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VP10 is here (beta)

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#741 unclewilly

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Posted 12 February 2015 - 07:50 PM

Thanks Unclewilly that did the trick!! I had set to to dark grey but not black.
 
I had only tried the table on my laptop, but tried it here at work (shhhhhh)  and the blob was still present when enabling opacity.  So not the video card like I thought.  I tried out the camera mode, thats a cool feature.  The blob was not present in it though.  The playfield was black, is that normal?  I did find a few objects I had not added materials to yet though.  I'll convert those and see what happens.  I also tried it in fullscreen mode and the blob was there, but not rotated, seemed to be the same size and shape.
 
I'll mess with it more tonight, thanks for your help guys.


If it wasnt rotated that leads me to think it is something from the backdrop. Do you have anythin on the backdrop: reel decal light?

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#742 cyberpez

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Posted 12 February 2015 - 09:29 PM

 

Thanks Unclewilly that did the trick!! I had set to to dark grey but not black.
 
I had only tried the table on my laptop, but tried it here at work (shhhhhh)  and the blob was still present when enabling opacity.  So not the video card like I thought.  I tried out the camera mode, thats a cool feature.  The blob was not present in it though.  The playfield was black, is that normal?  I did find a few objects I had not added materials to yet though.  I'll convert those and see what happens.  I also tried it in fullscreen mode and the blob was there, but not rotated, seemed to be the same size and shape.
 
I'll mess with it more tonight, thanks for your help guys.


If it wasnt rotated that leads me to think it is something from the backdrop. Do you have anythin on the backdrop: reel decal light?

 

 

I did have a few decals and lights from the old vp8 table.  Unfortunately removing them didn't get rid of the blob.



#743 JimofPinball

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Posted 12 February 2015 - 09:47 PM

Uh, when will VP10 be available as a stable release? I'm sorry for asking that but I still love this site. Will VP10 Stable be compatible with VP9 Cabinet Tables?


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#744 fuzzel

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Posted 12 February 2015 - 09:59 PM

VP10 is already available and will be stable when it's done ;) And no VP10 won't be compatible with VP9.

#745 freneticamnesic

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Posted 12 February 2015 - 10:27 PM

cyberpez do you want to share the table with us so we can help try and figure out the blob together? 

 

no joke toxie, I've been missing out on the bloom lighting (because I was using FXAA) and this is amazing. It increased my performance 3X as well.



#746 Slydog43

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Posted 12 February 2015 - 10:36 PM

I'm confused on the new sample table built into VP 10.x.  When I turn off all layers and then click on layer 7, it shows a bunch of lights.  How do I select only 1 of the lights.  Its like all the lights are grouped together, how do I ungroup these lights.  Under the options it says Light(16).  Does that mean that there are 16 light objects selected?  are these objects grouped into a collection?  Sorry for such a newby question.

 

 

Thanks UW, makes sense now!


Edited by Slydog43, 12 February 2015 - 11:08 PM.


#747 unclewilly

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Posted 12 February 2015 - 10:41 PM

To select 1 hold shift when clicking on it.

To ungroup go to collection manager. Select gi and edit. Uncheck group

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#748 BananaBoat

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Posted 12 February 2015 - 10:49 PM

no joke toxie, I've been missing out on the bloom lighting (because I was using FXAA) and this is amazing. It increased my performance 3X as well.

 

I have to say, the smooth animations and bloom effects in VP10 are actually very impressive.



#749 cyberpez

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Posted 12 February 2015 - 11:56 PM

cyberpez do you want to share the table with us so we can help try and figure out the blob together? 

 

no joke toxie, I've been missing out on the bloom lighting (because I was using FXAA) and this is amazing. It increased my performance 3X as well.

 

Yes thats fine.  As long as you remember its a wip  ;)

 

https://www.dropbox....- beta.vpx?dl=0



#750 chepas

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Posted 13 February 2015 - 12:05 AM

Anyone know if this is going to work?? If the model is set below the playfield, she appears in the hole, but if above and then animated down, it's in front of the hole.

 

Edit: Ok. Dumb, was moving it on the TransZ and not Z plane......doh

 


Edited by chepas, 13 February 2015 - 12:19 AM.

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#751 Arcade4

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Posted 13 February 2015 - 12:54 AM

Is this what it is supposed to look like when the purple dome flashers go off at the top?

Attached File  MB2.jpg   177.12KB   45 downloads



#752 freneticamnesic

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Posted 13 February 2015 - 01:04 AM

 

cyberpez do you want to share the table with us so we can help try and figure out the blob together? 

 

no joke toxie, I've been missing out on the bloom lighting (because I was using FXAA) and this is amazing. It increased my performance 3X as well.

 

Yes thats fine.  As long as you remember its a wip  ;)

 

https://www.dropbox....- beta.vpx?dl=0

 

 

Thanks for sharing - quick response is "I don't see a blob like the screenshot you posted" am I doing something wrong? Both cabinet and desktop mode

 

K0G6lT5.jpg


And is that just a remake of Black Pyramid? lol



#753 cyberpez

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Posted 13 February 2015 - 02:40 AM

Sorry, I should have uploaded the broken version.  If you enable Opacity on the Plastics with an Image material is when it shows up.  It also randomly showed up while adding the "clear plastics" around my plastics.

 

Yeah, it was a kit game for black pyramid :-)

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#754 unclewilly

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Posted 13 February 2015 - 11:07 AM

Is this what it is supposed to look like when the purple dome flashers go off at the top?
MB2.jpg


Still a wip. getting used to the new flasher ibject changes.
ill have an update soon, which may be a final version pending any changes to vp10
What is the bloom set to. I initially was using fxaa so the bloom wasnt visible when i was playing with the flasher objects

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#755 Arcade4

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Posted 13 February 2015 - 10:50 PM

 

Is this what it is supposed to look like when the purple dome flashers go off at the top?
MB2.jpg


Still a wip. getting used to the new flasher ibject changes.
ill have an update soon, which may be a final version pending any changes to vp10
What is the bloom set to. I initially was using fxaa so the bloom wasnt visible when i was playing with the flasher objects

 

Great question. I do not know where to look for the Bloom Setting.

Where would that be located?



#756 fuzzel

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Posted 13 February 2015 - 10:52 PM

Check the table light source setting. There you'll find the bloom strength.

#757 Shockman

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Posted 14 February 2015 - 03:14 AM

A backdrop image with the same color levels as the playfield is much darker than the playfield when linked to the light slider. I don't know if it is a universal problem or just me.

 

Lighting is great though and getting better all the time. It might be better to have a use bloom tickbox if not a level box though because an insert has no light to bloom on the playfield (the glass maybe) whereas an over the playfield bulb might bloom. Not that an insert doesn't bloom, just that you would not see it.

 

Also is there a way to make a wire trigger lower without setting it to a lower surface?

 

darkback_t.jpg



#758 freneticamnesic

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Posted 14 February 2015 - 04:57 AM

Is it possible to change RGB of bulb lights? ie. GI lighting... via script? If not, could we get that option in any way?



#759 kiwi

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Posted 14 February 2015 - 05:19 PM

I have two tables with JP's Fading Lamps & Flashers adapted to work with VPX, one table working properly, in the other table the lights turn on and off quickly, if I increase the value of the interval of LampTimer, nothing changes.
Flashers, primitive and Reels work properly.
When the light is turned OFF, for a moment you see the color selected in the panel of the property of the light, white as seen in the image, this should not happen since I use the swap of images.

I tried to replace some light with a new one, I also replaced the timer, but I have not solved anything.

The Fading code is copied from the table that works.

 

luci.png

 

Thanks

 

Max



#760 fuzzel

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Posted 14 February 2015 - 05:25 PM

@kiwi: seems to be a bug that was introduced in rev1686.

 

@all: rev1696 is up:

 

- yet another anti-stretch improvement

- fix still remaining issues with texture set cache and simplify
- fix comparisons for sampler cache
- code cleanup







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