With the introduction of 10.8, how do i make changes to the F1 default settings window?
The mouse courser does not appear.
Thanks
Think it is mentioned in the following issue https://github.com/v...ssue-1731115757
Posted 23 July 2023 - 01:43 PM
With the introduction of 10.8, how do i make changes to the F1 default settings window?
The mouse courser does not appear.
Thanks
Try PinballX Database manager as a replacement of PinballX's game list manager
With special thanks to Scutters
Posted 23 July 2023 - 04:59 PM
hi when i use 10.8 beta after i play a table vpx does not exit like previous versions did is there a setting im missing thanks
Try PinballX Database manager as a replacement of PinballX's game list manager
With special thanks to Scutters
Posted 26 July 2023 - 01:47 AM
I switched my cabinet to 10.8 this weekend (was using 10.8 for vr and for some testing and cab was still 10.7), but noticed that pinvol indeed is not on top.
Not sure if mjr will wix this, so lets hope
Posted 26 July 2023 - 02:16 AM
I just found a workaround for pinvol, just move the bar to the backglass.
Try PinballX Database manager as a replacement of PinballX's game list manager
With special thanks to Scutters
Posted 27 July 2023 - 04:06 PM
I am jumping into 10.8 Windowed-mode POVs.
Considering this image:
https://raw.githubus...p-CameraDef.svg
...does 10.8 consider the entirety of the playfield when performing these calculations, including those portions that are not visible under the lockbar and the back wall?
If so, then technically if you imagine your monitor screen as the glass set at about 10 degrees, and assuming the table author maintained realistic proportions, then Window Bottom Y Offset should usually be set to a small positive value to compensate for what's hidden by lockbar and Windows Top Y Offset should usually be set to some comparatively larger negative number to compensate for the portion of the playfield that extends back behind the imaginary line dropped straight down on the Z axis from the top of the screen/glass.
Am I thinking about it correctly?
Edited by SmedleyB, 27 July 2023 - 04:13 PM.
Posted 27 July 2023 - 05:05 PM
all objects in playfield screen count as table geometry
if you put a peg 4000 units north of the backwall of the table
it counts
What should the feature request be, then? That the author is able to flag the playfield image/dimensions to be used for the POV calculations? Or is the identification/location of playfield image/dimensions already consistent from table to table within VPX?
Posted 27 July 2023 - 05:53 PM
playfield dimensions are already defined
But if you put objects outside of it, they still count
They have to or SSF tables would not work well. the SSF objects are outside the playfield.
Doesnt really come into play except for the author setting up the base POVs
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Posted 27 July 2023 - 06:15 PM
no, you cant count on vpx doing that nor should it.
if you want something that deviates from the norm i suggest starting with an autopov.pov
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
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Posted 27 July 2023 - 09:41 PM
I'm not following why I shouldn't want/ask VPX to know what should matter (the size of the true PF) when calculating POV, at least specifically for the Windowed POV feature, which is aimed at cabinet users? My hope was the POV could be formulaic - like, oh, this table is a Williams cab. A Williams cab has 3cm on z axis between glass and front of PF, has 20cm between glass and back of PF, the front 2cm of PF extends under the lockbar, the back of the PF extends 9cm under beyond where the glass ends, etc.
Posted 27 July 2023 - 09:53 PM
Huh?
Windowed POV has nothing to do with cabinet users
Windowed is some size other than the full screen
Cabs, and most desktop users for that matter, use the full screen.
And VPX doesn't do like the above, because authors do not make tables like the above
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 28 July 2023 - 12:04 AM
I've been talking about the new Window Projection method to set POV in 10.8:
https://github.com/v...s/View Setup.md
Posted 28 July 2023 - 12:54 AM
I've been talking about the new Window Projection method to set POV in 10.8:
the above still applies
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 28 July 2023 - 01:24 AM
I see why I am confused now, from Toxie's doc: "Window Top/Bottom X/Y/Z offsets define the position of screen bounds relative to playfield bounds"
Edited by SmedleyB, 28 July 2023 - 01:50 AM.
Posted 28 July 2023 - 04:27 AM
i should of said that after you quit the table it goes back to the editor and does not exit completely thanks
Hey Krusso... I could be wrong, but I think that's always been the case. There's a command you can use to completely exit both game and editor (I think it's /exit). I have my frontend setup to apply the command and totally exit, so that's something you could try. (someone correct me on these details, I'm just going off memory).
Edited by Drybonz, 28 July 2023 - 04:28 AM.
Posted 28 July 2023 - 05:37 AM
i should of said that after you quit the table it goes back to the editor and does not exit completely thanks
Hey Krusso... I could be wrong, but I think that's always been the case. There's a command you can use to completely exit both game and editor (I think it's /exit). I have my frontend setup to apply the command and totally exit, so that's something you could try. (someone correct me on these details, I'm just going off memory).
yes, the exit flag will exit all the way out
so will just holding Q if not in a front end
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
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