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The VP 10.5 beta thread


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#941 krazyscotsman

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Posted 05 August 2018 - 03:58 AM

Just wanted to thank everyone. Love VPX. My wife and I play all the time. 


Edited by krazyscotsman, 05 August 2018 - 04:36 AM.


#942 Steve39

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Posted 05 August 2018 - 09:37 AM

Just got back into VP and have to say, all this work is awesome. Thank you.



#943 fuzzel

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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.


#944 Drybonz

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Posted 06 August 2018 - 03:46 AM

There's a whole thread about it with pictures at the "other site".  Pictures are a pain here.



#945 toxie

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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)



#946 FreeLunch

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Posted 09 August 2018 - 09:11 PM

Out of curiosity, how much trouble would it be to fix the Editor UI and Player's text elements with variable Windows DPI Scaling? Given a DPI Scaling above 100%, Compatibility DPI Scaling in Windows 10 using System or System (Enhanced) will scale the aspect ratio correctly on the Editor UI, but the Player will display undersized or oversized. Not using DPI Scaling or using Compatibility DPI Scaling by Application does not fix the UI scaling or text elements in the Player.
 
I think this is a minor issue all things considered, but it's a convenience fix I would appreciate if there's ever a time Visual Pinball becomes too perfect and there's nothing better to work on. Regardless, thank you to all the devs for making Visual Pinball the amazing pinball sandbox it is today.


#947 fuzzel

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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 :wimper: 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.



#948 Slydog43

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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

 
*Color(OLE_COLOR) - 'normal' color
*ColorFull(OLE_COLOR) - full brightness color
 
so 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

Edited by Slydog43, 10 August 2018 - 11:31 PM.


#949 wrd1972

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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

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#950 Slydog43

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Posted 11 August 2018 - 03:12 AM

wrd I think your right, happens on Example table on my system also

 

You don't even have to create a new collection, just try to move down an existing collection down.


Edited by Slydog43, 11 August 2018 - 03:53 AM.


#951 kiwi

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Posted 11 August 2018 - 05:52 PM

Can we still use this thread for requests?

 
If it were possible to visualize the XY coordinates of the center of the walls in the property panel, and if possible to handle them.

 
Thanks for all the time you have dedicated to improving VPX!



#952 fuzzel

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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



#953 nFozzy

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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 color
 
so 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.



#954 kiwi

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Posted 12 August 2018 - 07:47 AM

With an old version of VP we had the option to smooth or not smooth the primitive, now the default primitive is always smooth, can we get this option back?



#955 toxie

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Posted 14 August 2018 - 05:44 PM

You mean vertex normal smoothing? (i.e. a faceted look vs using interpolation)



#956 kiwi

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Posted 14 August 2018 - 06:33 PM

Like the good old VP915, the primitive had the checkbox for "Smooth Side Normals".



#957 fuzzel

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Posted 14 August 2018 - 06:44 PM

oh that's old :D but honestly you should do all the primitive stuff in a 3D tool like Blender or 3DSMAX and import the mesh. The build in mesh doesn't have a future and will be removed in VP11 for sure.



#958 toxie

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Posted 14 August 2018 - 08:39 PM

Maybe we should add vertex normal import, too, then (or do we already have it, i totally forgot)?!



#959 fuzzel

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Posted 14 August 2018 - 08:43 PM

It's all in there already :)

#960 toxie

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Posted 14 August 2018 - 08:45 PM

Thanks, in that case kiwi could just do the facetted look within Blender, etc on his own, export, and be good.  :)