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The VP 10.1 beta thread


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#681 ICPjuggla

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Posted 25 May 2016 - 03:04 AM

Well it's been 5 days of working out this ball bloom and reflection issue on balls... lol I don't even want to think how many hours I've spent on this and how crazy it made me..

 

I think I've got the look I want and my balls don't glow to high heaven anymore.. :-)

 

I'll share some settings soon, still need to do some more testing...

 

With that said I'd still love to see a strength for reflection of light on balls implemented into the light object.. My life and sanity I'll never get back but would help for the future.. lol :-)


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#682 hauntfreaks

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Posted 25 May 2016 - 04:34 AM

I've found since I work on the "bippity-boppity-boop-boutique" end of VP... that when it comes to lighting, shadows and graphics, all reality is out the window... to make a table appealing to the eyes, you have to have the "gotta fake it to ya make" philosophy... or it will look flat and boring... what we see in real life and what really appeals to our sense of sight are two different things... why do i know this?... I was a designer at a sign/advertising business for over 20yrs... and that was what my job entailed, taking people's boring reality and making it "eye candy"... so using 100% realistic, lighting physics.... will just bore the player in the end (and in this case over expose).... and because it just lights and graphics it doesn't add or decrease any physical properties to the game play.... so I agree 100% with Juggs that the more lighting control we have over all objects the better... 


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#683 toxie

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Posted 25 May 2016 - 08:29 AM

..and fixed!  :)

 

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

 

the next build will also have yet another tweak that fixes some quirky ball<->ball behavior (like for example on humpty dumpty)..



#684 nFozzy

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Posted 25 May 2016 - 10:31 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.

Exactly. It'd be better to have some kind of light reflection setting for the ball rather than an additional setting for every light.

 

Making duplicate lights just for reflection sounds like a horrible work-around D:



#685 fuzzel

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Posted 25 May 2016 - 05:54 PM

rev2635 is up:

 

- controller.vbs updated by arngrim

- ball<->ball collision improved



#686 fuzzel

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Posted 25 May 2016 - 06:08 PM

Well it's been 5 days of working out this ball bloom and reflection issue on balls... lol I don't even want to think how many hours I've spent on this and how crazy it made me..

 

I think I've got the look I want and my balls don't glow to high heaven anymore.. :-)

 

I'll share some settings soon, still need to do some more testing...

 

With that said I'd still love to see a strength for reflection of light on balls implemented into the light object.. My life and sanity I'll never get back but would help for the future.. lol :-)

Did you try the BulbIntensityScale value for balls? That value scales the overall intensity of bulbs on the ball. It's actually like a material attribute that can be adjusted. Adding another setting for each light is actually not the way how things are in the real world. If you use a new polished metal ball than it reflects a lot more light than a scratched and used metal ball. So it's a ball attribute and not a light one or do I miss something here?



#687 BorgDog

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Posted 25 May 2016 - 06:24 PM

 

Well it's been 5 days of working out this ball bloom and reflection issue on balls... lol I don't even want to think how many hours I've spent on this and how crazy it made me..

 

I think I've got the look I want and my balls don't glow to high heaven anymore.. :-)

 

I'll share some settings soon, still need to do some more testing...

 

With that said I'd still love to see a strength for reflection of light on balls implemented into the light object.. My life and sanity I'll never get back but would help for the future.. lol :-)

Did you try the BulbIntensityScale value for balls? That value scales the overall intensity of bulbs on the ball. It's actually like a material attribute that can be adjusted. Adding another setting for each light is actually not the way how things are in the real world. If you use a new polished metal ball than it reflects a lot more light than a scratched and used metal ball. So it's a ball attribute and not a light one or do I miss something here?

 

 

I don't know about anybody else, but I didn't know that existed.  Could that be exposed in the gui somewhere, like under the Ball tab?



#688 fuzzel

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Posted 25 May 2016 - 07:11 PM

rev2639 is up:

 

- add DefaultBulbIntensityScale to the table ball property to scale/dampen the intensity of the bulb lights on the balls
- another update in controller.vbs by arngrim

 



#689 toxie

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Posted 25 May 2016 - 07:48 PM

 

 

Well it's been 5 days of working out this ball bloom and reflection issue on balls... lol I don't even want to think how many hours I've spent on this and how crazy it made me..

 

I think I've got the look I want and my balls don't glow to high heaven anymore.. :-)

 

I'll share some settings soon, still need to do some more testing...

 

With that said I'd still love to see a strength for reflection of light on balls implemented into the light object.. My life and sanity I'll never get back but would help for the future.. lol :-)

Did you try the BulbIntensityScale value for balls? That value scales the overall intensity of bulbs on the ball. It's actually like a material attribute that can be adjusted. Adding another setting for each light is actually not the way how things are in the real world. If you use a new polished metal ball than it reflects a lot more light than a scratched and used metal ball. So it's a ball attribute and not a light one or do I miss something here?

 

 

I don't know about anybody else, but I didn't know that existed.  Could that be exposed in the gui somewhere, like under the Ball tab?

 

 

there is always the commandreference.txt for things that can be controlled by scripts. we actually added it as a script function, as people wanted to control it dynamically.


Edited by toxie, 25 May 2016 - 07:48 PM.


#690 fuzzel

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Posted 25 May 2016 - 07:58 PM

right, but there was no way to define the intensity scaling globaly for every ball. You always had to set it in the script. With the last revision you can do that now and changing the intensity scale via script for a separate ball is still possible of course ;)



#691 hauntfreaks

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Posted 25 May 2016 - 08:14 PM

this is just an inquisitive question.... what stuff is being added modded to the controller.vbs???


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#692 toxie

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Posted 25 May 2016 - 08:43 PM

arngrim is currently working on encapsulating the PROC vbs stuff, so that it will work along with B2S,etc. without the table authors having to care about it specifically (except for offering an option to select PROC or VPM of course).



#693 randr

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Posted 26 May 2016 - 12:06 AM

Should I look at Humpty? It needs to be updated anyways for a official release

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#694 ClarkKent

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Posted 26 May 2016 - 07:42 AM

Does this mean that the new scripts do not have to be replaced by the ones from the PROC version anymore?



#695 toxie

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Posted 26 May 2016 - 08:29 AM

@randr: Yes, would be nice. For whatever reason the balls do not load to the shooter lane anymore.

 

@CK: This was actually never necessary. The new scripts work perfectly fine also with PROC, but there are some scripting issues in some PROCs/VP-tables where for whatever reason the new scripts trigger different issues than the older ones. This is being worked on by the author(s). Arngrim 'just' made it easier for VP-authors to use PROC.



#696 toxie

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Posted 26 May 2016 - 10:49 AM

@randr: also the leftmost kicker that creates the balls initially is overlapping with its neighbor too much, potentially creating collision problems.



#697 randr

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Posted 26 May 2016 - 12:35 PM

Thanks toxie will take a look at Humpty and give it a much needed update real soon

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#698 fuzzel

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Posted 26 May 2016 - 04:49 PM

Hey guys some home work for you all. Attached is an experimental version build on the latest changes (rev2642). A hole bunch of old (and wrong) code in the physics engine was removed/corrected. So please test this build as thorough as possible. One known issue is that if you create balls in an area where the ball might intersects walls or other balls because there is not enough space then the known jittering/jumping will occur. Please report issues if something between the "official" beta build in post #1 and this one is not as expected or simply wrong. Thanks!


Edited by fuzzel, 28 May 2016 - 06:53 AM.


#699 toxie

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Posted 26 May 2016 - 05:21 PM

There are some tables that will currently show some minor issues with this, so please if you find something minor (like on MB the ball does not make it to the top due to the shooter lane needing a minor correction, or Humpty Dumpty's 5 balls getting wildly sucked into the apron, as they are created with slight overlap in the beginning), try to fix it on your own and retry with that (if the correction makes sense/is tiny!). Due to the removal of several not-so-physically-correct-ball-teleporting-hacks in the core, this build is now much more fragile if balls are created in too tight spaces or if kickers are not correct size, etc.

 

Otherwise please report major issues in here, as Fuzzel said. There shouldn't be any, but you guys are always good at finding such things, right?  ;)

 

Also please have an eye on ball behavior on flippers, plunger and other places where the ball(s) can rest, as now also the old ball spin limit is not needed anymore (at least from my experiments).

 

Would also be good to know how rubbers behave now, i had at least the impression its much better, even if not using height 25.



#700 nFozzy

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Posted 26 May 2016 - 06:57 PM

Haven't seen the ball travel up any rubbers yet, but they seem maybe a little more glitchy now. This breaks Congo, the ball in the lower playfield clips through the flipper.