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VP10 is here (beta)

VP10

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#781 randr

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Posted 15 February 2015 - 06:43 PM

Ah! Non moving! That would explain why I cannot get a moving target to work. :)

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#782 fuzzel

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Posted 15 February 2015 - 06:43 PM

Erm yes ;)

#783 mpad

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Posted 15 February 2015 - 06:45 PM

ok thanks fuzzel.

and sorry I read about the camera mode but where do I activate it?



#784 Slydog43

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Posted 15 February 2015 - 06:46 PM

I moved all my vbs scripts to my "Tables" directory, some tables did not run correctly when vbs scripts were in the "Scripts" directory.  Any idea how to store all vbs in the scripts directory (maybe add scripts dir to my path?)



#785 fuzzel

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Posted 15 February 2015 - 06:46 PM

In the table menu under "play table"

#786 mpad

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Posted 15 February 2015 - 08:42 PM

In the table menu under "play table"

 

ok found it! great stuff, really something for the noob who didn't even know what effect the separate settings had :)

 

BUT :) it only works with keyboard input. I am using vpin controller no ipac, so only joy-buttons for me. would be great if you could enable this in the future...

 

EDIT: this is definetly the BEST usability imroovement for me!!! awesome.


Edited by mpad, 15 February 2015 - 08:48 PM.


#787 fuzzel

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Posted 16 February 2015 - 08:15 AM

mpad, I added the joystick keys to the camera mode in the next revision ;)



#788 toxie

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Posted 16 February 2015 - 08:33 AM

I like bright lights, and don't mind a little bloom, but this way if someone wants more bloom they just increase it in the editor.

 

 

You cannot en/disable bloom per light unfortunately. But if you want to avoid the bloom for some lights, you simply have to decrease their brightness. Only brightness levels that do 'not fit' into the displayed buffer are related to the bloom effect.



1) global physics options: in VPx they seem to be the same as in VP9, strangely for pm5 it was advised to use a special physics set and vp10 is supposed to have the same physics, no?

 

2) about the video settings. I alwasy set them in the nvidia control panel. what would be the advantage of unsing internal settings, assumed they work correctly ;-) ?

 

3) why are settings (keys, video, etc) saved in the registry instead of a very convenient config file. it was a little pain after deleting the pc to get everything working again. or is there a way to back them up?

 

1) In pm5 the global physics options and im/export was broken, in VP10 it should work as expected again. If not, please file a bug report in the bug tracker.

 

2) Thats fine. Especially FXAA should always be faster when used through the nvidia control panel (as there are specialized variants in the driver, optimized for each gfx board generation). Other antialiasing options won't work currently.

 

3) its on our todo lists, but so far it was always pretty low. but then again you can export/import registry entries (even whole subtrees) pretty easily.



#789 Sindbad

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Posted 16 February 2015 - 12:09 PM

I just returned from my 9 weeks stay at the hospital and I'm so pleased that you guys released a beta of VP10 - Thanks !!!

 

I played a little bit around with VP10 and from the developer view, I must say that a lot of things are now much easier to implement. The graphical improvements are enormous. VP10 is a big step forward.

 

When converting Vector (project was delayed during my stay at the hospital) from VP9.9 to VP10, I encountered two problems:

 

1. I use ramps to simulate the LED segment displays on the playfield. The brightness of the ramps is also controlled by the day/night slider. Is there a way to exclude elements from the global brightness slider?

2. Same for walls and primitives (used for reflections of lights on a steel wall). Is there a way to exclude these elements from the day/night slider?


Edited by Sindbad, 16 February 2015 - 12:09 PM.


#790 fuzzel

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Posted 16 February 2015 - 12:18 PM

No that's not possible. Everything in VP10 is based on the global lighting only flashers are excluded. I wouldn't use ramps for the LEDs. Did you try the light inserst instead or flashers?



#791 Sindbad

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Posted 16 February 2015 - 12:27 PM

Thanks Fuzzel for the quick response.

 

Yes, I already thought about lights. And from a logic point of view, using lights to simulate LED segments is a cleaner solution (but more work...).  ;)

 

I'll post a link to my VP10 wip later on (95% is done so far).



#792 Pinball999

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Posted 16 February 2015 - 12:44 PM

Welcome back sindbad!

#793 fuzzel

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Posted 16 February 2015 - 12:45 PM

Well with VP10 you can't simply misuse elements for solving things anymore because you will get problems with the global lighting. So my advice is: use ramps for ramps and not for other things. That is old pre VP9.1x style where flashers weren't available ;)

 

oh and welcome back :D



#794 toxie

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Posted 16 February 2015 - 12:50 PM

Indeed, welcome back!

 

I would also recommend using (bulb-)lights or flashers for this. Optionally you can also use the "old" lights in "passthrough" mode, but please avoid doing this if possible.



#795 bolt

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Posted 16 February 2015 - 01:44 PM

Welcome back sindbad.


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#796 unclewilly

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Posted 16 February 2015 - 02:24 PM

Thanks Fuzzel for the quick response.
 
Yes, I already thought about lights. And from a logic point of view, using lights to simulate LED segments is a cleaner solution (but more work...).  ;)
 
I'll post a link to my VP10 wip later on (95% is done so far).

it is a lot of work. Im starting to make an alpha numeric display from flasher objects to be used on a backbox. Converting from the old backdrop version with lights we used to use.
a lot of work :)

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#797 toxie

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Posted 16 February 2015 - 05:10 PM

@UW: Unrelated, but: Before you release MB, i would recommend that you somehow smoothen the normals of the 3D meshes in there if possible. Currently the faceted look takes away a lot of the visual impact.



#798 bodydump

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Posted 16 February 2015 - 05:16 PM

Well with VP10 you can't simply misuse elements for solving things anymore because you will get problems with the global lighting. So my advice is: use ramps for ramps and not for other things.


As a former heavy ramp abuser, this hurts a little bit :)

#799 chepas

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Posted 16 February 2015 - 05:18 PM

Flashers are the new ramps :) Keep meaning to test hologram effects with them...


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#800 Shockman

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Posted 16 February 2015 - 05:34 PM

Selecting Grid Size to zero crashes VPX.

 

Is the grid on/off going to be saved?

Is the layer settings going to be saved?

 

I'll mention just a couple more things because they have been worked on,

-The backdrop is way way dark if linked to the night/day slider. This in my opinion makes the link useless.

-The shake with the nudge is way way too exaggerated. Ideally it would be related, but if that's not easy enough could you make the default just barely show movement.







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