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The VP 10.6 beta thread

beta 10.6 beta

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#821 Caligula_

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Posted 07 June 2019 - 05:32 PM

It happens in void BumperHitCircle::Collide(const CollisionEvent& coll) in collideex.cpp

 

This works only if dot is computed before calling Collide3DWall, but not after:

 

const float dot = coll.m_hitnormal.Dot(coll.m_ball->m_vel);

coll.m_ball->Collide3DWall(coll.m_hitnormal, m_elasticity, m_elasticityFalloff, m_friction, m_scatter);

if (m_pbumper->m_d.m_fHitEvent && (dot <= -m_pbumper->m_d.m_threshold))

 

The velocity of the ball is modified when calling Collide3DWall in ball.cpp:376

m_vel += dot * hitNormal;     // apply collision impulse (along normal, so no torque)


Edited by Caligula_, 07 June 2019 - 05:41 PM.


#822 toxie

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Posted 07 June 2019 - 06:26 PM

Oh, d'oh! Good catch, thanks!!



#823 fuzzel

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Posted 08 June 2019 - 10:05 AM

rev3721 is up:

 

- fix bumper hit threshold issue



#824 toxie

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Posted 08 June 2019 - 10:36 AM

Thanks!

 

Please all test this one, as we want to do some official release near term, so now it's about stabilizing things.. :)



#825 fripounet

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Posted 08 June 2019 - 10:55 AM

how to display dimensions in mm ? 560x1100 mm

 

mm7.jpg


Edited by fripounet, 08 June 2019 - 11:02 AM.


#826 fuzzel

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Posted 08 June 2019 - 11:08 AM

You can use the dimensions manager to convert mm/inch to vp units.

Edited by fuzzel, 08 June 2019 - 11:09 AM.


#827 fripounet

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Posted 08 June 2019 - 11:27 AM

yes, I had seen it, but it's not practical. direct reading would be more enjoyable



#828 fuzzel

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Posted 08 June 2019 - 12:13 PM

Sure

#829 jpsalas

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Posted 08 June 2019 - 05:05 PM

I think I prefer to see VP units as I'm use to use those for everything, so to start thinking in mm or inches will be like to start again from 0 :)


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#830 fripounet

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Posted 09 June 2019 - 09:09 AM

can you move addpoint above ? or add a keyboard shortcut

 

addpoint.jpg


Edited by fripounet, 09 June 2019 - 09:15 AM.


#831 jpsalas

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Posted 09 June 2019 - 02:09 PM

can you move addpoint above ? or add a keyboard shortcut

 

addpoint.jpg

 

 

You can use F10 to add a normal point, and F11 to add a smooth point. This can be done on walls, ramps and lights. I guess fuzzel or toxie will add it to rubbers too (if it isn't too much work :) )


Edited by jpsalas, 09 June 2019 - 02:10 PM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#832 fuzzel

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Posted 09 June 2019 - 02:41 PM

No Problem. Will add this asap

#833 fuzzel

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Posted 09 June 2019 - 03:58 PM

rev3722 is up:

 

- support 'Add Point' hotkey (F10 normal and F11 for smooth point) for rubbers

- changed context menu so that 'Add Point' is the first item in the list
 



#834 fripounet

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Posted 09 June 2019 - 03:59 PM

uh ... last question
 
can you add to the kicker a line, indicating the direction of ejection ?


#835 fuzzel

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Posted 09 June 2019 - 04:14 PM

 

uh ... last question
 
can you add to the kicker a line, indicating the direction of ejection ?

 

That's not possible because the kicker is controlled by the script so there is no direct connection between the script code and the editor.



#836 kiwi

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Posted 09 June 2019 - 05:39 PM

 

 

uh ... last question
 
can you add to the kicker a line, indicating the direction of ejection ?

 

That's not possible because the kicker is controlled by the script so there is no direct connection between the script code and the editor.

 

Perhaps it means an arrow, like that of the gate, which rotates according to the value of the orientation displayed on the property panel of the kicker.



#837 fuzzel

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Posted 09 June 2019 - 05:42 PM

 

 

 

uh ... last question
 
can you add to the kicker a line, indicating the direction of ejection ?

 

That's not possible because the kicker is controlled by the script so there is no direct connection between the script code and the editor.

 

Perhaps it means an arrow, like that of the gate, which rotates according to the value of the orientation displayed on the property panel of the kicker.

 

Yes I understood what he wanted. That's not a problem but I think it won't help much because the majority of kickers are used via script with the kick functions.


Edited by fuzzel, 09 June 2019 - 05:43 PM.


#838 jpsalas

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Posted 09 June 2019 - 06:46 PM

 

 

 

 

uh ... last question
 
can you add to the kicker a line, indicating the direction of ejection ?

 

That's not possible because the kicker is controlled by the script so there is no direct connection between the script code and the editor.

 

Perhaps it means an arrow, like that of the gate, which rotates according to the value of the orientation displayed on the property panel of the kicker.

 

Yes I understood what he wanted. That's not a problem but I think it won't help much because the majority of kickers are used via script with the kick functions.

 

 

I guess he wanted just for the looks. I find myself adding a kicker, changing the view angle, running the table to see how it looks, and doing all this again several times before I'm happy with how the kicker looks. Having an arrow that points in the direction of the angle set in the editor will help to reduce the amount of times neded to do all that. And this has not much to do with the kicker angle in the script, but only with the physical view, although the kicker angle in the script will be very close.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#839 Thalamus

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Posted 09 June 2019 - 07:28 PM

Would it not be just confusing if you see the kicker with an angle and it is actually not the angle used ? Or, did I misunderstand something here ?


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#840 fripounet

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Posted 10 June 2019 - 09:31 AM

sorry for my english...

 

a drawing is better than a long speech: kicker.jpg orientation of ejection (example)


Edited by fripounet, 10 June 2019 - 09:36 AM.






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