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#1141 robertms

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Posted 02 March 2015 - 08:04 AM

I added a link to Mr. & Mrs. PAC-MAN in my sig.

 

For full screen you will have to remove the 2 very large lights on top in layer 3, probably move the higher lights falloff above the pop bumpers to their center on layer 4. There may be other tweaks needed for full screen.

Shockman, I tried your WIP in FS with the latest build (removed the 2 lights in layer 3 as you suggested) and so far so good.Table looks good and more importantly plays GREAT. The flippers and physics are spot on, really digging the light reflections. This one could almost go in the cab as is  :otvclap:


 

I added a link to Mr. & Mrs. PAC-MAN in my sig.

 

For full screen you will have to remove the 2 very large lights on top in layer 3, probably move the higher lights falloff above the pop bumpers to their center on layer 4. There may be other tweaks needed for full screen.

It sounds to me that DT and FS is not fully possible in one table.

 

Que the Debbie Downer music... It's still a WIP, I don't think he's ready to publish it yet  ;)  As Fren mentioned each author has control over conditional items that can be shown or hidden depending on the DT/FS selection.


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#1142 mfuegemann

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Posted 02 March 2015 - 08:17 AM

I want to include both modes (desktop and cabinet) into one table, so that there's only one table for all users. 

 

So I have a question regarding the backdrop settings:

 

The table variable "BackdropImage" can only be read - setting it to new value has no effect, right?

 

Hi Sindbad,

 

I am thinking about the same issue. I will place droppable black walls at height1 left and right of the playpield to hide the backdrop image in FS view.

 

Michael



#1143 bosvrucht

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Posted 02 March 2015 - 08:41 AM

-wrong thread-


Edited by bosvrucht, 02 March 2015 - 08:42 AM.


#1144 Sindbad

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Posted 02 March 2015 - 09:13 AM

Michael,

 

Thanks for your feedback. I implemented it the same way (walls at height 0.1). I only wanted to make sure that "BackdropImage" is read-only. In the command reference I don't see, if setting to a new value has an effect or not.

 

My second problem is that I'm also not able to hide the LED segment displays for the DT version when in FS mode. These are collections of lights. Has anybody an idea how to hide them?



#1145 Shockman

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Posted 02 March 2015 - 01:52 PM

The way I move those is to put a light beside them that is big enough to grab. I'll hide them using ShowDT by disable the routine to display them in the next build. I'll do the same for the lights that light the backbox.



#1146 toxie

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Posted 02 March 2015 - 02:00 PM


Thanks for your feedback. I implemented it the same way (walls at height 0.1). I only wanted to make sure that "BackdropImage" is read-only. In the command reference I don't see, if setting to a new value has an effect or not.

 

 

As we still have the static pre-rendering phase (which includes the backdrop), this is not possible for the script to change..



#1147 Shockman

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Posted 02 March 2015 - 02:58 PM

For Mr. & Mrs. PAC-MAN the backdrop is not an issue for full screen, nor the rails. The table is zoomed in to show only the inside.

 

I can ShowDT= to manipulate the lights but not to get rid of the lights. So far the easiest way I figure to get rid of the digit display in full screen is to move them outside the area. I could get rid of them altogether and delete the code section that operates them, but that would seal the deal.... No DT and full screen with the same build.

 

Another way, which they could remain, is to change the lights to pure black, enable the bulb and set modulate to zero. I not sure if all or any of this is scriptable. I'm pretty sure color is, but not sure about changing them to a halo with zero modulation.

 

This situation is why I cried for backdrop lights again and complain about VP (unrelated to 10) not having vertical orientated lights for the playfield view.

 

The Saucer is not visible and I have no idea why. I set materials and surfaces without success.

 

Those lights I thought would be an issue above the pops are not. I just see in FS that I don't have them high enough.

 

Anyway I will sort those issues to have the next build work in DT and FS except for the digit lights settings that may require work from the user unless I can script those to be flagged by ShowDT.



#1148 Sindbad

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Posted 02 March 2015 - 03:27 PM

Shockman,

 

I agree. there's no way to hide the DT background lights from FS. I tried every combination of colors and every setting for the lights, they remain visible. I tried moving them outside the display area, but that can't be done from within the script. For me it seems that we still need two versions of a table: DT and FS



#1149 unclewilly

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Posted 02 March 2015 - 03:50 PM

Only if you use objects on the backdrop that cant be made invisible.
rather then lights on the backdrop, couldnt you use reels.
look at scapinos fathom as an example

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#1150 toxie

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Posted 02 March 2015 - 04:12 PM

Shockman,

 

I agree. there's no way to hide the DT background lights from FS. I tried every combination of colors and every setting for the lights, they remain visible. I tried moving them outside the display area, but that can't be done from within the script. For me it seems that we still need two versions of a table: DT and FS

 

I'll look into that.. This shouldn't be the case..

How do you use the lights/how are they setup (or even better: would you have a simplified version of the table to demonstrate that)?



#1151 Shockman

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Posted 02 March 2015 - 04:31 PM

I don't know of any table just showing the situation, but the one in my sig has these lights.

 

It's possible to hide the lights, it's just not possible to do it with a script command.

 

The simplest way I can figure, and the way I have it now for the next build release is for full screen you drag select those lights and turn the bulb on. That simple.

 

I also had it where you did not even have to do that, but in DT you do not see the digits off light state, just blank boxes.

 

I would not be opposed to having it default to DT users having to select the digits and turning the bulb on in this next WIP build, but I would be opposed to a final release like that.

 

 

One thing is certain. Without some changes to VP tables like this will need a version for DT and one for fullscreen. 

 

The crux of the problem is not having vertical lights on a table, and having to go outside the table and build elements to display inside the table. When lights like these digits ARE built in table view you have to skew the hell out of them to make them look vertical, and then they are angle dependant.


Edited by Shockman, 02 March 2015 - 04:38 PM.


#1152 Shockman

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Posted 02 March 2015 - 04:59 PM

OK. Added to the sig. is the full screen version done the second way I mentioned.

 

- disabled the lights that lit the backbox, but overlapped the playfield. (If UseDT=0)

- disabled the routine that updates the lights. This leaves them off. (If UseDT=0)

- I made the digit lights have bulbs. This so off state has no display. 

- UseDT off

 

This version has no advantage for DT use, but The lights will display in DT, it's just that there will be no off image.



#1153 Pin-Pete

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Posted 02 March 2015 - 06:16 PM

Nudging looks bit too aggressive IMO. It was stronger than back bang.


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#1154 Shockman

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Posted 02 March 2015 - 06:41 PM

You can set it to your liking starting at line 385 and the two similar routines below. You can set the table to not move at all in the video options under preferences. If that flag is not scriptable, it should be, or it's just another reason two versions are needed. If it was a dedicated full screen version the visual nudge would be zero. 



#1155 unclewilly

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Posted 02 March 2015 - 07:08 PM

Where is the visual nudge setting.....
video options

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#1156 freneticamnesic

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Posted 02 March 2015 - 07:23 PM

It's the object detail level...if i have it all the way up, it's not collidable, but if it's in the middle, it is collidable. Why does this affect an object with non-collidable properties???

 

edit: nope it's all over the place. This thing shouldn't even be collidable.

 

Not to be lost and never answered



#1157 Sindbad

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Posted 02 March 2015 - 09:40 PM

Hmmm...

 

I'm doing something wrong. Even if I set light colors to 0,0,0 and enable bulbs for them the lights don't hide. I see them as multicolored shapes.

 

Vector_lights.png
 

 

@toxie: I'll send you a PM with the link to the actual WIP.


@UW: I'll try decals. With one of the latest builds, they are now also alphachannel-transparent. But I prefer lights, so I don't have to draw halo effects.


Edited by Sindbad, 02 March 2015 - 09:41 PM.


#1158 Shockman

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Posted 02 March 2015 - 09:44 PM

Did you try putting those lights into a collection and do a batch .intensity=0 on them in a routine with If ShowDT=0 Then

 

That way you won't have to disable the routine that displays them.

 

You will have to do one or the other I think. Disable the routine that updates them (could be a hassle to do for just FS) or get their intensity to 0 with a bulb so there is no display off or on. Colors black will not help.

 

The updated 97FS2 in my sig. does just that. It's updated because the first one disabled the display timer for those but that disabled the digit display that's in the playfield too. Now the in-field display works, the backbox display works in DT but not FS.


Edited by Shockman, 02 March 2015 - 09:56 PM.


#1159 Sindbad

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Posted 02 March 2015 - 10:00 PM

@Shockman:

 

Intensity=0 didn't work. But I had success: When setting the halo height above the objects (walls and stuff), the lights won't be displayed in FS mode. In DT mode, they are displayed correctly.. 


... these settings work for me:

 

Vector_lights2.png


Edited by Sindbad, 02 March 2015 - 10:16 PM.


#1160 ClarkKent

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Posted 02 March 2015 - 10:21 PM

Shockman - I wonder why you do not use the playfield from the FP version. It's much nicer and sharper. You will certainly get the ok for it...







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