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The road to VP10


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#581 freneticamnesic

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Posted 08 January 2015 - 05:17 AM

If you're threatening to build a table then I trust you know how to select objects and delete objects just fine................



#582 toxie

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Posted 08 January 2015 - 07:24 AM

Exactly.. Selecting (almost) all and deleting them is a thing of 10 seconds..



#583 Slydog43

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Posted 08 January 2015 - 12:53 PM

After deleting all item save the table as your "Blank" table and load that when you want to start with a blank table, simple enough.  I totally think the more that's in the default the better for all.  Looking like 2015 might be the best year for VP yet, and thats hard to do with how great 2014 was.  Thanks Dev team! 



#584 unclewilly

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Posted 08 January 2015 - 12:59 PM

Also in the default table which will be useful for any table builder.
1 timer 14 sounds and a few subroutines in the script.

These will give you positional ball rolling sounds for up to 13 balls, and positional ball collision sounds.

No additional coding necessary.
if the timer is enabled you will have ball rolling sounds and collision.

In the default table i made it so if you hit the center kicker you will get another ball in the shooter lane so you can hear the positional ball rolling and collision.

Also added the viriaty of bumper caps and pegs, and rolover lane plastics for new authors not familiar with 3d modeling

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#585 BananaBoat

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Posted 08 January 2015 - 01:08 PM

You guys are doing an amazing job, this will revolutionize VP. Can't wait to see what table authors come up with.

#586 arngrim

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Posted 08 January 2015 - 05:36 PM

we talked many times in the past to find a way to have mech sounds disabled in a global way, all the tables that i contribute on i use the soundfx routine, and use the sound methods for all the impacted sounds on the table, for dof users.

what if we could setup this option in a more global way?

example:
ccontroller = * where 1 = vpm, 3 = b2s, 4 = b2s + disable mech sounds
these 3 options could work for any table whenever the table has b2s (can work even for non b2s tables), same for soundfx routine
if we setup this variable in the registry of vp, we wouldn't need to enter the scripts and change that ccontroller value, which is for a lot of people the only reason they enter the script of the tables

#587 toxie

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Posted 08 January 2015 - 06:06 PM

what about putting this into the core.vbs and having a setting somewhere there?



#588 arngrim

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Posted 08 January 2015 - 06:19 PM

for me it is fine, but perhaps not user friendly enough in general, to go further, if we can have a way for the frontends like to pinballx to control this setting, by command line for example

#589 toxie

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Posted 08 January 2015 - 06:27 PM

its difficult for VP to interact with the script directly, especially all the VPM stuff.

but in principle one could add a registry read to the script (including core.vbs), i'd guess.



#590 arngrim

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Posted 08 January 2015 - 07:08 PM

as long as we can have it globally i will be happy :)

#591 unclewilly

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Posted 08 January 2015 - 07:42 PM

The problem is how do you determine what is a mechanical sound.

How about this as i think this should be in for orig>nal tables already for music

We have a sound manager already for things like ball drops, rolling, target hits, entering scoops.

A second sound manager for mechanical sounds.... bumpers, flippers, solenoids etç

A 3rd manager for music

Then in the preferences audio section you could have a volume slider for each.

Still it would be a matter of authors putting the sounds in the appropriate manager, but would be much easier for an end user to swap a sound to a different manager if the author didnt, and would be for the most part global.

Edited by unclewilly, 08 January 2015 - 07:43 PM.

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#592 Shockman

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Posted 08 January 2015 - 08:08 PM

The sound manager is used for more than mechanical sound, quite so in pre-rom games, for various digital sounds.

 

Mechanical sound is sound that can not be tampered with, it can hardly be amplified, or turned down. it is physical events that make the same sound whether a rom or sound track is running or not. To answer your question directly, turn the volume to zero and play a game. What you hear is mechanical sound, and VP tables should have at least a minimum of this.  

 

A separate manager for this sounds like a good idea.

 

A third for music sounds good too.



#593 arngrim

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Posted 08 January 2015 - 08:19 PM

sounds that i don't touch because they are not replaced by dof sounds are

 

coins

drains

gates

analog plunger

collides

ball drops

kicker enter

rails

ball rolling sounds

rollovers or sensors

rubbers

spinners

 

in most of the cases the rest are mech sounds that i mute with soundfx method



#594 freneticamnesic

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Posted 08 January 2015 - 08:37 PM

The problem is how do you determine what is a mechanical sound.

How about this as i think this should be in for orig>nal tables already for music

We have a sound manager already for things like ball drops, rolling, target hits, entering scoops.

A second sound manager for mechanical sounds.... bumpers, flippers, solenoids etç

A 3rd manager for music

Then in the preferences audio section you could have a volume slider for each.

Still it would be a matter of authors putting the sounds in the appropriate manager, but would be much easier for an end user to swap a sound to a different manager if the author didnt, and would be for the most part global.

 

This exactly



#595 gtxjoe

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Posted 08 January 2015 - 09:00 PM

I agree in principal,

- one group of sounds that are not replaced by the DOF setup.

- another group of sounds that can be disabled/turned down because it is covered by the DOF setup

- music

 

But to take it one step further, DOF setups between users are different, so this needs to be somewhat configurable.  For example gear sounds, if you have a gear motor then you want it in the group replaced by the DOF setup, but if you don't own a gear motor then you want it in the group not covered by the DOF setup.



#596 unclewilly

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Posted 08 January 2015 - 09:21 PM

Well for that case wouldnt it be easy enought to just export a sound from one manager and put it in the other.

I dont see there being a one size fits all solution to this particular request.

Like for my setup i dont have any dof as if yet, but i do prefer all my mechanical sounds come from my television speakers rather then the backbox so i need to manually adjust that.

I dont think there will be a please everybody solution. I do think with multipul managers and volume sliders it will be much more user friendly then trying to add the soundfx subroutines to the script.

If multipul managers is even possible.

I do think the music sould be included in tables though rather then as an external pack

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

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#597 arngrim

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Posted 08 January 2015 - 10:29 PM

it is not that obvious for the lambda user to know which sounds is redundant with his ff system

i would say that to be coherent, or you don't have force feedback or you need to have the standard feedback package
8 or 10 contactors
strobe(s)
5 flashers
1 gear
1 shaker
1 knocker

that's by taking into account these to identify what sounds i mute in the tables i participate


the rest are (great) extras imo
beacon
blower
front buttons
rgb ledstrips

bell
chimes

but back to the other part of my request, all my 350+ tables have dof so i will always need b2s.server, so having that setting once and for all in vp would be great

#598 unclewilly

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Posted 08 January 2015 - 11:06 PM

Calling the b2s server is a vb script command just like calling pinmame. I dont think it is possible to add it to the actual software. It is scripted just like calling pinmame

Even when the internal dmd is capable of using pinmame, it will still need to be called via the script.

So that is probably not feasible.

Turning sounds off globally may be feasable but i dont really see a way to do it without multipul sond managers or some sort of mute sound checkbox in the sound manager
I for one am hoping that at some point backglass support will be added to vp itself, then db2s will only be needed for the dof support

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

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#599 arngrim

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Posted 09 January 2015 - 06:32 AM

at least having a flag externally to say i want to load b2s or vpm, should be feasible

#600 StevOz

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Posted 09 January 2015 - 12:53 PM

at least having a flag externally to say i want to load b2s or vpm, should be feasible

 

Within the script of most of the latest releases, those options are already there, a simple 1, 2 or 3 selection edit once within the script. It could perhaps be enhanced further with a menu via script, though this is a one time adjustment then it's done..no?


Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


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