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VP10 is here (beta)

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#1261 toxie

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Posted 05 March 2015 - 09:24 PM

Its just a wall object with the same image visible on the top only. Now, in VP9 this worked perfectly but VP10 it seems there is an extra step i am missing here. Not to familiar with this material editor.

 

Maybe you can send me the version as PM so i can see how you did setup everything.



#1262 3rdaxis

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Posted 05 March 2015 - 09:49 PM

I don't see that option?

https://pinside.com/.../2#post-2289278


I think i figured it out.



#1263 sliderpoint

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Posted 05 March 2015 - 09:57 PM

Yep you need to assign materials to all objects. This is new to VP10.  The pink hue is just a way to show that you don't have a material yet assigned. I exported the materials from the default table and  from JP's smurf test table then imported them into the my table for use/editing/messing around.

 

-Mike



#1264 3rdaxis

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Posted 05 March 2015 - 10:01 PM

Thanks man that did it



#1265 ICPjuggla

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Posted 05 March 2015 - 10:07 PM

@Shockman: with the next revision you can define your own default color for materials in the editor options :)

Super. Thanks.
If we can now set our defat material to any color, will setting it to pure black mean the defat material will be transparent and not affect objects etc. added to the table? Or will the objects now show up black?

Edited by ICPjuggla, 05 March 2015 - 10:08 PM.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#1266 toxie

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Posted 05 March 2015 - 10:12 PM

 

Do you have a link to the version that crashes?

Download  Neither 99x or physmod opens.

 

 

Wrong link ;), but i found the road kings and fixed the issue.



#1267 fuzzel

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Posted 05 March 2015 - 10:12 PM

It will show up just black. The new setting is just for the base color of a dummy material which is used for all elements which don't have a material assigned.


Edited by fuzzel, 05 March 2015 - 10:12 PM.


#1268 3rdaxis

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Posted 05 March 2015 - 10:18 PM

Thanks for the help guys!! I'm off to the races now.

https://pinside.com/.../2#post-2289278



#1269 toxie

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Posted 05 March 2015 - 10:22 PM

Curious how it will turn out in the end.. :)



#1270 ICPjuggla

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Posted 05 March 2015 - 10:40 PM

It will show up just black. The new setting is just for the base color of a dummy material which is used for all elements which don't have a material assigned.


Okay, thx for the info I guess I'm still stuck thinking VP9 where pure black is transparent! So that's not the case with VPX going forward, pure black is pure black?

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#1271 Sindbad

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Posted 05 March 2015 - 11:55 PM

Ooops,

 

I ran into problems. Vector is on the finish track, so I've started converting Buck Rogers to VP10. There's a collection of triggers for the vari target. I grouped them together via the collection manager. The triggers overlap. When the "varitarget_Hit(idx)" routine fires, the variable "idx" (which should contain the index of the trigger which fired) contains something mysterious. Maybe the reason is that always more than one triggers fire at the same time. With the MsgBox statement I'm able to display the variable "idx", it contains 0. But as soon as I use the variable "idx" inside the script, I'll get the message "automation type not supported" - translated from German to English, maybe the English message is not exact the same. 

 

So I thought maybe the script has an error. But When I call the script directly with "varitarget_Hit 0" or with other numbers, the script works correct. So for me it seems that "idx" isn't set correct. "IsObject(idx)" and "IsArray(idx)" return both "False". But what is inside the "idx" variable? A simple "tmp = INT(idx)" brings the same error. The script works perfect under VP9.9. Has something changed?



#1272 jimmyfingers

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Posted 06 March 2015 - 12:11 AM

I've also witnessed some oddities with groups / collections not firing correctly in VP10 and briefly raised it in the alpha phase, however, didn't get to making a test table and specifically listing the problem for the devs.  I will have to try and dig that old test table back up and forward it along in a bug tracker.  Real life taking priority at the moment though.

 

But wanted to say, that you're not alone Sindbad in witnessing some odd group _hit events.  Maybe something since the "grouping" aspect was added to the collections. I've also found that adding items from the right click and table context menu seemed unreliable so I resorted to always manually adding in the collection GUI / drop down item vs. the context menu options for an object.  Maybe try that for your collection as well and see if you get different results / findings.



#1273 freneticamnesic

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Posted 06 March 2015 - 03:50 AM

ss beta link https://app.box.com/...e38qpgef5pstaxc

0JP5hmv.jpg



#1274 The Loafer

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Posted 06 March 2015 - 03:56 AM

Hi guys,

 

Got an OS crash this evening while testing one of the newer VPX table betas.  This did not happen during multi-ball or while the ball was hitting an object, so it's possible this was just what I called it, an OS or video driver crash, though I've not seen one of these since WinXP days (I am using Win7).  The game just froze and I heard a humming sound, had to reboot. Issue did not happen on second play through of same table.  Pretty sure this is unrelated to VPX, but thought it was right to mention it. 

 

I noticed a properties page automatically pops up when loading VP, is that normal?

 

First time I try the camera setting to adjust backdrop; this is pretty awesome, well done!  Is it possible to add a "repeat key" option if held down for a couple of seconds? 



#1275 The Loafer

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Posted 06 March 2015 - 04:14 AM

When someone says "FS tables can't show decent depth compared to a desktop table", can we show them this table?  Playing it just now, IMHO I felt this was one of the better backdrop settings I've seen yet. 
 
Plays super well, when I was missing shots, it felt like it was my fault, not due to flipper settings. Well done!

Edit: I thought I had clicked on "quote", this message refers to Fren's Sharkey's Shootout". Outstanding beta!

Edited by The Loafer, 06 March 2015 - 03:06 PM.


#1276 ClarkKent

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Posted 06 March 2015 - 07:17 AM

This is really really nice!

 

I only found two small things until now: You can stop the ball coming from the right inlane with the right flipper unrealistic easy, on the left side it's ok. And don't you think the light cones are too sharp?

 

I still have a strangely warped ball, like it would be squashed or something. The setting 0,0 and 1,5 does not really help. I hope there is a practical solution for this some time...



#1277 toxie

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Posted 06 March 2015 - 07:31 AM

Something completely else: The next build will feature optimized loading and saving performance (if you re-save a table with this new build first, of course).

Especially on large tables like MB, the difference is huge.

 

There is one downside though: Older VP10 builds will NOT be able to load tables that are saved with this new build, so you won't be able to compare the different versions anymore, as soon as you re-save.

 

 

Of course, loading old VP9 and VP10 tables is not affected by this change.

 

 

So please backup all your WIPs before saving with the new VP10 build in case you want to go back to old VP10s for tests!


Edited by toxie, 06 March 2015 - 08:24 AM.


#1278 fuzzel

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Posted 06 March 2015 - 07:55 AM

rev1809 is up:

 

- workaround for issue with road kings table
- let user define default material base color in the editor options
- disable encryption for table elements (major performance boost when lots of primitives on table)
- make ambient color actually do something useful
- optimize triangle index optimization
- fix floating property dialog issues and add a new option in the editor preferences to activate/deactivate the floating option for the properties.
 



#1279 Shockman

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Posted 06 March 2015 - 01:54 PM

Damn.

 

This is great guys. I hope you don't think I am causing extra effort that would not generally go far. I chose a default color for empty property that I thought just might be better for my bad color vision and the last few elements lit up like a christmas tree. Literally. Hot pink and pure brightest green work great.

 

I even noticed some of it in the editor, befor I did first run of the table. The pop bumpers showed that. Not because I had no material set, but because I had the cap not visible (on purpose). Making the cap visible, giving it a material, and making it invisible again  eliminated the alert color, just as I hoped it might. So cool.

 

It gave me an idea though. How hard would it be to implement that alert color to all the elements in the editor view?

 

No more problems loosing the editor, But so far I have not had the problem of the table coming up behind the editor, so still nervous.

 

Hella build.


Edited by Shockman, 06 March 2015 - 02:02 PM.


#1280 Argo

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Posted 06 March 2015 - 02:25 PM

http://www.bluesnews...leased-for-free

 

 
PhysX Source Code Released for Free!





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