Jump to content



Photo

The VPM alpha/beta thread


  • Please log in to reply
1790 replies to this topic

#101 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 24 March 2015 - 08:22 AM

but thats how a real coindoor works. the switch is on if the coindoor is closed, and off when open.

always pressing a key should not have negative aspects as long as an application does not handle this key.



#102 Talantyyr

Talantyyr

    Enthusiast

  • Members
  • PipPipPip
  • 204 posts

  • Flag: Austria

  • Favorite Pinball: Monster Bash

Posted 24 March 2015 - 03:52 PM

oh... ok, didn't know that. :(

But it does have a negative effect... You can't open a browser / text editor / stuff like this anymore without having the coin door open as it will always scroll to the end... Don't know of any other sideeffects now...


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


#103 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 24 March 2015 - 04:03 PM

Hmmm.. I can add another variable then to switch the behavior there..



#104 Talantyyr

Talantyyr

    Enthusiast

  • Members
  • PipPipPip
  • 204 posts

  • Flag: Austria

  • Favorite Pinball: Monster Bash

Posted 24 March 2015 - 04:48 PM

Wow, this would be sooo nice of you! I highly appreciate that!

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


#105 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 24 March 2015 - 04:59 PM

its implemented and i will commit this later-on. so this should be in the next update of the VP10 alpha/beta thread then (in vpmkeys.vbs there is a new "inverseKeyCoinDoor" that you must set to true in your case).



#106 Talantyyr

Talantyyr

    Enthusiast

  • Members
  • PipPipPip
  • 204 posts

  • Flag: Austria

  • Favorite Pinball: Monster Bash

Posted 24 March 2015 - 06:01 PM

Thank you sooo much, toxie! This saves me a lot of trouble! ;)


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


#107 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 25 March 2015 - 05:25 PM

JSYK: the new build with the new vbs files was released in the VP10 thread..



#108 Talantyyr

Talantyyr

    Enthusiast

  • Members
  • PipPipPip
  • 204 posts

  • Flag: Austria

  • Favorite Pinball: Monster Bash

Posted 25 March 2015 - 05:48 PM

Thank you, it's working perfectly! :)


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


#109 Sir Cheddar

Sir Cheddar

    His Sharpness

  • VIP
  • 383 posts

  • Flag: ---------

  • Favorite Pinball: Tales of the Arabian Nights



Posted 27 March 2015 - 08:46 PM

Thanks, Toxie. Works like a charm on my build.



#110 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 03 April 2015 - 09:55 AM

I just uploaded a new build.

 

It only has a tiny change that was still on my todo list: Force disable of the 'normal' DMD window.

Remove the checked Setup->Set Defaults->Use DMD box if you want to override the settings that VP tables set.



#111 mpad

mpad

    Enthusiast

  • Members
  • PipPipPip
  • 335 posts

  • Flag: Germany

  • Favorite Pinball: AFM, TOM; Timeshock (!), Secrets of the Deep (fx2)

Posted 04 April 2015 - 09:41 AM

Cool that means I won't have to edit every table to hide it anymore?

#112 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 04 April 2015 - 10:04 AM

Yes... :)



#113 Talantyyr

Talantyyr

    Enthusiast

  • Members
  • PipPipPip
  • 204 posts

  • Flag: Austria

  • Favorite Pinball: Monster Bash

Posted 04 April 2015 - 11:50 AM

Thx for the explanation, i read the update and didn't understand what that feature is for :D

That's great, will be very helpful for my cab!


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


#114 mpad

mpad

    Enthusiast

  • Members
  • PipPipPip
  • 335 posts

  • Flag: Germany

  • Favorite Pinball: AFM, TOM; Timeshock (!), Secrets of the Deep (fx2)

Posted 04 April 2015 - 02:36 PM

Yes... :)

Sweet!

#115 Slydog43

Slydog43

    Pinball Wizard

  • Platinum Supporter
  • 3,008 posts
  • Location:Hackettstown, NJ

  • Flag: United States of America

  • Favorite Pinball: Addams Family, All Williams 90's Games

Posted 04 April 2015 - 02:50 PM

wow thats a great new feature, thanks



#116 hmueck

hmueck

    MaX

  • VIP
  • 2,190 posts
  • Location:Hamburg

  • Flag: ---------

  • Favorite Pinball: IPDB Top 300



Contributor

Posted 23 April 2015 - 05:23 PM

Feature request for VPM:

Gottlieb System 80B general illumination - is it possible to emulate this?

b6de7f30b5743f60354a85f91a73a30c.png


VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#117 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 24 April 2015 - 06:56 AM

Hmmm.. Don't know.. Gaston is the specialist for the core emulation, so please contact him about it..

 

There is a new build in the first post, two new things:

- DCS optimizations for JD, STTNG and IJ by mjr

- switched build to visual studio 2013 (hopefully with no side-effects, otherwise let me know)



#118 arngrim

arngrim

    DJ Force Feedback

  • VIP
  • 2,188 posts
  • Location:Charleroi, Belgium

  • Flag: Belgium

  • Favorite Pinball: Monster bash



Posted 24 April 2015 - 07:08 AM

my latest build is with vs 2013, no issues reported :)



#119 KieferSkunk

KieferSkunk

    Enthusiast

  • VIP
  • 96 posts
  • Location:Seattle, WA area

  • Flag: United States of America

  • Favorite Pinball: Twilight Zone

Posted 24 April 2015 - 05:35 PM

- switched build to visual studio 2013 (hopefully with no side-effects, otherwise let me know)

 

Just out of curiosity, does that also mean you're building against a current DirectX version as well?  I was just lamenting the fact recently that in order to build VPinMAME 2.5, I had to track down a hacked-up DX7 package since there is no compatible distribution from Microsoft anymore.



#120 arngrim

arngrim

    DJ Force Feedback

  • VIP
  • 2,188 posts
  • Location:Charleroi, Belgium

  • Flag: Belgium

  • Favorite Pinball: Monster bash



Posted 24 April 2015 - 07:07 PM

still dx7, but the purpose is to not use directx at all and vp handles the display of vpm directly, like unity is doing it