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The VP 10.7 beta thread


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#941 krel01

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Posted 02 November 2020 - 03:34 PM

Error for CC and CCC has already been mentioned and I've included the fix from Toxie in the script repo. https://github.com/s...pxtable_scripts - more than this "crash" is fixed for the mentioned tables. Ah - seems I posted almost at the same time as ronaldvg. :)

One more question!
Just checked the site https://github.com/s...pxtable_scripts and I found Cactus Canyon (Bally 1998) TTNZ v2.0.vbs.
Can I use the same skript for Cactus Canyon Continued? There is no specific vbs for this table.
Thanks for your help and time!

Thomas



#942 Thalamus

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Posted 02 November 2020 - 03:47 PM

The main difference between CC and CCC is that you set PROC=1 or 0 in the script, so, yes.


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#943 kiwi

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Posted 02 November 2020 - 04:16 PM

I was wondering if it was possible to detect the resolution of your screen to adapt the size of the backglass / backdrop objects like the Texbox,

something to put in scripts like this:
If ScreenRes169 Then Texbox.size = "x size" "y size"

However, the native resolution of your screen is not always used,

it is preferable to have the resolution set in the video preferences (Horizontal and Vertical sizes) available for use in scripts.



#944 iaakki

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Posted 04 November 2020 - 06:27 PM

Had a chat with Cyberpez about inserts. We have been trying to find best ways to make VPX to render edges and the prints on the inserts. The main issue has been that VPX doesn't render alpha channel on PF image properly. Or we haven't found a way to do it as Alpha Mask value only cuts the semitransparent pixels out. So this means that when there is a hole in the PF PNG, the edges will appear jagged and alpha blend smoothing will disappear. Here's example image from 4k pf:

unknown.png

In the PNG there is alpha blend smoothing, but it gets removed in game. We at Vpin Workshop have found out a way to workaround this by making the text AND the outline of the insert with additional PF sized flasher that hides these jagged pixels:

unknown.png

 

There are still some jagged pixels coming through, but overall it looks better. On BadCats we also had these edges hidden using flasher, but there this issue is not visible as we used a huge 4100x8800 PF image. Future proof you know...

 

So the question is! Could there be a way to fix this issue in 10.7? So that the edge pixels of a hole could be alpha blended when rendered. This would make insert integration much easier and we should not need to use there PF sized flasher for insert texts.


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#945 wiesshund

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Posted 04 November 2020 - 07:29 PM

I did a better job on the red insert than i did the green, but this is without flashers.

It's also screenshot on a laptop running the lowest video settings and a low 720p resolution

PF image is 2160x4264
I got smart on the red and turned the DPI up to 1200, was too lazy to redo the greens
I did the inserts in vector

 

rAmIYUD.png

 

vPcfzYw.png

 

Can't claim i am doing it right, cause i havent a clue.
Screen shots better on my desktop where you can actually have video effects enabled, but i am not near it now.

What i was doing was

 

---------------- high DPI vector layer of cutout borders and text

----------------- Playfield raster layer

---------------- transparent raster colour layer for insert lenses

---------------- vector layer of insert lens detail

 

in that order, like a sandwich.

I'm not terribly good at graphics, as you can tell, but you could probably get better results out of it than i


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#946 iaakki

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Posted 04 November 2020 - 09:12 PM

 

I'm not terribly good at graphics, as you can tell, but you could probably get better results out of it than i

Your image describes the issue much better, as it is drawn way better. If one looks closely, you can clearly see those jagged edges. And these are more problematic with text as it is literally rendered without antialising. I was hoping to be able to make sharp looking inserts without PF flasher image and rather tedious cutting of each image.

 

On some WIP project I'm currently doing, I'm stacking stuff too:

------------- VPX "Light" with image that is paint on top of the insert. Everything else than black opague areas are here at 50-75% opacity.

------------- Flasher image for texts, edges and black paint that should not shed any light through

------------- PF with cutouts, hole is 2-3 pixels larger to hide the jagged edge

------------- Insert primitive on PF level

------------- Light bulb at -3 to give only some light to insert and also for ball reflections

------------- Lower Insert primitive with different image and this one is lit using blenddisablelighting and it is tied to NFozzy lighting script to make the fading work correctly

 

 

If PF could antialias properly on holes, I could drop that flasher image out and scram it on same image as PF. Not sure about those lights casting the paint on top of the insert.

 

One option would be making a non collidable PF mesh, but does sticker render alpha channel either?


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#947 Mitchell

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Posted 04 November 2020 - 10:03 PM

Yeah a lot of my old VP tables missing the black texts images. I just play those on the VP8 and older VP9. The way I fixed that issue is to lighten the black a little. I use 10 instead of 0 on black when I use Paint program. Plain black will vanish.


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#948 wiesshund

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Posted 05 November 2020 - 12:19 AM

Well, the layers i was mentioning, are inside paintshop
i dont have photoshop, and probably dont know how to use it either.
 

I am also allying antialiasing inside it before rendering to png
Inside VPX, that is just a single PNG, well 2 if you count lights on and lights off

Which i kind of discovered that, and increasing dpi to 1200 after i had already done some of the lights
but they seemed to look ok on the table anyways, so i went with it.
The screen shot i posted is way blown up, with the camera like laying on the table.

I should have redone the other lights too, but im not exactly good with paintshop, and it took me forever to get them done as it was.
And i lack the talent to create a proper 4k playfield image itself.
Even still, they were a ton better than what i started with.

And i probably did it wrong and ass backwards, but it was a figure it out as i went kind of thing.


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#949 kiwi

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Posted 06 November 2020 - 11:37 AM

 

I was wondering if it was possible to detect the resolution of your screen to adapt the size of the backglass / backdrop objects like the Texbox,

something to put in scripts like this:
If ScreenRes169 Then Texbox.size = "x size" "y size"

However, the native resolution of your screen is not always used,

it is preferable to have the resolution set in the video preferences (Horizontal and Vertical sizes) available for use in scripts.

 

Oops, sorry, we have this already, and for a long time, and it works the way it should, cool.

WindowWidth(int) - get width of rendering window/fullscreen
WindowHeight(int) - get height of rendering window/fullscreen


I think, also Kiwi must read the instruction booklet :D .



#950 wiesshund

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Posted 06 November 2020 - 09:38 PM

 


I think, also Kiwi must read the instruction booklet :D .

 

 

And what fun would that be?


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#951 Mitchell

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Posted 07 November 2020 - 09:52 AM

Will the gate be fixed? Open and shut.


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#952 wiesshund

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Posted 07 November 2020 - 10:44 AM

Will the gate be fixed? Open and shut.

 

Fixed in what aspect?


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#953 Mitchell

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Posted 07 November 2020 - 10:59 PM

I asked the person how I stop the gate from moving. Someone told me I have to put something front of the gate like a wall drop or a flipper to stop the ball from go through it. Gate can't stop moving. Gate can't be use as a door. Only use as a ball go through.

 

That is why I asked here. Yes I'm confused. Anyway I put a flipper front of it. :)

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Edited by Mitchell, 07 November 2020 - 11:14 PM.

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#954 wiesshund

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Posted 08 November 2020 - 12:24 AM

I asked the person how I stop the gate from moving. Someone told me I have to put something front of the gate like a wall drop or a flipper to stop the ball from go through it. Gate can't stop moving. Gate can't be use as a door. Only use as a ball go through.

 

That is why I asked here. Yes I'm confused. Anyway I put a flipper front of it. :)

Set gate as one way instead of 2 way
Then it will be out only

 

Gate properties
Physics tab
Uncheck 2way
Then rotate gate so arrow points out
and make sure is collidable

 

2 Way gates are used either to trigger an event, when for some reason a plain old trigger does not suit, maybe for visual reasons
Or for checking ball speed, by having the gate induce drag on the ball to slow it down
and stuff like that.
 


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#955 Mitchell

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Posted 08 November 2020 - 12:35 AM

Yeah I know there is a one way. Would be nice to script it to open it up. Keep it up until the multi ball go off or something.


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#956 wiesshund

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Posted 08 November 2020 - 12:48 AM

Yeah I know there is a one way. Would be nice to script it to open it up. Keep it up until the multi ball go off or something.

you can


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#957 Mitchell

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Posted 08 November 2020 - 01:14 AM

Show me how in PM please. :)


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#958 wiesshund

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Posted 08 November 2020 - 03:11 AM

Show me how in PM please. :)

Just reverse it's rotation in the script 180 degrees 
then it will prevent passage until your event flips it the other way

 


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#959 Mitchell

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Posted 08 November 2020 - 04:46 AM

Cool it working. RightGate.Rotation = 90

 

Got turn to the side.

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Edited by Mitchell, 08 November 2020 - 04:48 AM.

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#960 jpsalas

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Posted 08 November 2020 - 05:01 AM

2-way gates are used mostly at the entrance of a ramp where the ball can go both ways, and it triggers a switch.

 

To open a gate manually you used like this: gate.open = True, and to close it: gate.open = False

 

The bug in the gates is that once you have used the gate.open, to open and close a gate, then the gate doesn't animate anymore when the ball goes through it. It simply stays still. I don't know in which VPX revision the gates stopped animating. It is a small bug, but it should be nice if it could be fix it :)


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