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The VP 10.2 beta thread

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#581 toxie

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Posted 05 October 2016 - 05:00 AM

I named it like this, as back then the hype with all kinds of different Night and Day VP9 MODs was peeking.. So it made more sense than "brightness".. Especially as its not really just brightness, as the table author can put additional effort into supporting the slider setting for the 'fake' table lights, etc..



#582 arngrim

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Posted 05 October 2016 - 05:28 AM

i have a request but this is mostly for authors when they work in the editor, it would be great that vp clears vpm when you quit a table but stays in the editor, isn't it :)

#583 toxie

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Posted 05 October 2016 - 09:29 AM

we know about that one for years (maybe decades), and several people failed to properly unload VPM..  :/



#584 unclewilly

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Posted 05 October 2016 - 12:34 PM

I always still forget to add that.
In fact i need to add that code to bad cats

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#585 fuzzel

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Posted 05 October 2016 - 12:40 PM

Fuzzel,
Not sure if you saw it in another thread, but I think there is a BUG when the ball falls through a hole in the PF, to an under playfield subway. If there is any object EG: wall, ramp or prim under a fall through hall, the ball dropping speed is very slow. Remove the object from underneath the fall through hole, the ball falls at a rate, very realistically.
 
Anything we can do about this?

I know there is a problem but can't remember what causes it. I'm not a fan of those subway systems, the collision engine isn't tested for such case. That can work but it's more a coincidence and it wastes performance for something that the player never sees ;)

#586 Pinball999

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Posted 05 October 2016 - 12:49 PM

Ok guys.. I need your help...

I've dowloaded the latest build, and now the debugger starts as soon as I press a flipper key.

Any idea what might cause this?



#587 fuzzel

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Posted 05 October 2016 - 12:57 PM

Open the preferences and set the debugger key to something other than key D :)

#588 Pinball999

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Posted 05 October 2016 - 01:01 PM

I swear I've had a look there.. just in plain sight.. :)

Thanks Fuzzel!



#589 sliderpoint

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Posted 05 October 2016 - 04:22 PM

 

Fuzzel,
Not sure if you saw it in another thread, but I think there is a BUG when the ball falls through a hole in the PF, to an under playfield subway. If there is any object EG: wall, ramp or prim under a fall through hall, the ball dropping speed is very slow. Remove the object from underneath the fall through hole, the ball falls at a rate, very realistically.
 
Anything we can do about this?

I know there is a problem but can't remember what causes it. I'm not a fan of those subway systems, the collision engine isn't tested for such case. That can work but it's more a coincidence and it wastes performance for something that the player never sees ;)

 

 

 

I disagree. I have not noticed any performance hit using subway systems. The player absolutely sees the ball going in and coming out of these scoops. They add to the realism. And it gives more correct timing of the balls moving around under the table instead of the ball magically disappearing and re-appearing somewhere else.  There are a growing number of table authors are using subways.

 

-Mike



#590 arngrim

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Posted 05 October 2016 - 04:25 PM

we know about that one for years (maybe decades), and several people failed to properly unload VPM..  :/

just trying (to ask) :)

#591 chepas

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Posted 05 October 2016 - 04:26 PM

I'll agree with that somewhat, bound to take some hit though but if not on an $80 machine who really cares there?

 

The only thing I wouldn't want in subway would be for balls to be colliding.


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#592 cyberpez

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Posted 05 October 2016 - 04:52 PM

Save the Balls!!!  No Ball Shall Be Destroyed!!

 

I've been attempting with my builds to not have to destroy a ball, all real subways and whatnot.  Been working well so far!!  Aside from the issue Wrd reported I've not seen any issues.



#593 toxie

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Posted 05 October 2016 - 05:41 PM

 

we know about that one for years (maybe decades), and several people failed to properly unload VPM..  :/

just trying (to ask) :)

 

 

Of course.. No problem.. Its really just a sad, sad topic.. So if somebody with enough windows scripting, dll, etc skills/brave enough wants to tackle it again, please go ahead!  :)



#594 allknowing2012

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Posted 05 October 2016 - 07:28 PM

Save the Balls!!!  No Ball Shall Be Destroyed!!

 

I've been attempting with my builds to not have to destroy a ball, all real subways and whatnot.  Been working well so far!!  Aside from the issue Wrd reported I've not seen any issues.

I ran into issues with the older ems - you know the ones where they have all the 5 balls visible & sitting in the subway(?) waiting to drop into play. The collision script just bangs them around endlessly. More of a table scripting issue - but its code that is used almost everywhere it seams. I think its labeled as JP's collision detection etc...


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#595 BorgDog

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Posted 05 October 2016 - 08:07 PM

 

Save the Balls!!!  No Ball Shall Be Destroyed!!

 

I've been attempting with my builds to not have to destroy a ball, all real subways and whatnot.  Been working well so far!!  Aside from the issue Wrd reported I've not seen any issues.

I ran into issues with the older ems - you know the ones where they have all the 5 balls visible & sitting in the subway(?) waiting to drop into play. The collision script just bangs them around endlessly. More of a table scripting issue - but its code that is used almost everywhere it seams. I think its labeled as JP's collision detection etc...

 

 

I too am trying to Save the Balls! Much easier on 1 ball em machines, but have run into issues still in the 5 balls together (as allknowing describes) merging into each other, mainly when the second ball drains and goes into the trough where ball 1 has been sitting a while.  Had to build little invisible divide walls to keep them apart, not ideal.



#596 toxie

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Posted 06 October 2016 - 12:41 PM

This one is part of the whacky collision detection/handling code inside of VP.. There is tons and tons of magic in there.. As mentioned earlier, there is some code waiting on my machine to be finished up that resolves some of that..

But its a can of worms, so its only partially finished and has other issues still..  :/



#597 wrd1972

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Posted 06 October 2016 - 01:09 PM

 

Fuzzel,
Not sure if you saw it in another thread, but I think there is a BUG when the ball falls through a hole in the PF, to an under playfield subway. If there is any object EG: wall, ramp or prim under a fall through hall, the ball dropping speed is very slow. Remove the object from underneath the fall through hole, the ball falls at a rate, very realistically.
 
Anything we can do about this?

I know there is a problem but can't remember what causes it. I'm not a fan of those subway systems, the collision engine isn't tested for such case. That can work but it's more a coincidence and it wastes performance for something that the player never sees ;)

 

 

"Save the Balls" campaign. LOL

I would have to disagree that the player would not see anything of value. The ball dropping through the PF as opposed to vanishing is "freaking huge" in terms of adding realism. Even with the slow drop like I am getting now, I think its better that the ball vanishing.

 

So let me ask the question. Is there any other physical mechanism available to catch the ball under the hole and have it transport it to the subway ramp that wont cause this issue...dare I say a hack? I tried a prim and the issue still happened.


Edited by wrd1972, 06 October 2016 - 01:09 PM.

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#598 unclewilly

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Posted 06 October 2016 - 01:37 PM

Why not just put a kicker in legacy mode under the hole it will grab the ball and then you can have it kick the ball to the ramp

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#599 fuzzel

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Posted 06 October 2016 - 02:08 PM

My main concern is to use ramps under the pf not the fall through situation. If you want to simulate this I would add a ramp/wall under the pf with a kicker to fetch the ball after it's fallen through the pf and then transform the ball to the new destination.
And believe me there are performance drops if you build a complete subway system with complex ramps under the pf. The potential slow downs come from the collision engine not from the render engine.
There is a bug with the fall through option I'm not sure if it's easy fixable because the physics engine isn't prepared for 'flying' balls, it's actually another hack. I want only give you some information that building a subway system isn't tested or fully supported feature of VP.

#600 unclewilly

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Posted 06 October 2016 - 02:27 PM

If you raise the playfield height can't you just use walls under the playfield to direct the ball rather then a ramp.
Subway systems usually work on gravity.

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