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VP10 is here (beta)

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#601 toxie

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Posted 08 February 2015 - 09:43 AM

I also just did some additional tweaks (amongst a second color for the light so one has more control over the gradient of the light color).

I'll look into the AA problems then, thanks for tracking this down!


Yep, ok. Trying to figure a nice way to black out a table :)

 

Completely blacking out is difficult (due to the static rendering), but you could try doing this with flashers on top of things to scale down the brightness.

 

(same as i recommended already for changing the playfields brightness (e.g. GI) dynamically)



#602 TedB

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Posted 08 February 2015 - 10:40 AM

Ill see how it works on my yoga2 pro.

 

Thx! Will be interesting to see how well it performs. Most motherboards have an intel GPU on board and the later versions all support DX11 + OpenGL. Based on a few reviews I think the intel GPUs have improved a lot lately (since the HD 3000). No match for the high end GPUs but might be good enough to enjoy or test and adjust VP tables. 



#603 toxie

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Posted 08 February 2015 - 11:27 AM


I just found the problem. I turned off anti aliasing (left FXAA on). It still might be something you would want to look into. I'll still give you a link to the table if you want.

This is one feature that was a must to have back. Lights on the backglass of a pinball game? So right.

 

Fixed with rev 1665  :)



#604 BananaBoat

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Posted 08 February 2015 - 11:29 AM

what's the strategy / proposed fix for the egg shaped ball?


Edited by BananaBoat, 08 February 2015 - 11:30 AM.


#605 toxie

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Posted 08 February 2015 - 12:02 PM

Fuzzels on it.. For now there is just 'whatever looks good on your system' ;)

 

 

Another thing: With the next build the default for the bumper ring anim speed is now a bit faster than before, so you might need to retweak things. (as before there was a problem with it being a bit dependent on your FPS)



#606 chepas

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Posted 08 February 2015 - 12:20 PM

I also just did some additional tweaks (amongst a second color for the light so one has more control over the gradient of the light color).

I'll look into the AA problems then, thanks for tracking this down!


Yep, ok. Trying to figure a nice way to black out a table :)

 

Completely blacking out is difficult (due to the static rendering), but you could try doing this with flashers on top of things to scale down the brightness.

 

(same as i recommended already for changing the playfields brightness (e.g. GI) dynamically)

 

I'll try and find that. Getting closer anyhow :)..


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#607 unclewilly

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Posted 08 February 2015 - 12:46 PM

That is looking very good chepas.
the only problem i see with completely blacking out a table with a method like that is it will pretty much negate the day/night slider.

The one thing i always used to get the most grief over was, your tables are too dark. Thats why im loving the day night slider. Also saves time in photoshop. With the slider you dont need to darken the textures in photoshop.

My suggestion for these gi effects would be to make your gi pools larger so they light up more of the table then when they cut out the table will get very dark Depending where you have the day/night slider set.

What my method has been so far is to buld the tables with the slider set fairly dark. So i can make sure the lights really pop. Then when i slide the slider to the brighter side for a daytime look, if the lights dont look right I can adjust a few and see what the offset is for the intensity.

All small sub routine in the table init can read the slider value and adjust the light intensity by scale depending on where the slider is positioned.

Just an idea.

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#608 chepas

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Posted 08 February 2015 - 01:16 PM

Thanks. Good tips. Slider's about 11. Never got round to it but wanted to try darken PF image first a tiny bit as well.
 

 

All small sub routine in the table init can read the slider value and adjust the light intensity by scale depending on where the slider is positioned.

 

Yes, need to have that option. Will experiment with that!
 


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#609 kenrunio

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Posted 08 February 2015 - 03:53 PM

Hi everyone. I set up VP10 and gave it a try. I have a cab so I got MB working on FS. Firstly, works great- really no noticeable issues or ball stutter. Secondly what did effect me was that every time I made a change to the video settings  I would have to close the program and open it again, otherwise when running the table it would crash VPX with the error Fatal Error: HRESULT 8007000e at .\RenderDevice.cpp: 670. 

 

One other thing as a by the way as less relevant in this thread, the new vbs scripts stops the PM5 version of VP 9.9 from working (get an out of memory error when running a PM5 table).

 

In any case great work to all the developers and looking forward to the final version. 


Edited by kenrunio, 08 February 2015 - 03:56 PM.


#610 Nidwin

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Posted 08 February 2015 - 04:59 PM

Material Opacity doesn't work on Spinners. The rotating plate of the spinner doesn't get transparancy.



#611 fuzzel

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Posted 08 February 2015 - 06:35 PM

rev1668 is up.

 

- make trigger speed anim dependent on time

- make bumper ring speed anim dependent on time
- introduce full on color for lights to better control gradient of lights
 



#612 freneticamnesic

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Posted 08 February 2015 - 10:50 PM

Sound like great fixes, time to try them out!



#613 Shockman

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Posted 09 February 2015 - 12:42 AM

Material Opacity doesn't work on Spinners. The rotating plate of the spinner doesn't get transparancy.

Use an image layed out like this, but this is not laid out good enough for a template. The targets are round showing that they can be made transparent.

This is one image. The top is on the front of the spinner and the bottom is on the back of it.

Sizing is hard to do. It seems the image size needs to pretty much match the spinner size

chakram4.png

 

Now what would really be cool is if you could use the opacity80 material on the spinner and the image be solid.


Edited by Shockman, 09 February 2015 - 04:11 AM.


#614 bodydump

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Posted 09 February 2015 - 12:55 AM

Now that we can set up both desktop and FS in one file, is there any way to make reels not display in FS but appear in DT?  If not, is it possible to add a way to accomplish this since it would be nice for EM tables.



#615 unclewilly

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Posted 09 February 2015 - 12:58 AM

Couldnt you just add one clear frame to each reel and when you check the show desktop variable use that to keep the reels on the clear frame

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

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Posted 09 February 2015 - 01:00 AM

Couldnt you just add one clear frame to each reel and when you check the show desktop variable use that to keep the reels on the clear frame


I'll try that.

#617 lodger

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Posted 09 February 2015 - 01:11 AM

I had a quick question- it didnt seek like this was asked anywhere or was evident in the documentation. how are vertical upkickers managed in vp? in the implementation I saw that there are float kicker options...is this related? Ideally i'd like to use vuk without destroying balls :)


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#618 freneticamnesic

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Posted 09 February 2015 - 03:58 AM

Trying to see how far on a build I can get using only primitives, and I came across an instance where I felt like a primitive should have a timer......... am I a lunatic for thinking this? Is it better to have a separate timer?



#619 sliderpoint

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Posted 09 February 2015 - 06:17 AM

I'm double posting this question as I see it was lumped into a response I made to a different question and probably got passed over.

 

Is it possible to get the Hit event to function for the top of a wall as well as the side?

 

Thanks

-Mike



#620 toxie

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Posted 09 February 2015 - 07:26 AM

 

Couldnt you just add one clear frame to each reel and when you check the show desktop variable use that to keep the reels on the clear frame


I'll try that.

 

 

I just added a visible property to em reels, so that you can disable the rendering in the editor and/or script.







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