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The VP 10.6 beta thread

beta 10.6 beta

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#1141 wrd1972

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Posted 23 September 2019 - 02:22 PM

Might have found a bug. I am doing a BBBB refresh and I tried to make an existing wall NON-Collidable. Even when I marked it as such, it remained collidable. Again this was an existing wall. I then just added a new wall to test it, and it behaved as it should. Just seems like that existing wall had some issue that would not allow it to become NON-Collidable like it should. Might test this on a few older tables.


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#1142 scottywic

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Posted 23 September 2019 - 02:30 PM

i found one table already that now has faster EM Reels due to this (JPs Smurfette), so @all please test all kinds of original tables if EM Reels and light sequences still look okay!

Yeah I had that thought as well. Most all JPs stuff has had correct interval settings (at least when him and i have chatted) but i believe the things you fixed have been broken for many many years. So there will probably be some stuff that has unexpected changes. But by default most of JPs light sequences should be correct, but no idea about the em reels.

Anyways take a peek at the fixed light sequences in action here, got my code finished and started integrating.

https://drive.google...-1HB2BKBjB/view.
 


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#1143 toxie

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Posted 23 September 2019 - 03:35 PM

Might have found a bug. I am doing a BBBB refresh and I tried to make an existing wall NON-Collidable. Even when I marked it as such, it remained collidable. Again this was an existing wall. I then just added a new wall to test it, and it behaved as it should. Just seems like that existing wall had some issue that would not allow it to become NON-Collidable like it should. Might test this on a few older tables.

 

could you point me to the table variant and which wall there, please?


@scottywic: you think there is anything that could become included into the core.vbs files or an example table for others to re-use? because that looks awesome!!



#1144 scottywic

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Posted 23 September 2019 - 10:14 PM

 

Might have found a bug. I am doing a BBBB refresh and I tried to make an existing wall NON-Collidable. Even when I marked it as such, it remained collidable. Again this was an existing wall. I then just added a new wall to test it, and it behaved as it should. Just seems like that existing wall had some issue that would not allow it to become NON-Collidable like it should. Might test this on a few older tables.

 

could you point me to the table variant and which wall there, please?


@scottywic: you think there is anything that could become included into the core.vbs files or an example table for others to re-use? because that looks awesome!!

 

 

 

Probably... Not sure.  I could send you a whole list of utilities I've built and you could decide. I'll look at that tonight and see what all I got in my utilities bucket and we'll work it through. 


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#1145 jipeji16

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Posted 25 September 2019 - 08:03 PM

Hi super guys !!! ;) I would like to know if it could be possible to script some material's parameters ? like Thickness or others ?

Don't find anything on this way in the CommandReference (or perhaps i didn't see it...)

 

Thanks for all !!! ;) ;) ;) ;)


Edited by jipeji16, 25 September 2019 - 08:06 PM.


#1146 toxie

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Posted 25 September 2019 - 08:12 PM

As far as i remember no.. But it could be added so that dynamic objects could change material parameters.. But why if i may ask?



#1147 jipeji16

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Posted 25 September 2019 - 08:29 PM

i have some glasses material, and i have a problem... according to each pov's parameters of each one, my glasses are or are not transparent, so i would like to script a way to find the good value for eachone with magna keys, instead of creating 10 materials... or perhaps is it the better way to do it ? I would like to change only the thickness...


Edited by jipeji16, 25 September 2019 - 08:30 PM.


#1148 LexLuthor75

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Posted 26 September 2019 - 04:22 PM

fripounet  add a link to your 3d object for download and I will fix it in 5 to 10 minutes

 

or watch the tutorial and do it yourself.

 

 

https://www.blender....pic.php?t=18298

 

https://www.youtube....h?v=eiDrRa6JvQ0



#1149 LexLuthor75

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Posted 26 September 2019 - 10:16 PM

fripounet ,  i sent you the file  I fixed it in blender, it took about 20 tries.

 

you can add any texture you want now  :hi:

 

 

 

aCpXBRtj_o.jpg


Edited by LexLuthor75, 26 September 2019 - 10:20 PM.


#1150 flupper1

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Posted 27 September 2019 - 06:26 AM

As far as i remember no.. But it could be added so that dynamic objects could change material parameters.. But why if i may ask?


This would be a great feature; in totan I made several times 36 materials to have fading transparency or color for instance. Much easier to do this if you can just change the material.

#1151 toxie

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Posted 27 September 2019 - 11:18 AM

Will look into it..

 

 

Any feedback from anyone on EM Reel and Light Sequence speeds with the latest beta?



#1152 jpsalas

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Posted 27 September 2019 - 11:57 AM

 

 

Any feedback from anyone on EM Reel and Light Sequence speeds with the latest beta?

 

I have not seen any big changes in the Light Sequence speeds on my tables. I guess if you make a video of both exes then you may notice the difference, but nothing that will need a change in the scripts. I guess some effects plays faster now, but they look great :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

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#1153 toxie

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Posted 27 September 2019 - 12:03 PM

Thanks!!

 

And the EM Reels?!



#1154 jpsalas

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Posted 27 September 2019 - 12:24 PM

The only thing I have done with reels are the older original tables which use reels for the DMD, like for ex. Slimer and Gargamel tables, and they seem to work fine.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#1155 jipeji16

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Posted 27 September 2019 - 06:21 PM

Cooool !!! Thanks for advance @Toxie ;) ;) ;)



#1156 wrd1972

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Posted 28 September 2019 - 09:06 PM

 

Might have found a bug. I am doing a BBBB refresh and I tried to make an existing wall NON-Collidable. Even when I marked it as such, it remained collidable. Again this was an existing wall. I then just added a new wall to test it, and it behaved as it should. Just seems like that existing wall had some issue that would not allow it to become NON-Collidable like it should. Might test this on a few older tables.

 

could you point me to the table variant and which wall there, please?


@scottywic: you think there is anything that could become included into the core.vbs files or an example table for others to re-use? because that looks awesome!!

 

Toxie,

Sending you the table now.


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40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#1157 kiwi

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Posted 29 September 2019 - 08:38 AM

HitFatTargetRectangle
HitFatTargetSquare
HitTargetRectangle
HitTargetRound
HitTargetSlim

 
These types of targets have the point of origin not in the center,

looking frontally at the target, the point of origin is moved slightly to the right.
Actually it is not a problem it is a matter of about half a unit more or less,

but maybe if I correct the position of the point of origin then perhaps the difference in the tables is not noticed,

or it is enough to make a small correction of the position of the target.



#1158 toxie

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Posted 30 September 2019 - 05:22 AM

Might have found a bug. I am doing a BBBB refresh and I tried to make an existing wall NON-Collidable. Even when I marked it as such, it remained collidable. Again this was an existing wall. I then just added a new wall to test it, and it behaved as it should. Just seems like that existing wall had some issue that would not allow it to become NON-Collidable like it should. Might test this on a few older tables.

 

Fixed. Was non-initialized when walls have the material physics enabled.



#1159 chepas

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Posted 30 September 2019 - 09:35 PM

Last night I was cleaning up and doing back ups for resources for VP games.

 

Half the time the exported blueprints .bmp take alot for what they are, around 20mb. I forget about these and do a few per game usually.

 

Any chance blueprints can be exported to compressed image?


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#1160 rothbauerw

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Posted 30 September 2019 - 10:27 PM

I've been experimenting with flipper physics and some odd behavior that's been around a long time is creeping back up again.  I think I finally know what's causing it.

 

The symptom: From time-to-time, the ball will "bunny" hop repeatedly on a flipper held in the full up position.  It's more pronounced with some flipper settings than others.

 

What's happening: It appears when the flipper deflects in a certain way, it gets stuck 5-6 hundredths of a degree off from the end angle.  If a ball sits on the flipper without deflecting it further, it will bounce on the flipper until something deflects the flipper.  Usually an additional deflection seems to unlodge the flipper and it can move to the full end position.

 

I'm guessing that since the flipper isn't in the end position, the physics engine is acting like the flipper is moving to the end position and applying an action on the ball.

 

Here's a link to a table that demonstrates the issue.

 

https://www.dropbox....jr v3a.vpx?dl=0

 

To dislodge the flipper, hit the left kicker (saucer) and hold the left flipper in the up position.  When the ball kicks out of the saucer and hits the flipper, the knocker will fire while the flipper is dislodged from the full up position.  You can also see the current angle of the flipper by opening the debug window while you do this.

 

Using the manual ball control, you can set the ball on the flipper while it's dislodged and it will bounce slightly until the flipper unlodges.

 

Bump.  Anyone had a chance to look at this?







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