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The road to VP10


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#101 Pinbotfan

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Posted 20 May 2014 - 10:07 PM

Perhaps a compromise and perhaps even no need for two types (round and custom lights) would be for custom lights to be round until shaped. 



#102 gtxjoe

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Posted 21 May 2014 - 12:53 AM

I like this! Here is some feedback - take it or leave it :)

I think radius of light is currently diameter of light, i.e if light is 50 units wide, radius set to 25 should illuminate it completely, currently requires to be set to 50

What units are fade speed in? may msec would be easier to understand

Do real bulbs turn on quicker and turn off slower, if so need to be able to specify fadein and fadeout.

Maybe allow for two light objects, one round shape where you can specify radius and the custom shape. I hate creating round lights in current VP :)

If no image selected, maybe default to a darkened insert of the selected color or to image that exists on that surface.

[also - show grid and grid units is missing from editor]

Edited by gtxjoe, 21 May 2014 - 12:56 AM.


#103 kiwi

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Posted 21 May 2014 - 06:25 AM

 

Edit : @VP10_LightTest1

 

The ball does not have the correct aspect ratio, is crushed, sometimes is transparent and seems to be made of glass, very cool effect.
After a few launch of the rendering, the frames go down and make VP unplayable.

Entering and exiting a couple of times from the rendering VP10 returns to work fine.

 

Thanks

 

Max

Yes the ball has some issues and I'm not satisfied with that "glass effect". With what table do you get these slow downs after some launches? And finally what type of aspect ratio do you have set in the video settings? I set "At full screen anti-stetch..." to 16:9. I haven't tested out all combinations yet ;)

 

Yesterday I tried with my tables, Tri Zone and Gladiators
today, with VPX_LT2, I trying with Bodydump Airborne and the frames go down.

 

frames.png

With all three combinations Stretch.. Don't.. Anti.. , nothing changes, the appearance of the ball is always the same, my screen is 16/10 (1920x1200).
The texture of the ball seems to be rotated by 90 degrees, which is why it seems transparent.

 

ball.png

 

Thanks

 

Max



#104 fuzzel

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Posted 21 May 2014 - 10:41 AM

And the slow downs start after you start/stop the table multiple times or is it slow from the first beginning. I don't see these slow downs on my rig, but that doesn't mean that something is wrong :)

 

If you use the old ball image there can be some display issures. VP10 uses the image as a sphere map and wraps the image around the ball. The aspect ratio must be changed because I use the old calculation for VP9 ball sprite algo.

 

 


Yesterday I tried with my tables, Tri Zone and Gladiators
today, with VPX_LT2, I trying with Bodydump Airborne and the frames go down.

 

frames.png

With all three combinations Stretch.. Don't.. Anti.. , nothing changes, the appearance of the ball is always the same, my screen is 16/10 (1920x1200).
The texture of the ball seems to be rotated by 90 degrees, which is why it seems transparent.

 

ball.png

 

Thanks

 

Max

 

 



#105 unclewilly

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Posted 21 May 2014 - 10:50 AM

Now to find a good sphere map texture

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#106 kiwi

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Posted 21 May 2014 - 11:09 AM

And the slow downs start after you start/stop the table multiple times or is it slow from the first beginning. I don't see these slow downs on my rig, but that doesn't mean that something is wrong :)

 

If you use the old ball image there can be some display issures. VP10 uses the image as a sphere map and wraps the image around the ball. The aspect ratio must be changed because I use the old calculation for VP9 ball sprite algo.

 

 


Yesterday I tried with my tables, Tri Zone and Gladiators
today, with VPX_LT2, I trying with Bodydump Airborne and the frames go down.

 

frames.png

With all three combinations Stretch.. Don't.. Anti.. , nothing changes, the appearance of the ball is always the same, my screen is 16/10 (1920x1200).
The texture of the ball seems to be rotated by 90 degrees, which is why it seems transparent.

 

ball.png

 

Thanks

 

Max

 

 

It slows down after a few start / stop of the table (approximately, 6 /7 times), the same thing happens to me even with VP_physmod.
For the ball I thought there was already a sphere map image by default.

 

Thanks

 

Max



#107 fuzzel

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Posted 21 May 2014 - 12:25 PM

ah then this seems to be a driver issue. I thought that this slow downs come from the fact that I forgot to free a shader resource or did something wrong with one of the shaders. But the physicsmod doesn't use selfwritten shaders it's based on VP9.9.0 DX9.

 

The default ball image or all other ball images you will find in other tables are just simple images/photos of a ball but it's not a sphere map.



#108 unclewilly

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Posted 21 May 2014 - 01:01 PM

I know. I tried the chrome white from fp but it doesn't look quite right.
Need to find something better.

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#109 maceman

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Posted 21 May 2014 - 08:22 PM

amazing to see this version in progress!!! Great work guys!!

Cheers,

Maceman


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#110 Mitchell

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Posted 21 May 2014 - 08:53 PM

Cool gonna test those out. Will keep checking back for more wips. :)


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#111 mukuste

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Posted 22 May 2014 - 08:02 AM

I implemented alpha walls since this was a common wishlist item.

 

You can enable transparency for walls by checking the "Transparent" checkbox. (This is analogous to setting the ramp type to Alpha). After that, you have two options to make the wall actually transparent: you can either set the Opacity value in the range of 0-255, 0 being invisible, 255 fully opaque; this value will apply both to walls with a solid color and to those with a texture. Or use a texture which has an alpha channel already built in.

 

I also want to convert ramps to this new transparency model since I think it's convenient to be able to specify the opacity directly in the editor.



#112 unclewilly

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Posted 22 May 2014 - 10:57 AM

That is awesom. I can't wait to check it out. This will make things much easier for doing plastics.
The adjustable opacity for walls and ramps is something we needed for quite some time

Thank you guys so much for this

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#113 kiwi

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Posted 22 May 2014 - 11:16 AM

No problem select each time the drawing mode from solid to outline, nice if this setting was saved in the registry.

 

Thanks

 

Max



#114 unclewilly

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Posted 22 May 2014 - 12:27 PM

Is the source for this branch available at sourceforge.

Maybe I'll try and figure out how to compile them so I can test features at home.
Just to curb my own excitement

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#115 mukuste

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Posted 22 May 2014 - 02:31 PM

It's up at SourceForge; but I think it's easier if we just post occasional test builds again, then you don't have to bother with compiling it yourself. Of course, these are only for testing and will come with the standard disclaimer that no backward or forward compatibility is guaranteed.



#116 unclewilly

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Posted 22 May 2014 - 02:58 PM

Oh I know. I just like seeing the features in vp.

It's like being a kid in a candy store

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#117 Slydog43

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Posted 22 May 2014 - 07:46 PM

I enjoy reading about the progress, I get so excited when there are new posts in this and a few other threads, thanks guys



#118 JavaJack

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Posted 22 May 2014 - 09:03 PM

It's up at SourceForge; but I think it's easier if we just post occasional test builds again, then you don't have to bother with compiling it yourself.

It's been a year or two since I looked into this. Can you now build with an Express version of Visual Studio? I know in the past you couldn't because Express lacked ATL.



#119 fuzzel

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Posted 22 May 2014 - 09:23 PM

Ah btw. I changed the lights in a way that you can create round lights again but they are made with custom lights. I think I will add a checkbox in the settings where you can define this. Another thing is that you don't need to define an off image if this is empty you will see a round light with the color you defined.



#120 mukuste

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Posted 22 May 2014 - 09:53 PM

 

It's up at SourceForge; but I think it's easier if we just post occasional test builds again, then you don't have to bother with compiling it yourself.

It's been a year or two since I looked into this. Can you now build with an Express version of Visual Studio? I know in the past you couldn't because Express lacked ATL.

 

 

Yes, you can, but you need to install the Windows DDK (also a free download) since that has ATL.