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VP10 is here (beta)

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#1181 Sindbad

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Posted 03 March 2015 - 08:03 PM

I just tried to change the "Light.Visible" flag from within the script, it works perfect. Now we are able to hide and unhide backdrop lights from within the script depending on the Table.ShowDT value. Thanks for implementing this feature, you guys rock!



#1182 freneticamnesic

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Posted 03 March 2015 - 08:04 PM

yea my bad didn't happen



#1183 bent98

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Posted 03 March 2015 - 10:18 PM

Two questions.

 

1) Is the vbs scripts zip provided with the VPX beta compatible with vp 9? I dont want to overwrite and screw up my vp 9 install.

 

2) I was playing around with the AA in the nvidia control panel and made a separate config for vpx.exe.  No matter what combination of settings I tried yield sub par results  However the 4x AA setting in the VPx video options really does a nice job to smooth things out. When enabled with vsync, I got about 52-60 fps but the table has intermediate micro stutter. My video card is a GTX 660ti 3GB. I really don't understand why Nvida AA doesnt yield good result and also wondering if there is more optimization to make the 4x setting in vp run without stutter?



#1184 The Loafer

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Posted 03 March 2015 - 10:22 PM

They have stated the vbs are backward compatible.  However, if you modified any of your existing vbs (such as changing a coin insert from 3 to 5 for some Gottlieb tables) then you would need to modify those in the new vbs.



#1185 randr

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Posted 04 March 2015 - 12:02 AM

Loafer is correct

randr___pinball.png                         


#1186 Shockman

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Posted 04 March 2015 - 01:40 AM

Sig. Updated with the latest. A single build. Requires rev1789 or later.

 

- Backbox lights off for full screen version, in-field digits working again.

 

- Backdrop lights off image in DT mode.

 

- more subtle nudge settings.

 

- Pop target image rotated because I could not otherwise get rid of a dark strip on them with GI on.

 

- Primitive acorn bolt caps

 

dt_t.jpg fs_t.jpg


Edited by Shockman, 04 March 2015 - 03:37 AM.


#1187 randr

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Posted 04 March 2015 - 03:24 AM

Had to rem out line 248 on wip
Also ccontroller.txt don't seem to be working for my backglass. Table looks great wip-98 wow

Edited by randr, 04 March 2015 - 03:36 AM.

randr___pinball.png                         


#1188 Shockman

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Posted 04 March 2015 - 03:33 AM

If you are talking about my table, it only works (line 248 anyway) with the latest VP10 build.



#1189 randr

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Posted 04 March 2015 - 03:44 AM

Ah! I need to re download newest build. Sorry
Ok update fixed :) did have to add material to apron and instruction cards but wow what a great looking vp10 table

randr___pinball.png                         


#1190 Shockman

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Posted 04 March 2015 - 03:51 AM

...
Also ccontroller.txt don't seem to be working for my backglass. ...

 

I got that code from a gtxjoe post here http://www.vpforums....showtopic=30210. It is suppose to create the .txt file. If you can not figure out what's wrong with it, you will have to ask him about it.


Ah! I need to re download newest build. Sorry
Ok update fixed :) did have to add material to apron and instruction cards but wow what a great looking vp10 table

Oh No! Is there pink in there? The pink used is a bad color for color blind people. It looks white or grey to me depending on where it's at. What material did you use?


Edited by Shockman, 04 March 2015 - 03:48 AM.


#1191 randr

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Posted 04 March 2015 - 04:16 AM

Plastic with image

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#1192 toxie

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Posted 04 March 2015 - 06:52 AM

the next build will feature two different images for the backdrop (DT & FS), so that you guys don't have to replace it 'manually' via workarounds..

 

EDIT: i also changed the brightness scaling of the backdrop image when enabling the day->night setting there. should better match the rest of the table now.


Edited by toxie, 04 March 2015 - 06:59 AM.


#1193 fuzzel

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Posted 04 March 2015 - 08:41 AM

rev1799 is up :

 

- change day->night brightness scaling for backdrop image to better match the rest of the table
- have separate BG images for DT & FS
- increase UI input box for nudge
- the element settings is a floating dialog (can be moved to another monitor)
- slightly blur AO and move before bloom stage
- update properties if list of materials has changed
- material manager dialog isn't modal anymore (can be always active and moved to a second monitor)
- add sort feature for search/select dialog and initialize string buffers to 0
 

 

This revision was built with Visual Studio 2013 please test it on WinXP if it still works.



#1194 freezy

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Posted 04 March 2015 - 09:42 AM

@devs: Unreal engine 4 and Valve's Source engine recently went free. Is that something VP could leverage, e.g. for better rendering?

#1195 fuzzel

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Posted 04 March 2015 - 09:44 AM

Yes sure if you want to develop a complete new VP than it could be an option ;)



#1196 bent98

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Posted 04 March 2015 - 12:47 PM

Toxie can you answer my post 1183 question 2?

#1197 Argo

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Posted 04 March 2015 - 01:11 PM

When dx12 becomes available, in the future I hope to see a vp11 with UE4 :dblthumb:



#1198 fuzzel

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Posted 04 March 2015 - 01:13 PM

Well dreaming isn't forbidden... :D

#1199 toxie

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Posted 04 March 2015 - 01:25 PM

@devs: Unreal engine 4 and Valve's Source engine recently went free. Is that something VP could leverage, e.g. for better rendering?

 

There is some stuff to learn from for sure (i looked at their shaders yesterday, its all pretty clean, but then again also nothing -really- groundbreaking in there that wasn't already published before), but as Fuzzel said, its also a huge effort.

Also for me personally it would be kind of boring, as i like coding/improving the rendering part of VP, whereas with UE4 it would be much more integration coding (comparable to the stuff that was done already in Unit3D pinball).   :/



#1200 randr

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Posted 04 March 2015 - 01:30 PM

Would it be trouble to add .3ds to vp10 for model import? If I want just one texture for model .3ds is so much easier :)

randr___pinball.png                         






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