Sorry if I ask again the same request, I have never received an answer for this.
If you could copy both X and Y coordinates of a control point and paste them to another control point.
Thanks
Posted 21 January 2018 - 09:45 PM
Hmm no because we not always update the changelog with a new revision. The changelog comes with every beta update anyway.Would it be possible to add the "beta_rev" in the changelog text file (after "VP 10.5.0 Changelog") ?
That's a bit tricky but I have an idea for this perhapsSorry if I ask again the same request, I have never received an answer for this.
If you could copy both X and Y coordinates of a control point and paste them to another control point.
Thanks
Posted 22 January 2018 - 08:16 PM
So for the bumper skirt animations. Are the skirts being animated the selectable/deselectable skirts within the bumper objects?
Or stand alone prims?
My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia GTX 970
40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.
Posted 24 January 2018 - 01:21 PM
Some things that might make updating the cabinet with new table versions easier and less work...
Also store the video quality settings (FXAA, Ambient occlusion, 4xAA) in some way like we an with the POV settings now
I don't have a solution how this could be achieved. But would save me keeping a list of which tables need these settings adjusted and going in and manually alter settings when I want to update to a new version.
The .pov files now have to be named like the tablefile, but a table update will often have a versionnumber extension 1.2, 1.3, etc.
Is there a way this could be made slightly less strict, so I wouldn't have to alter .pov filenames everytime a table update is released?
I'd like to make updating the cab as hassle free as possible to leave more time for playing ![]()
Posted 25 January 2018 - 06:40 AM
Since updating my cab to 10.5 and pinmame sam 3.1 I've experienced a few times that table will not start at all. Every time, 3 times only yet though, each time trying to load at least 5 times. If then I load it with 10.4 final it starts without any problem. And, after that I can run 10.5 again. Each time also, a Stern table. Thought I should just report this. Might be fluke, just me, but hopefully we fine a bug ?! I deleted the crash*. In hindsight that was probably stupid of me ? Is the devs interested in these if/when it happens again ?
Edited by Thalamus, 25 January 2018 - 06:42 AM.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 25 January 2018 - 07:01 AM
If its always a Stern SAM based table that causes this, then this is a known issue. :/
Try doing this: http://vpinball.com/wiki/tags/at91jit/
Posted 25 January 2018 - 11:25 AM
That is already set toxie. I know and accept these crashes. As you say. I've seen them quite regular, it is just that I've never been able to find a pattern to the madness. I understand that you've probably hunted for this more than once before without finding anything. Ok, If I can reproduce it time and time over. I'll report back. And, maybe others can try the same IF their 10.5beta + pinmame 3.1 crashes. Thanks guys !
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 25 January 2018 - 01:46 PM
Posted 25 January 2018 - 02:36 PM
That is already set toxie. I know and accept these crashes. As you say. I've seen them quite regular, it is just that I've never been able to find a pattern to the madness. I understand that you've probably hunted for this more than once before without finding anything. Ok, If I can reproduce it time and time over. I'll report back. And, maybe others can try the same IF their 10.5beta + pinmame 3.1 crashes. Thanks guys !
mjr did all that code, and i was unable to debug it properly at all. :/
so did these crashes happen even though you set at91jit to 0?
Posted 25 January 2018 - 04:56 PM
@toxie. Don't really see the relationship between crashes from 10.5beta * 5 times in a row (and me giving up ) where obviously VP needs to be started all over each time and the fact that 10.4 just starts without any problem. PBX is not involved here. Plain loading of VP. Obviously there is no change to at91jit in between these these crashes, and all of a sudden 10.5beta is healthy again ?! But, well, as I said, I should do more tests. It is NOT only VP that is involved here. External dmd and DOF might come into play. I just found it very odd that 3 times in a row the solution was to use 10.4 to "fix" 10.5beta that's all. And well - information like this might some day help us IF someone else can reproduce this. Agree with Fuzzel, 3 times isn't enough to make conclusions.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 25 January 2018 - 09:45 PM
I have a request for a new feature of it was maybe easy to implement.
Exporting blueprints with label names on the objects.
I think this could help when coding and being able to look at a printed sheet with all or only the items you are working with. Like a lighting sheet with all the light names. Triggers, switches, targets page.... basically what we have now with the option to export with label names.
Just a thought cause i just printed my blueprint and hand wrote them all so I have a reference sheet to do my lighting effects.
your using the prints for a whole other reason then most of us are....
@toxie. Don't really see the relationship between crashes from 10.5beta * 5 times in a row (and me giving up ) where obviously VP needs to be started all over each time and the fact that 10.4 just starts without any problem. PBX is not involved here. Plain loading of VP. Obviously there is no change to at91jit in between these these crashes, and all of a sudden 10.5beta is healthy again ?! But, well, as I said, I should do more tests. It is NOT only VP that is involved here. External dmd and DOF might come into play. I just found it very odd that 3 times in a row the solution was to use 10.4 to "fix" 10.5beta that's all. And well - information like this might some day help us IF someone else can reproduce this. Agree with Fuzzel, 3 times isn't enough to make conclusions.
I think this goes back to for some reason everyone's VPX experiences vary in a wide spectrum.... my 10.5 crashes are the same as all the other 10.* crashes .... most times is far into an editing session, or more then one table open at the same time.... but no more then normal on my end here...
Posted 25 January 2018 - 10:50 PM
your using the prints for a whole other reason then most of us are....
Nope, just thought it would be a handy option, im using them just like the rest you
Posted 26 January 2018 - 07:27 AM
Posted 26 January 2018 - 07:38 AM
No that isn't possible at the moment. Flashers have this kind of filter feature but that doesn't help you with meshes. Adding a light map to primitives shouldn't be a problem but I don't know if the filtering could make some problems with the lighting. Had to look into the code to check that. Toxie did most of the lighting code maybe he know more?A feature request (maybe a long shot, but I have to ask):
To make it possible to overlay one or more textures on another texture in script dynamically.
What I would like to do: let’s say you have some plastic mountain toys in your table. They have a premade texture ofcourse. This feature would allow me to dynamically apply one or more lighting/shadow effects (from flashers or insert lights) onto the base texture. There could be a restriction that the textures should all be the same size, but ideally just resizing the texture to the size of the base texture. The benefit is like using light maps, without any additional geometry. I now use a semitransparent primitive, which increases the polycount.
It should be sort of like stacking layers on top of each other in photoshop, ideally with multiply/add/overlay/etc.
Or is this already possible?
Posted 26 January 2018 - 12:18 PM
If it's just about combining two textures with some combiner and then using this as a new texture, like flashers do, then this would be possible. Of course, all the code for this is missing so far, but it sounds plausible. Performance impact would be then only if using two textures (or maybe not even that, who knows).
I'll look (hopefully) into that today some more.
Or how many textures would you need there? Cause then it will be more complicated.
Cause the precomputation of getting one texture out of multiple ones is not that easy at the moment or it would be pretty slow.