavior. I'll take a look.

Thx. I’ll see if I can reproduce exactly and let you know. Because it’s not always it’s mostly a hard one to find (that my experience as support engineer in daily live)


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#490 Segovia11

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Posted 10 June 2020 - 12:32 AM

Dear VPX.7 work force,

                                        Non Critical Bug report - VPX_7_beta_rev4144 - OPS(Operating System) Windows 10 64 bit 

The Editor that appears in the center of the screen after pressing Play Table sometimes will not disappear after a script error message. To get rid of it you must restart  VPX.7. (The Editor has the following comments ; preparing table - backing Up Table State)

 

Thank You - Have a nice day!   :)        

Joseph Gofton


Edited by Segovia11, 10 June 2020 - 02:02 PM.


#491 bord

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Posted 10 June 2020 - 12:50 PM

7 day bump. Sorry to be a pest. Would love to hear if any of this would be considered before an eventual jump to a new graphic engine.

 

Bump:

 

Any chance we could get blend modes on mesh textures the way we get them on flashers? That would allow better faked 3D light and a ramp up and down of lighting effects without being confined to a 2D plane.

 

Also:

Could we get some rot x,y,z and scale controls for our environment image in camera/light/material mode? Would really help fine-tune the look of a project and match whatever textures we are raytracing in other software.
 

 



#492 toxie

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Posted 10 June 2020 - 03:09 PM

This has not been forgotten, BUT note that this would come at a performance price, as all lookups into the environment would then need to transform the lookup via a matrix!



#493 bord

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Posted 10 June 2020 - 03:55 PM

This has not been forgotten, BUT note that this would come at a performance price, as all lookups into the environment would then need to transform the lookup via a matrix!

I can't say I know how performance-heavy this would be, but the extent to which it would be a very powerful way to control the overall look of a project leads me to think it would be worth it. Admittedly I'm always anxious for features over performance, especially because there are plenty of legacy tables for those with weaker systems.

 

Thanks, toxie!



#494 toxie

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Posted 10 June 2020 - 04:04 PM

i will experiment a bit with perf then.. maybe we could also rebake it upfront with the changed transformation.. :hmm:



#495 fuzzel

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Posted 10 June 2020 - 04:43 PM

While you at it can you add the additive/screen filter to the shader? :)

#496 jejepinball

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Posted 10 June 2020 - 07:10 PM

Hi, Thank You for the beta, it works well.

I have a suggestion in the Example table : the script by ninuzzu, for manage the flipper shadows, use a Timer that is activated all the time. I think it would be better if the timer was only activated when flippers are used. And we can use Timer associated to flipper object, it's not necessary to add a Timer named FlipperTimer to the playfield.

7he S4ge.

 

My suggestion :

'*****************************************
'    ninuzzu's    FLIPPER SHADOWS v2
'*****************************************

'Add TimerEnabled=True to Table1_KeyDown procedure
' Example :
'Sub Table1_KeyDown(ByVal keycode)
'    If keycode = LeftFlipperKey Then
'        LeftFlipper.TimerEnabled = True 'Add this
'        LeftFlipper.RotateToEnd
'    End If
'    If keycode = RightFlipperKey Then
'        RightFlipper.TimerEnabled = True 'And add this
'        RightFlipper.RotateToEnd
'    End If
'End Sub

Sub LeftFlipper_Init()
    LeftFlipper.TimerInterval = 10
End Sub

Sub RightFlipper_Init()
    RightFlipper.TimerInterval = 10
End Sub

Sub LeftFlipper_Timer()
    FlipperLSh.RotZ = LeftFlipper.CurrentAngle
    If LeftFlipper.CurrentAngle = LeftFlipper.StartAngle Then
        LeftFlipper.TimerEnabled = False
    End If
End Sub

Sub RightFlipper_Timer()
    FlipperRSh.RotZ = RightFlipper.CurrentAngle
    If RightFlipper.CurrentAngle = RightFlipper.StartAngle Then
        RightFlipper.TimerEnabled = False
    End If
End Sub



#497 flupper1

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Posted 10 June 2020 - 07:50 PM

I would like to make 2 small requests for 10.7:

1. Can you remove the check when choosing an image for a primitive when I want to use a .hdr file? I get the message "cannot use a HDR image here". I am using HDR images for prerendered wireramps for F-14 (made in Octane, which supports baking from a camera viewpoint), and now I have to trick VPX by first applying an png image and then reimporting a hdr image instead of the png image.That does work, but seems awkward:

untitled-3_t.jpg

2. Can you remove the upper limit check on the disable lighting field? It now goes up to the maximum of 1, but in a lot of cases I use (much) higher then 1, in the script it is possible to go higher.



#498 cyberpez

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Posted 10 June 2020 - 08:29 PM

 

2. Can you remove the upper limit check on the disable lighting field? It now goes up to the maximum of 1, but in a lot of cases I use (much) higher then 1, in the script it is possible to go higher.

 

 

-- O_O -- where have you been all my life



#499 supered

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Posted 10 June 2020 - 08:37 PM

Found a little “bug” that I noticed in one of the first 10.7 beta releases.

When renaming an object on the playfield, and the rename the same object in the scripts, when execute the script I get a message that the object does not object exists.

Closing the table and reopen it solves it.

Regards
Ed


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#500 Segovia11

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Posted 11 June 2020 - 11:56 AM

Dear VPX.7 work force,

                                        Non Critical Bug report -VPX_beta_rev4144 Ops Windows 10 64 bit

 

Debug and Edit Lights Off and Blinking check box not responding with lights.

 

When ball rolls over the under playfield table, ball reflection manufactures transparency on Flash and mesh properties. The ball does not manufacture transparency on anything when it is below the playfield and rolling around.

 

Have experienced another moment when a VPTemp font was not deleted - only occurs when  VPX.7 Crashes - To rid of them, the computer must be rebooted.

 

Thank you

Joseph Gofton   

 

:pinnochio:  :pinnochio:  :pinnochio: 


Edited by Segovia11, 11 June 2020 - 11:59 AM.