@ClarkKent: What happens if you enable stereo3D? Does that work?
No picture at all. Just the screen before a table starts (editor with the window "starting table"). Does not freeze but no table screen.
Posted 28 February 2015 - 08:00 PM
i second that!
also guys, please let me know if there are still weird things happening with the balls (stopping for no reason, or still spinning if placed somewhere).
Ball still sticks on Monster Bash right flipper if you cradle the ball for a long time.
But overall everything is improved.
Posted 28 February 2015 - 08:12 PM
@ClarkKent: What happens if you enable stereo3D? Does that work?
No picture at all. Just the screen before a table starts (editor with the window "starting table"). Does not freeze but no table screen.
hmmm.. weird.. could you try stereo3D with VP9.9 and see what happens there, please?
(that would give me another hint what is wrong there)
Posted 28 February 2015 - 08:36 PM
@ClarkKent: What happens if you enable stereo3D? Does that work?
No picture at all. Just the screen before a table starts (editor with the window "starting table"). Does not freeze but no table screen.
hmmm.. weird.. could you try stereo3D with VP9.9 and see what happens there, please?
(that would give me another hint what is wrong there)
Stereo3D in VP9.9 starts as expected but I only get 2 fps or so. Unplayable. But I do not have a 3D monitor. By the way - AO works with BAM in FP without any problems...
Posted 28 February 2015 - 10:23 PM
hmmm.. weird.. could you try stereo3D with VP9.9 and see what happens there, please?
(that would give me another hint what is wrong there)
Stereo3D in VP9.9 starts as expected but I only get 2 fps or so. Unplayable. But I do not have a 3D monitor. By the way - AO works with BAM in FP without any problems...
That it is -so- slow is also very weird.. Are you running a somehow recent gfx driver?
Edited by toxie, 28 February 2015 - 10:25 PM.
Posted 01 March 2015 - 02:09 AM
If I wanted to copy a material so I could use it with a couple of opacity settings, could I do that? I know nothing about materials. I have never seen one, just a .mat file regardless if it has one or several.
What I want to do is create an opacity90 or 95 material.
Edited by Shockman, 01 March 2015 - 02:13 AM.
Posted 01 March 2015 - 02:40 AM
Yeah , pretty much from day one I exported all the mats from Papa Smurf into a folder called VP materials and you just start to build your own collection for quicker importing later. Collections pretty big now ![]()
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 01 March 2015 - 03:30 AM
Thanks guys. Of course it worked, but I could have sworn I tried that before and it overwrote.
The last thing I'm having trouble with is getting the drop target primitives to sync with the invisible drop target walls. I have it working 100% but just with the primitives snapping up and down in one step with and like the walls. Every time I try to change that routine to a timer to start a smooth transition with the primitives it works, but they loose sync with the walls, no matter how fast I have it working.
Posted 01 March 2015 - 04:25 AM
Attached script has the primitive droptarget routines I use. Fren and UW tables probably have routines you can look at also
For every drop target you create a Hit and Timer sub like below. This will animate the primitive and drop the cvpm target/wall.
For the solenoid call, create the Reset sub like shown below. One PrimDropTgtUp call for each target. Note: one of the subs, has to have the last parameter set to 1(underlined below) - this will reset the cvpm target bank
Lastly, you have to configure this for which direction is down for your primitive, TransX, TransY or TransZ and also how much you want the target to drop down, 35 in the example below
Edited by gtxjoe, 01 March 2015 - 04:28 AM.
Posted 01 March 2015 - 05:28 AM
Thanks. I think I can figure that out. Though I have two banks of 4 besides the top bank of three, the left and right bank act as one bank. Nothing happens unless all 8 are down and a reset is always all 8. So I assume it should be coded as a single bank of 8.
I could see problems when the rom demands a reset before the last target is down, but that should not be a problem because a few things have to be done will all down before there could be a reset. except for the top bank which the wall down seems to be the trigger for a reset.
Four steps with a timer of ten. I was doing 56 steps with a timer of 1. and it was fast and I tried 2 and 3 Overkill I'm sure.
I still maintain there should be a target object, since the primitives are capable of the motion, the Trans, x, y, or z, will be hard, and the range of the drop could be height minus maybe 2. Called IsDropped=true so it would work automatically with VPM. Besides, the current target object offers nothing a wall doesn't, Not even the name Target.
Posted 01 March 2015 - 07:46 AM
hmmm.. weird.. could you try stereo3D with VP9.9 and see what happens there, please?
(that would give me another hint what is wrong there)
Stereo3D in VP9.9 starts as expected but I only get 2 fps or so. Unplayable. But I do not have a 3D monitor. By the way - AO works with BAM in FP without any problems...
That it is -so- slow is also very weird.. Are you running a somehow recent gfx driver?
Driver date is 2012.10.10. But as I said - in BAM the AO works. I do not want to update if it's not absolutely necessary - I always fear that something suddenly does not work anymore after updating. A Windows thing...
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