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The VP 10.2 beta thread

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#1161 cyberpez

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Posted 19 December 2016 - 05:53 PM

Thanks for the quick responce.. the response I assumed..  but oh well...  figured it couldn't hurt to ask.  Keep up the good work!!!!!!!!! :-)



#1162 sliderpoint

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Posted 19 December 2016 - 06:10 PM

Sounds like you are getting ready to release, but I would still point out that the new feature "duration" for the light object does not work correctly.

-Mike

#1163 BorgDog

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Posted 19 December 2016 - 06:12 PM

Another feature request.  Would it be possible to have customize-able labels for the layers instead of just numbers 1 through 8?  When building tables i generally use the same layers for the same things, but for things that aren't on all tables I don't always know where I've put them.  Yes, I know it's pretty easy to find what layer something is on, I just think this would be a nice feature to have, and something most other programs can do (photoshop etc).  I'd call layers things like GI, Targets, Lights, Plastics, Ramps, Posts, Toys etc.  You get the idea.  Maybe even make it possible to have more than 8 layers so builders can add as they need.  Instead of having the grid of boxes for the numbers 1 through 8, have them be bars/tabs so we can see the name easily (as long as the name is not too long).

 

Thanks for all you guys do, I really appreciate it.

 

I didn't ever see any response to this.  Any thoughts on customize-able layer names and being able to add more layers?



#1164 dark

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Posted 19 December 2016 - 06:30 PM

 

Another feature request.  Would it be possible to have customize-able labels for the layers instead of just numbers 1 through 8?  When building tables i generally use the same layers for the same things, but for things that aren't on all tables I don't always know where I've put them.  Yes, I know it's pretty easy to find what layer something is on, I just think this would be a nice feature to have, and something most other programs can do (photoshop etc).  I'd call layers things like GI, Targets, Lights, Plastics, Ramps, Posts, Toys etc.  You get the idea.  Maybe even make it possible to have more than 8 layers so builders can add as they need.  Instead of having the grid of boxes for the numbers 1 through 8, have them be bars/tabs so we can see the name easily (as long as the name is not too long).

 

Thanks for all you guys do, I really appreciate it.

 

I didn't ever see any response to this.  Any thoughts on customize-able layer names and being able to add more layers?

 

There's probably something preventing this from being easy to implement otherwise it would of likely been added already.  I really like this idea and I think something similar has been suggested in the past.  Working with table authors I try to make things easy for them by keeping my 3D objects to 1 or 2 layers.....it would be nice if those layers could be labelled as such but even with 8 layers they often become quite crowded and things that shouldn't really belong on certain layers end up there any ways for convenience sake.  I would like to have layers dedicated to just primitives and ideally having more than one layer to do it so more complicated groupings of objects can be distinguished more easily, because let's face it if you've ever looked at a VP table in the editor, it looks like a real cluster F*@%*. Turning off a few layers doesn't always help that much on a fully assembled table.  I often end up having to select objects by finding them through the script editor.

 

Even if more layers could be added, I think it would likely need to be limited since I'm not sure what kind of impact it would have on how the editor runs I imagine that just like in photoshop you're going to start using more and more memory the more layers you add.


Edited by dark, 19 December 2016 - 06:32 PM.


#1165 wrd1972

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Posted 19 December 2016 - 06:51 PM

 

Another feature request.  Would it be possible to have customize-able labels for the layers instead of just numbers 1 through 8?  When building tables i generally use the same layers for the same things, but for things that aren't on all tables I don't always know where I've put them.  Yes, I know it's pretty easy to find what layer something is on, I just think this would be a nice feature to have, and something most other programs can do (photoshop etc).  I'd call layers things like GI, Targets, Lights, Plastics, Ramps, Posts, Toys etc.  You get the idea.  Maybe even make it possible to have more than 8 layers so builders can add as they need.  Instead of having the grid of boxes for the numbers 1 through 8, have them be bars/tabs so we can see the name easily (as long as the name is not too long).

 

Thanks for all you guys do, I really appreciate it.

 

I didn't ever see any response to this.  Any thoughts on customize-able layer names and being able to add more layers?

 

I would love to see this as well. :)


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#1166 fuzzel

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Posted 19 December 2016 - 07:15 PM

Sorry I forgot to answer this. I can have a look if this is possible. MFC is horrible therefore I added simple buttons these are easy to handle and compact. A modifiable list box can be a challenge let's see if I can hack something in 10.3

#1167 dark

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Posted 19 December 2016 - 07:45 PM

I think even if we could just expand from 8 layers to 12 would make a big difference, naming of course would be a great bonus.  Thanks for looking into it.



#1168 toxie

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Posted 19 December 2016 - 08:45 PM

 

You have to press them repeatedly to get them to move one bar at a time
 

 

Same behavior in my cab for the volume buttons (actually I use the magna save buttons to modify the volume ingame and IMO it's awesome ;-)

 

 

Fixed.

(and thank god i decided to go home today instead of going to exactly the Berlin xmas-market that is currently in the news. thankfully my colleagues are also fine it seems. sorry for the poor people that were not so lucky :()



#1169 Ben Logan

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Posted 19 December 2016 - 08:59 PM

Glad you're safe, Toxie. Such a saddening event. Reading about it now...

#1170 ICPjuggla

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Posted 19 December 2016 - 09:36 PM

You have to press them repeatedly to get them to move one bar at a time

 
Same behavior in my cab for the volume buttons (actually I use the magna save buttons to modify the volume ingame and IMO it's awesome ;-)
 
Fixed.
(and thank god i decided to go home today instead of going to exactly the Berlin xmas-market that is currently in the news. thankfully my colleagues are also fine it seems. sorry for the poor people that were not so lucky :()

I just heard about this toxie I'm glad you and your family are safe. Sending over prayers from America to all that were affected by this, it's such a shame seeing things like this happen across the globe. :-(

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#1171 nFozzy

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Posted 20 December 2016 - 12:17 AM

I've been honing in acrylic plastics that are blacklight reactive...  I've set them up so that they glow with the lighting disable check box check..  but since they are transparent they also get lit from the GI also..  they look great when the GI is off and a bit blown out when the GI is on..  so I was thinking maybe a material setting that disables being lit by table lights? but still be able to be transparent..
 

You might be able to abuse depth bias to make this happen. You can adjust depth bias in game using the debugger. Might not be possible with transmit though.

 


Last one..  sorta like the last..  but the opposite..  a material setting or light setting... So that an object (primitive) is only lit by a specific light.. or a light that only lights specific objects...   but then that light would not affect other objects..  example..  I've been toying around with LED bulbs..  when off, they have a non transparent material..  when on transparent..  Currently they are lit by the GI and look great..  until the GI goes off then they are no longer lit.  If I could hide a light under the table to still light these LED and not other table objects that would rock!!

 

None of these are deal breakers but would be nice!!  thanks!!!!!!!!

If you build it so the GI doesn't use transmit at all, it will make it a hell of a lot easier to layer lights on top of each other like that.



#1172 shadowshd

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Posted 20 December 2016 - 07:40 AM

As a french guy who has been affected by the Charlie Hebdo, the Bataclan and the Promenade des Anglais in Nice horror I have a big thought to our german neighbors  :bye2:


Edited by shadowshd, 20 December 2016 - 07:42 AM.


#1173 BorgDog

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Posted 20 December 2016 - 10:03 PM

Sounds like you are getting ready to release, but I would still point out that the new feature "duration" for the light object does not work correctly.

-Mike

 

Didn't ever see a response on this either, but I am not seeing a consistent response out of the light.duration feature.  Sometimes it works, sometimes it doesn't, in my current wip I basically use the code straight from commandreference.txt light1.Duration 2, 1000, 1 and it is not setting them to blink for 1000ms, it just turns them on.  I tried recreating it on the default table and on the one try it worked with the exact same code, same light parameters.

 

edit: Did a little more testing, and it appears that it changes the blink rate or something to spastic or something.  put a textbox on to indicate state and it shows 2, then 1, but the light is either blinking so fast I can't tell, or it is not blinking.  Did this duration get tied to a different timer or something?  I know you guys did some stuff on how that works.


Edited by BorgDog, 20 December 2016 - 11:06 PM.


#1174 Drybonz

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Posted 21 December 2016 - 04:12 AM

I had an issue today where I had changed the max texture size setting to 2048, and then was unable to change it back to unlimited (even after restarting).  In the past, I have always been able to change it back without it getting "stuck" on 2048.  Not sure when this would have started.


Edited by Drybonz, 21 December 2016 - 04:12 AM.


#1175 jesperpark

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Posted 21 December 2016 - 05:12 AM

I had an issue today where I had changed the max texture size setting to 2048, and then was unable to change it back to unlimited (even after restarting).  In the past, I have always been able to change it back without it getting "stuck" on 2048.  Not sure when this would have started.

 

+1 to this I'm stuck at 3072

 

Also when I open VPX 10.2 I am taken right to the table load window, was this a recent change?



#1176 Drybonz

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Posted 21 December 2016 - 05:52 AM

Hey Jesper, the table load window thing was a recent addition... you can turn it off in the editor preferences.



#1177 DJRobX

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Posted 21 December 2016 - 05:57 AM

Until the bug is fixed you can restore your unlimited max texture by going into the registry and removing the max texture size there.   I noticed that one a long time ago then forgot to report it.  :) 

 

Yes, the default table open dialog is new but can be turned off.   I thought I'd hate it but I like it, less things to click awkwardly on my cab. 



#1178 Drybonz

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Posted 21 December 2016 - 06:05 AM

Thanks, DJR... for anyone wondering, the reg key is found in Visual Pinbal>VP10>Player>MaxTexDimension.  Just set it back to zero.


Edited by Drybonz, 21 December 2016 - 06:06 AM.


#1179 shadowshd

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Posted 21 December 2016 - 11:28 AM

@Drybonz : had the same issue this morning, modified the registry and back to Unlimited ;)

 

++



#1180 toxie

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Posted 21 December 2016 - 11:38 AM

any revision where this started?







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