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The VP 10.5 beta thread


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#1001 wrd1972

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Posted 11 September 2018 - 07:16 PM

Toxi, Fuzzle,

Will this function help me with what I want to do with the saucer:

new table field height setting in the "Dimension & Slope Settings":
  Now you can define a real playfield height. If this value is raised, all elements on the table are also moved by that amount.
  For example: "table field height"=50 means everything on the table is raised by 50 units. This allows for real ball tunnels and more.

 

untitled3.png

 

Might this be in any way helpful in allowing me to remove or change, the height of the standard PF plane (0 units).  I have been tweaking it but cant tell whats its really doing.


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.


#1002 fuzzel

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Posted 11 September 2018 - 09:24 PM

Thinking about the kicker physics and raised playfields....  Would it be possible to just disable the playfield the actual playfield and not have it coliddable?  I'm using a primitive playfield on HH with the holes cut into it.  It's working very well so far and would like to try it on other tables.  But like Wrd said it's a pain to raise everything up after the fact...  just an idea.

I did a quick test and it seems to be possible to deactivate the playfield. I'm not sure but I think we could even add the mirroring of table elements on a custom playfield somehow.



#1003 fuzzel

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Posted 11 September 2018 - 09:34 PM

Toxi, Fuzzle,

Will this function help me with what I want to do with the saucer:

new table field height setting in the "Dimension & Slope Settings":
  Now you can define a real playfield height. If this value is raised, all elements on the table are also moved by that amount.
  For example: "table field height"=50 means everything on the table is raised by 50 units. This allows for real ball tunnels and more.

 

untitled3.png

 

Might this be in any way helpful in allowing me to remove or change, the height of the standard PF plane (0 units).  I have been tweaking it but cant tell whats its really doing.

Yes that could be a workaround. The table height is used for some elements to raise them (playfield, wall, ramp, plunger, spinner, decal, bumper, kicker, flipper, gate, trigger and light). For primitives you have to adjust the height/Z value manually.

 

btw: I added a checkbox to the image and sound manager. If set the internal VPX names are used as filenames when exporting them. So it will be available when the next beta starts ;)



#1004 wrd1972

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Posted 12 September 2018 - 02:43 PM

Fuzzle,

Thats really good news on the image/sound fix, for the description issues. This will greatly assist in making it easier to reduce table size so that folks can avoid performance issues. Great work and thanks. :)

 

So I played around with table field height a bit, and tried to get the ball physics physics to work properly, 15 units below the PF objects. And I cant find any settings that do this. I raised the table field height to 50, and even reduced it by 50, and the issue remains. Any suggestions that might help me do this?

 

 

So per your comment before, if the PF object can be simply deactivated, that might do the trick. Then I can simply create a new PF object from a wall, or Prim. Is this something that might be able to done now, maybe through a script hack? Or would you need to swizzle the the engine?


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.


#1005 fuzzel

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Posted 12 September 2018 - 05:15 PM

As always I have to swizzle the engine to make that happen. The playfield rendering and the physics for the playfields are core parts at the moment. So if the other workaround doesn't work I fear we can't help you here to solve this at the moment. sorry!



#1006 toxie

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Posted 13 September 2018 - 08:23 AM

At least the playfield reflections cannot be easily generalized at the moment, as these are super customized and hacked in to have them rendered as fast as possible for exactly just that use-case..

 

Removing playfield in general could work, but it will be a huge mess!



#1007 randr

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Posted 20 September 2018 - 09:11 PM

Ball control and stand up targets. Maybe a known issue but man I spent a few days fighting this! Seems ball control hits the standup targets like 100 times a hit when using ball control. Maybe a way to script hit differently? But would be nice if this was looked at or could be improved?

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#1008 gtxjoe

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Posted 20 September 2018 - 10:59 PM

When the debug window is open, you can also right click on the target and select Hit. That will trigger one hit event

#1009 randr

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Posted 21 September 2018 - 01:40 AM

Gtxjoe thank you! :)

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#1010 TerryRed

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Posted 21 September 2018 - 04:31 PM

When the debug window is open, you can also right click on the target and select Hit. That will trigger one hit event

 

Very handy tip!

 

I know what randr is talking about. The new ball controller is amazing, and makes what I do immensely easier for doing DOF for a table or creating PuP-Packs. Its a god send!  But yah it can get messy with sounds and physics because of the 100's of times its hitting any target or surface etc and can slow things down pretty bad when dragging the ball around.

 

So my work around (for testing or creating pup-packs only) was to remove all those collision sounds on the table which seems to help a lot. You can see how it works well with my video here (no super slow downs or annoying sounds mostly)....but I'm wondering if maybe there is a better way?

 

https://youtu.be/i5Y8nRuu4aE



#1011 kiwi

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Posted 22 September 2018 - 02:37 PM

The flasher position is correctly displayed by moving the flasher manually with the mouse, but when the flasher is translated, the position is not updated.
When I manually move the flasher back, the position is updated, but the translation value is missing.

Example: if the current real position is X=200, and if I previously moved the X axis of 100 units, the current position displayed is X=100.

 

Thanks



#1012 kiwi

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Posted 04 October 2018 - 02:13 PM

Not sure what happened, yesterday I saved the table from FSS mode to Desktop,
today I opened the table and found all the parameters of the FSS camera to zero,

no problem after days that I work with this table, the FSS camera setting I remembered from memory.



#1013 hanzoverfist

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Posted 04 October 2018 - 03:15 PM

Not sure what happened, yesterday I saved the table from FSS mode to Desktop,
today I opened the table and found all the parameters of the FSS camera to zero,

no problem after days that I work with this table, the FSS camera setting I remembered from memory.

 

a bug exists in the FSS / DT checkboxes, to enable FSS uncheck DT first then, check FSS, the check DT.. then select FSS from the combobox to show the correct values. its a weird one.. if the values are ever weird , sometimes I've exited backdrop to the editor, select an object, then return to backdrop and the values will be correct.

 

I've personally never done this but don't save if the FSS values are weird.. I have no idea of the consequences.


Edited by hanzoverfist, 04 October 2018 - 03:17 PM.

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#1014 Thalamus

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Posted 14 October 2018 - 08:00 PM

I think it would make more sense if you in sound-manager choose 'reimport from', that if the old sound has x/y coordinates set, They should be re-used instead of zeroed out.


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#1015 Umpa

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Posted 31 October 2018 - 11:39 AM

Any word on a 10.6 beta thread?

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#1016 fuzzel

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Posted 31 October 2018 - 11:41 AM

Good timing :) I will start a new beta thread in the next couple of days with some very interesting features ;)

#1017 coreduo0099

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Posted 02 November 2018 - 02:45 AM

BTW in 10.5, the dialog that says the table was created with a newer version that what you are using has incorrect versions.  e.g. I opened the updated Algar in 10.5 and it said it was created in 10.5 but I was opening in 10.4 so I may have problems. 

 

I suspect it was saved from 10.6, which opens it without warning.


Edited by coreduo0099, 02 November 2018 - 02:45 AM.


#1018 Thalamus

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Posted 02 November 2018 - 03:09 AM

Hmm. Yes. v1.22 - was saved in what I believe is the currently latest 10.6 beta.


Edited by Thalamus, 02 November 2018 - 03:09 AM.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#1019 toxie

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Posted 02 November 2018 - 08:55 AM

BTW in 10.5, the dialog that says the table was created with a newer version that what you are using has incorrect versions.  e.g. I opened the updated Algar in 10.5 and it said it was created in 10.5 but I was opening in 10.4 so I may have problems. 

 

I suspect it was saved from 10.6, which opens it without warning.

 

True, i only increased the file version from 10.4 to 10.5.. I'll change it to 10.6 then to make it less confusing..



#1020 kiwi

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Posted 12 December 2019 - 04:29 PM

I have an original table that works well in the old PC (Win XP), the table has nothing special has some transparent ramps and very few active objects,

in the PC with Win 10 and gtx960 the table stutters a lot, the FPS are not stable, go up and down.
The other tables I installed work fine, example Demolition Man.
I want to investigate more deeply to understand what could be the cause of the stutter.

 

I realized that the cause is the display I used,

https://www.vpforums.org/index.php?app=downloads&showfile=4272
I get the same stutter also trying the tutorial table of the link above.