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VP9.1.6 Alpha/Beta Bugs & Feedback
Started By
toxie
, Apr 07 2013 06:00 AM
1394 replies to this topic
#1081
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
I guess. I mean like the parameters for each command.
Like primitive.image = "imagename"
But for the Ritz and others
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#1083
Posted 20 November 2013 - 08:16 PM
Here is what I can find from the source code...
Some may not be editable when the table is running like 'enablestaticrendering', but it should return a value.
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.
#1087
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
#1089
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
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.
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
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
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.
#1093
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
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"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#1097
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
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"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx



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