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The VP 10.1 beta thread


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#661 toxie

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Posted 21 May 2016 - 12:30 PM

Or if the environment image is rather huge..



#662 Slydog43

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Posted 23 May 2016 - 01:25 AM

My slowdown was actually nothing to do with VP, it was Windows defender making it slow.  I added the Visual Pinball folder to the exceptions and all is good again.  I see another thread about this and just want to continue passing on the information.



#663 N3roflint

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Posted 23 May 2016 - 01:47 AM

My slowdown was actually nothing to do with VP, it was Windows defender making it slow.  I added the Visual Pinball folder to the exceptions and all is good again.  I see another thread about this and just want to continue passing on the information.

 

I saw those other threads as well. Looks like Windoze defender will be the root of some peoples problems.



#664 hauntfreaks

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Posted 23 May 2016 - 06:22 AM

why all of a sudden is the VPX  EXE being flagged as a virus in the first place.... 

 

I dont use any virus protection in my cab, I only connect to my home network (hard wired) to add tables and updates... so i havent seen the slowdown


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#665 Kaan

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Posted 23 May 2016 - 10:15 AM

rev2621 is up with a small bug fix:

 

- use rubber's Height as HitHeight on pre 10.1 saved tables

 

Keep in mind that this feature only works if you have a table that was never saved with 10.1 (rev2615 or higher). If you have saved a table with say rev2620 and the tables suddenly plays stranges it's most likely because the rubbers have a HitHeight of 25 but the real Height is different. The new Twilight Zone for VPX is an example (as reported by ClarkKent).

 

Does this mean If I make a change on an older table and save it, it changes the phsyics? Should I use an older version for them? If so, where I can find them?


Edited by Kaan, 23 May 2016 - 10:16 AM.


#666 fuzzel

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Posted 23 May 2016 - 10:39 AM

No it doesn't change the physics but rev2620 did that for the rubbers. The hitheight was introduced in that version and the default hitheight is 25. But if a table uses rubbers on an upper playfield than you will get a wrong ball behavior because the hitheight was set to 25 and not to the old height. The current revision fixed that by using the height as hitheight if no hitheight was found in the file (only if the table was saved with 10.0 or 10.1 with an older revision than 2620).



#667 toxie

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Posted 23 May 2016 - 04:18 PM

In general, please do not save tables with 10.1 if you want to have them still playable (reliably!) in 10.0. It should work mostly, but there can be sideeffects.

 

The other way round of course works (e.g. 10.0 tables will play in 10.1 without problems).



#668 fuzzel

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Posted 24 May 2016 - 06:29 PM

rev2630 is up:

 

- add PROC code by arngrim (controller.vbs)
- revisit ball spin damping, remove old hack(s)
 


Edited by fuzzel, 24 May 2016 - 06:30 PM.


#669 toxie

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Posted 24 May 2016 - 07:02 PM

please all test general ball behavior, especially on resting balls or slow moving balls. it should now be hopefully more 'stable' and less aggressive as the previous hacks.

i found one strange case in kingpin though where one resting ball is spinning wildly now, but this could be fixed by removing the wall below it.



#670 nFozzy

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Posted 24 May 2016 - 07:17 PM

Seems to work great. Does this remove the spin cap (or whatever it was) that was added during the VP10 beta period?



#671 toxie

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Posted 24 May 2016 - 07:23 PM

It does not remove it, but redo it. Its still a hack, but (hopefully) not as hacky as the other hack..  ;)



#672 BorgDog

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Posted 24 May 2016 - 07:45 PM

Seems to cause some issues with some captive balls on top of the slings I have in my Golden Birds table.  admittedly the wall around them currently has a friction of 0, but I tried other values and has the same effect, balls slowly spinning, twitching and jumping around.  On this particular table I don't really have an issue with that, but thought I'd make you aware.  

 

Table found http://www.vpforums....&showfile=11593

 

randr's humpty dumpty table has a similar effect with the balls held at the bottom of the playfield, although not sure where to find that table, don't know if ever went final.



#673 hauntfreaks

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Posted 24 May 2016 - 07:54 PM

here the link in his sig....

 

https://www.dropbox....4VvM6ZiVNa?dl=0


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#674 toxie

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Posted 24 May 2016 - 08:26 PM

thanks.. i'll look into it!



#675 arngrim

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Posted 24 May 2016 - 09:59 PM

Ah, you are too quick, i was not finished :)

 

the version toxie has now should be complete but not fully tested yet, so let's wait a little bit :)

rev2630 is up:

 

- add PROC code by arngrim (controller.vbs)
 



#676 toxie

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Posted 24 May 2016 - 10:46 PM

..and fixed!  :)

 

EDIT: and i also updated the controller.vbs with arngrims changes


Edited by toxie, 24 May 2016 - 10:47 PM.


#677 ICPjuggla

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Posted 24 May 2016 - 11:46 PM

Quick question....

I know there is a check box for the light object to reflect on balls..

Is it possible to add values to that so we can adjust how much each light object reflects on balls.. In a table I did I'm getting a massive over powering 'glow' on the ball and it looks unnatural.. If there is already an option for this can you point me in the right direction..

 

So is there a way to fix the bloom effect on balls?

 

I would love to see an option to the light object to control how much each light reflects on a ball(s).. Is this possible? Are you guys thinking of implementing this or looking into it?

 

It's driving me nuts... I love the effect I have with the lights 'LED look' but the bloom on the ball won't go away, I've tried everything.. Maybe I'm just missing something...


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#678 BorgDog

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Posted 25 May 2016 - 12:59 AM

I think it would be nice to have a strength for the reflection of light on balls, kind of like the trail strength, or the playfield reflection strength.

 

Have you tried different balls ICPjuggla to see if that makes a difference?  I do know bloom strength can have an effect on the light off the ball, but also on other items you may like.  I reduce that on a lot of tables, personal preference.



#679 sliderpoint

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Posted 25 May 2016 - 01:03 AM

I'm not sure what light values you are using, but this was partially addressed in the past with some sort of clamping on the ball. Maybe that disappeared or got changed again.


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#680 Shockman

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Posted 25 May 2016 - 02:26 AM

You could set the light to not reflect. and put another (weaker) at the same place that does.

 

A reflection value would not be the way to go. It would be like the separate visual nudge and physical nudge.  This is not physics and does not solve anything but instead makes problems, like having a set strength for the visual nudge opposed to the actual strength. Cab users should just have the visual nudge disabled instead of forcing a set value for others that they can set to zero, while we have to fuck with the settings so it does not look like a bad joke. Zero is fucking easy, but a set value, editable or not, that is totally detached from what it's suppose to represent makes no sense at all.

 

You can probably guess that I am working on nudging on my table. I have multiple lights in the same place for basic reasons, but only one casting reflections.


Edited by Shockman, 25 May 2016 - 02:53 AM.