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VP9.1.6 Alpha/Beta Bugs & Feedback


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#921 UltraPeepi

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Posted 30 October 2013 - 01:26 AM

Daveboy6, I think the 3D models will address this better.


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#922 koadic

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Posted 30 October 2013 - 02:10 AM

Especially since you can check the static rendering box and eliminate the performance hit... the only thing is that it won't be collidable and would still have to insert an invisible wall for it.

#923 jimmyfingers

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Posted 30 October 2013 - 02:51 AM

Hey, sorry to report more bugs, however, the latest rev (and since 688 at least) breaks the new primitive based saucer and LEDs in my GI8 AFM MOD whcih is almost done and close to release.  Fuzzel, you can reproduce it with the older version of the mod / table I already sent you via PM a while back. 

 

It's somehow related to the new Rotation and Transposition options and if you simply open the table (i.e. not even a script thing) the LEDs that were specifically positioned around the big UFO get all get lined up wrong.  Works with 686 / before the extra 3 fields for primitives.  Hope this one's just as easy / quick as you've seemed to make the rest of the bug fixes appear as I have a tone of somewhat complicated scripting to get all the LEDs to move in sequence / along with the BIG UFO and it makes extensive use of the .RotandTra0-5 script as well as the editor settings for the starting points. 

 

Let me know if you need the table / link resent via PM and thanks again.



#924 fuzzel

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Posted 30 October 2013 - 05:37 AM

Jimmy, no problem sent you a PM. I'm glad that you test all the new features :)

#925 kiwi

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Posted 30 October 2013 - 06:53 AM

I just tried the rev695 and the problem of the ramp invisible seems to be solved.
I lost a bit of time to understand why the rings were gone,
was just a matter of reversing the transposition Z with Y.
 

Thank you, nice job :dblthumb: .

 

Max



#926 kiwi

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Posted 30 October 2013 - 07:34 AM

The point of rotation of the primitives is now in the center of the object and not in the X Y Z position of the object
The transposition moves the object and the center of rotation,
my motorized ramp does not work as before.

 

Thanks

 

Max



#927 fuzzel

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Posted 30 October 2013 - 09:15 AM

Yep really stupid bug but it's fixed with rev 697



#928 koadic

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Posted 30 October 2013 - 02:05 PM

Alright, found an issue... :) I am in the process of updating the Hurricane table to use primitives for the ferris wheels and ran into a problem. Starting with 695 (I compiled 694 and tested, works fine) I am getting an error starting the Hurricane table. The table loads into the editor fine, but as soon as I try to run it, I just get an error and have to close VP.

#929 toxie

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Posted 30 October 2013 - 02:29 PM

whoops, that would be my changes then.. i'll look into it this evening..



#930 toxie

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Posted 30 October 2013 - 07:21 PM

rev 698 fixes the issue..



#931 jimmyfingers

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Posted 30 October 2013 - 07:49 PM

Yep really stupid bug but it's fixed with rev 697

Don't beat yourself up about it  ;) Thanks again for the quick turn around / fix :)

 

Wait we're you referring to the bug being stupid / annoying or on yourself about something you overlooked?  In any case, you guys rock!


Edited by jimmyfingers, 30 October 2013 - 07:50 PM.


#932 koadic

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Posted 30 October 2013 - 07:56 PM

rev 698 fixes the issue..


Thanks toxie, its working fine now :)

#933 bundyboss

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Posted 30 October 2013 - 08:09 PM

Hi,

I've a graphical problem with the table Alien Star. (See pic added).

I've tested with the latest version Rev 682 and 677.

With version 9.1.5 I've not this graphical issue.

I hope it will help you.

alienstar2.jpg

 

Regards,

I've tested with the last version and now all it's Ok; Thank you.

 

For new feature, I've this idea: add more information in the template table (when you create a new table) like that:

' ***********************************************************************************************
' OPTIONS
' ***********************************************************************************************
' Controller
Const cController             = 3                    ' 1=VPinMAME, 2=UVP backglass server, 3=B2S backglass server

' DMD rotation
Const cDMDRotation             = 0                    ' 0 or 1 for a DMD rotation of 90°

' VPinMAME ROM name
Const cGameName             = "table rom"        ' enter string of valid ROM

' GI on of off option
Const GI_ON                    = 1                    ' 0 or 1 to diable or enable GI
Const Flashers_ON            = 1                    ' 0 or 1 to diable or enable the flashers

' some cabinet sound options
Const Flippers_Sound_ON      = 1                    ' 0 or 1 to disable or enable the flipper sounds
Const SlingShot_Sound_ON     = 1                    ' 0 or 1 to disable or enable the slingshot sound
Const Bumpers_Sound_ON         = 1                    ' 0 or 1 to disable or enable the bumper sound

Const BallSize                 = 50                ' sets the ball size
' ***********************************************************************************************
' OPTIONS END
' ***********************************************************************************************
Sub LoadVPM(VPMver, VBSfile, VBSver)
    On Error Resume Next
    If ScriptEngineMajorVersion < 5 Then MsgBox "VB Script Engine 5.0 or higher required"
    ExecuteGlobal GetTextFile(VBSfile)
    If Err Then MsgBox "Unable to open " & VBSfile & ". Ensure that it is in the same folder as this table. " & vbNewLine & Err.Description
    Select Case cController
        Case 1
            Set Controller = CreateObject("VPinMAME.Controller")
            If Err Then MsgBox "Can't Load VPinMAME." & vbNewLine & Err.Description
            If VPMver>"" Then If Controller.Version < VPMver Or Err Then MsgBox "VPinMAME ver " & VPMver & " required."
            If VPinMAMEDriverVer < VBSver Or Err Then MsgBox VBSFile & " ver " & VBSver & " or higher required."
        Case 2
            Set Controller = CreateObject("UltraVP.BackglassServ")
        Case 3
            Set Controller = CreateObject("B2S.Server")
    End Select
    On Error Goto 0
End Sub

I've not created a table for the moment but I've edited all tables for change this settings.

I think it could be a good idea to have the same base for all new table. So it will be easier to modify some information in the code.

Some table add the first party but not the second so we need to disable the screen for exemple.


Edited by bundyboss, 30 October 2013 - 08:10 PM.


#934 koadic

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Posted 30 October 2013 - 08:41 PM

The included table template is for a non visual pinmame table, and almost all those options (if not all) are for visual pinmame, thus really don't belong in the template.

#935 bundyboss

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Posted 30 October 2013 - 09:46 PM

The included table template is for a non visual pinmame table, and almost all those options (if not all) are for visual pinmame, thus really don't belong in the template.

Sure but there are more release of pinmame table than non visual pinmame.
Perhaps when we click on "new" button we could have a choise for visual or non visual table.
It's just an idea. I'm not using that yet.


#936 daveboy6

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Posted 30 October 2013 - 10:36 PM

Daveboy6, I think the 3D models will address this better.

 

Yes I would agree with that for more complex models like the ships in STNG, the characters in South Park, The Genie in TOTAN, and many more... but for very simple objects like the standoff's and especialy rubbers that also need collision, being able to rotate a walls Z would make things easier, plus you wouldnt have to use a thirdparty 3D editor to make them, and also add invisible walls for the collision detection.  Maybe it's just my years of dealing with many iterations of the Quake editors (ie, Q3radiant, GKradiant, ect), that could rotate an oject by all the axis X,Y, and Z. Then again you diddnt need to rotate the object in radiant to get to it's other vertex points, you just changed the 'view' point, but sence you cant change view in VP, rotating the object itself is the next best option.



#937 toxie

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Posted 31 October 2013 - 10:35 AM

 

The included table template is for a non visual pinmame table, and almost all those options (if not all) are for visual pinmame, thus really don't belong in the template.

Sure but there are more release of pinmame table than non visual pinmame.
Perhaps when we click on "new" button we could have a choise for visual or non visual table.
It's just an idea. I'm not using that yet.

 

 

Are there other useful things people would like to see in a default table script?

I think it's a good thing to have to somehow at least an "advice" this way for having these constants named.



#938 UltraPeepi

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Posted 31 October 2013 - 03:46 PM

Are there other useful things people would like to see in a default table script?

 

 

 

I hadn't thought about it, but now that you guys mention it - I think it would be great to have a "starter template pack".  VP could ship with two templates, but more could be added.  I've seen some good starter tables.  Slap those into a subfolder and put them in a list.  There would always be a "top" one, which is selected.  So creating a new table, would add just one extra click.

 

MVP (minimum viable product) for this could be a flyout menu (although personally, I hate those).

 

Beyond that, I think a "new item" template would be great.  Someone else asked for the ability to "group" items.  I imagine a "new item" template would be one or more items, like a group, with specific default attributes (and possibly some code behind), packaged together into a file.  I think of VP as a visual designer and code editor.  It could behave more like Eclipse, Visual Studio or XCode, in this regard.

 

People who have built tables already have a bag of tools and tricks.  It would be nice to give some of those tools and tricks to beginners, even if it is a separate download - "table designer pack" or whatever.


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#939 unclewilly

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Posted 31 October 2013 - 03:56 PM

Templates are a good idea, but I don't think they should be added to the vp package.

There is a whole seperate section of templates and tutorials on the site.

And essentially every author has a preceded method of doing thingsie ani.aged bumpers.
Some use dropwalls for the ringssome use alpha ramps
Some like myself use primitives
Same goes for plunger ani.actions.

I find it harder to dissect the code and figure out how to do it in my preferred method.

It's much easier to find an author or authors who do things how I like and dissect there tables to see how things work.

Just my 2 cents

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#940 UltraPeepi

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Posted 31 October 2013 - 05:35 PM

To clarify, because reading back my comment, it wasn't clear.  I was advocating an extensible templating system in VP for table templates, and object/item templates.

 

VP should probably remain stripped of templates, EXCEPT a couple of table templates, and a couple of object/item templates (mostly for the purpose of showing how the template system works).  Most people use VP to play games.  So it doesn't make sense to clutter the package with all sorts of built-in extensions for table builders.

 

With a template system in place, the community could contribute table and object/item templates.  Somebody might even package some of them up in an installable extension pack.

 

Also, I don't know how high a priority I would place on this.  I would probably favor improved capabilities over anything like this.


Edited by UltraPeepi, 31 October 2013 - 05:37 PM.

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