wow plunger update is great addition, Can't believe how much easier it is going to be for good looking plungers with analog features. Great job guys.
Edited by Slydog43, 12 November 2013 - 07:23 PM.
Posted 12 November 2013 - 07:18 PM
Posted 12 November 2013 - 07:33 PM
The plunger is freakin awesome!!! Here is the same plunger with a white tip if you want to include it.

I notice if the end of the plunger is drawn off of the table due to table scaling to cut off part of the apron, the plunger isn't shown at all... Is there a work around for this? or in this instance would an alpha ramp animation still be necessary?
Yeah I had the same problem with the plunger I had coded in there when it had a spring. Like the default plunger it has to cut off the end as it gets pulled back. It screws up if it pulls off the table limits.
Edited by rascal, 12 November 2013 - 07:40 PM.
Posted 12 November 2013 - 08:13 PM
I notice if the end of the plunger is drawn off of the table due to table scaling to cut off part of the apron, the plunger isn't shown at all... Is there a work around for this? or in this instance would an alpha ramp animation still be necessary?
I haven't changed the original plunger, I've just added texture coordinate to it. I'm gonna check how to fix this, as Rascal said the end of the plunger has to cut/cull off at the end of table somehow ![]()
Btw. something is wrong with this server or the connection, I get connection problems and script error messages if I submit a post all day...
Edited by fuzzel, 12 November 2013 - 08:14 PM.
Posted 13 November 2013 - 04:06 AM
Yah, the plunger is a good last fix / feature to get in before the freeze / official release
Thanks for picking up that code and good suggestion / reminder by JP about getting if fully baked as it had been halfway there and under most everyone's radar for a while.
Posted 13 November 2013 - 07:51 AM
Posted 13 November 2013 - 12:24 PM
Greetings Guys, have noticed a few crashes lately with the latest beta on an otherwise stable system for the last 12 months.
Usually happens from the pinballx frontend with b2s and DOF running. I know these errors may be related to these two external progs but I need to trouble shoot
in a fairly structured order so thought I would post the windows event logs following the crash to see if there was something some of the devs in here may notice.
If anyone could shed any light on the following it would be much appreciated.
=================================================================
Faulting application name: VPinball.exe, version: 9.1.6.0, time stamp: 0x527d5dd6
Faulting module name: KERNELBASE.dll, version: 6.1.7601.18015, time stamp: 0x50b83c8a
Exception code: 0xe0434352
Fault offset: 0x0000c41f
Faulting process id: 0x15ec
Faulting application start time: 0x01cee054aa054ff6
Faulting application path: C:\HyperPin\Visual Pinball\VPinball.exe
Faulting module path: C:\Windows\syswow64\KERNELBASE.dll
Report Id: eb10d992-4c47-11e3-a84e-c86000c39f2d
============================================
============================================
Application: VPinball.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.InvalidOperationException
Stack:
at System.ThrowHelper.ThrowInvalidOperationException(System.ExceptionResource)
at System.Collections.Generic.List`1+Enumerator[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].MoveNextRare()
at System.Collections.Generic.List`1+Enumerator[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].MoveNext()
at System.Linq.Enumerable.First[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](System.Collections.Generic.IEnumerable`1<System.__Canon>, System.Func`2<System.__Canon,Boolean>)
at DirectOutput.General.ThreadInfoList.get_Item(System.Threading.Thread)
at DirectOutput.General.ThreadInfoList.HeartBeat(System.Object)
at DirectOutput.Cab.Out.LW.LedWiz+LedWizUnit.LedWizUpdaterDoIt()
at System.Threading.ThreadHelper.ThreadStart_Context(System.Object)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
at System.Threading.ThreadHelper.ThreadStart()
========================================================================================================
Posted 13 November 2013 - 12:31 PM
to me that looks like DirectOutput..
Yes totally agree. The plunger really needed an update.
Btw what about adding some off the new stuff into VP's default table so other authors can use it as reference. I don't want to add something like templates because there are so many ways to create pinball tables but maybe we could add some examples how to use e.g. light maps or a collection of peg primitives.
I think that's a good idea! I mean, deleting unused stuff is much easier for a newbie than creating stuff that one needs (or even not knowing that this exists at all)..
Especially with all the new features, i guess it could be useful to guide people into the new recommended workflow..
That's also why i added the new flipper settings, new physics settings, new audio options, etc into the default table before..
Posted 13 November 2013 - 05:46 PM
I have a question on backward compatibility and version numbers. Running existing tables, designed for v9.0 on the latest beta is important. Any changes made to add mesh support, should not effect tables that do not take advantage of that feature. This is great for testing.
How much effort is made to remain backward compatible? If there is a "bug" in 9.0 that table designers worked around, then a "fix" could break the work around. So do you keep the bug?
On versioning: does a table authored for v8 open on v9? Or does it at least warn the user that the table was created with an older version, and may not work correctly? Also, does a v9 table open on v8?
The reason I ask is, I'd like to know if there is a versioning strategy.
Edited by UltraPeepi, 13 November 2013 - 05:47 PM.
Posted 13 November 2013 - 05:51 PM
Edited by koadic, 13 November 2013 - 06:49 PM.
Posted 13 November 2013 - 06:10 PM
Greetings Guys, have noticed a few crashes lately with the latest beta on an otherwise stable system for the last 12 months.
Usually happens from the pinballx frontend with b2s and DOF running. I know these errors may be related to these two external progs but I need to trouble shoot
in a fairly structured order so thought I would post the windows event logs following the crash to see if there was something some of the devs in here may notice.
Edited by cs2908, 13 November 2013 - 06:13 PM.
Posted 13 November 2013 - 07:21 PM
As far as I am aware, any VP9 tables should remain working on the version it was released for and later VP9 updates. When we get around to VP10, some VP9 tables may work as is, but there might be incompatibility issues with others, just like there are some issues running VP8 tables in VP9.
Posted 13 November 2013 - 08:08 PM