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The VP 10.6 beta thread

beta 10.6 beta

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#81 Fusionwerks

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Posted 11 November 2018 - 01:45 AM

I don't know if it's relevant or important to anyone, but since ball rolling and collision sound is pretty standard in scripting, maybe we make it a default and global setting? with a slider to adjust volume like the global lighting? Maybe make a setting to "follow ball location" for the SSF folk?

Edited by Fusionwerks, 11 November 2018 - 01:46 AM.


#82 Fleep

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Posted 11 November 2018 - 02:46 AM

To me one thing I wish was there is to allow the ball to bounce in Z axis when colliding things in various angles/velocities...
Like when hitting drop targets and posts the ball would bounce and a nice thing would be the ability to play sounds correspondingly as well.


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Edited by Fleep, 11 November 2018 - 05:08 AM.

"..Make the ball vanish!.."

#83 Slydog43

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Posted 11 November 2018 - 03:51 AM

like firepower :)  More updates coming soon



#84 xenonph

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Posted 11 November 2018 - 04:50 AM

Told you once you started messing with these tables Steve, the addiction would take over, and you wouldn't be able to stop!!

Thanks for all the hard work put into the new VP10.6 beta, Toxie and Fuzzel!!

You always cater to everyones needs.

Your work is very much appreciated my friends!!

Carry on.


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#85 Aubrel

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Posted 11 November 2018 - 11:29 AM

Hi, I have digital nudges on my cab (keys) and with VP9 the effect was great (a little too much but great and usefull).

With VPX I have approx no effect on the ball direction and in my case nudging appears to be mostly useless (I can't save any ball by nudging left/right anymore).

Edit : I know it's still working because elements and stopped balls still move when I nudge.

 

I've tried the "Legacy/VP9-Style nudge" option in VPX but with this option the result is really abused : 5cm deplacement of the ball each time (way more than the result with VP9).

I use 10.5 version of VPX and defaut tables settings. It would be very nice to lower a lot the effect of the "Legacy/VP9-Style nudge" option in the next VPX release :)

 

Anyway, thanks for all: VPX is awsome!!


Edited by Aubrel, 11 November 2018 - 11:33 AM.


#86 fuzzel

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Posted 11 November 2018 - 12:14 PM

There is a registry key for the nudge strength that can only be change with the registry editor. In the registry editor go to:

 

Computer\HKEY_CURRENT_USER\Software\Visual Pinball\VP10\Player\

 

and change the NudgeStrength value from 0.02 (default) to e.g. 0.01.



#87 Aubrel

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Posted 11 November 2018 - 12:33 PM

Thanks!

I've checked, I never changed that value but the one I had was "0.001000" so already a lot less than the defaut one said!  :hmm: I don't know why...

 

I will try the values you gave to me (10-20x more! lol so I hope it will resolve my problem :) )

Thanks!!

 

 

 

Edit :

So I've tried but in fact this value changes only the visual screen shaking of the full table, So yes I had dropped it a lot because I don't like it.

It can be changed with the UI in video options of VPX but don't seem to affect the ball move itself.

So, unfortunately this value doesn't resolve my issue at all  :(


Edited by Aubrel, 11 November 2018 - 01:01 PM.


#88 wrd1972

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Posted 11 November 2018 - 01:02 PM

To me one thing I wish was there is to allow the ball to bounce in Z axis when colliding things in various angles/velocities...
Like when hitting drop targets and posts the ball would bounce and a nice thing would be the ability to play sounds correspondingly as well.


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I think you might find that the ball already goes launches from the table, more than most would think. I was pleasantly surprised when I noticed this Cyberpez, Rothbauer and I have added new scripting to our tables so that when the ball leaves the table (x units above 0 plane). And when it lands, it plays a ball drop sound. Now when the ball launches, it is not very obvious to the eye at all, especially in FS view. Might be better in DT view, but I have never looked for it.

 

Now I have seen a handful of times where the ball went launched very erratically and landed in a different location, very much like a real machine. But this is not the norm. But like I said, we are already seeing ball launches on our tables, and are not using in hacks to cause it. Just seems to be naturally there.


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#89 Schlabber34

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Posted 11 November 2018 - 05:38 PM

Glashit works on Vector. Ball launches of the ramp and hits an invisible ramp at about the glass hight and plays a sound. Slow shots up the ramp don't make it to the fake glass and no sound is played. This behaviour is based on VP physics.

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#90 Fleep

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Posted 11 November 2018 - 05:56 PM

To me one thing I wish was there is to allow the ball to bounce in Z axis when colliding things in various angles/velocities...
Like when hitting drop targets and posts the ball would bounce and a nice thing would be the ability to play sounds correspondingly as well.


Sent from my iPhone using Tapatalk

I think you might find that the ball already goes launches from the table, more than most would think. I was pleasantly surprised when I noticed this Cyberpez, Rothbauer and I have added new scripting to our tables so that when the ball leaves the table (x units above 0 plane). And when it lands, it plays a ball drop sound. Now when the ball launches, it is not very obvious to the eye at all, especially in FS view. Might be better in DT view, but I have never looked for it.
 
Now I have seen a handful of times where the ball went launched very erratically and landed in a different location, very much like a real machine. But this is not the norm. But like I said, we are already seeing ball launches on our tables, and are not using in hacks to cause it. Just seems to be naturally there.
Hey...
During a VPX gameplay when the ball hits a ramp or a post or a drop target it looks like the ball never bounces (not talking about sounds) means it looks like it never leaves the table on Z axis....remains flat; but when I see real tables this bouncing thing happens all the time and appears very obviously. Maybe I am missing something....hit me :)

This is an important role in playing realism here :) if it is very subtle perhaps it could be improved somehow...otherwise the ball impacts look unnatural...

Would be lovely if VPX would have had a general option to scale the bounciness of the ball


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Edited by Fleep, 11 November 2018 - 06:04 PM.

"..Make the ball vanish!.."

#91 toxie

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Posted 11 November 2018 - 09:33 PM

I think that on real tables its more obvious to see this bounciness as there you have real 3D/stereo (i.e. real life vision ;)), whereas in most cabinets you only have 'mono', thus the perceived depth of table elements, incl. the ball, must be 'guessed' by the brain from other visual clues. And as the rendering of the table is also not 100% physically based, this is even harder for the brain..

Just a theory..  :)


Could the current reflect elements on sidewalls feature be morphed and maxed-out into a full blown “Turn on mirror blades” feature? Kinda doubt it, but thought I’d ask!

Thanks for your work with 10.6 guys. :)

 

As the screen reflections are rather faked (to make it fast on lower end systems), the only way to have these would be to make it similar to the playfield reflections, which is costly again for all dynamic elements..

Lets leave that for the eventual ray-tracing-only VP.. ;)  Just some years to wait..  ;)

I don't know if it's relevant or important to anyone, but since ball rolling and collision sound is pretty standard in scripting, maybe we make it a default and global setting? with a slider to adjust volume like the global lighting? Maybe make a setting to "follow ball location" for the SSF folk?

 

At some point i thought about that, too, but apparently the authors preferred back then to have scripting control instead of automatism.


Edited by toxie, 11 November 2018 - 09:34 PM.


#92 Practicedummy

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Posted 11 November 2018 - 10:03 PM

Some basic automation wouldn't hurt to simplify things for beginners. The only real problem up front is if an author scripted in more detailed features, would it override/disable the automated option, or would the automated option screw with the coded in features. The key is to see which stuff can be automated, and that is a task in and of itself.


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#93 LynnInDenver

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Posted 11 November 2018 - 10:27 PM

I don't know if it's relevant or important to anyone, but since ball rolling and collision sound is pretty standard in scripting, maybe we make it a default and global setting? with a slider to adjust volume like the global lighting? Maybe make a setting to "follow ball location" for the SSF folk?

 
At some point i thought about that, too, but apparently the authors preferred back then to have scripting control instead of automatism.


How about a True/False flag we can set in the script? Make the default False to support the older 10.x tables, and include the flag with a remark in the sample table script?

#94 BorgDog

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Posted 11 November 2018 - 10:36 PM

 

feature request/change:

 

On hit targets, round, rectangle, slim the bracket built into the objects sticks above the target face.  for many new machines that is basically correct, but for the older machines I primarily build the bracket does not stick up above the target face, and I actually have to put the target lower than real life to have the bracket not stick through the plastics.  

 

Ideally would it be possible to decouple the object so that the bracket can be height adjustable separately from the target face? that way it could work for whatever case and the table builder could adjust to their liking?

 

Along with that currently the bracket is animated along with the target face when hit, when it really shouldn't be.  Most tables you can't really see that effect, but on ones where it can be seen it looks rather odd and once seen it can't be unseen.  along with decoupling to adjust the height separately could you not animate the bracket as well?

 

I personally would be OK with removing the bracket from the built in targets if that what it takes to fix these things, but of course I realize it would likely 'break' a lot of tables, well not really break, just no longer have a bracket.

 

 

I wanted to bring this back forward into the new beta thread.  And maybe add in some enhanced animation like 3rdaxis is doing on his firepower build to have some bounce in the target.  If bounce is added I would like it to have a damping variable so that we could control how much bounce occurs.
 
Thanks guys!

Edited by BorgDog, 11 November 2018 - 10:37 PM.


#95 randr

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Posted 11 November 2018 - 11:17 PM

Might be just my system but if I search for something in script then click something in editor the search box is behind everything and search box is now blank and no longer has what I was searching for in box or am I just being stupid?

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#96 BorgDog

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Posted 11 November 2018 - 11:34 PM

So something I do occasionally (and just did a few minutes ago), but is kind of annoying, if I select 27 primitives and want to replace them all with a new one, the import mesh makes me go through 27 times and tell it what primitive to use.  Can we make it so I only have to tell it once an it replaces all of them with the same primitive?  or am missing an option or something somewhere.



#97 wrd1972

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Posted 11 November 2018 - 11:48 PM

I think that on real tables its more obvious to see this bounciness as there you have real 3D/stereo (i.e. real life vision ;)), whereas in most cabinets you only have 'mono', thus the perceived depth of table elements, incl. the ball, must be 'guessed' by the brain from other visual clues. And as the rendering of the table is also not 100% physically based, this is even harder for the brain..

Just a theory.. :)

 


 

 

Could not have said it better myself. :)


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#98 Fleep

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Posted 12 November 2018 - 04:44 AM

Yeah...can’t argue with that anymore


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#99 toxie

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Posted 12 November 2018 - 11:12 PM

Hi, I have digital nudges on my cab (keys) and with VP9 the effect was great (a little too much but great and usefull).

With VPX I have approx no effect on the ball direction and in my case nudging appears to be mostly useless (I can't save any ball by nudging left/right anymore).

Edit : I know it's still working because elements and stopped balls still move when I nudge.

 

I've tried the "Legacy/VP9-Style nudge" option in VPX but with this option the result is really abused : 5cm deplacement of the ball each time (way more than the result with VP9).

I use 10.5 version of VPX and defaut tables settings. It would be very nice to lower a lot the effect of the "Legacy/VP9-Style nudge" option in the next VPX release :)

 

Anyway, thanks for all: VPX is awsome!!

 

The next build will feature an additional strength setting in the key/nudge/dof dialog. Please test it and let me know if that is good enough (and also what you would recommend as a setting there to better match VP9).



#100 Aubrel

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Posted 13 November 2018 - 12:49 AM

Thank you very much!

You are amazing guys! Yes, of course I will test it and let you know :)







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