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VP9.1.6 Alpha/Beta Bugs & Feedback


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#1081 unclewilly

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Posted 20 November 2013 - 07:34 PM

Is there some sort of write up for the script commands for primitives?

I guess. I mean like the parameters for each command.

Like primitive.image = "imagename"

But for the Ritz and others

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#1082 fuzzel

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Posted 20 November 2013 - 08:14 PM

Not yet...but an updated documentation or reference manual could help ;)



#1083 koadic

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Posted 20 November 2013 - 08:16 PM

Here is what I can find from the source code...

Int is a whole number, bool is true or false, color is an ole color code (ex. #FFFFFF), string is a character string, and float is a floating point number (ex. 3.141592) but can be a whole number as well.

primitive.sides (int)
primitive.topvisible (bool)
primitive.topcolor (color)
primitive.sidecolor (color)
primitive.drawtexturesinside (bool)
primitive.image (string)

primitive.x (float)
primitive.y (float)
primitive.z (float)

primitive.size_x (float)
primitive.size_y (float)
primitive.size_z (float)

primitive.axisscalex_y (float)
primitive.axisscalex_z (float)
primitive.axisscaley_x (float)
primitive.axisscaley_z (float)
primitive.axisscalez_x (float)
primitive.axisscalez_y (float)

primitive.rotandtra0 (float)
- primitive.rotx (float)
primitive.rotandtra1 (float)
- primitive.roty (float)
primitive.rotandtra2 (float)
- primitive.rotz (float)
primitive.rotandtra3 (float)
- primitive.transx (float)
primitive.rotandtra4 (float)
- primitive.transy (float)
primitive.rotandtra5 (float)
- primitive.transz (float)
primitive.rotandtra6 (float)
- primitive.objrotx (float)
primitive.rotandtra7 (float)
- primitive.objroty (float)
primitive.rotandtra8 (float)
- primitive.objrotz (float)

primitive.name (string)
primitive.enablelighting (bool)
primitive.enablestaticrendering (bool)
primitive.enableshperemapping (bool)


Some may not be editable when the table is running like 'enablestaticrendering', but it should return a value.

#1084 toxie

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Posted 20 November 2013 - 08:19 PM

Actually it's rev729 ;)

 

i now have a crash on CP 1.1 FS, but didn't investigate further yet.. :(



#1085 fuzzel

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Posted 20 November 2013 - 08:27 PM

hmm CP 1.2.3 works here...



#1086 toxie

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Posted 20 November 2013 - 08:44 PM

okay, forget about it.. seems like the table broke for whatever reason on my setup (i did some local changes to it on my cab)..

i also just downloaded a fresh 1.2.3 and that works.. weird..



#1087 toxie

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Posted 21 November 2013 - 11:32 PM

i'm sorry to have broken the feature freeze, but this seemed just like a too good idea to delay it for a minor version number:  :/

rev 730 adds global physics options to tweak some of the table and flipper settings that can then optionally override the table settings (when enabled in the table physics options and/or the flipper physics options)
this enables quick changes to flipper and physics settings for a whole bunch of tables (for example to tweak for less input lag or adapt the ball simulation/'speed')

 

 

please test this if it works as it should



#1088 jimmyfingers

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Posted 22 November 2013 - 01:57 AM

Can't quite tell from the description, which is overriding which?  I would have a few BMPR mods that I would not want the global overriding thouching as it would throw it all off.  Can the table be set-up in a way to disallow this?



#1089 toxie

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Posted 22 November 2013 - 07:38 AM

Basically one can set global physics options for flippers and the table, and then choose -per table/flipper- if these settings should be used instead of the 'local' table ones..

 

The idea is that one can have a consistent play & feel for a bunch of tables, especially if one found good working settings for ones own cab (lag, etc)..

Then also one can change settings very quickly for all these tables if one feels like a certain other combination 'feels' better..

 

In theory it would be best to have various of these settings, for different hardware generations, etc, but this is it for now..



#1090 koadic

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Posted 22 November 2013 - 04:21 PM

I think I have found one more minorly annoying bug, but need some additional testing to make sure it just isn't something wonky with my system... I just recently ran across it as I hadn't been doing much with importing images to tables since installing windows 8.

I am running windows 8 64bit, and whenever I import an image, depending on the type of image I load (png/jpg/etc), the transparency color will be set to 2/0/0 and I can only successfully change it to 0/0/0 otherwise it reverts to 2/0/0. This happens on any revision I try it on all the way back to 331 (oldest version in my dropbox dating one year ago), so I think it has something to do with windows 8 itself... I have tried running in compatibility mode for 7/xp sp3 with and without run as admin just to see if that helped at all, and I still couldn't get it to work correctly. I have a vm with xp installed, so I installed vp on it, copied all the relevant files (exe, dll) and tested it again to make sure it wasn't some weird glitch with the files I was using, and was able to get it to behave correctly on xp.

To verify this behavior, I need others running windows 8 to open a new table, open the image manager, import any supported image, then try to change the transparency color by clicking on the color selection box in the lower right. If you click off the image and click back on (or close image manager and reopen, and reselect the image), the color should revert to 2/0/0 so long as you didn't change it to 0/0/0. Hopefully I can then determine if this is a local issue or something more wide spread.

#1091 toxie

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Posted 23 November 2013 - 07:35 AM


In theory it would be best to have various of these settings, for different hardware generations, etc, but this is it for now..

 

this was the state til yesterday, so rev 734 now introduces 8 different sets that can be customized and then chosen per flipper and/or table..  :)

 

Let me know if this is not enough, it's pretty easy to extend..

(Also in the unlikely case that you already customized one setting with the earlier beta and saved a bunch of tables: Please look into the registry (../Visual Pinball/Player/) and extend all the new TablePhysicsXXX and FlipperPhysicsXXX regkeys there with a '0', or simply setup the first physics set in the options with these settings again. The already saved tables remain valid though!)


Edited by toxie, 23 November 2013 - 07:37 AM.


#1092 Herweh

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Posted 23 November 2013 - 11:21 AM

Guys, thanks for all the new features. But you know, using more and more of them and we get more appetite ;)

 

What do you think about a new feature to add the 3D models like adding images?

Right now the mesh is added at the primitive. And when I see it correctly there is no way to export a mesh. IMHO it would be so cool to handle the 3D models like images or sounds: Added in an own dialog window and selected in a combo box at the primitive.

I see it at our current A13 build, more and more 3D models are imported and used (right now we are trying to use 3D models for the pentagonal ramp rings). And the ability to export the models would be so important to share the knowhow how to use models and textures.


herwehb2s-avatar-jr-100.pngbreakshot-sig-small3.pngatlantis-sig-small.pngmousinaround-sig6.pngsc-badge1.pnglw-sig.pngembryon-logo0.pngladyluck.pngapollo13_badge3.pngwhirlwind_badge.png


#1093 unclewilly

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Posted 23 November 2013 - 11:37 AM

You can't export them. But you can copy and paste them from table to table.
I've managed with some help from ultrap to model all the wire ramps and rings for mb.

Future pinball is a good tool. There is a plugin for blender that allows you to directly import fp models or even a whole fp table and export as any 3d file type.

That's how the wire ramps for mb were done. Also have all the pegs, rubbers and targets done this way.

Still curious as to the performance hit

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#1094 fuzzel

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Posted 23 November 2013 - 12:31 PM

Something like a mesh manager will come with the next release not with 9.2. Exporting a mesh can be added to the 9.2 I thought about that too and the delete button next to the import button is more or less unimportant.

#1095 fuzzel

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Posted 23 November 2013 - 07:11 PM

OK since rev740 you can export your 3D mesh to the Wavefront OBJ file format.



#1096 Xendo

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Posted 23 November 2013 - 09:43 PM

Shapeable rubbers?  Sure would make building tables easier for those of us noobs that are trying to learn the VP editor.



#1097 unclewilly

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Posted 23 November 2013 - 10:19 PM

Ultrap and I are using mesh rubbers.
He made a round one and quarter rounds as well as straight pieces.
They can be put together to form complete rubbers. See my mb table wip

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#1098 Xendo

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Posted 24 November 2013 - 12:48 AM

Your WIP looks great, but at what point with so many primitives will we start seeing table performance take a hit?


Edited by Xendo, 24 November 2013 - 12:51 AM.


#1099 kiwi

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Posted 24 November 2013 - 09:38 AM

The Global Physics Options are very useful.
This is my old request ,be nice if it was possible to save the table with different settings of the FOV, Layback,X-Y Rotation ,Scale ,OffSet ,

such as Global Physics Options.
 

backdrop.png

 

Thanks

 

Max



#1100 toxie

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Posted 24 November 2013 - 12:49 PM

I thought about that too but unfortunately there you cannot share settings as easily due to the vast difference in table setups.
In fact there one should have something new that automatically sets up the table for cab use, kinda like BAM..