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VP10 is here (beta)

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#1281 freneticamnesic

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Posted 06 March 2015 - 03:57 PM

 

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...

 

 

Thanks, I'm still tweaking physics, I'm not happy with flippers 100% so I'll improve them

I agree on the ball, but I wonder if it's my sort-of extreme FOV settings? My pool balls are a little skewed as well if you look at it straight on

 

The lights coming out of the mystery ball? I think they're good :) The light is inside the ball so it casts a sharp shadow as the light is hitting the edges of the mystery ball exits

It raises a similar question though as far as VP10 lighting - I have another table that uses these kind of lights for spotlights, and the sharp edge is the same, and it's not ideal.

 

for devs:

Would it be possible to have two falloff settings for bulb lights? Could we have something like "center falloff" which we currently have, and "shape falloff" or something, for custom shaped lights, so you don't get harsh edges like this when you're using spotlights? 

And another thing I'd like to see with lights: the ability to rotate... I've got a few lights that would be great to have the vertical against a wall instead of sticking straight out. I can sort of get around this by setting modulate to 1 and setting intensity very high, but it has it's limitations...



#1282 fuzzel

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Posted 06 March 2015 - 05:12 PM

The settings for the anti stretch ball don't help completely you have to tweak the backdrop settings to get good results. Keep in mind that a to high layback results in squashed balls.

#1283 sliderpoint

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Posted 06 March 2015 - 05:43 PM

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.
 

Workaround?  Is there something that I should change about that table to avoid future issues?

 

Thanks for your work!

-Mike



#1284 fuzzel

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Posted 06 March 2015 - 07:33 PM

 

for devs:

Would it be possible to have two falloff settings for bulb lights? Could we have something like "center falloff" which we currently have, and "shape falloff" or something, for custom shaped lights, so you don't get harsh edges like this when you're using spotlights? 

And another thing I'd like to see with lights: the ability to rotate... I've got a few lights that would be great to have the vertical against a wall instead of sticking straight out. I can sort of get around this by setting modulate to 1 and setting intensity very high, but it has it's limitations...

 

That's not so easy because the new bulb light actually a fake. Maybe flashers are better in this case.



#1285 freneticamnesic

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Posted 06 March 2015 - 07:34 PM

Bummer, that requires some photoshop skill



#1286 Shockman

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Posted 06 March 2015 - 07:46 PM

That is a bummer. I was just working on a situation and came back to second that, and find it shut down.

 

Is it just me, or is falloff all there is to a light with bulb on? I tried all kinds of shapes and sizes, as well as intensity and falloff power settings and I see absolutely nothing between the fall off boundary and the light size boundary. It should build up inside the falloff and fade out from there to the light size, shouldn't it?

 

I also tried flasher, and am not convinced it would not work, but I can do nothing that does not show both images at the same time.

 

Is there a full explanation of the flashers' function anywhere? 


Edited by Shockman, 06 March 2015 - 07:48 PM.


#1287 gtxjoe

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Posted 06 March 2015 - 07:48 PM

I don't know what Toxie found,but if you delete the big Y primitive ramp in Road Kings in VP9, your table will open in VP10-1799.  I assume one can import the .obj file into vp10, but I didn't try



#1288 gigalula

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Posted 06 March 2015 - 08:38 PM

Just tested few of the VPX beta tables and soon as I set aspect ratio Y to 1.5  from Cabinet anti-stretch option I can set some of these tables including Papa smurf with a perfect round aspect ratio but soon as I touch Monster bash or Sharkeys shootout then I need to play again with aspect ratio to be able to get nice view round ball so my question is simple could it be more convenient to have this anti stretch option available only in table individual option to have a better control with specific table?


Edited by gigalula, 06 March 2015 - 08:39 PM.


#1289 freneticamnesic

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Posted 06 March 2015 - 08:45 PM

Just tested few of the VPX beta tables and soon as I set aspect ratio Y to 1.5  from Cabinet anti-stretch option I can set some of these tables including Papa smurf with a perfect round aspect ratio but soon as I touch Monster bash or Sharkeys shootout then I need to play again with aspect ratio to be able to get nice view round ball so my question is simple could it be more convenient to have this anti stretch option available only in table individual option to have a better control with specific table?

I'll tinker with the layback on sharkeys per fuzzel's suggestion



#1290 gigalula

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Posted 06 March 2015 - 09:00 PM

keeping X an Y aspect ratio "default" in video option is fine but could be a plus to have an override option in Backdrop Properties ;)



#1291 fuzzel

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Posted 06 March 2015 - 09:09 PM

That is a bummer. I was just working on a situation and came back to second that, and find it shut down.

 

Is it just me, or is falloff all there is to a light with bulb on? I tried all kinds of shapes and sizes, as well as intensity and falloff power settings and I see absolutely nothing between the fall off boundary and the light size boundary. It should build up inside the falloff and fade out from there to the light size, shouldn't it?

 

I also tried flasher, and am not convinced it would not work, but I can do nothing that does not show both images at the same time.

 

Is there a full explanation of the flashers' function anywhere? 

For flashers the second image is only an image layer like in Photoshop where you can add another layer and blend the layers on top of each other. The normal way is you use a flasher texture in ImageA and leave ImageB empty. If both ImagA and ImageB are set then both images are mixed depending on the filter setting (None, Overlay, Additive, Multiply or Screen).

 

The lights behave like this:

the normal (custom)-shape defines the absolute boundary of the light. It's not possible that the light will shine over this boundary. For a fine shading you have to set the falloff radius inside your shape, if the falloff is bigger the shading is cut off at the boundary edges. The falloff power is a factor how fast the light energy will decrease, if you set it to e.g. 8 with a falloff radius of 50 you will get a small spot. This behavior is the same for inserts and for bulb lights.

The reason why it's not easy to add a "shape falloff" option is that the calculation is based on normal light behavior. You have a light center which emits energy to all sides depending how far you are away from the center the energy decreases. The light element is far from perfect but the best alternative between performance and a better light handling than in VP9.



#1292 Horrible

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Posted 06 March 2015 - 09:17 PM

Ive been running up to Rev1773 no worries, but with Rev 1809 i'm getting VBScript error - Attempt to read or write protected memory.

 

This is when I run a table.

 

Any ideas?

 

H

 

 

 

Found this:

http://www.vpforums....=26226&p=292937

Is there anything we are supposed to do about changing the .DLL?

 

If I was supposed to be using a specific version, can someone point me in the right direction?


Edited by Horrible, 06 March 2015 - 10:43 PM.

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#1293 fuzzel

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Posted 06 March 2015 - 09:53 PM

rev1812 is up:

 

- add clone/copy feature to material manager
- fix z scaling for bumpers and primitives
- re-save default table to have faster loading
 



#1294 Shockman

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Posted 06 March 2015 - 10:18 PM

 

That is a bummer. I was just working on a situation and came back to second that, and find it shut down.

 

Is it just me, or is falloff all there is to a light with bulb on? I tried all kinds of shapes and sizes, as well as intensity and falloff power settings and I see absolutely nothing between the fall off boundary and the light size boundary. It should build up inside the falloff and fade out from there to the light size, shouldn't it?

 

I also tried flasher, and am not convinced it would not work, but I can do nothing that does not show both images at the same time.

 

Is there a full explanation of the flashers' function anywhere? 

... The light element is far from perfect but the best alternative between performance and a better light handling than in VP9.

 

Thanks for the explanation. I was thinking maybe they were very close.



#1295 Sindbad

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Posted 06 March 2015 - 10:50 PM

With the latest build I have problems with rubber, see attached picture.

 

rubber_error.png

 

The problem exists with all types of material. It's the object itself that produces the problem.


I have problems with the object window. I use bigger system font (125%), so the object window is to small to display everything

 

editor_error.png

 

Of course I can resize it, but I have to do every time I select another object.


The problem that I reported in post 1271 also still exists.


Edited by Sindbad, 06 March 2015 - 10:42 PM.


#1296 chepas

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Posted 06 March 2015 - 10:54 PM

The problem that I reported in post 1271

 

Put the issue in the bug tracker :)


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#1297 Horrible

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Posted 06 March 2015 - 11:04 PM

Ive been running up to Rev1773 no worries, but with Rev 1809 i'm getting VBScript error - Attempt to read or write protected memory.

 

This is when I run a table.

 

Any ideas?

 

H

 

 

 

Found this:

http://www.vpforums....=26226&p=292937

Is there anything we are supposed to do about changing the .DLL?

 

If I was supposed to be using a specific version, can someone point me in the right direction?

 

 

 

 

OK so it is the VPmame.DLL thats the issue.  Trouble is if I use the one at the beggining of this thread I lose total control of my DMD's (they are over the shop) and I kepp the small VPmame splash up everytime it runs.

 

Any help with this with this would be greatly appreciated.


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#1298 parabolic

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Posted 06 March 2015 - 11:32 PM

Keep in mind that a to high layback results in squashed balls.

Well then Ill try not to lay back too far -- YOUCH!!!  :stunned:  

Sorry - couldnt resist!


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#1299 The Loafer

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Posted 06 March 2015 - 11:58 PM

Just a thought: some of the WIPs for VPX beta tables seem to be unknown by some of the community members. Would it not be a good idea to also have a dedicated thread just for the testing of these tables? I am not suggesting to not discuss them here, I realize it's very important for the Devs/authors relationship to be active and these beta table discussions help with this, but right now, I see very little feedback because I think either many don't know and/or some have tried them but don't want to clutter this dev thread with any table recommendations.

If it's agreed, I or someone else if you prefer could create a "VP10 table testing" thread, the first post could be edited with any table links authors want to share and the thread itself would be useful for comments and encouragements.

These tables are pretty awesome and it would be cool to be able to spread the word on how many of these tables are playable and enjoyable to test right now.

#1300 chepas

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Posted 07 March 2015 - 12:06 AM

Go for it. I'll admit to not trying other tables either yet , so it'll make it easier for one bookmark.


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