Jump to content



Photo
* * * * * 7 votes

The VP 10.5 beta thread


  • Please log in to reply
1031 replies to this topic

#701 Rawnei

Rawnei

    Enthusiast

  • Platinum Supporter
  • 320 posts
  • Location:Stockholm, Sweden

  • Flag: Sweden

  • Favorite Pinball: There's too many good ones but I really love the atmosphere in Cirque Voltaire!

Posted 06 June 2018 - 07:52 PM

I'm not sure if this is the right place to ask so I apologize in advance. Also if this is the wrong place if someone could point me the right way that would be great. :love39:

 

How does VPX/VPM call lights that are not in the lamp matrix but are on a LED PCB? For instance Shrek/Family guy from Stern, if you look at the Stern manual the LED's have their own numbering (page 166 in the pdf, 146 in the manual), LED 5-48.

 

There's probably some way to debug this but that is beyond my knowledge.



#702 DJRobX

DJRobX

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 941 posts
  • Location:Valencia, CA

  • Flag: United States of America

  • Favorite Pinball: F14 Tomcat

Posted 06 June 2018 - 10:10 PM

The best "documentation" for VPM is to view the script of an existing, working table.    For future VPM questions I suggest going to a VPM sub-forum.    The Universe site tends to be more active in terms of SAM/VPM development.  



#703 nFozzy

nFozzy

    Pinball Fan

  • Members
  • PipPipPipPip
  • 553 posts

  • Flag: ---------

  • Favorite Pinball: Pinbot

Posted 06 June 2018 - 10:14 PM

They might just be dumped into the lamp array set to index numbers that aren't consistent with the manual

 

I use this kind of script for finding lamps / solenoids. This uses four textboxes named tb1, tb2, tb3, tb4.

tb.TimerEnabled=1
Sub tb1_Timer()
	dim x, nmbr, str, str2, str3, str4
	dim Limit : Limit = 32	'how many lines per textbox. If this is too high the textboxes will come out blank.
	for x = 0 to Limit
		nmbr = x : if nmbr <10 then nmbr = 0 & nmbr	'format numbers for the first 10
		str = str & nmbr & ":" & abs(Controller.Lamp(x)) & "  "
		str = str & x+Limit+1 & ":" & abs(Controller.Lamp(x+Limit+1)) & vbnewline
	

		Str2 = str2 & x+limit*2 & ":" & abs(Controller.Lamp(x+limit*2)) & "  "
		Str2 = str2 & (x+limit*2)+Limit & ":" & abs(Controller.Lamp((x+limit*2)+Limit)) & vbnewline

		Str3 = str3 & x+limit*4 & ":" & abs(Controller.Lamp(x+limit*4)) & "  "
		Str3 = str3 & (x+limit*4)+Limit & ":" & abs(Controller.Lamp((x+limit*4)+Limit)) & vbnewline

		Str4 = str4 & x+limit*6 & ":" & abs(Controller.Lamp(x+limit*6)) & "  "
		Str4 = str4 & (x+limit*6)+Limit & ":" & abs(Controller.Lamp((x+limit*6)+Limit)) & vbnewline

	Next
	if tb1.text <> str then tb1.text = str
	if tb2.text <> str2 then tb2.text = str2
	if tb3.text <> str3 then tb3.text = str3
	if tb4.text <> str4 then tb4.text = str4
End Sub

Controller documentation can be found here

http://www.vpforums....e=1#entry392605



#704 bord

bord

    Pinball Fan

  • Members
  • PipPipPipPip
  • 603 posts

  • Flag: ---------

  • Favorite Pinball: Star Gazer, Whirlwind, Frontier

Posted 06 June 2018 - 11:36 PM

They might just be dumped into the lamp array set to index numbers that aren't consistent with the manual

 

I use this kind of script for finding lamps / solenoids. This uses four textboxes named tb1, tb2, tb3, tb4.

tb.TimerEnabled=1
Sub tb1_Timer()
	dim x, nmbr, str, str2, str3, str4
	dim Limit : Limit = 32	'how many lines per textbox. If this is too high the textboxes will come out blank.
	for x = 0 to Limit
		nmbr = x : if nmbr <10 then nmbr = 0 & nmbr	'format numbers for the first 10
		str = str & nmbr & ":" & abs(Controller.Lamp(x)) & "  "
		str = str & x+Limit+1 & ":" & abs(Controller.Lamp(x+Limit+1)) & vbnewline
	

		Str2 = str2 & x+limit*2 & ":" & abs(Controller.Lamp(x+limit*2)) & "  "
		Str2 = str2 & (x+limit*2)+Limit & ":" & abs(Controller.Lamp((x+limit*2)+Limit)) & vbnewline

		Str3 = str3 & x+limit*4 & ":" & abs(Controller.Lamp(x+limit*4)) & "  "
		Str3 = str3 & (x+limit*4)+Limit & ":" & abs(Controller.Lamp((x+limit*4)+Limit)) & vbnewline

		Str4 = str4 & x+limit*6 & ":" & abs(Controller.Lamp(x+limit*6)) & "  "
		Str4 = str4 & (x+limit*6)+Limit & ":" & abs(Controller.Lamp((x+limit*6)+Limit)) & vbnewline

	Next
	if tb1.text <> str then tb1.text = str
	if tb2.text <> str2 then tb2.text = str2
	if tb3.text <> str3 then tb3.text = str3
	if tb4.text <> str4 then tb4.text = str4
End Sub

Controller documentation can be found here

http://www.vpforums....e=1#entry392605

 

:love39:

wow.



#705 Rawnei

Rawnei

    Enthusiast

  • Platinum Supporter
  • 320 posts
  • Location:Stockholm, Sweden

  • Flag: Sweden

  • Favorite Pinball: There's too many good ones but I really love the atmosphere in Cirque Voltaire!

Posted 07 June 2018 - 04:35 AM

They might just be dumped into the lamp array set to index numbers that aren't consistent with the manual

 

I use this kind of script for finding lamps / solenoids. This uses four textboxes named tb1, tb2, tb3, tb4.

 

Controller documentation can be found here

http://www.vpforums....e=1#entry392605

 

That's a really good solution, thanks!



#706 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 07 June 2018 - 06:07 AM

..and if everything fails, contact Gaston via PM, he's (usually) the PinMAME wizard for such things..



#707 wrd1972

wrd1972

    Authoring Padawan

  • Platinum Supporter
  • 2,265 posts
  • Location:Central KY. USA

  • Flag: United States of America

  • Favorite Pinball: Funhouse

Posted 07 June 2018 - 08:18 PM

Think I might have found a bug with the "static rendering" selector for rubbers. I certainly dont recall seeing this in the past, but could be wrong.
 
If the rubbers are set to "static", they are much more "round-er" in appearance.
pic20.png
 
If you set them to "NON-static", they get much more "blocky"
pic1.jpg
 
Is this a problem?


Edited by wrd1972, 07 June 2018 - 08:23 PM.

My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#708 hauntfreaks

hauntfreaks

    Real 4K Tables Since 2013

  • VIP
  • 2,522 posts
  • Location:South Jersey

  • Flag: United States of America

  • Favorite Pinball: -<3<3<3 All Real Pins



Posted 07 June 2018 - 09:07 PM

not happening here... rev3434

post-73849-0-35491300-1528405615.png

Attached Files

  • Attached File  PF8K.png   229.38KB   11 downloads

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#709 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 08 June 2018 - 05:51 AM

As said earlier, the rubbers were changed. Thus, PLEASE all check if the collisions/physics are still behaving the same with rubbers.

 

And the rubbers now also respect the detail slider setting, so i guess you guys simply have a different setting there?

 

On the other hand, in the editor it should not have an influence. But how does it work for ramps? Is there a difference in the UI, depending on the detail slider?

EDIT: Ramps look all the time the same in the UI, so i guess this should be the same for rubbers then.


Edited by toxie, 08 June 2018 - 05:58 AM.


#710 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 08 June 2018 - 05:59 AM

The details slider has an influence on how the mesh is generated and the editor uses the same generation algo so if you have a lower details setting then the result is viewable on the editor.

#711 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 08 June 2018 - 08:40 AM

..but not anymore!  ;)

so this behavior will be fixed in the next revision..

 

let me know if the detail level is okay, or if it should be more 'round'..



#712 Thalamus

Thalamus

    Pinball Wizard

  • Platinum Supporter
  • 4,983 posts

  • Flag: Norway

  • Favorite Pinball: GOT, Alien Star, LOTR, TOM

Posted 08 June 2018 - 09:34 AM

My first thought. It shouldn't look round if it isn't.


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#713 Wizball

Wizball

    Enthusiast

  • Members
  • PipPipPip
  • 180 posts

  • Flag: ---------

  • Favorite Pinball: Tales of the Arabian Nights

Posted 08 June 2018 - 03:46 PM

Just a few wish list items:

 

* Support for importing more sound file formats in the sound manager.

 

* It is currently not as easy at it should be to use a game pad as a controller. I would like to see two changes:

  1. You should be able to pick a controller button by pressing it, as you can with a keyboard key, instead of having to use the dropdown. With most game pads, it is far from obvious which button is mapped to which number.
  2. You should be able to map an axis to an action rather than only buttons. This would let you use triggers as flippers, which would match the controls in for example The Pinball Arcade or Pinball FX.


#714 Fleep

Fleep

    Enthusiast

  • Members
  • PipPipPip
  • 163 posts

  • Flag: ---------

  • Favorite Pinball: Theatre of Magic

Posted 08 June 2018 - 03:57 PM

I have a request....

Can we have a greater value range for table's Mech-Plunger-Adjust ? say like 0-1000 ?
I happened to see a table where the maximum plunger hit (100) is not enough to simulate the hit impact in a real table

"..Make the ball vanish!.."

#715 Thalamus

Thalamus

    Pinball Wizard

  • Platinum Supporter
  • 4,983 posts

  • Flag: Norway

  • Favorite Pinball: GOT, Alien Star, LOTR, TOM

Posted 08 June 2018 - 04:20 PM

@fleep : http://www.vpforums....=30971&p=305386

 

Read esp. about Mech Plunger Adjust in the end. You have plenty more power than you need.


Edited by Thalamus, 08 June 2018 - 04:22 PM.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#716 Fleep

Fleep

    Enthusiast

  • Members
  • PipPipPip
  • 163 posts

  • Flag: ---------

  • Favorite Pinball: Theatre of Magic

Posted 08 June 2018 - 04:30 PM

Thanks Thalamus, looks helpful...will try it out later today
"..Make the ball vanish!.."

#717 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,315 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 08 June 2018 - 05:56 PM

 

Just a few wish list items:

 

* Support for importing more sound file formats in the sound manager.

 

...

 

You are not alone that wish ogg format directly from the table as we use now uncompressed wav files :) Toxie... hint...hint :) (I know it is in your to do list... but in case you forgot :) )


 

...

 

* It is currently not as easy at it should be to use a game pad as a controller. I would like to see two changes:

  1. You should be able to pick a controller button by pressing it, as you can with a keyboard key, instead of having to use the dropdown. With most game pads, it is far from obvious which button is mapped to which number.
  2. You should be able to map an axis to an action rather than only buttons. This would let you use triggers as flippers, which would match the controls in for example The Pinball Arcade or Pinball FX.

 

I have been using a small VP table to check for the key numbers when pressing a key, which has been very useful to find the keycodes. I don't know if your game pad controller works like a keyboard, but if VPX see a key number when you press the controller, maybe you can change the codes for the flippers to suit your game pad.

 


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#718 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 08 June 2018 - 06:58 PM

 

 

I think I found a bug: In this latest revision 3434 the lights on the backdrop are not working, this is using a single monitor. They worked fine in the last revision.

 

In general, or only specific tables/setups?! Which table(s) did you test?

 

It seems to be any table I play.  I tried several of mine, Buck Rogers and Card Whiz for example.  And I made a test table from the built in blank table with just a blinking light on the backdrop and it does not show in latest rev, but works in 3427 as do all the ones I tested.  Here is that table https://www.dropbox....httest.vpx?dl=0

 

backdrop lights have always been kind of weird, like intel cards don't like them in my experience.

 

..the bulb light/backglass regression will be fixed with the next revision..  :)



#719 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 09 June 2018 - 09:01 AM

rev3441 is up:

 

- fix bulb lights not rendering correctly on backglass regression
- enforce same/static triangulation detail level for rubbers in editor
- make exclusive fullscreen the new default setting when using win10 build 1803 and above
- Stop saving minimized code window position to stop code window from being inaccessible.
- Optionally make View->Script always show the script (see new option in Preferences->Editor Options) 
- Make the Edit->Search/Select Element un-minimize if minimized when selected. 
- Shut down table/player when in exclusive full-screen mode to improve table exit performance (particularly in Windows 10 1803)  


#720 psmiraglia

psmiraglia

    Enthusiast

  • Members
  • PipPipPip
  • 114 posts

  • Flag: Argentina

  • Favorite Pinball: Star Trek

Posted 09 June 2018 - 06:44 PM

Thanks for jump on to the issues so fast! I have a couple of questions/requests:

every time I upgrade Vp, I:

1- keep a copy of vpmkeys.vbs as I had to configure all 4 coin buttons to the same key code for some tables to work. Any chance we can have that as a unifying/txt confía file in the root of Vp? It could still be read by the vbs script at start time ffbackwards compatibility...

2- long ago I replaced nudgeplugin.vbs with mjr’s version. Could a config option be added to the editor to select te default nudge script? Or maybe another solution that removes te need to do this manually?

Lastly, rev3441 already includes the Sam.vbs script distributed separately last week, right?

Thanks again!

Ps: I may have misrepresented the Amr of the scripts... apologies, I’m not near the cab.


Edited by psmiraglia, 09 June 2018 - 07:06 PM.