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The VP 10.7 beta thread


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#501 Segovia11

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Posted 11 June 2020 - 12:34 PM

Dear VPX.7/Forum,

 

Does anybody have an example code, which will show you how to set the custom Param1, and how to GetCustomParam to access the custom command line parameters - 

 

Are keyboard button assignments being saved by the c1-param1 code ? 

 

Re-instating Configure Keys,Nudge and DOF access lock would be another useful tool for the Table Designer.

This would allow the Table Designer to save his keyboard button configurations with c1 param1, and then it could be accessed through the script with the GetCustomParam(1) Sub driver.

 

Thank you

Joseph Gofton  

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#502 fuzzel

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Posted 11 June 2020 - 12:49 PM

 

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: 

 

When changing things in the lights debugger there is a glitch that prevents the internal game loop not running as long as the debugger windows has focus. To see your changes in the player you have to click into the player window.


Edited by fuzzel, 11 June 2020 - 12:50 PM.


#503 Segovia11

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Posted 11 June 2020 - 01:19 PM

Dear VPX.7 work force,

                                       Do you have the visual basic test code that was used to test the Ball(Int) during the manufacturing period - which gets a unique ID for each ball created or allows you to set an artificial one to distinguish different balls on the table?

 

Thank you

Joseph Gofton

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#504 Segovia11

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Posted 11 June 2020 - 02:09 PM

Dear VPX.7 work force,

                                       does open source mean that you can down load the full VPX build library from GItHub?  

Thank you

Joseph Gofton

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#505 fuzzel

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Posted 11 June 2020 - 02:23 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.

Did you try the 10.7? It's already removed there ;)


Dear VPX.7 work force,

                                       Do you have the visual basic test code that was used to test the Ball(Int) during the manufacturing period - which gets a unique ID for each ball created or allows you to set an artificial one to distinguish different balls on the table?

 

Thank you

Joseph Gofton

:pinnochio:  :pinnochio:  :pinnochio:

I don't know what you understand under manufacturing period but if you mean the development of VPX then there is no test code for that. The whole scripting is big learning by doing project.

And to answere your question regarding open source: yes VPX is free for everyone and so the source code is https://sourceforge.net/projects/vpinball/



#506 toxie

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Posted 11 June 2020 - 09:10 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:

 

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.

Actually both is kinda evil to the engine.. :/

I know that pros like you know what you're doing, but the majority should not be able to use this as it's very easy to create nonsense with both settings..  :/



#507 toxie

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Posted 11 June 2020 - 09:29 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.

 

Thanks, will be in the next beta build!



#508 beowulf99

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Posted 11 June 2020 - 11:45 PM

Hey guys, I've been building VR environments around tables lately (CftBL and Phantom of the Opera so far) and I have a couple bits of feedback/requests that may or may not be doable.

First I'd like to say that it's amazing we can do this at all in a system that was never designed for it, it's a tribute to the engine's flexibility and power that we can create environments like these!

My main issue is with primitives. Quite often, when importing a model, the wireframe representing it vanishes at certain key rotations. A flat quad often doesn't show up at all except when it's parallel (on edge) to the camera. And clicking on the visible wireframe is often awkward even when it does draw properly. So my suggestion - have a selectable/draggable object handle at the center of any primitive so that we can see/position it visually. A second solution might be an option to draw the bounds of the object so we can always fall back to selecting that way.

The other thing is more minor but would be a big help - the ability to zoom out the camera further. Like, a lot further. I know that will be very slow if rendering a lot, but you can leave it up to the user to properly layer objects and hide layers to deal with that.

Thanks for reading, and thanks for the great work!



#509 Rawd

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Posted 12 June 2020 - 12:29 AM

Hi Beowulf99.  Great suggestion for the object handle.

 

You can zoom out further by holding the left control on your keyboard and zoom out with mouse scroll wheel.



 


#510 beowulf99

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Posted 12 June 2020 - 05:04 AM

Hi Beowulf99.  Great suggestion for the object handle.

 

You can zoom out further by holding the left control on your keyboard and zoom out with mouse scroll wheel.

Thanks Rawd! Can't believe I didn't know that  :facepalm:



#511 supered

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Posted 12 June 2020 - 06:05 PM

 
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: 

 

When changing things in the lights debugger there is a glitch that prevents the internal game loop not running as long as the debugger windows has focus. To see your changes in the player you have to click into the player window.
Dear Fuzzel,
I see this behavior sometimes in the normal editor also. Change a light to On, start the table but light stays off. (And visa versa). Blinking always works. I know it sounds silly, but I have seen this. Restarting VPX resolved the issue...... (strange, isn’t it?) :-D


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#512 jpsalas

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Posted 14 June 2020 - 11:48 AM

BUG1:

I found a bug that it is easy to reproduce:

 

Start VPX, create a new table, select an object, open the script editor, select some text, press delete, and... the editor is pushed to the front (or the script editor is pushed back), and the selected object gets deleted instead of the text.

 

 

BUG2:

The copy/paste of objects isn't 100% yet, sometimes I can't move the objects with the cursor keys, but if I click with the mouse then I can use the cursor keys :)

Also the copy/paste of several objects at the same time, makes that the primitives stay in the old place until you click on them. It is just a visual thing, since the object becomes visible at the new place as soon as you click on it.

 

Try to select one of the pegs (which will include a wall, the peg itself and a screw), then use CTRL SHIFT Click to paste the peg at the mouse pointer. You will see that:

 

- only the wall is visible. As soon as you click with the mouse on it the primitives appear.

- sometimes you can't use the cursor keys to move more precisely the object until you mouse click on it.

 

 

Greetings

JP 

 

 

 


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


#513 ashleyb

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Posted 14 June 2020 - 01:41 PM



@fuzzel I’m still seeing graphical interference on the latest build (4144) that’s particularly noticeable on dark areas of tables. I’ve also noticed this on the last couple of builds, but not on 4134 - see my original post below.

“@fuzzel Ive also noticed 4134 totally cured the graphical interference issue introduced in 10.6. But with 4139 Ive noticed some slight interference back again, not as bad, but a slight sparkly effect in dark areas. Its noticeable on Bords Pinbot at the top of the table to give an example.

Could this new feature be a possible cause?

- use 1D component of the AO dither texture (i.e. z), leads to a bit better quality for SSR”

#514 fuzzel

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Posted 14 June 2020 - 03:07 PM

@fuzzel I’m still seeing graphical interference on the latest build (4144) that’s particularly noticeable on dark areas of tables. I’ve also noticed this on the last couple of builds, but not on 4134 - see my original post below.

“@fuzzel Ive also noticed 4134 totally cured the graphical interference issue introduced in 10.6. But with 4139 Ive noticed some slight interference back again, not as bad, but a slight sparkly effect in dark areas. Its noticeable on Bords Pinbot at the top of the table to give an example.

Could this new feature be a possible cause?

- use 1D component of the AO dither texture (i.e. z), leads to a bit better quality for SSR”

Could be the case. Yes. Toxie did some changes here.



#515 fuzzel

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Posted 14 June 2020 - 04:52 PM

BUG1:

I found a bug that it is easy to reproduce:

 

Start VPX, create a new table, select an object, open the script editor, select some text, press delete, and... the editor is pushed to the front (or the script editor is pushed back), and the selected object gets deleted instead of the text.

 

 

BUG2:

The copy/paste of objects isn't 100% yet, sometimes I can't move the objects with the cursor keys, but if I click with the mouse then I can use the cursor keys :)

Also the copy/paste of several objects at the same time, makes that the primitives stay in the old place until you click on them. It is just a visual thing, since the object becomes visible at the new place as soon as you click on it.

 

Try to select one of the pegs (which will include a wall, the peg itself and a screw), then use CTRL SHIFT Click to paste the peg at the mouse pointer. You will see that:

 

- only the wall is visible. As soon as you click with the mouse on it the primitives appear.

- sometimes you can't use the cursor keys to move more precisely the object until you mouse click on it.

 

attachicon.gif test copy-paste.zip

 

Greetings

JP 

 

 

 

Thanks! Both bugs will be fixed in the next build. However the problem that sometimes the arrow keys don't work until you have clicked on the element/editor window seems to be a focus problem. Let's say you selected one or more elements and then clicked into the properties or layers dialog the input focus will change and all key stroke events will go to the last clicked dialog but not to the main editor window. I guess I can't do much here because that's a normal Windows behavior.



#516 jpsalas

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Posted 14 June 2020 - 04:59 PM

 

BUG1:

I found a bug that it is easy to reproduce:

 

Start VPX, create a new table, select an object, open the script editor, select some text, press delete, and... the editor is pushed to the front (or the script editor is pushed back), and the selected object gets deleted instead of the text.

 

 

BUG2:

The copy/paste of objects isn't 100% yet, sometimes I can't move the objects with the cursor keys, but if I click with the mouse then I can use the cursor keys :)

Also the copy/paste of several objects at the same time, makes that the primitives stay in the old place until you click on them. It is just a visual thing, since the object becomes visible at the new place as soon as you click on it.

 

Try to select one of the pegs (which will include a wall, the peg itself and a screw), then use CTRL SHIFT Click to paste the peg at the mouse pointer. You will see that:

 

- only the wall is visible. As soon as you click with the mouse on it the primitives appear.

- sometimes you can't use the cursor keys to move more precisely the object until you mouse click on it.

 

attachicon.gif test copy-paste.zip

 

Greetings

JP 

 

 

 

Thanks! Both bugs will be fixed in the next build. However the problem that sometimes the arrow keys don't work until you have clicked on the element/editor window seems to be a focus problem. Let's say you selected one or more elements and then clicked into the properties or layers dialog the input focus will change and all key stroke events will go to the last clicked dialog but not to the main editor window. I guess I can't do much here because that's a normal Windows behavior.

 

 

Thanks for the explanation, I guess it is a result of the new window system, being more a real windows than a simple dialog boxes (as maybe they were before). 


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


#517 fuzzel

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Posted 14 June 2020 - 05:40 PM

rev4154 is up:

 

- fix copy&paste bug for multi selected primitives
- cleanup script editor and fix key/mouse event issues.

- UI code cleanup
- remove explicit flippertimer for ninuzzu's flipper shadows, and en/disable each flippers timer dynamically instead, patch by jejepinball
- fix progress dialog
- fix testbox properties
- use real amount of threads instead of the magic 8, may help a user that sees slowdowns nowadays, and maybe also users on high end systems
 



#518 lukpcn

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Posted 14 June 2020 - 06:50 PM

Any Chance to have in 10.7 Ball Trails/Motion blur overwrite for all tables at once like it is for the Ball image now ?


Edited by lukpcn, 14 June 2020 - 06:50 PM.

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#519 jejepinball

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Posted 14 June 2020 - 09:11 PM

Hi, the beta 10.7 4154 crash when I add an image to a target (type Drop Target Simple). In this case the name of my image was too long. In 10.6 the problem exists because the image is not apply, but the application don't crash.

Thank you for your efforts.



#520 toxie

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Posted 15 June 2020 - 12:50 PM

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.

could you please retest with the latest beta build if this still happens? thanks!