Just wanted to thank everyone. Love VPX. My wife and I play all the time.
Edited by krazyscotsman, 05 August 2018 - 04:36 AM.
Posted 05 August 2018 - 07:46 PM
I'm sure you guys don't remember this, but I mentioned some problems I was having with weird, white artifacts on my ball images. It turns out it is related to the "overwrite ball image" option in the preferences.
More discussion here: https://www.vpforums...672#entry410856
I tried to reproduce the white artifacts you mentioned but I'm not sure if I really did it the right way. Can you send me the images and settings you used and a screenshot how the ball looks like? If you use a decal the alpha value of the decal image is used to blend onto the ball (e.g. the scratches on the metal ball) in logo mode however the decal image is additively blended. And that could cause the artifacts.
Edited by fuzzel, 05 August 2018 - 07:48 PM.
Posted 06 August 2018 - 09:37 AM
I boiled it down to a case where just using the same ball image once within the blank table and once within the global preferences results in different renderings, and that should not be the case, right?
(and the ball test image i got from drybonz has no alpha at all)
Posted 09 August 2018 - 09:11 PM
Posted 10 August 2018 - 02:24 PM
The UI is a mess and very outdated. I tried to optimize it a bit and made it a bit more usable from a developer's point of view but there are some wired hacks in there that makes it impossible to optimize every aspect of the UI (e.g. the preferences). So in an ideal world we have to drop the complete win32 UI and port everything to QT or any other highend UI framework, but that would mean to rewrite more than half of the whole application
and some aspects are bound to the old UI e.g. the COM interface and how it is connected to the preferences of the elements.
Posted 10 August 2018 - 11:15 PM
This question is probably not in the right spot, but here goes. Checking the CommandReference.txt file (which is awesome by the way) I was looking at the Light object and how to change its Color and FullColor. According to the text file
Edited by Slydog43, 10 August 2018 - 11:31 PM.
Posted 11 August 2018 - 02:53 AM
Think I found a crash bug.
Maybe someone else can confirm if its a widespread issue. Or something localized to my system..
If I create a new collection, and attempt to move that collection DOWN in the list. VP crashes every single time.
My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia GTX 970
40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.
Posted 11 August 2018 - 07:06 PM
Think I found a crash bug.
Maybe someone else can confirm if its a widespread issue. Or something localized to my system..
If I create a new collection, and attempt to move that collection DOWN in the list. VP crashes every single time.
is fixed in the next beta
Posted 11 August 2018 - 10:53 PM
This question is probably not in the right spot, but here goes. Checking the CommandReference.txt file (which is awesome by the way) I was looking at the Light object and how to change its Color and FullColor. According to the text file
*Color(OLE_COLOR) - 'normal' color*ColorFull(OLE_COLOR) - full brightness colorso they can't be changed in script, but they can!!! I like this feature, just wondering if its ok to use or not.I just use something like Light1.Color = 255 'Red and the light will be red. Am I missing something (I have only tested on an example table with a round light in middle)I just found the same thing with Primitve.Material as long as static is not checked (although material is not mentioned in the CommandReference.txt, I think it should be)Thanks
Yes but it uses some kind of reversed hex color code. You can use the RGB() function, so for example RGB(255,255,255) for white.