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The VP 10.1 beta thread


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#61 lodger

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Posted 28 January 2016 - 06:54 PM

Fuzzel, regarding target types, might it be possible to include a varitarget (push target that travels a distance and outputs values based on how much force is exerted)? I know there are a few tricks that people use to accomplish similar effects, however in updating the new targets, it would be nice to have something like this.


Fuzzel, regarding target types, might it be possible to include a varitarget (push target that travels a distance and outputs values based on how much force is exerted)? I know there are a few tricks that people use to accomplish similar effects, however in updating the new targets, it would be nice to have something like this.


berzerk2_0logo.png

http://www.vpforums....&showfile=11819

Version 2.0- Released 2/27/16


#62 marco helmink

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Posted 28 January 2016 - 09:06 PM

Sorry, I don,t no how upload image.
What I find out.
I have a test version of vp10 From oktober, by this one the colors are great.
Now the official vp10 I have the red shine on the tables.

#63 GRONI

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Posted 28 January 2016 - 09:11 PM

The "Red shine" is a visual sign for you that you have no material applied on the Object. 


My current VPX Tables I am working on:

 

Attack from Mars/Finished - The Walking Dead Pro/90% - The Lord of the Rings/75% - Family Guy/90% - The Simpsons Pinball Party/15%


#64 marco helmink

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Posted 28 January 2016 - 09:25 PM

What must I do with it?
I try to make a picture of it, But I can,t see it on the photo.
The red shine is not by table loading, But when I play the table.

#65 Pinball999

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Posted 28 January 2016 - 09:28 PM

I have one question related to the lighting.

 

At the moment, we need to select the lamps/flashers on the table to set how strong the light reflection on the ball will be.

Would it be possible to have an additional separate option to choose the reflection intensity globally?



#66 marco helmink

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Posted 28 January 2016 - 09:29 PM

Were can I set this setting?

(P.s great you working on the walKing dead pro table.)

#67 GRONI

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Posted 28 January 2016 - 09:32 PM

You have to select the Object (maybe every object) and assign a material to it. Seems like you loaded a table which is not made for VPX. Which table you load?


My current VPX Tables I am working on:

 

Attack from Mars/Finished - The Walking Dead Pro/90% - The Lord of the Rings/75% - Family Guy/90% - The Simpsons Pinball Party/15%


#68 marco helmink

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Posted 28 January 2016 - 09:36 PM

The New cirqus voltage.vpx and medieval madness.vpx
All the tables have the red shine, But the test version last year of vp10, the colors are fine.

#69 GRONI

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Posted 28 January 2016 - 09:50 PM

Then maybe you mean a different red shine than the one that reminds you to add materials


My current VPX Tables I am working on:

 

Attack from Mars/Finished - The Walking Dead Pro/90% - The Lord of the Rings/75% - Family Guy/90% - The Simpsons Pinball Party/15%


#70 marco helmink

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Posted 28 January 2016 - 09:56 PM

Yes.
Slingshots, ramps,flippers. It looks I have a red lamp above the table.
Tomorrow I try this bèta version.
If it not worked , I stay by vp9
Thanks anyway.

Edited by marco helmink, 28 January 2016 - 09:57 PM.


#71 marco helmink

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Posted 28 January 2016 - 10:25 PM

Ok, did a full re instalation and red shine is gone!
But After playing a table for 15 seconds my pc crash every time, and do a restart.
Any idea?

#72 vampirolatino2

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Posted 28 January 2016 - 10:28 PM

Yes.
Slingshots, ramps,flippers. It looks I have a red lamp above the table.
Tomorrow I try this bèta version.
If it not worked , I stay by vp9
Thanks anyway.

 

Use this beta, everything is fine with it. Not sure why you have that red "shine" with official version and not in beta.. post a video or a screenshot to see it. Upload to http://postimage.org/ and

 post it here.


Ok, did a full re instalation and red shine is gone!
But After playing a table for 15 seconds my pc crash every time, and do a restart.
Any idea?

 

Did you check about what I told you before? Check if your pc is overheating?? Overclocking pc? Read the temperature.



#73 fuzzel

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Posted 29 January 2016 - 08:13 AM

rev2480 is up:

 

- "Throw Balls In Player" mode can now be activated permanently in the Preferences->Editor menu, also you can define the default ball size for this mode.
  The ball size for this mode can also be defined in the debugger menu.
- add an "Update All" button to the image manager for updating all images without any further inquiry. Only an error message is shown after updating if some
  images can't be updated (e.g. files not found)
 



#74 Pinball999

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Posted 29 January 2016 - 08:22 AM

I have one question related to the lighting.
 
At the moment, we need to select the lamps/flashers on the table to set how strong the light reflection on the ball will be.
Would it be possible to have an additional separate option to choose the reflection intensity globally?


Up :)

#75 fuzzel

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Posted 29 January 2016 - 08:43 AM

 

I have one question related to the lighting.
 
At the moment, we need to select the lamps/flashers on the table to set how strong the light reflection on the ball will be.
Would it be possible to have an additional separate option to choose the reflection intensity globally?


Up :)

 

What about the BulbIntensityScale setting for the ball? You can set it for each ball with ball.BulbIntensityScale=0.5 or something (default is 1.0) That option scales the intensity for that ball.

So if you create a ball in a kicker you can do the following:

 

kicker.CreateBall

kicker.LastCapturedBall.BulbIntensityScale=0.5 (or what every you like)

kicker.Kick ...

 

This will damp the intensity for the reflection of the bulbs on that new ball.



#76 vampirolatino2

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Posted 29 January 2016 - 10:01 AM

feature: Mode in debug for auto launch balls? Constantly for test (Min 1 - Max 5 balls at a time in table)


Edited by vampirolatino2, 29 January 2016 - 10:01 AM.


#77 Pinball999

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Posted 29 January 2016 - 11:45 AM

 

 

I have one question related to the lighting.
 
At the moment, we need to select the lamps/flashers on the table to set how strong the light reflection on the ball will be.
Would it be possible to have an additional separate option to choose the reflection intensity globally?


Up :)

 

What about the BulbIntensityScale setting for the ball? You can set it for each ball with ball.BulbIntensityScale=0.5 or something (default is 1.0) That option scales the intensity for that ball.

So if you create a ball in a kicker you can do the following:

 

kicker.CreateBall

kicker.LastCapturedBall.BulbIntensityScale=0.5 (or what every you like)

kicker.Kick ...

 

This will damp the intensity for the reflection of the bulbs on that new ball.

 

Thanks fuzzel. It looks like this is what I was looking for.

Except that I'm not sure how to implement this..

On the first V10 table I've checked (DH), these lines were not existing. So does it mean that I need to add them to the script? Probably combined with Timers?



#78 GRONI

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Posted 29 January 2016 - 01:32 PM

rev2480 is up:

 

- "Throw Balls In Player" mode can now be activated permanently in the Preferences->Editor menu, also you can define the default ball size for this mode.
  The ball size for this mode can also be defined in the debugger menu.
- add an "Update All" button to the image manager for updating all images without any further inquiry. Only an error message is shown after updating if some
  images can't be updated (e.g. files not found)
 

Wow..That is what I call support! Yesterday I attached the request and today it´s in VPX! Very nice! Thank you very much! That makes building and testing alot faster!!


My current VPX Tables I am working on:

 

Attack from Mars/Finished - The Walking Dead Pro/90% - The Lord of the Rings/75% - Family Guy/90% - The Simpsons Pinball Party/15%


#79 fuzzel

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Posted 29 January 2016 - 01:51 PM

:)

#80 fuzzel

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Posted 29 January 2016 - 02:03 PM

 

 

 

I have one question related to the lighting.
 
At the moment, we need to select the lamps/flashers on the table to set how strong the light reflection on the ball will be.
Would it be possible to have an additional separate option to choose the reflection intensity globally?


Up :)

 

What about the BulbIntensityScale setting for the ball? You can set it for each ball with ball.BulbIntensityScale=0.5 or something (default is 1.0) That option scales the intensity for that ball.

So if you create a ball in a kicker you can do the following:

 

kicker.CreateBall

kicker.LastCapturedBall.BulbIntensityScale=0.5 (or what every you like)

kicker.Kick ...

 

This will damp the intensity for the reflection of the bulbs on that new ball.

 

Thanks fuzzel. It looks like this is what I was looking for.

Except that I'm not sure how to implement this..

On the first V10 table I've checked (DH), these lines were not existing. So does it mean that I need to add them to the script? Probably combined with Timers?

 

Yes "BulbIntensityScale" is a script only attribute and not visible in the editor.

 

Fuzzel, regarding target types, might it be possible to include a varitarget (push target that travels a distance and outputs values based on how much force is exerted)? I know there are a few tricks that people use to accomplish similar effects, however in updating the new targets, it would be nice to have something like this.

That's not so easy to add. The physics engine doesn't like/support moving targets besides the ball but a varitarget does move. I suppose I could fake it but adding that to the current target object will make things complicated.