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VP10 is here (beta)

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#1161 unclewilly

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Posted 02 March 2015 - 10:24 PM

Its readily available also shocky.
i have all the original psd files from grizz

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#1162 Argo

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Posted 02 March 2015 - 10:26 PM

@ClarkKent: Boulotaur's injector is a modification of sweetfx which uses different passes, has more features and 64bit support, however it is not in development anymopre while sweetfx still is.



#1163 Shockman

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Posted 03 March 2015 - 03:33 AM

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...

 

They must have built a new one over there. Mine is old and has had a lot of work done on it. It's a wonder it still works. 

Seriously though, I would like to have a gander at the psd files one day.



#1164 toxie

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Posted 03 March 2015 - 06:05 AM

The next build adds a Visible flag to lights that can be changed from within the script..



#1165 Shockman

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Posted 03 March 2015 - 06:20 AM

That will help a lot. I assume you did it because of our problems with the display DT vs FS. Thankyou.

 

I don't know if it would be the last, but the only thing I can think of now that would conflict mode to mode is the setting for visual nudge in the video options. The main reason it was wanted of late was because of the disconnect of visual and actual force in the new shake, but before that issue it was discussed very much as a needed flag to deal with DT maybe wanting it, but cab users most likely not wanting it. It may be scriptible, do you know? Also you may want to tone down the default value of the visual nudge. Have you seen it?

 

Unrelated,,, 

 

You might want to scale one object among a pile of of objects. The shift feature to select any one is nice to have. However a right click on the selected one invariably (because you had to use shift in the first place) selects a different object, and has you digging through them after all to get the one you want to manipulate to the top. It's just an issue if you need something in the right click menu. Can right click be made to forgo the selection process if something under the pointer is already selected?

 

If I select a light, change it properties, copy and paste it, the new pasted light often has the properties the copied light had before they were changed.

 

Once I created a light with a halo at -.3 elevation. Now ever new light I create has -.3 halo elevation.

 

When you deselect use bulb, not all the options you would have without it is available, until you unselect the light and select it again. Talking about the items that are greyed out when use bulb is clicked.

 

Black outlines make primitives invisible often, except for the +. I don't know if the wall outlines use Xor or something but they are always visible regardless of the color they are over. Might just be a better color selection for those lines. Never an issue without backdrop shown.

 

It's really a short list of peeves for me. I would not insist they are bugs. You guys are doing a great job.


Edited by Shockman, 03 March 2015 - 06:49 AM.


#1166 fuzzel

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Posted 03 March 2015 - 07:17 AM


You might want to scale one object among a pile of of objects. The shift feature to select any one is nice to have. However a right click on the selected one invariably (because you had to use shift in the first place) selects a different object, and has you digging through them after all to get the one you want to manipulate to the top. It's just an issue if you need something in the right click menu. Can right click be made to forgo the selection process if something under the pointer is already selected?

 

That's not possible as far as I know (thanks to MFC). But you can use the context menu key on your keyboard (the one between the windows and control key on the right side of the space key). So if you select an element you can hit that key and you will get the context menu.

The rest seems a kind of a bug or shortcomings that the GUI is not updated frequently when something changed. I'll take a look.


That will help a lot. I assume you did it because of our problems with the display DT vs FS. Thankyou.

 

I don't know if it would be the last, but the only thing I can think of now that would conflict mode to mode is the setting for visual nudge in the video options. The main reason it was wanted of late was because of the disconnect of visual and actual force in the new shake, but before that issue it was discussed very much as a needed flag to deal with DT maybe wanting it, but cab users most likely not wanting it. It may be scriptible, do you know? Also you may want to tone down the default value of the visual nudge. Have you seen it?

 

Unrelated,,, 

 

You might want to scale one object among a pile of of objects. The shift feature to select any one is nice to have. However a right click on the selected one invariably (because you had to use shift in the first place) selects a different object, and has you digging through them after all to get the one you want to manipulate to the top. It's just an issue if you need something in the right click menu. Can right click be made to forgo the selection process if something under the pointer is already selected?

 

If I select a light, change it properties, copy and paste it, the new pasted light often has the properties the copied light had before they were changed.

 

Once I created a light with a halo at -.3 elevation. Now ever new light I create has -.3 halo elevation.

 

When you deselect use bulb, not all the options you would have without it is available, until you unselect the light and select it again. Talking about the items that are greyed out when use bulb is clicked.

 

Black outlines make primitives invisible often, except for the +. I don't know if the wall outlines use Xor or something but they are always visible regardless of the color they are over. Might just be a better color selection for those lines. Never an issue without backdrop shown.

 

It's really a short list of peeves for me. I would not insist they are bugs. You guys are doing a great job.

That's not possible as far as I know (thanks to MFC). But you can use the context menu key on your keyboard (the one between the windows and control key on the right side of the space key). So if you select an element you can hit that key and you will get the context menu.

The rest seems a kind of a bug or shortcomings that the GUI is not updated frequently when something changed. I'll take a look.


rev1789 is up:

 

- optimize and tweak AO settings and samping
- add visible to lights (to disable for BG, etc)
- use case-insensitive string compare for hashing and improve unique material names
- reduce memory usage for and slightly optimize AO
- cleanups

- shader optimizations
- simplify mixer display and adapt for cab mode
- fix rendering of volume mixer
- change conventions for alpha blending usage: -always- set the state before rendering, so that one never has to unset it afterwards
- avoid allocation of depth texture buffer if only FXAA enabled
- to not use FXAA on BG and HUD elements (if ambient occlusion enabled=depth buffer available)
 



#1167 chepas

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Posted 03 March 2015 - 07:40 AM

Could you add sorting the "select element" columns please? Just by name would be fine! Thanks


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#1168 toxie

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Posted 03 March 2015 - 07:50 AM


I don't know if it would be the last, but the only thing I can think of now that would conflict mode to mode is the setting for visual nudge in the video options. The main reason it was wanted of late was because of the disconnect of visual and actual force in the new shake, but before that issue it was discussed very much as a needed flag to deal with DT maybe wanting it, but cab users most likely not wanting it. It may be scriptible, do you know? Also you may want to tone down the default value of the visual nudge. Have you seen it?

 

I don't think one has to be able to tweak this per table and depending on DT or FS, as the user either enables it or not (as there are also guys that play FS tables without a cab for example, by rotating the monitor, also some may not want to have it even when playing in DT mode).



#1169 ClarkKent

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Posted 03 March 2015 - 08:32 AM

 

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...

 

They must have built a new one over there. Mine is old and has had a lot of work done on it. It's a wonder it still works. 

Seriously though, I would like to have a gander at the psd files one day.

 

The plastics are also sharper in the FP version. And I like the 3D-style inserts in the FP version, too - maybe you can achieve anything similar in VP10?



#1170 Talantyyr

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Posted 03 March 2015 - 10:17 AM

Great work! This looks amazing!

 

Will you make it possible to install VP10 parallel to VP9? This would be awesome! :)


Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/


#1171 chepas

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Posted 03 March 2015 - 10:20 AM

Anyone know if it's possible to send rumble to a game controller from script?

 

Not to worry I have it done through python.


Edited by chepas, 03 March 2015 - 11:36 AM.

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#1172 fuzzel

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Posted 03 March 2015 - 12:28 PM

Could you add sorting the "select element" columns please? Just by name would be fine! Thanks

In the next build you can sort the list by name, type, layer or image name ;)



#1173 chepas

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Posted 03 March 2015 - 12:45 PM

Nice one, thanks fuzzel! If they were sorted when it was opened it wouldn't be so bad, but generally the list is all over the shop.

 

I did have a go at downloading the source myself but got stuck on the build missing v140_xp. Bluurrgh.


Edited by chepas, 03 March 2015 - 12:47 PM.

Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#1174 toxie

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Posted 03 March 2015 - 01:50 PM

Just change the platform toolset (project properties -> general to one that you have installed)..


Great work! This looks amazing!

 

Will you make it possible to install VP10 parallel to VP9? This would be awesome! :)

 

this already works.. you can have both at the same time..


The plastics are also sharper in the FP version. And I like the 3D-style inserts in the FP version, too - maybe you can achieve anything similar in VP10?

 

 

Not exactly the same, but we already had a very cool example table that demonstrates 3D-ish inserts here: http://www.vpforums....=23#entry296316

(still looking forward for somebody else also using them)



#1175 Talantyyr

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Posted 03 March 2015 - 02:36 PM

 

 

this already works.. you can have both at the same time..

Great! Sry, i have yet to try the VP10 Beta as i'm currently working on a vpin cabinet :)


Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/


#1176 ClarkKent

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Posted 03 March 2015 - 05:28 PM

 


The plastics are also sharper in the FP version. And I like the 3D-style inserts in the FP version, too - maybe you can achieve anything similar in VP10?

 

 

Not exactly the same, but we already had a very cool example table that demonstrates 3D-ish inserts here: http://www.vpforums....=23#entry296316

(still looking forward for somebody else also using them)

I like the Inserts in the FP version! :)

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#1177 Shockman

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Posted 03 March 2015 - 05:46 PM

 


I don't know if it would be the last, but the only thing I can think of now that would conflict mode to mode is the setting for visual nudge in the video options. The main reason it was wanted of late was because of the disconnect of visual and actual force in the new shake, but before that issue it was discussed very much as a needed flag to deal with DT maybe wanting it, but cab users most likely not wanting it. It may be scriptible, do you know? Also you may want to tone down the default value of the visual nudge. Have you seen it?

 

I don't think one has to be able to tweak this per table and depending on DT or FS, as the user either enables it or not (as there are also guys that play FS tables without a cab for example, by rotating the monitor, also some may not want to have it even when playing in DT mode).

 

 

Per table, absolutely not, we agree on that. It's a mode thing. You are assuming someone is always going to be playing the same mode. That's the only thing we disagree on, besides the default value. It's hard to see a cab user using DT mode, but a little less so a desktop user using FS mode. I do it, rotate the monitor sometimes.

 

It's a hard value to set. realistic values does not even fit in the display box for them. You look at the value and you don't see it, just the first few zeros.

 

I realize It's the user's setting, not the builders setting. I'm thinking as a user.



#1178 freneticamnesic

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Posted 03 March 2015 - 06:13 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

 



#1179 mfuegemann

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Posted 03 March 2015 - 06:37 PM

Hi,

 

I just started to work with the VP10 designer. My overall the impression is quite good. I had some crashes with build 1773 but nothing serious. The performance is really impressive.

I am not fond of the fact, that the color is part of the material settings. This way it is quite a pain to create similiar objects with different colors.

I noticed, that the ball size has changed from 48 VPin units to 50. This has to be taken into account if one tries to convert VP9 tables.

For me the new group select is working the wrong way. When I click on an object, I want that object activated, not the group. It would be more convenient from my point of view to select the group by shift-click. This could also solve the context menu issue. Thanks to fuzzel for the hint with the context menu key, though.

 

The new light effects are quite cool but I still have to find a way to fully utilize them the way I want.

 

Thanks to the dev team for the hard work! At the moment it takes a bit longer to create a table, but I am gathering speed.

 

Kind regards

Michael



#1180 gtxjoe

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Posted 03 March 2015 - 06:51 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

 

 

If it's not in the Bug Tracker, it didn't happen :)







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