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The VP 10.5 beta thread


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#661 kiwi

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Posted 29 May 2018 - 06:47 PM

To hide a wall via script wall1.visible = 1 does not work, is there any other command?



#662 kiwi

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Posted 29 May 2018 - 07:07 PM

To hide a wall via script wall1.visible = 1 does not work, is there any other command?

Understood,

.Visible replaces .TopVisible, the more I have to use also .SideVisible.
I have a black wall on a black background and I did not notice the difference when the top of the wall was hidden, the more I was lying on the chair and I did not have an optimal vision, the monitor is old and does not have a good viewing angle.



#663 hauntfreaks

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Posted 29 May 2018 - 07:42 PM

I dont know if this has been brought up, I noticed you cant real time edit the a primitives material when its set to static rendering 


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#664 jpsalas

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Posted 30 May 2018 - 02:11 AM

I dont know if this has been brought up, I noticed you cant real time edit the a primitives material when its set to static rendering 

What part of "static" didn't you understand? ;)


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#665 STV

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Posted 30 May 2018 - 02:40 AM

(that one's a bit thick...)



#666 hauntfreaks

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Posted 30 May 2018 - 03:21 AM

 

I dont know if this has been brought up, I noticed you cant real time edit the a primitives material when its set to static rendering 

What part of "static" didn't you understand? ;)

 

I would agree, but I swear I remember being able to... maybe Its the alzheimer's kickin' in 


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#667 sliderpoint

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Posted 30 May 2018 - 04:32 AM

 

 

I dont know if this has been brought up, I noticed you cant real time edit the a primitives material when its set to static rendering 

What part of "static" didn't you understand? ;)

 

I would agree, but I swear I remember being able to... maybe Its the alzheimer's kickin' in 

 

 

 

I always do that from the camera mode because they are not really rendered static there and you can adjust materials.



#668 hauntfreaks

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Posted 30 May 2018 - 04:35 AM

 

 

 

I dont know if this has been brought up, I noticed you cant real time edit the a primitives material when its set to static rendering 

What part of "static" didn't you understand? ;)

 

I would agree, but I swear I remember being able to... maybe Its the alzheimer's kickin' in 

 

 

 

I always do that from the camera mode because they are not really rendered static there and you can adjust materials.

 


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#669 DJRobX

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Posted 30 May 2018 - 04:48 AM

 

I had this problem years ago.  Its the registry.  check to make sure 

 

for vpx

 

HKEY_CLASSES_ROOT\Applicaitons\VPinballX.exe\shell\edit\command you have

    "C:\Visual Pinball\VPinballX.exe" "%1"

 

That's how mine is set.   I think the problem is that "Vpinballx.exe" "Tablename.vpx" doesn't actually open the table, even from the command line.   If I change that to

"C:\Visual Pinball\VPinballx.exe" -edit "%1"  

 

then it works.   I think the VPX installer needs to be updated to reflect this.    Thanks for pointing out the registry locations.


Edited by DJRobX, 30 May 2018 - 06:04 PM.


#670 wrd1972

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Posted 31 May 2018 - 05:34 PM

T&F,

It appears that the pop-bumper ring movements might possibly be still, a bit off. I am running latest Beta BTW.

 

Seems to me that the ring is still moving too far down and its seems to not be tied to the height scaled. I made a bumper 100 tall and the ring seemed to drop the same as a bumper set to 65 high.

Might something be broke?

 

Might it be possible to have a ring adjustment value so it can be more precisely dialed in?

 

Thanks guys.


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#671 fuzzel

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Posted 31 May 2018 - 05:39 PM

T&F,

It appears that the pop-bumper ring movements might possibly be still, a bit off. I am running latest Beta BTW.

 

Seems to me that the ring is still moving too far down and its seems to not be tied to the height scaled. I made a bumper 100 tall and the ring seemed to drop the same as a bumper set to 65 high.

Might something be broke?

 

Might it be possible to have a ring adjustment value so it can be more precisely dialed in?

 

Thanks guys.

I'll take a look.



#672 fuzzel

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Posted 01 June 2018 - 08:14 AM

Can droptargets be enabled/disabled via script using HasHitEvent?  It looks like it is only readable via script so just trying to confirm

The following applies to all elements that have HasHitEvent: You have to set the flag in the editor and only then you can enable/disable it via script in the player. The reason for this is that on startup of the player VP will only calculate a proper hit shape if this flag is enabled. If you deselect it in the editor there is no hit shape calculation and the using the flag in the script won't show any effect.


T&F,

It appears that the pop-bumper ring movements might possibly be still, a bit off. I am running latest Beta BTW.

 

Seems to me that the ring is still moving too far down and its seems to not be tied to the height scaled. I made a bumper 100 tall and the ring seemed to drop the same as a bumper set to 65 high.

Might something be broke?

 

Might it be possible to have a ring adjustment value so it can be more precisely dialed in?

 

Thanks guys.

In the next build bumpers will have a new setting 'RingDropOffset'. Check the CommandReference.txt for more information on how to use it ;)



#673 wrd1972

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Posted 01 June 2018 - 04:23 PM

T&F,

Forgive me if I have already asked this. :)

 

I like to use a very large flasher to add shadows to the playfields on my tables. I do this so that their intensities can be tweaked to ones liking to add or remove depth. This works nicely, but a darker shadow intensity can inadvertently darken lights that are used for PF inserts.

 

Is it possible to create a new setting so that when activated, lights/flashers being used for PF inserts, can not be altered by a very large flasher, being used to create a PF shadow? So in short, I want to be able to lighten or darken my large shadow flasher without the PF insert lighting, being impacted. Might there be some other technique to accomplish what I need?

 

Thanks


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#674 fuzzel

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Posted 01 June 2018 - 04:37 PM

Hmm I don't know if that is possible. It's not easily possible to interact between two different objects while rendering in dx9. Maybe we have to add an extra shader for simple PF shadowing something that was available in old vp9 days but that would take a while to implement.

Take a look at the Safe Cracker table I used multiple flashers and placed them over the GIs for creating diffuse shadows. That way you have minimal impact on PF inserts.

#675 batch

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Posted 01 June 2018 - 05:42 PM

"Posted 12 May 2018 - 12:02 AM

"Thanks batch. In the next build I added a small null-pointer check that can help here. The code of the property pane is really a mess and often cause for crashes."

 

Fuzzel, I forgot to thank you for that, I've no more crash problem with the Image Editor :tup:


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#676 fuzzel

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Posted 01 June 2018 - 06:44 PM

rev3434 is up:

 

- add RingDropOffset setting to the bumper element
- Fast flips support.   To activate, add InitVpmFFlipsSAM to table init.  Should work for most games.  May need additional configuration for two-stage flipper support. (sam.vbs)
- fix some issues with textured lights rendered on the backglass/desktopmode
- Extend text field slightly so the word "rotation" is present in "XY Rotation" in backdrop properties.  Thanks to Nailbuster for noticing! 
- rubbers now fully respect the element detail slider, and their hitshapes are lower poly, too


#677 wrd1972

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Posted 01 June 2018 - 07:15 PM

Ring offset is working perfectly. Many thanks. :)


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#678 Draifet

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Posted 01 June 2018 - 07:53 PM

Thanks for the last update, for some reason the previous one crashed VPX a lot of times when closing a table using the X icon, now working fine again.

 

A request if possible and u like the idea (not a big one, I know), an option to change the Ball aspect ratio for each table, and not as a general video option. I usually use the Stretch ball with table, but then if I play a wide body table I have to change it again. Or a next step on that direction, an option to save all the Video and Audio options for each table overriding the default settings.



#679 DJRobX

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Posted 01 June 2018 - 10:03 PM

Question to Toxie & Fuzzel:

Windows 10 1803 has a new exclusive fullscreen mode,  Things seem to run very well,  you can see error popups and such yet still get the performance benefits.    But one negative point since upgrading is that tables were taking 2-5 seconds to quit from the time you pressed Q twice.     I looked into why.    VP sends WM_CLOSE to the player window.   The player window does nothing special with that message (there's a case for it, but just has "break"), then waits for WM_DESTROY before it starts calling the shutdown sequences.     I found the delay was occurring between WM_CLOSE and WM_DESTROY.  

 

If I move the script closedown logic to WM_CLOSE, everything seems to work great.   Closedown performance is fast and VP exits quickly.     So the question then, do we know if there is a reason to shutdown the table scripts and such in WM_DESTROY instead of WM_CLOSE?  



#680 fuzzel

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Posted 01 June 2018 - 10:15 PM

Question to Toxie & Fuzzel:

Windows 10 1803 has a new exclusive fullscreen mode,  Things seem to run very well,  you can see error popups and such yet still get the performance benefits.    But one negative point since upgrading is that tables were taking 2-5 seconds to quit from the time you pressed Q twice.     I looked into why.    VP sends WM_CLOSE to the player window.   The player window does nothing special with that message (there's a case for it, but just has "break"), then waits for WM_DESTROY before it starts calling the shutdown sequences.     I found the delay was occurring between WM_CLOSE and WM_DESTROY.  

 

If I move the script closedown logic to WM_CLOSE, everything seems to work great.   Closedown performance is fast and VP exits quickly.     So the question then, do we know if there is a reason to shutdown the table scripts and such in WM_DESTROY instead of WM_CLOSE?  

That can be a coincidence or a leftover from old DX7 days or old Windows versions needs such handling together with DX7. Who knows but I would change that and we will see if someone reports an error under Windows XP, 7, Vista, 8 or earlier 10 versions ;)