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The VP 10.7 beta thread


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#1221 Segovia11

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Posted 12 February 2021 - 10:33 AM

Dear Visual development team,

                                                   should the Playslingshot() method be in the command reference as it is not a method that can be used in the script. The slingshot_Hit is a method that can be used in the script, and is supported by the Wall properties editor. Which is more than enough to get the job done!

;)  ;)  ;)


Edited by Segovia11, 13 February 2021 - 12:37 AM.


#1222 Outhere

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Posted 16 February 2021 - 02:19 AM

I'm sure Toxie and Fuzzel would agree that VPX 10.7 beta isn't quite ready for the regular user / player... at least not yet. (please correct me if I'm wrong there guys).

 

I think except for the outstanding sound issues (especially on more complex audio setups, and when using MP3 and OGG), the beta could be used by everybody, at least for playing tables.

 

This Game will not work with 10.7  ---  Cactus Canyon Continued
Something to do with -- controller.vbs

If I swap out the one with 10.6 then it works



#1223 NailBuster

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Posted 18 February 2021 - 02:49 AM

May I suggest a new feature which I think would be 'cool' to add for cabinet users (with a frontend).

 

Goal is to make f6/POV mode be more cabinet friendly with frontend.

 

Here's idea 1:

 

when running with the vpinballx.exe -edit "tablename.vpx" support another parameter like -povmode that will launch directly like f6/POV mode was pressed,  then when in f6/POV mode and you're toggling the diff POV settings(xscale---yscale--etc), have one toggle option be "Save & Exit" and perhaps another "Cancel & Exit" ... and any flipper press on that 'option'  that will save pov/table and close vpx editor/player.  (those save/cancel options would only be there if -povmode was passed)

 

That will allow an alt-run mode directly from frontend to modify POV and saving without grabbing a wireless keyboard, and just using the cab buttons.

 

Here's idea 2:

if the answer is no-way-hose....  I almost have it all done via ahk/scripting.  I just need one small thing....one of the toggle/pov options to be 'blank' so that flipper keys does not change anything.   I have a script popup that will allow user to save/cancel but the flipper keys always change the view during my menu movements.  So the player would select this 'Blank' option then they can press my button for my popup menu.

 

thx



#1224 Rajo Joey

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Posted 18 February 2021 - 06:25 AM

As I understand correctly, the POV would be saved in the table.
Maybe there could be another option, to export the new POV as external file.
So the original table wouldn't be edited and it is easy to get back, whe the external file will be deleted.

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#1225 toxie

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Posted 18 February 2021 - 08:11 AM

 

I'm sure Toxie and Fuzzel would agree that VPX 10.7 beta isn't quite ready for the regular user / player... at least not yet. (please correct me if I'm wrong there guys).

 

I think except for the outstanding sound issues (especially on more complex audio setups, and when using MP3 and OGG), the beta could be used by everybody, at least for playing tables.

 

This Game will not work with 10.7  ---  Cactus Canyon Continued
Something to do with -- controller.vbs

If I swap out the one with 10.6 then it works

 

This is a known issue and due to the CC© table script doing things wrong (which came to light by fixing some things in the core scripts).  ;)
Somebody linked a fixed script somewhere in this thread already.



#1226 NailBuster

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Posted 18 February 2021 - 11:22 PM

As I understand correctly, the POV would be saved in the table.
Maybe there could be another option, to export the new POV as external file.
So the original table wouldn't be edited and it is easy to get back, whe the external file will be deleted.

Gesendet von meinem CMR-W09 mit Tapatalk

 

that is a good idea!  I spent a little time looking at 10.7 code and i made a workaround for now.

 

I made a 'hacky' vpinballxPOV.exe ... ONLY to be used via a frontend using the -play "tablename.vpx" command line.
it will auto-launch into f6/camera mode.
you do your normal pov/flipper stuffs....btw: I removed the z-scale option.  because its based on v10.7 the text is nice in 4k and easily readable.
now you have two options in camera mode.  COIN=cancel and close.  or START Button=Save to POV file and close.  (this is for cab use only so this make sense to do it this way)
this doesn't ever save/touch the vpx file as it only deals with POV files.
Using then new PinUp Popper operator menu script.  You can swap into this 'mode' via a custom script and do the whole POV thing via cabinet keys.
 
thanks to the vpx devs for making v10.7 POV easier to use/read in 4K and different rotations...works well!

Edited by NailBuster, 19 February 2021 - 12:35 AM.


#1227 ronaldvg

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Posted 19 February 2021 - 12:10 AM

 

I'm sure Toxie and Fuzzel would agree that VPX 10.7 beta isn't quite ready for the regular user / player... at least not yet. (please correct me if I'm wrong there guys).

 

I think except for the outstanding sound issues (especially on more complex audio setups, and when using MP3 and OGG), the beta could be used by everybody, at least for playing tables.

 

This Game will not work with 10.7  ---  Cactus Canyon Continued
Something to do with -- controller.vbs

If I swap out the one with 10.6 then it works

 

 

Actually, if you use the script file that is provided in the Github of Thalamus, then the table works just fine. I am running it here under 10.7 just as I do everything else. For most of the original tables (without rom sound) i use 10.6 still because of the sound. I just made a new emulator section in my frontend to do that. Works great.

 

https://github.com/s...pxtable_scripts

 

edit: i just saw that toxie also answered the same, sorry for the double


Edited by ronaldvg, 19 February 2021 - 12:15 AM.


#1228 toxie

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Posted 19 February 2021 - 08:35 PM

 

As I understand correctly, the POV would be saved in the table.
Maybe there could be another option, to export the new POV as external file.
So the original table wouldn't be edited and it is easy to get back, whe the external file will be deleted.

Gesendet von meinem CMR-W09 mit Tapatalk

 

that is a good idea!  I spent a little time looking at 10.7 code and i made a workaround for now.

 

I made a 'hacky' vpinballxPOV.exe ... ONLY to be used via a frontend using the -play "tablename.vpx" command line.
it will auto-launch into f6/camera mode.
you do your normal pov/flipper stuffs....btw: I removed the z-scale option.  because its based on v10.7 the text is nice in 4k and easily readable.
now you have two options in camera mode.  COIN=cancel and close.  or START Button=Save to POV file and close.  (this is for cab use only so this make sense to do it this way)
this doesn't ever save/touch the vpx file as it only deals with POV files.
Using then new PinUp Popper operator menu script.  You can swap into this 'mode' via a custom script and do the whole POV thing via cabinet keys.
 
thanks to the vpx devs for making v10.7 POV easier to use/read in 4K and different rotations...works well!

 

if you want, send me the diff/patch of your changes, and i'll look into it if this can be added properly



#1229 Segovia11

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Posted 19 February 2021 - 08:37 PM

Post Deleted 


Edited by Segovia11, 19 February 2021 - 08:48 PM.


#1230 wiesshund

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Posted 19 February 2021 - 09:16 PM

 

....btw: I removed the z-scale option.  because 

 

Because
Best change ever
People move the z scale and just render their tables unplayable anyways
:) 


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#1231 fuzzel

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Posted 20 February 2021 - 05:29 PM

rev4406 is up:

 

- small improvement to antialiasing 
- delete/do not load duplicate images and sounds (same filename/path in the Sound/Image Manager), and remove dead surface links from items (i.e. if that thingie's name does not exist anymore)
- port fix by freezy for wrong bounceback of gate
- workaround the bug that deleting an image will copy that old alpha over to the next image in the list
- add x,y,z for targets to CommandReference.txt
- add more resolutions
- disable dithering code when running in 10bit output mode
- fix default fullscreen resolution on displays != (width=1920)
- fix output alignment of touch and stereo3D text


#1232 kiwi

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Posted 21 February 2021 - 07:00 PM

 

rev4406 is up:

 

- port fix by freezy for wrong bounceback of gate
 

I preferred the rebound as before, now it seems that the gate bends a little too much on the opposite side,

and the return to position is slow, in reality this movement is not very noticeable.

I think having both movements, the rebound before and the rebound now, would be ideal.



#1233 toxie

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Posted 21 February 2021 - 11:32 PM

small note: 'small improvement to antialiasing' this is for the SMAA mode only


 

 

rev4406 is up:

 

- port fix by freezy for wrong bounceback of gate
 

I preferred the rebound as before, now it seems that the gate bends a little too much on the opposite side,

and the return to position is slow, in reality this movement is not very noticeable.

I think having both movements, the rebound before and the rebound now, would be ideal.

 

More opinions on this? Should i revert this again??



#1234 wiesshund

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Posted 22 February 2021 - 01:37 AM

small note: 'small improvement to antialiasing' this is for the SMAA mode only

More opinions on this? Should i revert this again??

 

 

 

Well...
Ok, i like it but...

Needs more work.
It has an un natural movement, and this is when the ball goes through the right way

50 60 percent of the time, rather than the gate bouncing a bit and gradually loosing momentum and coming to rest
it is just kind of snapping into place as if it was magna-locked

 

Now this is the VPX gate

If i use a prim gate and have it ROT with what the gate says it's position is, it does not seem to display the same behavior

So for some reason the VPX gate model seems to not be quite following what the physics says is going on.

 

Now as for the reverse impact, it needs tightened up a bit, it does seem to move too far as if it is a badly worn and beaten gate

but then when it rebounds from the reverse hit, the rebound is a bit lack luster.
Seems it should move in reverse less, and bounce forward a little more

(and i am talking i hit the thing hard, ball speed of about 50)

But i noticed same thing with using a prim instead of the baked in gate
the prim seemed to exhibit better behavior than the stock gate.

 

So i am not one to throw out the baby with the bath water
I would say it seems like a potentially good feature, but as many people can not 3d model and rely on the stock gate models
i think you would be good to tighten up the behavior.

 

table i tested it on is heavy metal, because i have seen the thing so much, that i could run it slomo in my sleep
and it has 3 gates at the top of the table with lots of potential for reverse impacts at anything from a tap, to high velocity

and it also has a mix of VPX gates and Prim gates (visually)


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#1235 jpsalas

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Posted 22 February 2021 - 05:05 AM

small note: 'small improvement to antialiasing' this is for the SMAA mode only


 

 

rev4406 is up:

 

- port fix by freezy for wrong bounceback of gate
 

I preferred the rebound as before, now it seems that the gate bends a little too much on the opposite side,

and the return to position is slow, in reality this movement is not very noticeable.

I think having both movements, the rebound before and the rebound now, would be ideal.

 

More opinions on this? Should i revert this again??

 

I agree with kiwi. Now when the ball hit a closed gate it moves backwards, like it is broken or something.


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#1236 wiesshund

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Posted 22 February 2021 - 05:31 AM

 

 

 

I agree with kiwi. Now when the ball hit a closed gate it moves backwards, like it is broken or something.

 

 

Played some more

I still like the concept, but it needs some polishing
A small amount of flex back is ok, but it moves too much, and then instead of bouncing back forwards and settling back to closed
it kind of sits there a sec than snaps back
But it seems like it is only acting that way on the baked in gate?

 

Does not seem to behave quite the same way visually with my prim gates, and they are simply tied to the non rendered gate
just a simple match the rotation thing, so nothing fancy, no pseudo physics being scripted

 

not sure why the baked in gate's animations do not match?


Edited by wiesshund, 22 February 2021 - 05:31 AM.

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#1237 kiwi

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Posted 22 February 2021 - 10:37 AM

small note: 'small improvement to antialiasing' this is for the SMAA mode only


 

 

rev4406 is up:

 

- port fix by freezy for wrong bounceback of gate
 

I preferred the rebound as before, now it seems that the gate bends a little too much on the opposite side,

and the return to position is slow, in reality this movement is not very noticeable.

I think having both movements, the rebound before and the rebound now, would be ideal.

 

More opinions on this? Should i revert this again??

No, maybe we need to try again and get used to this novelty.

 

At first it seemed strange to me that a plate gate would bend so much, but in reality (again) there are no precision fits between the various components,

plus there is also wear, and a wire gate maybe bends even more.

 

As you increase the gravity factor the movement feels more natural, try 2 or more.

 

It is not clear to me how it works, most of the time it moves backwards, but it also moves on the opposite side, or does it not move at all, is it random?

 

I have already requested this, if we can have a Hit Event to assign a sound when the gate is hit from the closed side.



#1238 freezy

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Posted 22 February 2021 - 03:36 PM

It was a change I made in VPE because the original gate collision animation seemed weird:

 

Original collision:

 

 

Updated collision:

 

 

Originally it would clip into the ball. You guys are saying the original Animation made more sense?



#1239 freezy

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Posted 22 February 2021 - 04:00 PM

For those wondering whether VPE is the same as VPX, here there same animation in VPX:

 

Originally:

 

 

Now:

 



#1240 Ben Logan

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Posted 22 February 2021 - 08:39 PM

Love the collaborative spirit between VPE and VPX.