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The VP 10.5 beta thread


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#41 ClarkKent

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Posted 13 January 2018 - 01:28 PM

I would still like to see using the metric system instead of the VP units. It would be a lot easier to compare the VP tables with the real ones. Moreover the rounding differences always produce some inaccuracy...



#42 gtxjoe

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Posted 13 January 2018 - 02:10 PM

Why metric, though?  Majority of pinball parts were designed using US standard system, so it would be more accurate in inches



#43 pkrobin

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Posted 13 January 2018 - 04:58 PM

I posted this in 10.4 already. But since we've moved on from there and no one is looking and i have same issue still in 10.5, i hope you will excuse the duplicate.

Issue: can't play any game but SAM using the latest scripts. Its like the rom is not receiving any key presses but the table is. So i can't add credit (5) or start game (1) or restart rom (f3). Rom functions as expected in vpinmame alone.

If I use early 10.4 scripts (not final version) it all works fine.

Surely someone else must have had this problem and knows what to do? I really want to try fastflips before i upgrade my screen.

No dlls are blocked, i run vpinballx as admin. I have no stray vbs files anywhere outside of scripts. I deleted all my nvram and all my vpinmame registry settings.

Oh and latest core.vbs 3.56 works fine just not in conjunction with any of the latest manufacturer scripts like wpc.vbs, taito.vbs, etc. (Except sam works)

Thanks

Edited by pkrobin, 13 January 2018 - 05:45 PM.


#44 fuzzel

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Posted 13 January 2018 - 06:53 PM

rev3323 is up:

 

- add bumper skirt animation
- next fixes from nFozzy for vpmFlips
- Patch by DJRobX: Fix triggers getting "stuck" when the ball is moving fast. The existing code favors the "hit" sequence, when it should favor the "unhit" one. This only affects visuals, so it's a safe change to make.
- Patch by DJRobX for the minphyslooptime/vsync latency enhancement stuff:
      1) Sync loop to last refresh to ensure behavior stays in line with non-enhanced behavior.
      2) Reset the script period at the halfway-point speedup. Tests showed that the additional -1 timer was not being fired a good deal of the time because the max timers value was being reached.
- script button can now both open and close the script editor
- do not trigger save? dialog if toggling between DT and FS view in the backdrop
- fix detection of used materials for triggers & kickers


#45 STAT

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Posted 13 January 2018 - 06:57 PM

Thanks for the S-Button :)



#46 hauntfreaks

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Posted 13 January 2018 - 07:05 PM

 

rev3323 is up:

 

- add bumper skirt animation
- next fixes from nFozzy for vpmFlips
- Patch by DJRobX: Fix triggers getting "stuck" when the ball is moving fast. The existing code favors the "hit" sequence, when it should favor the "unhit" one. This only affects visuals, so it's a safe change to make.
- Patch by DJRobX for the minphyslooptime/vsync latency enhancement stuff:
      1) Sync loop to last refresh to ensure behavior stays in line with non-enhanced behavior.
      2) Reset the script period at the halfway-point speedup. Tests showed that the additional -1 timer was not being fired a good deal of the time because the max timers value was being reached.
- script button can now both open and close the script editor
- do not trigger save? dialog if toggling between DT and FS view in the backdrop
- fix detection of used materials for triggers & kickers

 

Fuzzle will the 10.4 final get the trigger fix as well??... just wondering

 


 

Would there be an easy way to swap out the tool set? Maybe one that could hold the same objects, but ones that have been edited for size, shape, model elements, color, texture, etc. The real reason I ask though is to see if we could have a bagatelle set of tools, which would be cups, and holes, and spinners and nails and stuff. If not, how about a nice nail?

That is nearly impossible without rewriting major parts of VP. I know there is always the need for special models like kickers, spinners or hit targets but we can't add all of them into VP. You can always rebuild these things by modelling a mesh and use primitives in combinations with walls and other built in tools.

 

LOL.... no not shockman asking for something impossible, thats Impossible...LOL


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#47 BorgDog

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Posted 13 January 2018 - 07:38 PM

cool, thanks for adding the bumper skirt animation.  it looks like the timer is off on the reset it back to normal, it appears to take about 2 seconds to bounce back.



#48 fuzzel

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Posted 13 January 2018 - 10:39 PM

rev3324 is up:

 

- fix skirt animation not to reset when using VSYNC


 

 

rev3323 is up:

 

- add bumper skirt animation
- next fixes from nFozzy for vpmFlips
- Patch by DJRobX: Fix triggers getting "stuck" when the ball is moving fast. The existing code favors the "hit" sequence, when it should favor the "unhit" one. This only affects visuals, so it's a safe change to make.
- Patch by DJRobX for the minphyslooptime/vsync latency enhancement stuff:
      1) Sync loop to last refresh to ensure behavior stays in line with non-enhanced behavior.
      2) Reset the script period at the halfway-point speedup. Tests showed that the additional -1 timer was not being fired a good deal of the time because the max timers value was being reached.
- script button can now both open and close the script editor
- do not trigger save? dialog if toggling between DT and FS view in the backdrop
- fix detection of used materials for triggers & kickers

 

Fuzzle will the 10.4 final get the trigger fix as well??... just wondering
 

It's not planned at the moment. But maybe we should make a 10.4.1 with that fix and some script updates...@Toxie what do you think?



#49 pkrobin

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Posted 13 January 2018 - 11:46 PM

V3324 solves the script issue I was having.  Nice.



#50 Ben Logan

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Posted 14 January 2018 - 12:39 AM

Thanks nFozzy, DJRobX, Toxie, and Fuzzel for all the Flipper latency reduction work. Huge improvements lately in terms of realistic feeling gameplay.

#51 jimmihenry

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Posted 14 January 2018 - 12:51 AM

Yep, thank you guys for your effort to create this fantastic virtual experience! You rock the community :band:.



#52 toxie

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Posted 14 January 2018 - 06:40 AM

maybe a 10.4.1, yes, as soon as all the fastflip stuff finalizes..



#53 Shockman

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Posted 14 January 2018 - 06:49 AM

 

 

...

LOL.... no not shockman asking for something impossible, thats Impossible...LOL

 

Bite me 'freaks. I've did it myself in the past. Replaced the flipper with a nail and changed the built-in starter table with a bagatelle starter. Google Visual Bagatelle.


Edited by Shockman, 14 January 2018 - 06:51 AM.


#54 hauntfreaks

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Posted 14 January 2018 - 07:54 AM

 

 

 

...

LOL.... no not shockman asking for something impossible, thats Impossible...LOL

 

Bite me 'freaks. I've did it myself in the past. Replaced the flipper with a nail and changed the built-in starter table with a bagatelle starter. Google Visual Bagatelle.

 

well then your good to go buddy...  ;)


Edited by hauntfreaks, 14 January 2018 - 07:55 AM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#55 jipeji16

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Posted 14 January 2018 - 06:14 PM

Hi everybody ;)

 

Perhaps a stupid question :

 

Does it exist the way to add two functions to a solcallback with a particular syntax (eg:"solgor","fastflips"...)? Due to the Fastflips, the GI can not work so easyly...

I've resolve it in Freddy with a few scripts but if i can learn something more on Scripting solcallback, it's time for that ;)

 

Another questions, about fastflips, about the upper flips what are the words to use in the parenthesis : solcallback(???), i tried sLURFlipper but don't work...

And when i use F11 the time is not the same with the left flip and the right... good for the left but not for the right... i looked in Hollywood heat and the result is the same... Is it normal ? The right time is more and more expansive each time i flip the right...

 

another time Thank you for all your hard work !!!



#56 nFozzy

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Posted 14 January 2018 - 08:10 PM

the core.vbs Fastflips doesn't use the solcallback for turning on, it checks for the solenoid in the pinmametimer directly. So if you're using a System 3 you can still use SolCallback(32) safely

 

SolCallBack uses Vbscript's Execute statement. Execute calls a string as a line of code. The Solcallback is appended with 'True' or 'False' to the end when it is called.

 

Couple examples:

SolCallBack(1) = "Kicker1Sub"

 

Will call 'Kicker1sub True' or 'Kicker1sub False' when solenoid 1 pops on / off

 

You can also use multiple arguments, but be careful of syntax. JP's setlamp works this way:

SolCallback(26) = "Setlamp 126,"

Will call 'Setlamp 126, True' or 'SetLamp 126, False'. The trailing comma is important to keep proper syntax

 

You can also use Variable / Object references and operators (if... then +, = , not, etc) with execute as well. I think the only limitation is that it has to be on one line, and it can't include strings.



#57 jipeji16

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Posted 14 January 2018 - 08:31 PM

Thank you nFozzy for the explanations !!!! ;) ;) Very interresting !!!! ;) ;) ;)

 

Sorry but if i let solcallback(32) for GI, Fast flippers don't work...

 

Where can we find the V3324, we are a lot of french people having the same Pkrobin's issue...

Perhaps in this version will work together Gi and Fastflips ;)

 

Another time thanks for all ;)



#58 nFozzy

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Posted 14 January 2018 - 08:38 PM

It depends if you're using the table script version or the new usesolenoids = 2 thing

 

If it's the former, I would make a sub that handles both:

 

SolCallBack(32) = "SolGameOn"

 

Sub SolGameOn(aOn)

     FastFlips.TiltSol aOn

     GIon or whatever

End Sub



#59 fuzzel

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Posted 14 January 2018 - 08:52 PM

Thank you nFozzy for the explanations !!!! ;) ;) Very interresting !!!! ;) ;) ;)
 
Sorry but if i let solcallback(32) for GI, Fast flippers don't work...
 
Where can we find the V3324, we are a lot of french people having the same Pkrobin's issue...
Perhaps in this version will work together Gi and Fastflips ;)
 
Another time thanks for all ;)

The newest version of the current beta is in the first post of this thread.

#60 jipeji16

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Posted 14 January 2018 - 09:19 PM

Ooooh sorry, i don't have seen it !!! Cool ;) ;) ;) ;) thank you very much ;) i try it now !!