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#921 freneticamnesic

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Posted 20 February 2015 - 04:14 AM

x 0 y 1.5


 

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 don't see a length parameter for triggers

 

Y45Jvwk.png



#922 fuzzel

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Posted 20 February 2015 - 07:23 AM

Sorry I mixed something here...To scale a star trigger you can use the radius. To scale a wire trigger use the normal scaling dialog like you would normally do with walls.


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

with 1080p

In the video settings set the y offset to something 1.25 or 1.5 and then adjust the backdrop settings ;) Be sure to not over do layback (max 60-70). Depending on the settings you won't get a perfect round ball at the top of the table but much better if you wouldn't use anti-stretch.


rev1724 is up:

 

- damping ball splin when on flippers or plunger (no more magic ball spinning while resting)

- animation limit for triggers optimized (triggers shouldn't vanish anymore)

- UI improvement
- load/save show grid setting for each table
- old alpha masking removed and replaced with the new smooth alpha masking
- settings alpha test render state for alpha blending, alpha testing is done by the shader
- cleanups and optimizations
 


Edited by fuzzel, 20 February 2015 - 07:16 AM.


#923 freneticamnesic

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Posted 20 February 2015 - 07:52 AM

Sorry I mixed something here...To scale a star trigger you can use the radius. To scale a wire trigger use the normal scaling dialog like you would normally do with walls.


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

with 1080p

In the video settings set the y offset to something 1.25 or 1.5 and then adjust the backdrop settings ;) Be sure to not over do layback (max 60-70). Depending on the settings you won't get a perfect round ball at the top of the table but much better if you wouldn't use anti-stretch.


rev1724 is up:

 

- damping ball splin when on flippers or plunger (no more magic ball spinning while resting)

- animation limit for triggers optimized (triggers shouldn't vanish anymore)

- UI improvement
- load/save show grid setting for each table
- old alpha masking removed and replaced with the new smooth alpha masking
- settings alpha test render state for alpha blending, alpha testing is done by the shader
- cleanups and optimizations
 

 

Are we talking about the same thing? I can't scale a trigger, I can make the size of the trigger area smaller and bigger with the handles, but I cannot scale the actual trigger mesh...



#924 fuzzel

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Posted 20 February 2015 - 08:03 AM

Yes you can. Just right click on the trigger mesh (not the trigger area) and select Scale ;) But I have to admit it's not very comfortable and hard to find. I wanted to reduce the settings options on the right side


Edited by fuzzel, 20 February 2015 - 08:05 AM.


#925 freneticamnesic

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Posted 20 February 2015 - 08:15 AM

Yes you can. Just right click on the trigger mesh (not the trigger area) and select Scale ;) But I have to admit it's not very comfortable and hard to find. I wanted to reduce the settings options on the right side

 

Ok I see what you mean now. I got it and order is restored!



#926 jdark

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Posted 20 February 2015 - 08:49 AM

hi, is vsync somehow implemented in other way in vp10? i have tried frame limiter to 1, and played with different settings (i.e. prerendered frames) and other settings on nvidia control panel and every time the fps varies between 54 and 57 fps.

 

without vsync the table runs at about 122 fps.

 

should i try something else or will it be fixed later?



#927 toxie

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Posted 20 February 2015 - 09:57 AM

no, its still the same. vsync is still using hardware vsync, so you should be fine (or do you see some stutter when it varies between 54 and 57?).

optionally you could also try setting the max prerendered frames to 0/1/2, if that changes anything.


Edited by toxie, 20 February 2015 - 09:57 AM.


#928 toxie

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Posted 20 February 2015 - 10:42 AM


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.

 

 

I don't think i get what you mean here.. Where should the rom have that information from (it just steers the brightness of lamps, most of the time even just on/off)?



#929 toxie

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Posted 20 February 2015 - 10:55 AM

oh, and something else that comes to mind:

 

don't forget to setup the friction for all table elements on your conversions! i saw that on a couple of WIPs (including the VP default table ;)) the friction is still set to 0 on some elements, which leads to more ball spin and ball craziness in general.



#930 Slydog43

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Posted 20 February 2015 - 02:04 PM

Thanks so much for the ball decal spin issue fix, its just seems so much more realistic, and is better when showing off VP to new people who always seemed to ask why is the ball spinning in the shooter lane and when sitting on the flipper.  Might have been an easy fix (or not), but its almost a game changer.  Thanks Dev team, you guys really rock!



#931 chepas

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Posted 20 February 2015 - 02:41 PM

 


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.

 

 

I don't think i get what you mean here.. Where should the rom have that information from (it just steers the brightness of lamps, most of the time even just on/off)?

 

 

Star Trek stern change color through brightness ?

 

I am not using roms, I had wondered if there was some way else to send through the vpm controller to pick up light changes in the VP script.

 

More than happy enough just using a spare 12 coils to change color in VP script.


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#932 toxie

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Posted 20 February 2015 - 02:52 PM

I don't know the exact details anymore, but i don't remember that the SAMs control the LEDs by sending full RGB levels, but rather controlling each channel just on/off.

 

Apart from that i still don't get what you actually want to do.. ;)

Could you provide some more info?



#933 chepas

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Posted 20 February 2015 - 03:06 PM

Apart from that i still don't get what you actually want to do..

 

Change color of a lamp to script.

 

Red lamp:

External code >>> VPMController (core.vbs)? >>>>>>>lamp.color=RGB(255,0,0)

 

Coil workaround:

SolCallback(51)="LEDRed"
SolCallback(52)="LEDOrange"

Dim R,G,B
Sub LEDRed(enabled)
	if enabled Then R=255,G=0,B=0
End Sub
Sub LEDOrange(enabled)
	if enabled Then R=255,G=127,B=0
End Sub

lamp.color=RGB(R,G,B)

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#934 toxie

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Posted 20 February 2015 - 03:32 PM

ah, now i get it.. so some process outside sends the (RGB-)signals via the VPM controller which then should steer the lamps on the virtual table..

but i don't think that there is some functionality in the VPM interface that lets you pass RGBs around, or even single floats/ints, its always just booleans..  :/

 

but then again, what about abusing the RawDMDPixels function i added to VPM 2.6 for this? there you can just fill a buffer with raw bytes..

this does not work though if you want to use the VPM-DMD within VP at the same time, though (like the MB WIP does)..



#935 freneticamnesic

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Posted 20 February 2015 - 04:20 PM

 

 


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.

 

 

I don't think i get what you mean here.. Where should the rom have that information from (it just steers the brightness of lamps, most of the time even just on/off)?

 

 

Star Trek stern change color through brightness ?

 

I am not using roms, I had wondered if there was some way else to send through the vpm controller to pick up light changes in the VP script.

 

More than happy enough just using a spare 12 coils to change color in VP script.

 

 

Star Trek Pro uses 3 "lamp numbers" for each color. So there's 6 RGB inserts, 7 colors each, 3 lamps assigned to each insert. So 18 total lamps are used to control the colors on 6 lights. From there it uses a combination of on/off sequences to determine the color ie. 1/0/0, 1/1/0, 1/1/1, 0/1/1, 0/1/0, 0/0/1, 1/0/1 to determine the colors. I don't know how the LE handles this (there's RGB LEDs in every single light insert) but since we can't try that rom it doesn't make much difference........ 


But I had wondered the same thing, since I wanted to use (rom controlled) RGB inserts on a table. In the end, I created a new light for each color I wanted to use. I think I asked about this 10 pages back and got no answer. If it's possible to change the color of a light via script then I'm all ears!



#936 kiwi

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Posted 20 February 2015 - 04:23 PM

It seems to me that the flippers are gone, maybe it has to do with the raised playfield.
Papa Smurf table has flippers transparent.

 

Thanks

 

Max



#937 fuzzel

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Posted 20 February 2015 - 04:23 PM

Light.color=RGB(r,g,b) for the normal color and light.colorfull=RGB(r,g,b) for the hotspot

#938 freneticamnesic

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Posted 20 February 2015 - 04:37 PM

thanks fuzzel



#939 chepas

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Posted 20 February 2015 - 04:45 PM

Star Trek Pro uses 3 "lamp numbers" for each color. So there's 6 RGB inserts, 7 colors each, 3 lamps assigned to each insert. So 18 total lamps are used to control the colors on 6 lights. From there it uses a combination of on/off sequences to determine the color ie. 1/0/0, 1/1/0, 1/1/1, 0/1/1, 0/1/0, 0/0/1, 1/0/1 to determine the colors. I don't know how the LE handles this (there's RGB LEDs in every single light insert) but since we can't try that rom it doesn't make much difference........ 


But I had wondered the same thing, since I wanted to use (rom controlled) RGB inserts on a table. In the end, I created a new light for each color I wanted to use. I think I asked about this 10 pages back and got no answer. If it's possible to change the color of a light via script then I'm all ears!

 

 

That seems like a lot to me these days to be using 3 lamps for one insert. No wonder they've changed their system :)

 

Your answer was here all along from Joe : http://www.vpforums....er&showissue=26

 

 

but then again, what about abusing the RawDMDPixels function i added to VPM 2.6 for this? there you can just fill a buffer with raw bytes..

this does not work though if you want to use the VPM-DMD within VP at the same time, though (like the MB WIP does)..

 

Ok. I'd have to find a way to access the RawDMDPixels with the bridge, sounds fine to me.

 

I started making this game in Unit3D with clear inserts for this purpose. I'm losing a bit of individual control right now but will probably add them into separate collections for different color.


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#940 fuzzel

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Posted 20 February 2015 - 05:03 PM

It seems to me that the flippers are gone, maybe it has to do with the raised playfield.
Papa Smurf table has flippers transparent.

 

Thanks

 

Max

Hmm can reproduce that. The flippers in the Papa Smurf table are as usual.







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