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VP10 is here (beta)

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#901 Shockman

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Posted 18 February 2015 - 11:19 PM

I agree it's too early to be suggesting physics changes. I think most, including spinning effect on momentum can be sorted through settings. We will come to a point where we will be able to be specific. They can not focus on generalities. That's how things can turn out worse.  



#902 ICPjuggla

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Posted 19 February 2015 - 12:50 AM

Hey VPX Dev team I noticed some editor features are missing in particular display image in editor witch came in handy wile working with primitives and models etc.

 

Is there a reason this was removed?

 

Attached File  VP10_missing.png   504.16KB   32 downloads


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#903 LoadedWeapon

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Posted 19 February 2015 - 12:54 AM

Hey VPX Dev team I noticed some editor features are missing in particular display image in editor witch came in handy wile working with primitives and models etc.

 

Is there a reason this was removed?

 

attachicon.gifVP10_missing.png

they have been moved.. look under View at the top and other options


Edited by LoadedWeapon, 19 February 2015 - 12:54 AM.


#904 ICPjuggla

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Posted 19 February 2015 - 12:59 AM

 

Hey VPX Dev team I noticed some editor features are missing in particular display image in editor witch came in handy wile working with primitives and models etc.

 

Is there a reason this was removed?

 

attachicon.gifVP10_missing.png

they have been moved.. look under View at the top and other options

 

 

cool LW thx for the heads up. not sure how I missed that...


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#905 freneticamnesic

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Posted 19 February 2015 - 02:59 AM

Could we possibly scale triggers???



#906 randr

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Posted 19 February 2015 - 03:09 AM

I have a version with all models smoothed/doubles removed please try it and report what you think. link below

 

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


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#907 freneticamnesic

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Posted 19 February 2015 - 08:10 AM

About 2 hours in one editor session tonight and not a single FATAL ERROR! Thanks so much!



#908 fuzzel

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Posted 19 February 2015 - 08:12 AM

About 2 hours in one editor session tonight and not a single FATAL ERROR! Thanks so much!

That's good to know ;)


Could we possibly scale triggers???

The length parameter is used for scaling but it scales all three axis at once. Do you need a scaling option for each axis and why?


Edited by fuzzel, 19 February 2015 - 11:07 AM.


#909 toxie

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Posted 19 February 2015 - 02:09 PM

About 2 hours in one editor session tonight and not a single FATAL ERROR! Thanks so much!

 

Yay! Finally!  :)

Time to add new bugs then!



#910 lodger

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Posted 19 February 2015 - 02:30 PM

I agree with fren that things are getting much more stable- One thing that would be helpful is being able to set some sort of transparency option in the editor when adjusting light shapes, etc. In the past, i'd turn the image off to display the off image on the light to let me see through the surface. any thoughts on whether this could be a feature in the future or a potential work around? Thanks!


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#911 fuzzel

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Posted 19 February 2015 - 02:36 PM

Would the outline mode in the view menu help you? Enable View->Backdrop to show the playfield image and then enable View->Outline to just show the outline edges of each element.


Edited by fuzzel, 19 February 2015 - 02:36 PM.


#912 gtxjoe

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Posted 19 February 2015 - 03:21 PM

Awesome!  :)



#913 freneticamnesic

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Posted 19 February 2015 - 04:02 PM

 

About 2 hours in one editor session tonight and not a single FATAL ERROR! Thanks so much!

That's good to know ;)


Could we possibly scale triggers???

The length parameter is used for scaling but it scales all three axis at once. Do you need a scaling option for each axis and why?

 

 

I must be dense and didn't see length parameter. I suppose it doesn't matter if it scales all axes. For some reason, when I set the dimensions of Sharkey's to match the Stern/sega standard dimensions, the trigger holes in the PF image I have are about 3/4 shorter than I would expect them to be. Everything else is square/round so it's quite odd.



#914 jimmyfingers

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Posted 19 February 2015 - 06:52 PM

The trigger object and specifically the star one disappearing into / under the table when hit are related to it's Z travel for the animation with some relation regarding it's size / scaling and not just the speed as far as the problem with them disappearing.  I did some tests last night and making the trigger larger (too large to be realistic - 50 to 60 units) shows that even at fast speeds for the animation the trigger remains above the table at the depressed / rolled-over state.  The problem appears to be that it's the amount of travel that the star trigger is doing for the built-in animation and all that slowing the speed down did was to compensate somewhat for this issue as if the ball rolled over quickly, the travel to the full distance of the Z axis on the depression / animation would not occur and leave some visible.  However, low speed or not, if the ball stands still / stays on the trigger, with the speed changed to even very low values in attempts to resolve the issue this way, it will still make it down and out of sight eventually (it will just do it more slowly and look even more unrealistic as there should be no reason why it's taking time to depress while the ball is and has been sitting on it all that time that the trigger is "hit").  What the large star trigger test showed was that when scaled along all 3 axis evenly right now without independent settings, then the Z size also increased and for a 50 - 60 unit radius trigger it now became tall enough to have some of it still seen when it had bee animated down into the table.

 

So, an option to control the depth of the animation would fix the core issue with the star triggers at least and allow the speed setting to be independent and not used for a work around for the disappearing problem, which doesn't work well anyway should a ball linger on the trigger.  The scaling on all 3 axis might be a good thing and provide a means to help compensate for this issue as well but ultimately the underlying values used for the travel along the z axis should be exposed or changed in the code to be smaller than what they are for the typical 25-30 unit radius triggers used for star roll-overs because as they are now they simply animate the object over too much distance and obscure the trigger under the PF.


Edited by jimmyfingers, 19 February 2015 - 06:57 PM.


#915 sliderpoint

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Posted 19 February 2015 - 11:36 PM

Hey is JP going to keep working on the AFM beta that was put out a long time ago for VP10 alpha? I opened it up but it had script errors, which I kind of figure as it was such a long time ago and so much has changed since then.

 

-Mike



#916 toxie

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Posted 20 February 2015 - 12:43 AM

I can only second that.. JPs AFM was always the best version for me, so i'm curious how it could look in VP10.. :)

 

btw: i toned down the ball spin when the ball is resting, so no more rotating balls on the plunger or the flippers..



#917 Arcade4

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Posted 20 February 2015 - 01:25 AM

I can only second that.. JPs AFM was always the best version for me, so i'm curious how it could look in VP10.. :)

 

btw: i toned down the ball spin when the ball is resting, so no more rotating balls on the plunger or the flippers..

Awesome.

Thanks.



#918 ReDEy3

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Posted 20 February 2015 - 02:18 AM

I get really low FPS on the new MB VP10 table.  I have downloaded the newest version, but it is very slow and boggs down to ~10FPS.  I get really good FPS with VP 9.9 and other VP10 test tables.  I have a pretty good video card (NVidia Quadro 3000M) Any ideas?



#919 chepas

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Posted 20 February 2015 - 02:27 AM

btw: i toned down the ball spin when the ball is resting, so no more rotating balls on the plunger or the flippers..

 

Nice!

 

I had been playing with cycling through a rainbow RGB on inserts yesterday and was wondering is it possible to read incoming RGB values, from elsewhere, like a rom.

 

RIght now the only way I'm achieving this is having a set of coils which are set aside for each color and using the solcallback.


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#920 unclewilly

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Posted 20 February 2015 - 02:58 AM

so what are good base settings for the antistretch for fs tables to keep the ball round?

with 1080p


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