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The VP 10.5 beta thread


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#541 malifica

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Posted 24 April 2018 - 02:23 AM

Haunt, I have been using VP in one form or another for a veeery long time. However, until recently, it would have been a conflict of interest for me to post here.

 

Regarding the folders, they exist ONLY when the table is in editing mode and by default the Manager would only "look" at the anticipated default sub folder structure and location FIRST, but you could still choose another location for a single time import/export.

 

These folders are in essence a duplicate of the data being contained within the vpx structure, and would not be something that exists outside of the vpx file except for the use of 3rd party authoring and editing tools.

 

I wasn't asking for model previews, just the corresponding model name(s) that the image is associated with to be displayed in a column of the manager.

 

There is probably a much better way to track ownership and revisions to items during a team build, like with a user name and rev # w/ date stamp.

 

But I agree, I don't want to slow things down within the editor, but have more things available in a single window and for interaction within something like the Collection Manager (for instance) to correspond to the playfield window. You know, I select Collection "Rubbers" and they are all selected in the currently active layers in the main edit window. I want to be able to click on a single item in any Manager and be able to have the floating options dialog follow my clicks. 

 

I suppose since I come from a different IDE view, I may be seen as rocking the boat, but I don't want that to be the case. I am only making suggestions based on years of experience with similar programming projects, and if the devs are open to ideas (which it seems), well I am of the mind to believe that now is the time to toss ideas out and see what sticks.



#542 hauntfreaks

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Posted 24 April 2018 - 03:27 AM

Haunt, I have been using VP in one form or another for a veeery long time. However, until recently, it would have been a conflict of interest for me to post here.

 

Regarding the folders, they exist ONLY when the table is in editing mode and by default the Manager would only "look" at the anticipated default sub folder structure and location FIRST, but you could still choose another location for a single time import/export.

 

These folders are in essence a duplicate of the data being contained within the vpx structure, and would not be something that exists outside of the vpx file except for the use of 3rd party authoring and editing tools.

 

I wasn't asking for model previews, just the corresponding model name(s) that the image is associated with to be displayed in a column of the manager.

 

There is probably a much better way to track ownership and revisions to items during a team build, like with a user name and rev # w/ date stamp.

 

But I agree, I don't want to slow things down within the editor, but have more things available in a single window and for interaction within something like the Collection Manager (for instance) to correspond to the playfield window. You know, I select Collection "Rubbers" and they are all selected in the currently active layers in the main edit window. I want to be able to click on a single item in any Manager and be able to have the floating options dialog follow my clicks. 

 

I suppose since I come from a different IDE view, I may be seen as rocking the boat, but I don't want that to be the case. I am only making suggestions based on years of experience with similar programming projects, and if the devs are open to ideas (which it seems), well I am of the mind to believe that now is the time to toss ideas out and see what sticks.

isn't the manages more or less folders that contain image, sounds and so on?   I might be missing the point

we can't get builders to fill in there table info tab... they will never sign off on their work... the path always tells the truth

you lost me on the collections thng

and your 100% correct nothing wrong with having ideas.... but we get lots of two day sailers on the forums.... glad to hear your not one of them  ;)


Edited by hauntfreaks, 24 April 2018 - 03:29 AM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#543 malifica

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Posted 24 April 2018 - 11:38 AM

Yes the managers are sort of like sub folders within the archive vpx file, and when I am working with a table I name my external working folders exactly how I name elements within, and also with the collections name. This makes working with tools like Photoshop, Blender, etc much more manageable and facilitates simplified batch processing where it can be utilized.

 

I suppose I see what I am discussing with the editor as more of a "Managerial Quality of Life" update than an attempt to rework the inner structure of how the vpx archive structure looks and behaves.

 

Some of the other ideas are meant as hopeful "Future Proofing" as more detailed table tuning become the norm. 

 

On a completely unrelated note, I was surprised to see a CARtoons magazine on the shelf at Wal-Mart the other day... what has it been... 30+ years since it was last published? I basically learned to draw from Trosley back in the day.



#544 fuzzel

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Posted 24 April 2018 - 08:06 PM

rev3406 is up:

 

- update bumper base, ring and skirt with better meshes provided by flupper1
- fix flipper scatter readback via script (now in angle/degrees like intended)


#545 wrd1972

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Posted 24 April 2018 - 11:16 PM

LOL just last week I was gonna make a request to use a better bumper base. Really glad to see that one in there now. :)


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#546 Ben Logan

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Posted 25 April 2018 - 12:28 AM

Awesome news about flupper’s bumper mesh update. Been meaning to comment on how much I like the new bumper base animation.

#547 sliderpoint

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Posted 25 April 2018 - 04:16 PM

On the topic of import/export images,  I notice that if I export an image and try to type in a new file name during the export, it doesn't take what I typed, it uses the name in the image manager.

-Mike



#548 kiwi

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Posted 26 April 2018 - 05:52 PM

If it were possible to have the movement of the skirt adjustable, and also for the ring, using small bumpers, the ring almost touches the playfield.



#549 wrd1972

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Posted 26 April 2018 - 06:10 PM

Agreed, the ring is moving downward too much. Would love to have a distance adjustment.


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#550 Schlabber34

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Posted 26 April 2018 - 09:02 PM

One question, is it save to move to 10.5 beta for our WIP?

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#551 fuzzel

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Posted 26 April 2018 - 10:11 PM

Well it's a beta so it's not save by default ;)

#552 kiwi

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Posted 28 April 2018 - 08:22 AM

A behavior of the primitives that I have noticed, the active primitives need an active material for a less consumption of resources,

with small objects the difference is minimal and the highest consumption of frames is not noticed, maybe 1 frame for an object like a Peg,

with an object like a rail the difference is remarkable, about thirty frames in my old PC.

 
If it were fixable or signalable with a message in the primitive panel.



#553 toxie

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Posted 28 April 2018 - 09:39 AM

I don't fully understand: What do you mean with 'active primitives' and 'active material'? Also what do you mean with 'fixable or signalable with a message in the primitive panel'?



#554 kiwi

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Posted 28 April 2018 - 11:13 AM

For primitive active, I mean primitive object with "Static Rendering" checkbox disabled,

and the active material has the "Active" checkbox enabled (Opacity).
For fixable I mean that there is not a drop in FPS if a dynamic primitive is not assigned an active material,

or a simple message in the primitive control panel that warns what kind of material must be combined with a dynamic primitive.



#555 toxie

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Posted 28 April 2018 - 01:48 PM

This is actually pretty weird, so good point!

 

Will investigate..



#556 toxie

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Posted 28 April 2018 - 02:01 PM

Hmmm.. I cannot reproduce this behavior, for me it's roughly the same performance.. Do you have a repro-table for me or can describe what you exactly tested on which table?



#557 kiwi

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Posted 28 April 2018 - 02:54 PM

If I change the material of the two side rails (RailSx and RailDx) from "Plastic with an image" (active) to "Plastic with an image1" (not active), the FPS drops from 188 to 105.

 

Attached File  RailsTest.rar   811.5KB   3 downloads

 



#558 toxie

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Posted 28 April 2018 - 04:35 PM

Very weird. For me it's almost exactly the same. I get ~300 FPS with both on my laptop (having set all options to off/disabled, so no AA, no postprocessed AA, no AO, no nothing).

Also the statistics are roughly the same.

 

Can you maybe provide the screenshots of the detailed statistics (pressing F11 2x, and the one for 3x) for both variants (so overall 4 screens), please?

 

EDIT: oh, and GPU and OS version please.

 

EDIT: same result also with the builtin Intel chip: Both ~67 FPS.


Edited by toxie, 28 April 2018 - 04:38 PM.


#559 Mark70

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Posted 28 April 2018 - 05:18 PM

Hi, is it already possible to set a global value for the "trail strength" ?  I always reduce it to zero, so it would make things easier.
Not sure if this is popular enough for a feature request.



#560 kiwi

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Posted 28 April 2018 - 06:07 PM

Very weird. For me it's almost exactly the same. I get ~300 FPS with both on my laptop (having set all options to off/disabled, so no AA, no postprocessed AA, no AO, no nothing).

Also the statistics are roughly the same.

 

Can you maybe provide the screenshots of the detailed statistics (pressing F11 2x, and the one for 3x) for both variants (so overall 4 screens), please?

 

EDIT: oh, and GPU and OS version please.

 

EDIT: same result also with the builtin Intel chip: Both ~67 FPS.

Win Xp and ATI 5770, tomorrow I will post the statistics.