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The VP 10.6 beta thread

beta 10.6 beta

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#1341 DJRobX

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Posted 02 December 2019 - 08:46 PM

For video what i'd love is just the way to treat a video file like an image, but have scripting that can advance the frame on that object.

Loading many images into the image manager is a pain, but that's not the real problem.   VPX decompresses them at all at load time, so even just a few hundred frames can cause major memory management problems and crashes.   We ran into it with the spinning machine primitive in Flintstones - we swap textures as it rotates to keep the shadows aligned.    Those images gobble up memory fast.     

The other option for video is to have textures that work like the VPM color DMD.   Then PUP or something can feed video frames in.     That kind of "framework" will be good to have later if Spike or even Pin2k emulation becomes a thing. 



#1342 toxie

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Posted 03 December 2019 - 08:29 AM

That's what i meant earlier on, when i said that the decompression of a video is the easy part. But doing it properly without making everything slow/stuttery or memory heavy along with being user friendly, is the tricky part.



#1343 Shockman

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Posted 04 December 2019 - 01:57 AM

DX9 does blitting. Sprites would be great in any program where building pinballs is the point. It's a matter of tapping in more than developing.



#1344 fripounet

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Posted 04 December 2019 - 08:53 PM

error message

 

bug5.jpg



#1345 kiwi

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Posted 09 December 2019 - 07:46 PM

I don't remember, do the ramps have the "Hit Event"?
He is there in the reference commands, but does it work?



#1346 kiwi

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Posted 18 December 2019 - 10:17 AM

 

error message  ver 3788  os win10 pro  1903 18362.388  nvidia 436.48

 

bug3.jpg

I had a similar error,
I launched the table and VPX closed, and then the error.

 

vpuerror.png

 

I think it's just a coincidence that I had this problem several times after the release of VPX6.
I'm still not 100% sure, but after removing the graphics card and clearing the contacts, and reassembled, I didn't have the problem anymore.
Anyway, I'm sure it is or was a bad contact somewhere, the error came by nudging the desk.



#1347 toxie

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Posted 18 December 2019 - 01:56 PM

okay, thanks for the feedback!



#1348 WilsonB

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Posted 23 December 2019 - 06:34 PM

Are there any plans for a front end table selector while in VR? If the table settings were variable and changed within the room, might be a route..

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#1349 kiwi

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Posted 23 December 2019 - 07:55 PM

I'd like to know which physical space a ball captured by a kicker occupies, is it really a sphere?



#1350 bord

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Posted 23 December 2019 - 10:51 PM

I'd like to know which physical space a ball captured by a kicker occupies, is it really a sphere?

I was working on adding a mesh playfield to some older games and ran into this problem. A locked ball in a kicker collides with an active ball outside of where the locked ball sits visually. I finally asked rothbauerw to cook up some magic and he eliminated VP kickers altogether on a few projects to make this work, keeping a locked ball in a hole until kicked out but not being locked in by a kicker. You'll see an example of this soon in an update to scottacus' Four Million BC.

 

If you want to try the script yourself you can take a look at Stingray and Genie, although they aren't multiball games.



#1351 dark

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Posted 23 December 2019 - 11:26 PM

I talked to fuzzel about this a bit, but I'd like formerly request some kind of tool to aid in camera matching from vpx to 3D.  It would be nice if vpx could export camera object with camera info already dialed in.  I know camera information can be stored in fbx format but that may be a bit involved for you guys I'm not sure.  At the very least it would be helpful if a dummy/ helper object could be exported with the table obj so to give a good starting point to camera matching.  As it is currently it can be very tedious and difficult to match with precision.



#1352 wrd1972

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Posted 23 December 2019 - 11:57 PM


I'd like to know which physical space a ball captured by a kicker occupies, is it really a sphere?

I was working on adding a mesh playfield to some older games and ran into this problem. A locked ball in a kicker collides with an active ball outside of where the locked ball sits visually. I finally asked rothbauerw to cook up some magic and he eliminated VP kickers altogether on a few projects to make this work, keeping a locked ball in a hole until kicked out but not being locked in by a kicker. You'll see an example of this soon in an update to scottacus' Four Million BC.
 
If you want to try the script yourself you can take a look at Stingray and Genie, although they aren't multiball games.

I have used roths saucer code in bbbb, and bop if anyone wants to look.

Edited by wrd1972, 24 December 2019 - 12:13 AM.

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#1353 fuzzel

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Posted 24 December 2019 - 08:10 AM

I talked to fuzzel about this a bit, but I'd like formerly request some kind of tool to aid in camera matching from vpx to 3D.  It would be nice if vpx could export camera object with camera info already dialed in.  I know camera information can be stored in fbx format but that may be a bit involved for you guys I'm not sure.  At the very least it would be helpful if a dummy/ helper object could be exported with the table obj so to give a good starting point to camera matching.  As it is currently it can be very tedious and difficult to match with precision.

On my to-do list but you have to wait for this a bit as I'm reworking parts of the UI and modernize the code.

#1354 jpsalas

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Posted 24 December 2019 - 09:04 AM

 

I talked to fuzzel about this a bit, but I'd like formerly request some kind of tool to aid in camera matching from vpx to 3D.  It would be nice if vpx could export camera object with camera info already dialed in.  I know camera information can be stored in fbx format but that may be a bit involved for you guys I'm not sure.  At the very least it would be helpful if a dummy/ helper object could be exported with the table obj so to give a good starting point to camera matching.  As it is currently it can be very tedious and difficult to match with precision.

On my to-do list but you have to wait for this a bit as I'm reworking parts of the UI and modernize the code.

 

Yes, I have been reading your changes in the SourceForge :) I'm wondering about all those changes in the Gui and in the object properties :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#1355 kiwi

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Posted 24 December 2019 - 10:46 AM

Thanks for the tips, Rothbauerw trick looks interesting, i want to try it soon.
For now I have moved the kicker out of its real position,
because I'm a bit on the edge with the spaces outside the hole, the ball captured by the kicker blocks the other balls.

 

 
I'm excited to see what VP's new GUI will look like.



#1356 fuzzel

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Posted 24 December 2019 - 11:12 AM

 

I talked to fuzzel about this a bit, but I'd like formerly request some kind of tool to aid in camera matching from vpx to 3D.  It would be nice if vpx could export camera object with camera info already dialed in.  I know camera information can be stored in fbx format but that may be a bit involved for you guys I'm not sure.  At the very least it would be helpful if a dummy/ helper object could be exported with the table obj so to give a good starting point to camera matching.  As it is currently it can be very tedious and difficult to match with precision.

On my to-do list but you have to wait for this a bit as I'm reworking parts of the UI and modernize the code.
 
Yes, I have been reading your changes in the SourceForge :) I'm wondering about all those changes in the Gui and in the object properties :)
Well the real changes that you will see is that the toolbar and the properties can be docked now. But to support this feature I had to rewrite the property handling completely.
The Gui won't really look differently to the current one. The changes gives us more possibilities in adding new features and is object orientated.

Edited by fuzzel, 24 December 2019 - 11:14 AM.


#1357 toxie

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Posted 25 December 2019 - 12:30 PM

That's the sad part.. A lot of the changes throughout the years were solely under the hood and barely visible, but then again, in the end it also lead to enable DX9, VPX, VR, etcetc development due to this..


Edited by toxie, 25 December 2019 - 12:30 PM.


#1358 WilsonB

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Posted 26 December 2019 - 09:18 PM

Anyone else out here using the TankStick?

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#1359 WilsonB

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Posted 27 December 2019 - 04:55 AM

Anyone else out here using the TankStick?

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i use the x-arcade since 2016 and it work fine.
very convenient and  excellent report price quality
Thanks, was asking because wanted to maybe share config files, etc.. Have you also added kickers and plunger? I will start looking to add tilt sense and kickers soon.. After stuffing a Raspberry Pi/Retro pie in there.

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#1360 toxie

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Posted 31 December 2019 - 09:45 AM

Just a small heads up on the current total no of VPX tables: My collection is by now at ~950 unique tables (depending on how one counts unique, in my case pretty strict, i.e. conversions of real tables count only once, plus MODs that deviate enough from the real table (i.e. different music and/or layout and/or complete gfx redesign), plus all the originals). (~1300 if i count all MODs/dupes/earlyWIPs)

 

Zaccaria and Sega are still pretty rare, btw, and to my surprise there was also no final Corvette release yet. On the other end of the spectrum, Gottlieb has the most tables recreated by far.







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