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VP10 is here (beta)

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#1321 Shockman

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Posted 07 March 2015 - 11:35 PM

The ball size in a constant at the top of the script. I changed the ball size by request. 55. I always thought it needed to be a bit bigger especially for the right return lane action.

 

I did not hit the left outlane in testing but thought I hit the left in-lane

 

I'll use you color pointing out you guys did and debug mode to get the ball to work.

 

Really a pink edge that is no taller than 20 and maybe 4 thick?  I missed it with the neon green. 



#1322 Shockman

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Posted 07 March 2015 - 11:49 PM

The edge of the bridge piece has a material. It was old and in .bmp format, if that makes a difference. Or maybe the image has pink in it. It one of the texture images that seem to work well on tiny images. It's busy so it could be used sometimes as image world.

crome2_t.png



#1323 freneticamnesic

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Posted 07 March 2015 - 11:52 PM

The edge of the bridge piece has a material. It was old and in .bmp format, if that makes a difference. Or maybe the image has pink in it. It one of the texture images that seem to work well on tiny images. It's busy so it could be used sometimes as image world.

crome2_t.png

 

This one

31LiPnI.png



#1324 Shockman

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Posted 07 March 2015 - 11:59 PM

What the hell is that?

 

Edit: I checked the script to see if it was holding a timer. for a time I had an easier time just giving an arbitrary wall a timer than using the timer object. It had no function, was not visible, or in position to delineate the ball, so instead of the long process of choosing a material, I just deleted the pot licker. No noticeable effect. I JUST NOW REMEMBER, it was a strip I put in to give the edge a bit more light. So definitely nothing needed anymore. I built that piece probably 7 years ago.


Edited by Shockman, 08 March 2015 - 12:12 AM.


#1325 freneticamnesic

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Posted 08 March 2015 - 12:04 AM

It's the pink thing, I'd say you can make it invisible and be done with it, it looks fine without it? 



#1326 Shockman

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Posted 08 March 2015 - 01:01 AM

Ok. Beta4 is in the sig.

 

I'm going to take a break from this, and then explore a major graphic overhaul, and try to make the pop bumper rings and post black, if it takes a new model. I also need to include a lot more credits to new contributors.

 

Thanks, devs, for making this possible. I have never seen a team so on the ball as you guys have been. I hope you guys decide to make a VP11 some day. I think the physics and much of the graphics are the best in the genre, commerical included.

 

Thank you all the members that have gave great feedback and otherwise contributed.



#1327 vampirolatino2

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Posted 08 March 2015 - 01:36 AM

Sure, that's why we are here in this thread to help you guys. Keep up the good work everyone, the work done so far is AWESOMEEEE



#1328 sliderpoint

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Posted 08 March 2015 - 03:13 AM

I think this was mentioned before, but the options/properties window continuously resizes itself to being too narrow.  This is on build 1812.  

 

Also the Road Kings ramp problem is back in the latest build.  I'm not worrying about it right now as I'll see if I can do something different with that primitive. But hopefully it's not something that others run into if they try to open old tables with prims that have similar issues.

 

Thanks!

-Mike 



#1329 Shockman

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Posted 08 March 2015 - 03:29 AM

Beta5 addresses every issue I have been made aware of. 

 

If you see pink change your alert color to something else.



#1330 sliderpoint

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Posted 08 March 2015 - 05:14 AM

I think this was mentioned before, but the options/properties window continuously resizes itself to being too narrow.  This is on build 1812.  

 

 

 

Disregard.  This is an issue with Windows 8.1 and display scaling.  I usually turn that on so the text is clear in apps,  but it seems to mess with VP.  Turning it back off the size stays correct.

 

-Mike 



#1331 kiwi

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Posted 08 March 2015 - 07:11 AM

 

Also the Road Kings ramp problem is back in the latest build.  I'm not worrying about it right now as I'll see if I can do something different with that primitive. But hopefully it's not something that others run into if they try to open old tables with prims that have similar issues.

 

Thanks!

-Mike 

I had the same problem with Gladiators, I have not investigated on the cause (perhaps the round base of the ramp mobile), this is to say that the problem of loading Gladiators, for me seems to have been solved.

 

Thanks

 

Max



#1332 toxie

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Posted 08 March 2015 - 07:24 AM

The ball size in a constant at the top of the script. I changed the ball size by request. 55. I always thought it needed to be a bit bigger especially for the right return lane action.

 

 

btw, at all table authors: always adapt the ball mass, too, if changing the ball size!! (see new core.vbs, changelog at the very beginning of the file)



#1333 toxie

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Posted 08 March 2015 - 09:48 AM

 

 

Also the Road Kings ramp problem is back in the latest build.  I'm not worrying about it right now as I'll see if I can do something different with that primitive. But hopefully it's not something that others run into if they try to open old tables with prims that have similar issues.

 

Thanks!

-Mike 

I had the same problem with Gladiators, I have not investigated on the cause (perhaps the round base of the ramp mobile), this is to say that the problem of loading Gladiators, for me seems to have been solved.

 

Thanks

 

Max

 

 

I cannot repro this for both gladiators nor road kings.. did you guys change something on the table?

 

But i'll add an additional check to the new routine to (hopefully) fix this issue with the next build.



#1334 freneticamnesic

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Posted 08 March 2015 - 09:56 AM

 

The ball size in a constant at the top of the script. I changed the ball size by request. 55. I always thought it needed to be a bit bigger especially for the right return lane action.

 

 

btw, at all table authors: always adapt the ball mass, too, if changing the ball size!! (see new core.vbs, changelog at the very beginning of the file)

 

 

so ballsize = 55 would be ballmass = 1.1 ???



#1335 kiwi

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Posted 08 March 2015 - 10:52 AM

 

 

 

Also the Road Kings ramp problem is back in the latest build.  I'm not worrying about it right now as I'll see if I can do something different with that primitive. But hopefully it's not something that others run into if they try to open old tables with prims that have similar issues.

 

Thanks!

-Mike 

I had the same problem with Gladiators, I have not investigated on the cause (perhaps the round base of the ramp mobile), this is to say that the problem of loading Gladiators, for me seems to have been solved.

 

Thanks

 

Max

 

 

I cannot repro this for both gladiators nor road kings.. did you guys change something on the table?

 

But i'll add an additional check to the new routine to (hopefully) fix this issue with the next build.

 

The revisions 1799 will not load Gladiators.vpx and Gladiators.vpt.
Changes to Gladiators.vpx are only physical and Material Manager, Gladiators.vpt is the same that you find here in the forum.
The revisions 1809 and 1812 load both tables, VPX and VPT files.

 

Thanks

 

Max



#1336 DedRok_V

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Posted 08 March 2015 - 12:45 PM

Just as a benchmark, my low end system struggles a bit.  System config is in my sig.

 

Smurfs = 30FPS .... playable

 

Buck rogers = 29FPS .... playable

 

Vector = 27FPS .... playable but slow to react

 

Mr Mrs Pacman = 18FPS .... unplayable and has the duplicate flippers / targets again.

 

Sharkeys = 12FPS ..... unplayable

 

Vernes World = 3FPS ..... forget it, barely loads

 

MonsterBash = Forget about it, didn't try.






Blueprint game : up to date list http://www.vpforums....s...st&p=147107

#1337 Talantyyr

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Posted 08 March 2015 - 02:20 PM

I've tried VP10 and i have to say it's amazing! The WIP Tables feel so great and realistic, it's way better then i have thought. Simply amazed! Can't wait to get my VPin Cabinet done to enjoy VP10 on a real cabinet.

 

I've found a little issue with VP 10 Editor on Win8.1. If you open the Options dialog, it can't be closed via the X Button or ALT + F4, only with another click on the "Options" Button.

Also the "section" tabs behave strange. I have to click exactly on the ">>" Symbol or somewhere near it, to expand / collapse the selection. My first thought was that a click on the blue box / the header would be enough.

 

Btw, is there any guide on how to upgrade a table to VP10? I'm a complete noob, but i'd like to try it anyway :)


Edited by Talantyyr, 08 March 2015 - 02:20 PM.

Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/


#1338 dark

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Posted 08 March 2015 - 02:44 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

 

I'll blame Dark then!  Haha!

 

 

I also don't know the -exact- reason (yet), but i think there is one vertex in the primitive that has a ton of triangles connecting with it.

There is some new/external code put into VP to resort primitive triangle indices that showed that bug, but i haven't looked too close at the code yet.

 

___________________

 

Well I don't really know what's special about this ramp in regards to VPX, looking at it again recently, everything looks good.  Perhaps where the Y ramp branches off it was difficult to make connections there but I don't really see any areas where that has "a ton of triangles" connecting to 1 vert.  It might help to export from 3dsmax as a non-triangulated obj and import to VP10 as zany had discovered VP10's triangulation method has better results for how prims end up in VP10,  I still have the model non-triangulated if needed.

 



#1339 sliderpoint

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Posted 08 March 2015 - 05:04 PM

After using the editor for a bit, I would like to see the select tool function be reversed.  I would like it to select the object by default and then SHIFT+Click would select the collection.   Does anyone think that as well?

 

 

@Dark

If you have some time, I'd like to try that.  Send me a PM if you get it done.  Thanks!

 

 

-Mike



#1340 dark

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Posted 08 March 2015 - 05:15 PM

Y ramp exported as quads (non triangulated) mesh:

https://www.dropbox....remesh.rar?dl=0

 

This will more than likely make the custom texture baked texture that I made not work any more, but VP10 has good plastic materials that will make the ramp look nice regardless.







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