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VP10 is here (beta)

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#1741 dark

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Posted 15 April 2015 - 12:32 AM

Hey sorry to bother you with this but I recently updated to most recent vp10 (1910) and when I try to run a rom based table I get stuck on loading scripts.  I tried replacing all the files again to be sure I had the most recent.  I had it working on this PC with Monster Bash and bugs bunny not too long ago, I'm not sure what happened to start causing this or what I can do about it.



#1742 kiwi

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Posted 15 April 2015 - 08:50 AM

Sorry if this is not the right place for requests.

I don't know if this request has already been made, if it was possible to copy both the X and Y coordinates, and paste them to another control point in a single step.

 

Thanks

 

Max


Edited by kiwi, 15 April 2015 - 09:38 AM.


#1743 freneticamnesic

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Posted 16 April 2015 - 04:48 AM

 

 

You can indeed control flipper strength and other parameters during game play in the script - that's what I utilized when I created my flipper tap code.  One problem is that since VP PhysMod and the flipper changes (including the latest VP10 betas) the flipper parameters control via script is disconnected / broken.   I think it was something temporary that Mukuste had done with all the flipper rework in the PhysMod branch but never got rewired / returned to the previous functionality.  In these PM5 / VP10 script modifications of flipper parameters does actually change value of the flipper parameter in question and can be verified via a textbox, but the value does not apparently get read back or have any effect on the flippers.  For VP 9.1.1 it still works as it should. 

 

jimmyfingers posted this in the Kingpin wip thread. Would it be possible to allow flipper strength to be changed via script?



#1744 toxie

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Posted 16 April 2015 - 11:18 AM

Indeed! I just fixed this.. Will commit later-on..



#1745 Slydog43

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Posted 16 April 2015 - 12:55 PM

I used to test Checkpoint on VP9.x to test for stutter as I thought that table ran the worst on my setup.  I'm about to change my video card in my cab and would like to do some test before and after (I will test a few vp10 tables with F11 and record the outcome before and after.  my question is I guess what would take the biggest hit in VP10?  collidable primitives with many face?  I think it might be neat to have a very "heavy hitting" test table that people can use to judge how well their system is running (and test OS, addons, etc).    Maybe add way too many of the difficult objects to a table and try to get the FPS down really low.  

 

Now that DOF and B2S are working so great stutter seems to be a thing of the past, but I would like to see how different systems act.  thanks DEV Team, doing incredible work!



#1746 toxie

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Posted 16 April 2015 - 01:04 PM

this one is difficult.. you could slow down a table in various ways, but not everything is a realistic use-case..

so i would really recommend against just building a test table that is "just artificially slow"..

 

i think the current selection of tables (or at least the majority of these tables) in the semi-official VP10 table release thread is pretty representative for what VP10 can do and how it "should" be used..

for the rest, only time can tell, as authors will learn more and more about VP10 (after all there were a lot of cool (ab)use cases in VP9.X tables that nobody thought of really before when coding VP9), and then we will also try to fix more performance issues with each release..



#1747 fuzzel

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Posted 16 April 2015 - 01:17 PM

Hmm as Toxie said it already there are multiple things which have an influence on the FPS. You have to divide them into CPU-benchmarking and GPU-benchmarking items.

For example: for benchmarking the GPU throughput you could create a table with a lot of dynamic primitives (e.g. take the posts from the default table and place really a lot of them on a demo table) uncheck "static rendering" and uncheck "collidable". On top of that you could enable the collision flag and let a ball roll over the table hitting the posts. This would also somewhat benchmark the CPU.

 

But those tests won't reflect a normal play situation because there are other things to keep in mind, like VPM, DB2S and the overall lighting processing.


Edited by fuzzel, 16 April 2015 - 01:17 PM.


#1748 baloo42

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Posted 16 April 2015 - 08:44 PM

hi Fuzzel, i first want to say that i really appreciate all the work being put into the latest Vp10.

 

Do you think it will be at all possible to include a feature where you can easily "lock & unlock objects" without making the use of right-click?

This has to be my greatest burden when it comes to using VP9.


Edited by baloo42, 17 April 2015 - 09:00 AM.

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#1749 fuzzel

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Posted 17 April 2015 - 08:22 AM

rev1918 is up :

 

- add mjrs plunger doc
- wire up flipper strength,mass,return correctly again
- new plunger system added (written by mjr)
- fix a null pointer exception (reported by hmueck)
- fix crash when pressing on font button for textboxes (reported by hmueck)
- fix scaling for wire triggers
 



#1750 toxie

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Posted 17 April 2015 - 09:25 AM

 

 

 

You can indeed control flipper strength and other parameters during game play in the script - that's what I utilized when I created my flipper tap code.  One problem is that since VP PhysMod and the flipper changes (including the latest VP10 betas) the flipper parameters control via script is disconnected / broken.   I think it was something temporary that Mukuste had done with all the flipper rework in the PhysMod branch but never got rewired / returned to the previous functionality.  In these PM5 / VP10 script modifications of flipper parameters does actually change value of the flipper parameter in question and can be verified via a textbox, but the value does not apparently get read back or have any effect on the flippers.  For VP 9.1.1 it still works as it should. 

 

jimmyfingers posted this in the Kingpin wip thread. Would it be possible to allow flipper strength to be changed via script?

 

 

So this is now (hopefully completely) fixed, please test this, guys..



#1751 freneticamnesic

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Posted 17 April 2015 - 04:23 PM

Absolutely, will try it out this evening thank you!



#1752 jimmyfingers

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Posted 17 April 2015 - 04:40 PM

Thanks for the flipper parameters fix guys :)



#1753 toxie

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Posted 17 April 2015 - 04:41 PM

If you guys find something like this, please always report it here, as we don't read through each and every thread.  :)



#1754 jimmyfingers

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Posted 17 April 2015 - 05:07 PM

Yah, even more so the bug tracker really, right?  This is just one of the several bugs I mentioned I've got to try and get around to posting and providing examples / test tables / screen shots to get looked at that I just haven't been able to due to the real life stuff / time demands I was telling you guys about in the PMs.   I did raise this flipper parameter issue a while ago via PMs but maybe was just with Fuzzel and I know and have been a proponent myself of using the bug tracker and if it's not in there, then no complaints can be made if it's not worked on / resolved ;)

 

I know the stuff needs to be reported and want to try and get these several reports / follow-ups out to you as you guys are starting to talk about the VP10 becoming final, but I've probably got a day or two's work just to post and reiterate / expand on some of the bugs already posted that still exist and try and find other ways of explaining / demonstrating as certain things like the flasher A / B blending still doesn't work correctly after the amount of reasonable discussion / bug reporting so far and I'll need quite a bit more description and screen shot representation (even a new flasher texture object created in PS to maybe better highlight the issue) to try and get this single example relayed adequately it seems.

 

The original post in Kingpin thread was not an attempt at a bug report but was for the purposes of mentioning to Fren, who thought flipper value altering in real time was not possible, was actually doable, however, it lead to the reminder, so people did not get confused, that it currently was not working with the Physmod and later release.  Glad you still got it fixed and actually felt good to not be the one on the hook trying to get things looked at / having to take the lead and could use the time back for my real life issues that need to come first.



#1755 toxie

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Posted 18 April 2015 - 04:55 AM

All cool JF, take care of real life first!



#1756 jpsalas

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Posted 18 April 2015 - 07:08 PM

Thanks for the new version fuzzel and toxie!

 

I'm making a table for a friend and I wanted a rainbow effect on the lights, like the leds in moderns tables that change the color. The rainbow effect won't be on the table I'm making, but I wanted to share with you in case some of you find it useful, or simply just for fun :)

 

With the new lights it is very easy to change their color. Take a look at the table and you'll see how easy it is.

(I guess I could have made something more visually stunning, but  a simple light will do :) )

 

The table all it does is to change the color of a light and it goes through all the colors in a rainbow. Change the timers speed to have a slower or faster change.

 


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

 

vp.jpg

 

WIP? Some EM tables


#1757 fuzzel

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Posted 20 April 2015 - 06:16 AM

reb1920 is up:

 

- fix user sorting of BG elements (like em reels)



#1758 jpsalas

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Posted 20 April 2015 - 09:32 AM

Thanks fuzzel og toxie for the quick fix! :)


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

 

vp.jpg

 

WIP? Some EM tables


#1759 hmueck

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Posted 20 April 2015 - 10:47 AM

If you guys find something like this, please always report it here, as we don't read through each and every thread.  :)


Report it here? I put everything in the bug tracker...
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1760 toxie

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Posted 20 April 2015 - 11:39 AM

Also fine (even better actually)..







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