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VP Goes Open Source!


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#141 Joe

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Posted 17 March 2010 - 01:59 AM

QUOTE (destruk @ Mar 15 2010, 06:51 PM) <{POST_SNAPBACK}>
QUOTE (Joe @ Mar 15 2010, 05:23 PM) <{POST_SNAPBACK}>
add a ball in hand test / debug mode.


It already has that Joe. Press escape, click debugger, then you can click stuff on the table to run the script routines.

At some times it's hard to hit some targets and it's easy to do with a ball then trying to hit 2-3 switchs quick / having to mess with lock code.

#142 Shockman

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Posted 18 March 2010 - 10:28 PM

QUOTE (Joe @ Mar 16 2010, 08:59 PM) <{POST_SNAPBACK}>
QUOTE (destruk @ Mar 15 2010, 06:51 PM) <{POST_SNAPBACK}>
QUOTE (Joe @ Mar 15 2010, 05:23 PM) <{POST_SNAPBACK}>
add a ball in hand test / debug mode.


It already has that Joe. Press escape, click debugger, then you can click stuff on the table to run the script routines.

At some times it's hard to hit some targets and it's easy to do with a ball then trying to hit 2-3 switchs quick / having to mess with lock code.


Actually that would be a very good feature. I build one for every table I build, using active ball tied to the cursor keys. There is an add a ball to the trough feature, but thats not for debugging, it's for buggy games.

#143 Shockman

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Posted 20 March 2010 - 12:38 AM

As for VP being open source, well that's great, but it's probably because the code is somewhat outdated and obsolete. Not for our purposes, but for theirs (the holders).

#144 Theguyoverthere

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Posted 20 March 2010 - 11:25 PM

Does anyone want to fix that super annoying bug of the script smooshing together when you use VP to create subroutines? It's reallllly annoying...

#145 destruk

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Posted 21 March 2010 - 02:58 AM

QUOTE (Shockman @ Mar 19 2010, 06:38 PM) <{POST_SNAPBACK}>
As for VP being open source, well that's great, but it's probably because the code is somewhat outdated and obsolete. Not for our purposes, but for theirs (the holders).



Wrong again Shockman. Randy didn't want to continue working on it, therefor it is open source. Maybe one of these times your conspiracy theories will be right, but again, not this time, sorry.

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#146 Shockman

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Posted 21 March 2010 - 08:07 PM

QUOTE (destruk @ Mar 20 2010, 09:58 PM) <{POST_SNAPBACK}>
QUOTE (Shockman @ Mar 19 2010, 06:38 PM) <{POST_SNAPBACK}>
As for VP being open source, well that's great, but it's probably because the code is somewhat outdated and obsolete. Not for our purposes, but for theirs (the holders).



Wrong again Shockman. Randy didn't want to continue working on it, therefor it is open source. Maybe one of these times your conspiracy theories will be right, but again, not this time, sorry.


I meant nothing bad. I could be dead wrong, but I thought nothing was bad about it, and claimed no conspiracy theory.

If it's what I said about the code, and it offended you, or is just not true then i'm sorry.

#147 Shockman

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Posted 27 March 2010 - 04:49 AM

Anyway I can't wait to see what is going to happen.

I hope it's worked on as a group by the developers here. I can't help. I haven't programmed since Borland C++.

But would the developers here strive for backward compatibility? I hope not, not if it gets in the way. If some people here are going to take the code and jump in, like I think they can, things could get really exciting soon.

I would like to see the digit driver based on lights become integrated and have a similar interface as the em reels, nice shinny round wires, a steel color pinball instead of aluminium, a nice plunger, basic textures, and a table2 and 3 and 4 up to whatever (standard, rotated, 16/10, 4/3, span, etc.). Also if you could cut and paste and have the names remain, you could open another window inside the editor, cut and paste to your table and script it, import scripting, or paste code. These tables could be set up as pages of elements. Most of this is geared towards beginners though, and not impossible.

Just rambling, but it is exciting.





#148 banzairun

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Posted 29 March 2010 - 10:23 PM

Ok, who is working on the iPhone port and more importantly, where can I download the Beta? smile.gif


#149 Theguyoverthere

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Posted 29 March 2010 - 10:25 PM

QUOTE (banzairun @ Mar 29 2010, 03:23 PM) <{POST_SNAPBACK}>
Ok, who is working on the iPhone port and more importantly, where can I download the Beta? smile.gif


VBScript doesn't run on Linux, or something... I think. iPhone port will probably never happen sad.gif Unless you get a MS Windows Emulation app... or some crazy work-around...

Edited by Theguyoverthere, 29 March 2010 - 10:27 PM.


#150 epthegeek

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Posted 23 April 2010 - 04:10 PM

So can anybody say if there's any movement on development since things went open source? I peeked at the project page and see that there hasn't been much action on code check in - so I'm just curious. Is anybody hacking away? or nobody diving in?

#151 Noah Fentz

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Posted 23 April 2010 - 04:16 PM

The VP Dev section of the board will be open soon. Just finalizing a few things.

You'll have an opportunity to request features, report bugs, and even just discuss the development of VP further.

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#152 epthegeek

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Posted 23 April 2010 - 04:34 PM

QUOTE (Noah Fentz @ Apr 23 2010, 11:16 AM) <{POST_SNAPBACK}>
The VP Dev section of the board will be open soon. Just finalizing a few things.

You'll have an opportunity to request features, report bugs, and even just discuss the development of VP further.


Oh, cool. I know there's probably a lot to absorb coming in to the project with no previous knowledge so I thought maybe it was just a slow start.

I'll just go back to my nightly silent prayers for a fully 3d sim that still hooks to pinmame tongue.gif

#153 Spudz76

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Posted 04 May 2010 - 01:40 AM

QUOTE (epthegeek @ Apr 23 2010, 10:34 AM) <{POST_SNAPBACK}>
I'll just go back to my nightly silent prayers for a fully 3d sim that still hooks to pinmame tongue.gif

I have had those dreams almost as often, since I first realized it wouldn't utilize my then top-of-the-line 3D card powers, and would choke on complicated tables with lots of flashing because it was all done with 2D blitting (and only used 3D to pre-render 2D sprites).

Oh, to have an actual shiny environment mapped ball, and flashing that casts shadows, and... moving the physics off to the video card if it supports things like Phys-X or whatever the other companies call it.

I need to join another Open-Source project like I need another hole in my head, but I have a feeling I might be getting my hands dirty on a Linux port.

#154 TedB

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Posted 04 May 2010 - 09:25 PM

QUOTE (Spudz76 @ May 4 2010, 03:40 AM) <{POST_SNAPBACK}>
I need to join another Open-Source project like I need another hole in my head, but I have a feeling I might be getting my hands dirty on a Linux port.


A Linux port would be fan-tas-tic! VP it the only reason I still have one PC with Windows on it and it would make VP available for all kind of devices...

Edited by TedB, 04 May 2010 - 09:27 PM.


#155 epthegeek

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Posted 04 May 2010 - 09:38 PM

You'd probably have to start from the ground up to do a linux port, wouldn't you? It's not like it's written/compiled in straight C - according to randy it's: "exactly what VP is - a bunch of ActiveX objects you create that talk to each other via VBScript" and it's written for directx -- all of which ties it pretty tightly to windows.

I find it a bit interesting that everyone is so happy to have VP be open source, but what it really needs to advance is to start completely over. Maybe having the source is important for guidance on a way to rebuild -- I'm not a programmer, I don't really know.


#156 Spoot

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Posted 06 May 2010 - 04:03 PM

QUOTE (epthegeek @ May 4 2010, 03:38 PM) <{POST_SNAPBACK}>
You'd probably have to start from the ground up to do a linux port, wouldn't you? It's not like it's written/compiled in straight C - according to randy it's: "exactly what VP is - a bunch of ActiveX objects you create that talk to each other via VBScript" and it's written for directx -- all of which ties it pretty tightly to windows.

I find it a bit interesting that everyone is so happy to have VP be open source, but what it really needs to advance is to start completely over. Maybe having the source is important for guidance on a way to rebuild -- I'm not a programmer, I don't really know.


Due to the ActiveX and VB it'll be ALOT of work I'm guessing to port to Linux/Mac. I just downloaded the code to see if I can make heads/tails of the methods that were used in the application. However, even if it'd have to be built from the ground up.....at least we'd have an existing example to base new code off of. Wish me luck. wink.gif

Edit: Perhaps rewrite to SDL/OpenGL for compatibility...dunno, just a thought.

Edited by Spoot, 06 May 2010 - 04:04 PM.


#157 kristian

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Posted 07 May 2010 - 03:53 AM

I always said Randy is the man...!!

This is some fantastic news Brian... completely made my day. smile.gif


#158 destruk

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Posted 07 May 2010 - 05:50 AM

Kristian - we need coders. I think Manowar might be looking at the source code, Magikbuble is looking it over, Maddes will have some free time 'soon' and I've been working so much on tables I don't think I can do more vp updates for awhile. I talked to Moonchild, thinking because he makes games for XBox he might want to get better alpha channels into VP, but apparently he doesn't do the directX code at all on the games he makes professionally - he just does artwork. I was hoping he could help. sad.gif

As far as 'starting from scratch' - feel free to do so. If it's better I'll recode/rebuild/redo every table I've ever made for VP and Future Pinball too with whatever you guys come up with, and that's the truth. At this point though I really don't think VP is 'all that bad' - meaning it isn't particularly loud in screaming for a total rebuild of the software.

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#159 Mr. Pacman

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Posted 07 May 2010 - 11:26 AM

QUOTE (destruk @ May 7 2010, 05:50 AM) <{POST_SNAPBACK}>
I really don't think VP is 'all that bad' - meaning it isn't particularly loud in screaming for a total rebuild of the software.


...except if the rebuild contains a new 3d engine a la FP...

#160 Shockman

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Posted 07 May 2010 - 01:07 PM

I don't know why so many people want VP to be 3D.

Not all, but some, I'm sure would wish they hadn't said that it it were.

Surely it can't be any of the same people that say VP is hard to use. Being 2D is what makes it easy to use.
Surly it is not the same people that say VP don't run well. Being 2D is the only reason it runs as well as it does with VPM or very busy tables.

There is a 3D pinball design and play program. Do you think VP is going to get as good or better in implementation of 3D anyway? It could, but it would not be VP anymore.

There would be some that love it. But it would be the end for a great deal of people.