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The VP 10.6 beta thread

beta 10.6 beta

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#61 toxie

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Posted 05 November 2018 - 08:09 PM

 

??? Which table, and what is your sound setup (sound settings screenshot for example)?

All tables with latest rev and newest scripts. 

 

 

Can you please show your sound settings?



#62 Pin-Pete

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Posted 05 November 2018 - 09:47 PM

??? Which table, and what is your sound setup (sound settings screenshot for example)?

All tables with latest rev and newest scripts.
 
Can you please show your sound settings?

Where I can get them?

Greetings:Petri


#63 toxie

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Posted 05 November 2018 - 10:22 PM

In the menu of VPX -> preferences -> Audio Options



#64 g5k

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Posted 06 November 2018 - 01:31 AM

Some great news with some of the 10.6 features, our current project is using a primitive for the playfield so the timing of this is brilliant. 

 
One thing I was wondering is how hard it would be to add a texture stack per primitive. So instead of assigning just a single image you could assign multiple and then each image has an opacity percentage and potentially some additive mixing options. At whatever level this might be feasible it would allow for some really powerful shading results. Currently the only real way I’ve found to do this was borrowed from Fluppers methodology in WW which was to use two primitives slightly offset and then use a number of materials to opacity fade between the primitives.
 
Very grateful for the development work, the physics in VPX are brilliant.


#65 bord

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Posted 06 November 2018 - 03:12 AM

I have a bug to report. I have a table that functions well until I add a collidable mesh that touches Z at 0 or below. At that point the playfield (mesh or native) assumes the physics values of the collidable mesh that is touching Z at 0. Took me all evening to figure out what was causing the problem with my PF physics.



#66 ClarkKent

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Posted 06 November 2018 - 08:51 AM

 

 

 

If the playfield can be a primitive now, there must be a way to display the texture in the editor. Otherwise there is no possibility to place all objects correctly as the drilled holes in the playfield can not be seen anymore.

That is still possible. There is no change in the editor. You see the playfield and the additional primitive. Move the prim to a hidden layer and enable the playfield image in the editor as usual. 

 

 

OK, but on raised playfields (like mini playfields or such) that are done with primitives you can not see the texture at all. So please display at least a low resolution texture for that kind of primitives.

 

I think I found a solution to this and it will be available in the next update ;) As a side note: you can always work around this problem by using a temporary wall as raised playfield. Place all parts and replace the wall with a primitive later on.

I haven't checked yet but all in all it would only important to see the drilled holes at the correct positions - resolution is not that important.

 

The thing with the wall is ok but as I like to revise existing tables it would be difficult or almost impossible as the wall has already been replaced with the primitive... ;)



#67 toxie

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Posted 06 November 2018 - 08:12 PM

I have a bug to report. I have a table that functions well until I add a collidable mesh that touches Z at 0 or below. At that point the playfield (mesh or native) assumes the physics values of the collidable mesh that is touching Z at 0. Took me all evening to figure out what was causing the problem with my PF physics.

 

If the mesh is overlapping the playfield, then sure, the ball will collide with that mesh.. That includes a bit of an epsilon range, too.. If the mesh is way below the playfield then this should not happen though..



#68 bord

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Posted 06 November 2018 - 08:45 PM

 

I have a bug to report. I have a table that functions well until I add a collidable mesh that touches Z at 0 or below. At that point the playfield (mesh or native) assumes the physics values of the collidable mesh that is touching Z at 0. Took me all evening to figure out what was causing the problem with my PF physics.

 

If the mesh is overlapping the playfield, then sure, the ball will collide with that mesh.. That includes a bit of an epsilon range, too.. If the mesh is way below the playfield then this should not happen though..

 

 

Sorry, should have been more clear. The entire playfield no longer exhibits the physics properties that are set in the editor. The entire playfield seems to use the physics of the small collidable mesh that is touching it. As soon as I turn the mesh back to toy the playfield physics return to normal.



#69 Pin-Pete

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Posted 07 November 2018 - 02:25 PM

In the menu of VPX -> preferences -> Audio Options

Sound effects and music effects are on and have full steam and  GO Sound device is primarly. 2.nd choice would be Realtek. Multi channel output is standard 2-channel.


Edited by Pin-Pete, 07 November 2018 - 07:40 PM.

Greetings:Petri


#70 fuzzel

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Posted 07 November 2018 - 05:03 PM

Toxie/Fuzzel,

Any word on maybe getting these added:

  • Global PF reflections on/off
  • Global PF reflection strength
  • Global game play difficulty
  • Global reflect elements on playfield on/off
  • Global reflect objects on playfield strength

These would be valuable to the folks that standardize all of the tables in ones collection. It is also useful for resolving performance related issues.

 

 

Also has the "maintain pics and sound descriptions" when exporting/importing feature been implemented yet?

 

Great work as usual guys. Many thanks.

Basically that is not a big problem but we run a bit out of space in the property pane because of all these global or table specific flags, overwrite flags and so on. I thing adding all this would make more sense if I found a way to rework the properties and get rid of this static pane but I didn't find a good alternative that is fast to implement. All "good" solitions would be result in rewite the window handling because that is really a mess but I don't have much time for this at the momen.


 

 

I have a bug to report. I have a table that functions well until I add a collidable mesh that touches Z at 0 or below. At that point the playfield (mesh or native) assumes the physics values of the collidable mesh that is touching Z at 0. Took me all evening to figure out what was causing the problem with my PF physics.

 

If the mesh is overlapping the playfield, then sure, the ball will collide with that mesh.. That includes a bit of an epsilon range, too.. If the mesh is way below the playfield then this should not happen though..

 

 

Sorry, should have been more clear. The entire playfield no longer exhibits the physics properties that are set in the editor. The entire playfield seems to use the physics of the small collidable mesh that is touching it. As soon as I turn the mesh back to toy the playfield physics return to normal.

 

Do you have an example table that you can send me? Every mesh has an invisible hit shape and if the mesh touches or intersects the playfield mesh or any other mesh the physics options of that mesh the ball hits are used for the calculations



#71 kiwi

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Posted 07 November 2018 - 07:00 PM

If you could have the X Y position of the lights controlled by scripts.



#72 Pin-Pete

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Posted 07 November 2018 - 07:42 PM

EM tables have also the sound loss problem after I added new scripts. Something must be wrong in there.


Greetings:Petri


#73 toxie

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Posted 08 November 2018 - 04:02 PM

What?? And before adding the new scripts it worked?

This is spooky..

 

Maybe your DOF setup is broken so that some sounds are simply ignored due to the settings there?

 

Could you also check the VPX->Preferences->Keys,Nudge and DOF settings (very right panel there), please?



#74 Pin-Pete

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Posted 08 November 2018 - 07:06 PM

What?? And before adding the new scripts it worked?

This is spooky..

 

Maybe your DOF setup is broken so that some sounds are simply ignored due to the settings there?

 

Could you also check the VPX->Preferences->Keys,Nudge and DOF settings (very right panel there), please?

All setted to DOF.


Greetings:Petri


#75 Pin-Pete

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Posted 08 November 2018 - 07:20 PM

All sounds begun to work, when I changed settings to SoundFX.


Greetings:Petri


#76 toxie

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Posted 08 November 2018 - 08:55 PM

Good.. So problem solved, right?

(You can also set it to Both, which is the default setting when installing things.. So for whatever reasons it was set to DOF on your setup)



#77 Pin-Pete

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Posted 08 November 2018 - 09:36 PM

Good.. So problem solved, right?

(You can also set it to Both, which is the default setting when installing things.. So for whatever reasons it was set to DOF on your setup)

Yes, it is. Thanks for your patience Toxie. :)


Edited by Pin-Pete, 08 November 2018 - 09:37 PM.

Greetings:Petri


#78 wrd1972

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Posted 09 November 2018 - 02:18 PM

 

Toxie/Fuzzel,

Any word on maybe getting thesadded:

  • Global PF reflections on/off
  • Global PF reflection strength
  • Global game play difficulty
  • Global reflect elements on playfield on/off
  • Global reflect objects on playfield strength

These would be valuable to the folks that standardize all of the tables in ones collection. It is also useful for resolving performance related issues.

 

 

Also has the "maintain pics and sound descriptions" when exporting/importing feature been implemented yet?

 

Great work as usual guys. Many thanks.

Basically that is not a big problem but we run a bit out of space in the property pane because of all these global or table specific flags, overwrite flags and so on. I thing adding all this would make more sense if I found a way to rework the properties and get rid of this static pane but I didn't find a good alternative that is fast to implement. All "good" solitions would be result in rewite the window handling because that is really a mess but I don't have much time for this at the momen.


 

Thanks for the consideration Fuzzel. :)  When the time is right, maybe we can get it in.


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


#79 fuzzel

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Posted 09 November 2018 - 03:02 PM

Sure as always ;)

#80 Ben Logan

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Posted 10 November 2018 - 11:22 PM

Could the current reflect elements on sidewalls feature be morphed and maxed-out into a full blown “Turn on mirror blades” feature? Kinda doubt it, but thought I’d ask!

Thanks for your work with 10.6 guys. :)





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