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1488 replies to this topic
#741
Posted 22 April 2019 - 08:56 AM
Happy Easter guys! Toxie, fuzzel, there is something that bugs me a lot. Could we please change the night/day slider from the artificial lights to the environment? Or a second slider called artificial lights and night/day for environment? For me it makes no sense why light bulbs should emulate day or night...
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#742
Posted 22 April 2019 - 12:47 PM
Happy Easter guys! Toxie, fuzzel, there is something that bugs me a lot. Could we please change the night/day slider from the artificial lights to the environment? Or a second slider called artificial lights and night/day for environment? For me it makes no sense why light bulbs should emulate day or night...
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Day/Night being tied to the environment makes a lot of sense and would be a huge improvement. I second the request for this.
#744
Posted 22 April 2019 - 08:49 PM
What do you think of adding this to the next release of the all-in-one installer
If it finds at least one then it would ask about overwriting
If you said no It would put on the ones that are missing
bally_6803_gts3_nvram.zip 1.2.0
It's already included. Or does it not work in practice?
It seem like it might not be because people are attempting to run games and are not working...
But it is included
I did some testing
Ist test - I deleted the nv files and I did a reinstall and yes it puts those files on..
2nd test - I left some of the nv files on to see what it would do, I reinstalled..It does not ask if I want to over write
This behavior will be changed with the next installer. But at the moment it also only overwrites if the already existing nvrams are older than the one in the installer.
#745
Posted 23 April 2019 - 10:25 AM
As a feature/fix request for 10.6:
Yesterday I tested my Totan work on the new primitive for the playfield in 10.6. As my textures are prerendered, I tried to use the "direct lighting" setting, but it does not seem to work on the playfield image, it stayed darkish. I can make it brighter with the day/night slider, but that also affects other stuff. So: is it possible to make the "direct lighting" setting also affect the playfield when using a playfield primitive? Would be great!
#747
Posted 23 April 2019 - 10:53 AM
Second request or more of a question:
Would it be possible to use the unrendered image of let's say the PF when using VPX Insert lights? All the tests i made show that the PF image for IL's already has the GI-Lighting and maybe even the environment lighting rendered onto it and is then used as the IL image for the lights! Which means, the brighter the area on the PF, the brighter the IL.
This fix would make the Day-Night slider much more effective! IL brightness would stay the same no matter how bright the PF is rendered.
#748
Posted 26 April 2019 - 06:25 AM
As a feature/fix request for 10.6:
Yesterday I tested my Totan work on the new primitive for the playfield in 10.6. As my textures are prerendered, I tried to use the "direct lighting" setting, but it does not seem to work on the playfield image, it stayed darkish. I can make it brighter with the day/night slider, but that also affects other stuff. So: is it possible to make the "direct lighting" setting also affect the playfield when using a playfield primitive? Would be great!
works with the next build.. ![]()
#749
Posted 26 April 2019 - 08:12 AM
Thanks toxie! That does help the visuals a lot!
Another question:
Would it be possible to use a different image and material on the playfield prim so i can switch between the GI-On and GI-Off images by changing the PF-Prim material opacity. Like Flupper did with the White Water rocks?
If yes, just in case this causes clipping between the two PF's, would it be possible to lift the PF prim to a hight of 0.2 units and apply the same hight to the reflection plane? Because then it could be used for both PF's!
Does lifting the PF prim to 0.2 help the clipping problem that i have send you via PM?
Once again thanks to the whole dev team!
#751
Posted 26 April 2019 - 12:22 PM
I did that in CV with a flasher object. I kind of used that like in Photoshop and simply "add"ed layer on layer...Thanks toxie! That does help the visuals a lot!
Another question:
Would it be possible to use a different image and material on the playfield prim so i can switch between the GI-On and GI-Off images by changing the PF-Prim material opacity. Like Flupper did with the White Water rocks?
If yes, just in case this causes clipping between the two PF's, would it be possible to lift the PF prim to a hight of 0.2 units and apply the same hight to the reflection plane? Because then it could be used for both PF's!
Does lifting the PF prim to 0.2 help the clipping problem that i have send you via PM?
Once again thanks to the whole dev team!
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#752
Posted 26 April 2019 - 12:28 PM
Yup, but without the VPX playfield reflections!
VPX reflections really look great even when changing POV and layback! I tried to render the reflections but some rubberposts reflections had a really silly angle in desktop mode!
BTW. outstanding job on CV! I can only repeat myself!
#753
Posted 26 April 2019 - 01:56 PM
True, reflections will get lost unless you render it...Yup, but without the VPX playfield reflections!
VPX reflections really look great even when changing POV and layback! I tried to render the reflections but some rubberposts reflections had a really silly angle in desktop mode!
BTW. outstanding job on CV! I can only repeat myself!
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#754
Posted 01 May 2019 - 04:13 PM
Any reason why I cant use latest 6 beta to play ALL VP10 tables?
Any reason not to save all 10.5 tables, with 6 beta and discontinue using 10.5 official?
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.
#755
Posted 01 May 2019 - 06:10 PM
I would say no, it's perfectly fine to use 10.6.
There might be some brightness differences due to my sRGB and lighting fixes on some tables, so if some author wanted to be really, really, really precise with his color/lighting/etc tweaks, then this might be a reason to keep 10.5 around, but so far nobody complained about visual issues that really stuck out or were worse looking than before.
#756
Posted 01 May 2019 - 06:16 PM
I expect you want an official answer. But, this is kind of what I do. I install betas when they come out. I keep all revisions until it becomes official, except for the known "bad ones". This so I can easy jump back during beta. I keep official releases like 10.4, 10.5 only for test purposes. Once 10.6 becomes official, I might delete a few or all of those betas because they are easy to get back from vpinball.
What I don't do. Is to open all my tables and save them as 10.6. Some of course, gets this treatment, unintentional. Things that needs fixing. Would be interesting to know if there is any benefits to doing that 10.x to 10.6 save. I don't have all the details, but, I expect that the file format hasn't changed, it is the code that interpret the data in the file itself and acts upon the instructions that is changed between 10.5 and current latest. I'm sure I've still got very early 10.x untouched.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
#757
Posted 01 May 2019 - 07:01 PM
I am wanting to go strictly 10.6 beta mostly for PinballX. And I would need to save 10.5 tables in 10.6 in order to avoid getting that "saved version" pop-up. Am I wrong?
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.
#759
Posted 02 May 2019 - 10:33 AM
Durp drunk post.lol
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.
#760
Posted 03 May 2019 - 05:58 PM
rev3696 is up:
- fix tab order for bumpers
- example table: reenable 'correct' material on slingshot-plastics and reenable reflections for them, too
- example table: add ball drop sounds by rothbauerw
- add proper dithering to final output buffer
- support 'disable lighting' on primitive playfield
- remove caption and window borders in windowed mode, only re-enable/toggle if ESC menu is brought up
Also tagged with one or more of these keywords: beta, 10.6 beta
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