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The VP 10.1 beta thread


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#621 ICPjuggla

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Posted 17 May 2016 - 02:27 PM

Another way is to uncheck static rendering btw.


That was the 1st thing I tried and it didn't work. Checking the opacity box and setting it to 1 did the trick though.. :-)

It as driving me nuts lol :-)

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#622 fuzzel

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Posted 17 May 2016 - 03:09 PM

hmm that's strange. When I test a primitive mesh I load a obj file and place it on the default table. Normally when "static rendering" is checked the kicker in the middle of the playfield is always rendered over my primitive. When I uncheck "static rendering" the kicker is behind the primitive and I used the "Plastic" material on that primitive so no active opacity.



#623 xenonph

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Posted 17 May 2016 - 07:47 PM

I would like to thank all who work so very hard on all this to bring everyone Pinball Happiness!!

I have a question.

I have been using the NV OFFSET command in all the NFL MODS.

I found that there was only a capacity of holding 10 shared nvrams with this method, and so I was told to perhaps put in a request to the PinMAME Dev team, to see if they could up the capacity. I put this request in the PinMAME Beta section and was quickly replied to by toxie. He said that the problem wasnt with PinMAME but the capacity was actually limited by the core.vbs. He then explained it would be added to the new Beta version.

 

My question is this....

When this new core.vbs is added to the new Beta with the update to add capacity for 32 NFL Teams, will it be in the changelog in the first post of this topic?

Or will I have to just keep downloading and checking to see if the core.vbs works? (I have made 32 test tables ready for the new core.vbs, in which I will make a 32 team nvram file and add that to each table.(EACH TABLE WILL COME WITH THE 32 TEAM NVRAM SET)  I don't even have to wait to build another table, to make these work for all 32 teams. I will just have to adjust the 4 Tables I have made that are over the 10 capacity to use the nvoffset command on them with the new core.vbs. (I have made 14 Team Tables so far) I am actually going back through them and adding Decals of players that you can customize, as well as many other things to make the tables look better and more how people want them.

I also learned to make these animated dB2S Backglasses and am redoing them all to conform to one theme.

If anyone could let me know if the DMD setting I added to the Scripts in these NFL Tables is placing the DMD in the right position on the new 2-3SCR Backglasses I am making. Would be great to know, seeings how i dont own a cabinet and only play Desktop Version Tables.

I want these all to be what people want and how they want them.

 

I dont mind downloading the Beta everyday and checking to see if the new core.vbs works. I love this stuff!!! And I want you all to know your hard work is appreciated.

Just wondering if it will be in the changelog on first post of this topic?

 

Sorry for Ramblin'

 

Carry on and Keep on Pinballin'


Edited by xenonph, 17 May 2016 - 07:54 PM.

CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#624 ICPjuggla

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Posted 17 May 2016 - 07:49 PM

hmm that's strange. When I test a primitive mesh I load a obj file and place it on the default table. Normally when "static rendering" is checked the kicker in the middle of the playfield is always rendered over my primitive. When I uncheck "static rendering" the kicker is behind the primitive and I used the "Plastic" material on that primitive so no active opacity.


I have it fixed now with hauntfreaks method..

I have an old revision with it not fixed if you want I can send you the table in a PM. Just let me know

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#625 fuzzel

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Posted 17 May 2016 - 08:10 PM

I would like to thank all who work so very hard on all this to bring everyone Pinball Happiness!!

I have a question.

I have been using the NV OFFSET command in all the NFL MODS.

I found that there was only a capacity of holding 10 shared nvrams with this method, and so I was told to perhaps put in a request to the PinMAME Dev team, to see if they could up the capacity. I put this request in the PinMAME Beta section and was quickly replied to by toxie. He said that the problem wasnt with PinMAME but the capacity was actually limited by the core.vbs. He then explained it would be added to the new Beta version.

 

My question is this....

When this new core.vbs is added to the new Beta with the update to add capacity for 32 NFL Teams, will it be in the changelog in the first post of this topic?

Or will I have to just keep downloading and checking to see if the core.vbs works? (I have made 32 test tables ready for the new core.vbs, in which I will make a 32 team nvram file and add that to each table.(EACH TABLE WILL COME WITH THE 32 TEAM NVRAM SET)  I don't even have to wait to build another table, to make these work for all 32 teams. I will just have to adjust the 4 Tables I have made that are over the 10 capacity to use the nvoffset command on them with the new core.vbs. (I have made 14 Team Tables so far) I am actually going back through them and adding Decals of players that you can customize, as well as many other things to make the tables look better and more how people want them.

I also learned to make these animated dB2S Backglasses and am redoing them all to conform to one theme.

If anyone could let me know if the DMD setting I added to the Scripts in these NFL Tables is placing the DMD in the right position on the new 2-3SCR Backglasses I am making. Would be great to know, seeings how i dont own a cabinet and only play Desktop Version Tables.

I want these all to be what people want and how they want them.

 

I dont mind downloading the Beta everyday and checking to see if the new core.vbs works. I love this stuff!!! And I want you all to know your hard work is appreciated.

Just wondering if it will be in the changelog on first post of this topic?

 

Sorry for Ramblin'

 

Carry on and Keep on Pinballin'

Normally all changes especially in the vbs scripts are mentioned in the changelog. It's not necessare to download every beta version just to check if that has changed.


 

hmm that's strange. When I test a primitive mesh I load a obj file and place it on the default table. Normally when "static rendering" is checked the kicker in the middle of the playfield is always rendered over my primitive. When I uncheck "static rendering" the kicker is behind the primitive and I used the "Plastic" material on that primitive so no active opacity.


I have it fixed now with hauntfreaks method..

I have an old revision with it not fixed if you want I can send you the table in a PM. Just let me know

 

Oh yes please. I'm curious why it doesn't work for you or maybe because there is still a bug who knows ;)



#626 xenonph

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Posted 17 May 2016 - 08:12 PM

Thank you for your quick response sir.

Carry on


CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#627 toxie

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Posted 17 May 2016 - 08:19 PM

I have been using the NV OFFSET command in all the NFL MODS.

I found that there was only a capacity of holding 10 shared nvrams with this method, and so I was told to perhaps put in a request to the PinMAME Dev team, to see if they could up the capacity. I put this request in the PinMAME Beta section and was quickly replied to by toxie. He said that the problem wasnt with PinMAME but the capacity was actually limited by the core.vbs. He then explained it would be added to the new Beta version.

 

My question is this....

When this new core.vbs is added to the new Beta with the update to add capacity for 32 NFL Teams, will it be in the changelog in the first post of this topic?

Or will I have to just keep downloading and checking to see if the core.vbs works? (I have made 32 test tables ready for the new core.vbs, in which I will make a 32 team nvram file and add that to each table.(EACH TABLE WILL COME WITH THE 32 TEAM NVRAM SET)  I don't even have to wait to build another table, to make these work for all 32 teams. I will just have to adjust the 4 Tables I have made that are over the 10 capacity to use the nvoffset command on them with the new core.vbs. (I have made 14 Team Tables so far) I am actually going back through them and adding Decals of players that you can customize, as well as many other things to make the tables look better and more how people want them.

I also learned to make these animated dB2S Backglasses and am redoing them all to conform to one theme.

If anyone could let me know if the DMD setting I added to the Scripts in these NFL Tables is placing the DMD in the right position on the new 2-3SCR Backglasses I am making. Would be great to know, seeings how i dont own a cabinet and only play Desktop Version Tables.

I want these all to be what people want and how they want them.

 

I dont mind downloading the Beta everyday and checking to see if the new core.vbs works. I love this stuff!!! And I want you all to know your hard work is appreciated.

Just wondering if it will be in the changelog on first post of this topic?

 

It should already be in the current one. I also just increased it to 32 so that it will match all your needs.

 

EDIT: also at the top of core.vbs there is the changelog for the vbs files


Edited by toxie, 17 May 2016 - 08:22 PM.


#628 xenonph

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Posted 17 May 2016 - 08:32 PM

Thank you sooooo much toxie and all involved. I will get to work on the new 32 team nvram file ASAP.

If the last update was on May 12th and version  VPX_1_beta_rev2614.zip

I have already tried that core.vbs.

It allowed the setting of over 10 BUT DIDN'T SAVE A .NV FILE LIKE THE FIRST 10, and half of the time when loading the test tables numbered above 10, it showed the error I was getting before. But only like half the time would this error show up, this is why I thought perhaps the Update wasnt made yet.

When it first started working above the 10, I thought it was updated, but when i kept getting them errors and not finding any .nv file left behind like the rest, i just figured I hadnt got the update yet.

Thanks for all the help you guys. It is appreciated.

 

 

Do I just need the Core.vbs file out of the scripts folder to make this work?

Or do I need to throw in the Controller.vbs too to make this work?

I have only been adding the core.vbs file out of the scripts folder included with new beta.

Which vbs files will I need to include with the NFL Mods to get this to work?

I am certain you don't want me to include all the vbs files with the NFL Mods. Or do you?


Edited by xenonph, 17 May 2016 - 08:43 PM.

CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#629 toxie

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Posted 17 May 2016 - 08:56 PM

to be honest, i do not fully understand that core.vbs-code, i just increased the 10 to 32..  :/

maybe someone else could take a look at the nvoffset routine in the core.vbs and/or how you use it with your tables?

 

apart from that you would not need to provide any scripts. people would just need to have the new .vbs files installed, thats all (which is the case when they would install a new VPX10.1 package then).



#630 xenonph

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Posted 17 May 2016 - 09:13 PM

Thank you toxie. I would only include it with the tables to allow people who cant run VPX and who havent updated there scripts, to be able to run the table as intended without getting the error message on 10 and above.

 

I thank you for your time and effort put into this.

 

I will just be adding the single nvram for each table over 10, and not use the nvoffset command on them until or if this issue can be resolved.

Or I could make 4 batches of 8, where there will be 4 tables that share each nvram offset number, but there specific team would be part of a batch of 8. Or 3 batches of 10 tables and 2 singles. That way each new tables single nvram isnt wiping out the first 10 tables nvrams. So many possibilities, all to try and help the fellow pinballer.

Thanks again sir.


CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#631 BorgDog

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Posted 17 May 2016 - 09:13 PM

I don't think that change is in 2614 xenonph, correct me if I'm wrong toxie, but my v2614 core.vbs still shows 10 for that (unless I'm looking at the wrong thing)



#632 toxie

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Posted 17 May 2016 - 09:22 PM

borgdog is actually right..

 

so then only fuzzel has to be blamed for not including it yet..   ;)



#633 fuzzel

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Posted 17 May 2016 - 09:40 PM

Yes hit me. I didn't see that changes were made in the scripts.

rev2620 is up:

 

- increase nvoffset to 32 (in core.vbs)
- fix timer handling for rubbers
- set line color to black if a rubber is deselected
- try to load a table even if the file version is higher than the supported file version and give the user a more detailed error message.
- rubbers now have an extra HitHeight property to decouple the collision detection from the actual visible rubber height. Also the HitHeight isn't effected by the z-scaling.
 



#634 xenonph

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Posted 17 May 2016 - 09:45 PM

Hey that is great news!!! That means this could still work!!!

Thank you all for your help.

I am just a beginner at all this but I am learning something new everyday and I cant get enough of this Pinball!!

I went from not knowing how to run a VP9 table last August, to learning how to run the dB2S program for 1 monitor Desktop Table users, and then wrote a tutorial on it, to making my first Table MOD at Christmas time, and learning just how everything works, like the plastics and how they flash and every little detail that goes into these creations, to where I am now, thanks to all the info and help here on this site.

 

Thanks for all the help my friends.

 

Keep on Pinballin'

 

 

EDIT:

 

By the time I got done writing this message, you have uploaded the new version.

Thanks so much toxie and fuzzel and everyone!!

THIS PINBALL COMMUNITY ROCKS!!!!


Edited by xenonph, 17 May 2016 - 09:53 PM.

CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#635 BorgDog

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Posted 17 May 2016 - 10:00 PM

HitHeight?  COOL!



#636 fuzzel

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Posted 17 May 2016 - 10:16 PM

Yes the default hit height is 25. So it should work with all current tables.

Just a note: we are going to increase the file version number in the finale 10.1. That means if you save a table in 10.1 it can't be loaded in 10.0 anymore. That steep is necessary because some changes in 10.1 can cause issues in 10.0 but it's still possible to load and play tables made and saved in 10.0 with 10.1. Only the other way around will be blocked.

#637 ICPjuggla

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Posted 18 May 2016 - 12:45 AM

Okay here is that test table with the primitive/static/kicker issue...

 

The 1st kicker and gate are set as follows

     primitive gate top

- static, metal0.2 material NO opacity

     Kicker cup

- set to pf material

 

The 2nd kicker and gate are set as follows

     primitive gate top

- non static, metal0.2 material NO opacity

     Kicker cup

- set to pf materal

 

The 3rd kicker and gate are set as follows

      primitive gate top

- non static, metal0.2 material opacity 1 and box checked

     Kicker cup

- set to pf materal

 

Attached File  Kicker_Opacity TEST.png   1.62MB   14 downloads

 

https://www.dropbox....JHMNAX5bMa?dl=0


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#638 allknowing2012

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Posted 18 May 2016 - 01:46 AM

Is this the same topic we discussed with my thread?

 

http://www.vpforums....showtopic=34513


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#639 lodger

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Posted 18 May 2016 - 02:51 PM

Hi all-

 

I wanted to share an editor feature suggestion that could be helpful when creating ramps/walls (particularly for original tables.)

 

It would be awesome to have a "split ramp at breakpoint" to allow for quick and easy division of a ramp into separate parts. This would make it easier to plan features like Y intercepts, etc. Also, a similar option  would be quite helpful for walls as well when designing channels, etc.

Keep up the great work!

 

-Lodger


Edited by lodger, 18 May 2016 - 02:52 PM.

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http://www.vpforums....&showfile=11819

Version 2.0- Released 2/27/16


#640 fuzzel

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Posted 18 May 2016 - 02:55 PM

Yes it's the same problem!

 

@ICPjuggla: the reason why it did work for you is the depth biaz. If you place a dynamic primitive very close over a kicker you have to raise the depth biaz to tell the engine that the primitive is higher than the kicker. You don't need the depth biaz if the primitive is bigger/larger and has a higher z position.


Hi all-

 

I wanted to share an editor feature suggestion that could be helpful when creating ramps/walls (particularly for original tables.)

 

It would be awesome to have a "split ramp at breakpoint" to allow for quick and easy division of a ramp into separate parts. This would make it easier to plan features like Y intercepts, etc. Also, a similar option  would be quite helpful for walls as well when designing channels, etc.

Keep up the great work!

 

-Lodger

Yep Blender and 3DSMAX can do that :D Sorry but this feature isn't feasible with the current UI.