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The VP 10.4 beta thread


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#101 sliderpoint

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Posted 13 August 2017 - 10:55 PM

 

crash dump? ;)

 

 

 

My latest editor crash from build 3167:  dump

 

-Mike



#102 jpsalas

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Posted 14 August 2017 - 05:12 PM

And here it is a dump. I was just selecting a few objects with the mouse. All my crashes are almost when selecting with the mouse.

 

https://app.box.com/...2nfp6jyevzvm6z0


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#103 fuzzel

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Posted 14 August 2017 - 06:32 PM

Ok I hope I found the reason for both crashes. Will be available on the next build.



#104 javier1515

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Posted 14 August 2017 - 06:58 PM

 

I would like to repeat the request I made in the 10.3 thread - Please add support for adding compressed sound formats to the sound manager, rather than having to use PlayMusic.

 

Yes, that will be really nice, like the ogg format :)

 

 

 

 

Would be great if you could implement more sound formats to the sound manager.
 
Please please please ...    :lusty:

"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#105 toxie

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Posted 14 August 2017 - 07:49 PM

I know, i know.. Currently still busy with real life, so only small features from my side.. :/



#106 rothbauerw

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Posted 15 August 2017 - 01:44 AM

@nfozzy - nice work on the flipper testing.  While I find the current flipper physics to be "acceptable", you are spot on with your recommendations.  I reached similar conclusions with my own testing.

 

Here are my thoughts on kickers:

 

  • I wouldn't try to "hack" the ball behavior entering the kicker
  • Instead, let the physics engine control the ball behavior
    • We'd need to be able to punch holes of different shapes through the playfield, for kickers and scoops for example
    • These holes would behave as "empty space", thus allowing the physics engine to control ball behavior, no forcing the ball through the playfield the way the kicker with "fall through" option current does
    • This would allow the ball to drop partially through the playfield if a wall is placed beneath the hole
    • The kicker shouldn't "grab" the ball until the ball drops below a certain velocity (on Flash Gordon, the kicker is disabled until the x and y velocities are below 0.05 and the ball is above the kicker)
  • The above gives the author the ability to control the shape of the kicker, and to some extent, the behavior of the ball
  • Maybe add a default kicker physical object that allows the author to specify depth of the kicker, angle of bevel, and inner radius of bevel?  (on Flash Gordon, the kicker shape was created with a wall, a beveled primitive, and a few ramps to capture the ball in the center of the kicker)

Probably as clear as mud, right?!  :stunned:



#107 gtxjoe

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Posted 15 August 2017 - 03:07 AM

is there a kicker shaped primitive available to test ball behavior on?

#108 hauntfreaks

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Posted 15 August 2017 - 04:39 AM

kicker shaped primitive

Joe what do you mean??   just curious 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#109 kiwi

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Posted 15 August 2017 - 09:33 AM

TextBox text is not really aligned to the right, it looks more centered,

when I change the alignment from right to left, and change again to the right, Vp always crashes.

Crash report VPX rev3167
============
Process: vpinballx3167.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 001B:004FFBB3
Attempt to read from 0x00000000
Thread ID: 0xDE0 [3552]

Call stack
==========
004FFBB3  (0x00D5029C 0x00000111 0x0009000B 0x001a0214)
7E398734  GetDC + 0x6D (0x004FF8A0 0x00D5029C 0x00000111 0x0009000b)
7E3A3CE4  EnumDisplaySettingsA + 0x27D (0x00000000 0x004FF8A0 0x00D5029C 0x00000111)
7E3A3B30  EnumDisplaySettingsA + 0xC9 (0x00000000 0x00000111 0x0009000B 0x001a0214)
7E3BE599  DefDlgProcA + 0x22 (0x00D5029C 0x00000111 0x0009000B 0x001a0214)
7E398734  GetDC + 0x6D (0x7E3BE577 0x00D5029C 0x00000111 0x0009000b)
7E398816  GetDC + 0x14F (0x00000000 0x7E3BE577 0x00D5029C 0x00000111)
7E3A927B  GetParent + 0x16C (0x00F19308 0x01F57A20 0x0009000B 0x001a0214)
7E3BB6C4  DialogBoxParamA + 0x580 (0x001A6470 0x00000009 0x00004000 0x001a6470)
7E3BB9EB  IsCharLowerA + 0x162 (0x001A6470 0x00000001 0x00000001 0x01f46870)
7E3C82DA  DeregisterShellHookWindow + 0x801A (0x001A6470 0x000103E8 0x00A70286 0x01f46870)
7E3BB688  DialogBoxParamA + 0x544 (0x01F46870 0x00000111 0x000103E8 0x00a70286)
7E3BB49E  DialogBoxParamA + 0x35A (0x001A0214 0x00000111 0x000103E8 0x00a70286)
7E398734  GetDC + 0x6D (0x7E3BB44A 0x001A0214 0x00000111 0x000103e8)
7E398816  GetDC + 0x14F (0x00000000 0x7E3BB44A 0x001A0214 0x00000111)
7E3A927B  GetParent + 0x16C (0x00F46870 0x01F57950 0x000103E8 0x00a70286)
7E3A92E3  SendMessageW + 0x49 (0x001A0214 0x00000111 0x000103E8 0x00a70286)
7E3BCA66  SetDlgItemTextA + 0xF4 (0x001A65B0 0x00000001 0x00000200 0x0000000d)
7E3E29BE  GetKBCodePage + 0x816 (0x001A65B0 0x0000000D 0x00000025 0x001a65b0)
7E3E2D74  GetKBCodePage + 0xBCC (0x00000002 0x00000202 0x0000005F 0x00000025)
7E3B562C  WINNLSGetIMEHotkey + 0x1EA7 (0x01F46938 0x00000202 0x00000000 0x0025005f)
7E3B3358  EditWndProc + 0x358 (0x00A70286 0x00000202 0x00000000 0x0025005f)
7E398734  GetDC + 0x6D (0x7E3B330C 0x00A70286 0x00000202 0x00000000)
7E398816  GetDC + 0x14F (0x00000000 0x7E3B330C 0x00A70286 0x00000202)
7E3989CD  GetWindowLongW + 0x127 (0x0012FD60 0x00000001 0x7E3BC689 0x00530167)
7E3996C7  DispatchMessageA + 0xF (0x0012FD60 0x00330038 0x0012FDA8 0x0012fd94)
00530167  (0xFFFFFFFF8D560C5D 0x068B0873 0xFFFFFFFF8BFC4589 0x073d0443) (0x
Environment
===========
Date/time: 15/8/2017, 11:12:47:828
Number of CPUs: 4
Processor type: 586
System: Windows XP

Memory status
=============
Total Reserved: 247772K (241M) bytes
Total Commited: 500568K (488M) bytes
Total Free: 1348748K (1317M) bytes
Largest Free: 523948K (511M) bytes

Registers
=========
EAX=00000000 EBX=00000000 ECX=086DEAA0 EDX=0012F340
ESI=0000000B EDI=00170274 EBP=8B55FF8B ESP=8B55FF93 EIP=00000000
FLG=00010246 CS=001B DS=0023 SS=0023 ES=0023 FS=003B GS=0000


Failed to save minidump.


#110 gtxjoe

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Posted 15 August 2017 - 10:13 AM


kicker shaped primitive

Joe what do you mean??   just curious 

The previous post was talking about better ball physics when entering saucers or kicker holes. Since primitives can be set to collidable, do we have saucer or kicker primitive to test with?

#111 dark

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Posted 15 August 2017 - 11:14 AM

 

 

kicker shaped primitive

Joe what do you mean??   just curious 

The previous post was talking about better ball physics when entering saucers or kicker holes. Since primitives can be set to collidable, do we have saucer or kicker primitive to test with?

 

The kicker+saucer in Gilligan's island(vpx) are primitives if you want to try those.



#112 lodger

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Posted 15 August 2017 - 11:36 AM

Hey all-

 

I just wanted to say that its amazing to see what vpx is becoming! thanks for your hard work (its also so much easier to design in!!!).

 

I had 2 ideas that could really help speed along builds:

 

1) would it be possible/easy to implement a walls option that is a uniform width (similar to the way that singe wire ramps work)?. This would be really nice for places on real tables that consist of just a bent sheet of metal that is uniformly thick.

2) it would also be awesome for single wire ramps to have an easier way of adding end points to mount to the table. Things get really fiddly when you are trying to get a single wire ramp to go vertical in a spot (I've usually taken the less than satisfactory "just use a wall" to do the vertical bit.) I've seen some people add a bunch of nodes to progressively bend the wire upward in the desired fashion, but my results havent been the best with this approach.

 

Thanks and please let me know if I can help clarify my feedback at all, etc!


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#113 toxie

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Posted 15 August 2017 - 09:06 PM

 

 

So... is that a 'no' on the 'block transmit'...  lol.

 

not so sure, that's why i didn't answer yet.. maybe you can elaborate a bit more on the exact mechanism you have in mind here?

 

 

Sure,  I have a light object that's height is setup below a prim bumper cap.  I have the transmit on at .5.  It causes the bumper cap to light up nicely.  but it also transmits to a primitive ramp that is above the bumper cap as well.  I would like to not have any of those transmit to the prim. ramp.

 

some images

The light objects:

lights.png

 

The lights on with no bumper caps:

onnobumpercaps.png

 

With bumper caps, lights Off:

bumpersoff.png

 

Now lights on:  You can see how it looks if the light transmits on to the front bumpercap.  But there is a white washing now on the prim ramp that hides the other bumpers:

bumperson.png

 

I can shoot you a link to the current WIP of this table to check out. I also had a problem with enabling/disabling a trigger that I messaged you about a while back as well.

 

-Mike

 

 

this is now in with the next build.. there is a new setting for primitives: disable lighting from below (0..1)



#114 Ben Logan

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Posted 15 August 2017 - 09:16 PM

Sliderpoint, looks like you're working on a VPX version of Cyclone? If so, awesome!

#115 hauntfreaks

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Posted 15 August 2017 - 09:28 PM

 

 

kicker shaped primitive

Joe what do you mean??   just curious 

The previous post was talking about better ball physics when entering saucers or kicker holes. Since primitives can be set to collidable, do we have saucer or kicker primitive to test with?

 

Joe also there are kicker models in your spider man that i added... the cup and the kicker arm as well....


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#116 Patrick2610

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Posted 16 August 2017 - 01:48 PM

Sliderpoint, looks like you're working on a VPX version of Cyclone? If so, awesome!

 

That's Very good of you, Sliderpoint..


Edited by Patrick2610, 16 August 2017 - 01:50 PM.


#117 cyberpez

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Posted 16 August 2017 - 03:58 PM

I've done a couple different kicker hole types for different tables I've worked on.  Funhouse has a pretty good one for the hole next to the blue bumper.  I think bttf was different shape for the clocktower kicker also.  If you were looking for something different I could mock something up, I'd just need a side profile of what you were after.



#118 RustyCardores

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Posted 17 August 2017 - 07:46 AM

When selecting an item from the Object DropDown menu, would it be possible to have that item appear in a different colour in the wireform display?  It would make it much easier to see its table position for those times when setting surround sound positions manually.

 

Also, could the Select Object dropdown be scrollable?


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#119 fuzzel

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Posted 17 August 2017 - 07:56 AM

When selecting an item from the Object DropDown menu, would it be possible to have that item appear in a different colour in the wireform display?  It would make it much easier to see its table position for those times when setting surround sound positions manually.
 
Also, could the Select Object dropdown be scrollable?

Sorry but that isn't possible. If you want a detailed overview of objects you can use the search/select element dialog.

All the UI requests are more or less not that easy to implement. The overall structure of the editor and the use of mfc and core UI api makes it nearly impossible to add such things without reworking big parts of the editor.

#120 RustyCardores

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Posted 17 August 2017 - 08:37 AM

When selecting an item from the Object DropDown menu, would it be possible to have that item appear in a different colour in the wireform display?  It would make it much easier to see its table position for those times when setting surround sound positions manually.
 
Also, could the Select Object dropdown be scrollable?

Sorry but that isn't possible. If you want a detailed overview of objects you can use the search/select element dialog.

All the UI requests are more or less not that easy to implement. The overall structure of the editor and the use of mfc and core UI api makes it nearly impossible to add such things without reworking big parts of the editor.

Thanks all the same. :)


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