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The VP 10.1 beta thread


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#761 fuzzel

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Posted 01 June 2016 - 09:56 PM

Oh yes thanks for your input. We will release a VP 10.1 in the near future and then we start another desperate beta phase for the upcoming 10.2. I'm really interested in how things will fall apart >D Now please stop posting such off topic comments in this thread they don't help anybody.

#762 Ben Logan

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Posted 01 June 2016 - 10:10 PM

Fuzzel, thanks for your patience with the development process. You're doing an amazing job of steering this ship!

:)

#763 fuzzel

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Posted 01 June 2016 - 10:13 PM

Thanks Ben but I'm not the only one who tries to steer this ship we are a team and even a bigger team with all the helpful guys here to get the best out of our hobby :)

#764 Ben Logan

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Posted 01 June 2016 - 10:22 PM

Yes! Amazingly democratic.

#765 toxie

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Posted 01 June 2016 - 10:44 PM

Indeed. Apparently those crazy germans are not only tough, but also immune to trolling..  ;)



#766 DonRobby

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Posted 01 June 2016 - 11:13 PM

To be honest I thought I was kinda gentle in saying clowning around.

It would be worse when I said that the last beta is messed up after most of the people started complaining about the last beta.

But if somebody attacks me and nobody seems to bother to say something about that then I need to defend myself it s as simple as that and that being said I think we can wrap up this discussion and continue.

I really hope you will consider a release soon to be secured of a stable version that plays all released VPX games.



#767 hauntfreaks

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Posted 01 June 2016 - 11:25 PM

To be honest I thought I was kinda gentle in saying clowning around.

It would be worse when I said that the last beta is messed up after most of the people started complaining about the last beta.

But if somebody attacks me and nobody seems to bother to say something about that then I need to defend myself it s as simple as that and that being said I think we can wrap up this discussion and continue.

I really hope you will consider a release soon to be secured of a stable version that plays all released VPX games.

 

did you ever think maybe , just maybe what i said something everyone else agreed with?.... are you so pretentious that, that thought didn't even pop in your head???? and i'm the weakling? like those dudes said stop clogging the thread with your silliness...


Edited by hauntfreaks, 02 June 2016 - 01:46 AM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#768 PinballShawn

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Posted 02 June 2016 - 01:15 AM

I like turtles.



#769 Drybonz

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Posted 02 June 2016 - 01:34 AM

Turtles are good.

#770 sliderpoint

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Posted 02 June 2016 - 04:26 AM

Agreed, lets ask edizzle if he'll make a new WIP for Beta and release it as official!  All I see is old stuff

 

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#771 wrd1972

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Posted 02 June 2016 - 02:20 PM

I like turtles.

...with lasers on their heads. :)


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#772 Noah Fentz

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Posted 02 June 2016 - 09:03 PM

HF, did you really tell the Dutch guy to stop 'clogging' up the thread? Really? Good thing he's thick skinned! :)

Anyway, look DonRobby, the content of your post aside, you were a bit too demanding, and I think that's the root of the problem here. These guys do this for the passion of the hobby, nothing more. If you'd like to see a direction, other than the one development is on, make the suggestion, without the demanding overtone, and we'll all get along just fine.

PS - I'm with my mom, and she has very little time left. If anyone makes me dole out warnings, they're not going to be warnings at all. They'll be exiles.

To keep this on topic, while I sincerely appreciate it, please refrain from wellwishes here. My PM box and email are always open.

Thank you.

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#773 cyberpez

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Posted 02 June 2016 - 09:15 PM

I ran into a weird issue with a ramp.  I created a simple ramp and a loop to run under/behind it.  For whatever reason it will not make it under the ramp.  Height should be ok....  I tried raising the ramp up among other things, nothing seemed to help.  I exported the ramp and imported it back in as a primitive.  With only the primitive ramp collidable I can make the loop.  The table I'm working on has been built with the 10.1 beta's..  up to the latest.  Not sure when this would have started as I just started working on that area recently.  Attached is a test table with the same issue.

 

https://www.dropbox....stramp.vpx?dl=0

 

 

Attached Files

  • Attached File  ramp.JPG   138.57KB   24 downloads


#774 fuzzel

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Posted 02 June 2016 - 09:25 PM

hmm thanks for the test table. Did you try other older revisions or only the latest? Would be good to know if rev2620 or earlier produce the same problem.



#775 jpsalas

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Posted 03 June 2016 - 02:27 AM

This is a very old bug. It was there in VP6 too (and VP7, and VP8...). In the past we used to fix that error by dividing the ramp in two ramps. But now you only need to add a point in the middle of ramp, and check that the point is higher than 50. Then it is all good.

 

As you can see in the image, the point is 54 units high. Then the ball will go under. I guess it is a calculation error of the height of the ramp since it needs to calculate from the 0 position.

 


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#776 fuzzel

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Posted 03 June 2016 - 04:51 AM

Oh didn't know that. Thanks for clarifying JP. When I think about that then this isn't a real bug because VP interpolates between two control points and if the calculated/interpolated height is 48 then the ball gets blocked by the ramp.

#777 fuzzel

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Posted 03 June 2016 - 07:14 AM

rev2653 is up:

 

- export hit/drop target meshes as .obj
- add antar.vbs
- save state of switches before passing over to the controller to fix PROC (core.vbs, WPC.vbs, lancelot.vbs scripts updated)
 



#778 cyberpez

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Posted 03 June 2016 - 02:28 PM

Thanks for the reply JP!!  That fixed it.  I had to play around with the mid point but seems to be working well now!!



#779 kiwi

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Posted 03 June 2016 - 05:10 PM

Good if we can have also the reimport button for primitive.

 

Thanks



#780 fuzzel

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Posted 03 June 2016 - 06:32 PM

Which reimport button? Do you mean that one from the image manager? If so that's not possible because VP doesn't save the path information if you import a mesh.