UPDATE
5.0.0 Updated 27.06.2023
- Update for VPX8. Many changes.
In this update for VPX8 I wanted to use the new ways to do things, so I did link the flashers to the lights, and I used the flipper animate, this way I could remove the fading lights which are not needed anymore to link flashers and lights (and to fade the flashers), and remove the timer animating the primitives on top of the flippers.
The changes took longer than expected, 3 or 4 days. I wanted to add a Stern playfield, but I kept my graphics, I'm used to them by now

Here it is a list of what I did to this Spiderman table:
- separated the insert texts from the playfield image, put them on a flasher, height of 1
- updated LUT images, 10 shades and 10 warmer shades.
- Loaded new materials, F4, VPX7 Rev3 physics.
- checked the ramp materials, mostly the top ramps, and the long, medium and short rubbers.
- changed the playfield lights to classic (not halo), changed light properties (made them brighter if possible or needed)
- remade the dome flashers by using a halo light inside the dome to brighten it up and another big light outside (but some still use a flasher on top or back of the dome)
- linked flashers to lights, make flashers visible in properties (add extra lights if needed, like in diode and dome flashers)
- Removed Light Fade routine, used vpmMapLights instead, (need to add each light number to the light's timer) and vpmFlasher for the flashers
- changed flippers properties of the the flippers, by importing the playfield & flipper VPX7 Rev3 physics settings file.
- Updated flipper's code in the SolFlipper (removing the old eos, and adding the new variables LeftFlipperOn = 1, RightFlipperOn = 1)
- Updated flipper's EOS and tricks code (rev 3)
- added animated top flippers (removed from the old realtime timer, and since there is only the rolling sound left in the timer, I simply renamed it to RollingTimer)
- adjusted slingshots shape for better physics
- Updated LUT script (removed the gi intensity, as it is mostly not needed). Added a new display for the image selected (postit)
- reimported the Balanced environment image (newer version, a little brighter than the old one, but still keeping some shadows).
- changed the nudge strength to 6 (some tables have 8 or 9)
- checked visibility of all the objects, and adjusted if needed (mostly the tables with holes in the playfield mesh)
- lowered playfield reflections to a value of 20 or similar (it was 40 or 50 before)
- removed the fake ball shadow, just turn on ambient occlusion for better dynamic shadows
- added my new equirectangular ball, and set the ball reflection to 2.5 (I'm waiting for someone to find a nicer image

)
- changed the GI lights on top of the plastics (due to changes in the VPX8 halo lights. Need to put the lights on a wall)
- Set the raytraced ball shadows to some of the gi lights
- Updated the mechanical sounds to my latest set.
I haven't done that in this table, but it will be done on other tables, at least the lights will look nicer than text boxes):
- remove backdrop texts & reels and replaced them with lights (desktop view)
And the table is not longer compatible with VPX7, because of the new way to do things, flashers and animations.
I'll be updating more of my tables, mostly the most modern ones first. Since I made 206 tables for VPX, at about 4 days work that's over 1000 days work to update all of them

And I'm not going to do that

But I'll update many of them.
Here is a list of bugs I have found in VPX8 beta 1278 while making this update. These bugs are from an author point of view, and I guess it is good to know while editing.
They are mostly annoying, that's why I haven't submitted them to github, as those can be fixed later, best to get other graphical bugs fixed first (if any)

- the properties window of selected objects is not visible after testing the table. The properties window shows the table's properties. You need to de-select/select one of the objects to get the properties back.
- testing the
FS view by holding the SHIFT key down when running the table does not work anymore.
- it crashes a lot more than VPX7, so remember to use CTRL S before pressing F5 to run the table

- depending on how you made the Gi lights they might need some work to get them working under VPX8.
Enjoy!
