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The VP 10.4 beta thread


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#141 nFozzy

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Posted 22 August 2017 - 06:32 AM

I think so. I tried it in Physmod 5 and it didn't break anything



#142 STAT

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Posted 22 August 2017 - 08:06 AM

Possible to Change X and Y Offset in Script ?
Ok found it !

 

Another Question to this, havent tried it yet, not at home: If i Change X or Y Offset, does it move PF only - or also the Active Ball ?

I ask because i am thinking about a Recreation of "Commodore 64 Slamball" (mostly PF move, Ball stay on Y, except Top and Bottom) ...


Edited by STAT, 22 August 2017 - 08:17 AM.


#143 toxie

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Posted 22 August 2017 - 08:30 AM

You can change the offset, but currently this will not work, as VPX still does use static and dynamic objects, e.g. all the statically rendered stuff will not be affected.

This would be something that *maybe* VP11 could be used for.



#144 STAT

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Posted 22 August 2017 - 08:32 AM

Ok thanks, so atm. there is no easy Way for "Slamball" ? ... but should be good with a Primitive ? ( Playfield should be easy to make )


Edited by STAT, 22 August 2017 - 08:36 AM.


#145 GCS

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Posted 22 August 2017 - 09:01 AM

I am getting graphic errors with AMD drivers (v17.30 and previous one) - no problems with 10.3

 

tn_gallery_27849_352_5272.jpg

 

The errors usually appear with specific objects as in the above example. Changed many settings in the AMD driver - Surface Format optimization, Shader Cache, e.t.c but nothing solved the problem.

 



#146 toxie

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Posted 22 August 2017 - 09:03 AM

Ok thanks, so atm. there is no easy Way for "Slamball" ? ... but should be good with a Primitive ? ( Playfield should be easy to make )

 

Maybe if you find a way to make everything out of dynamic objects??



#147 STAT

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Posted 22 August 2017 - 09:08 AM

I will try something ... thanks.



#148 fuzzel

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Posted 22 August 2017 - 09:46 AM

I am getting graphic errors with AMD drivers (v17.30 and previous one) - no problems with 10.3
 
tn_gallery_27849_352_5272.jpg
 
The errors usually appear with specific objects as in the above example. Changed many settings in the AMD driver - Surface Format optimization, Shader Cache, e.t.c but nothing solved the problem.
 

That's a driver issue. I had this with the latest driver and switched back to the previous version and everything was fine again

#149 GCS

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Posted 22 August 2017 - 11:17 AM

Solved the graphic problems (using latest AMD driver) by checking "Alternative Depth Buffer Processing" in VPX video settings...



#150 toxie

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Posted 22 August 2017 - 11:59 AM

That's fine, this is one of the reasons why this option is there.. I will extend the helper text..



#151 bord

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Posted 22 August 2017 - 06:31 PM

In the current build: I am in the collection manager and deselecting group elements together. As soon as I hit ok they are all grouped together again and group elements together is checked again.

Also, frequent crashes when selecting more than 3 items (walls, rubbers, etc.) I know this has been reported elsewhere.



#152 fuzzel

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Posted 22 August 2017 - 08:45 PM

In the current build: I am in the collection manager and deselecting group elements together. As soon as I hit ok they are all grouped together again and group elements together is checked again.

Also, frequent crashes when selecting more than 3 items (walls, rubbers, etc.) I know this has been reported elsewhere.

That is strange. I tried that with the latest build but everything works as expected.

And as for the crashes: it only helps when you provide a crash dump to inspect the crash ;)



#153 hauntfreaks

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Posted 23 August 2017 - 01:23 AM

since I've been tweaking tables, I've fallen in love with the incremental disable lighting feature..... but i've noticed VPX flippers don't have this option??.... can this be added??
example would be when working with darker tables just to get a little more lighting on the flippers, and not have to use a primitive...


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#154 wrd1972

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Posted 24 August 2017 - 04:02 PM

Dev's

Is it possible to position the height of "triggers and switches" with a simple height value...like we use for lights?

Rather than having to associate them with the height of a wall or ramp.


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#155 Drybonz

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Posted 24 August 2017 - 04:19 PM

Nice updates in the last revision.    :otvclap:



#156 ganjafarmer

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Posted 24 August 2017 - 04:50 PM

Dev's

Is it possible to position the height of "triggers and switches" with a simple height value...like we use for lights?

Rather than having to associate them with the height of a wall or ramp.

 

Yes, this can be useful.

 

I have problems with triggers on inclined ramps, if i use inclined ramp as a surface for trigger it's not recording all hits, sometimes ball just fly by the trigger and there is no registered hit.

 

Also please explain to me what exactly means "Hit height" setting in trigger/switch object? Default is 50, should i change it if the trigger is on ramp with 100 units height for example?


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#157 hauntfreaks

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Posted 24 August 2017 - 04:53 PM

10X on tigger height and length idea!!!  and angle?


Edited by hauntfreaks, 24 August 2017 - 04:53 PM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#158 RustyCardores

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Posted 24 August 2017 - 07:06 PM

Dev's
Is it possible to position the height of "triggers and switches" with a simple height value...like we use for lights?
Rather than having to associate them with the height of a wall or ramp.


An upper and lower hit height would be cool, so that you simply create a hit window that floats in space.


EDIT: Which is essentially doing what we do now, it's just a lot easier than the current ramp association IMO


Edited by RustyCardores, 24 August 2017 - 08:08 PM.

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#159 RustyCardores

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Posted 24 August 2017 - 08:06 PM

 

Dev's

Is it possible to position the height of "triggers and switches" with a simple height value...like we use for lights?

Rather than having to associate them with the height of a wall or ramp.

 

Yes, this can be useful.

 

I have problems with triggers on inclined ramps, if i use inclined ramp as a surface for trigger it's not recording all hits, sometimes ball just fly by the trigger and there is no registered hit.

 

Also please explain to me what exactly means "Hit height" setting in trigger/switch object? Default is 50, should i change it if the trigger is on ramp with 100 units height for example?

 

 

My understanding that this is the vertical "window" in space above the associated surface it has been assigned to.   So for example, a trigger in the playfield with a hit height of 50, would allow a ball to pass over it on a ramp at 70 without triggering it. But if that playfield trigger had a hit height of 100, then it would trigger on the ramp above as well, as the ball would be passing through the trigger's 100 tall vertical window.


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#160 hauntfreaks

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Posted 24 August 2017 - 08:16 PM

man-oh-man.... what an A++ list of features added!!   VPX_4_beta_rev3181     thanks guys

 

- added a new column for the image manager to show the raw size in bytes for each image.
 
- new table extended by a stripped down version of the default table and an updated example table.
 
- a selected element can be added/removed to/from a collection via the context menu
 
- add additional thickness parameter to (transparent) materials, which interacts with the standard amount (and/or alpha channel of the image) and edge opacity to provide a more natural look
 
- extend 'Disable Lighting' functionality for HitTarget, Primitive and Wall from simple dis/enable to a blend value 0..1
 
- add 'Disable Lighting from below' functionality for Primitives (0..1) to optionally disable light coming from below (e.g. from light elements)

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif