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The VP 10.1 beta thread


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#161 toxie

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Posted 10 February 2016 - 10:30 AM

did you try with the 10.1 build? cause there i did some more improvements for these kind of situations..



#162 jpsalas

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Posted 10 February 2016 - 11:00 AM

But does it also improve performance (you can look at the new counters for 'scripts' when you press F11)? Otherwise we can also just leave it like is.

I can't see any difference in fps when changing PinMAMEInterval = 10 or PinMAMEInterval = 1 in the core.vbs

All the counters looks very similar. I have only tried that in my work computer, and I only get about 21 fps full screen, so I should note the difference if there was any real difference by changing that value.


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#163 JMG

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Posted 10 February 2016 - 11:16 AM

did you try with the 10.1 build? cause there i did some more improvements for these kind of situations..

Yes. my description was for 10.1. - however, the performance is significantly improved compared to 10.0, where the stutter appears much more frequently


Edited by JMG, 10 February 2016 - 11:21 AM.


#164 toxie

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Posted 10 February 2016 - 12:26 PM

something else: if somebody has some better suggestions for "cryptic" UI namings, please feel free to note them down here.

 

for example i personally don't even know what "Nudge Time" is supposed to actually mean.. :)

(does anybody have a meaningful name for that?)



#165 unclewilly

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Posted 10 February 2016 - 01:45 PM

Sorry I'm late to the paty.
Is this still all backwards compatible with vpx

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#166 RYSr

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Posted 10 February 2016 - 02:29 PM

Fuzzel said in post #82

The plan is to keep VP10.x as long as possible compatible to the 10.0 version. All current changes so far are just extensions mostly for authors but these won't break compatibility. And yes if something changes for example there are new game features than I will inform you all.

 

 

http://www.vpforums....e=5#entry332099

 

 


Edited by RYSr, 10 February 2016 - 02:34 PM.


#167 toxie

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Posted 10 February 2016 - 03:03 PM

the only new things are the "Raise Delay" option for targets and the DMD image connection on Flashers..

so if you use these, then it won't be available on VP10.0, but it will still load/work otherwise.



#168 BorgDog

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Posted 10 February 2016 - 04:29 PM

Sort does not seem to be on in Collection Manager either, although Image Manager and Material Manager both are sorted by name.

 

Any chance to look at this?  It is rather annoying.

 

Thanks for all your work.



#169 arngrim

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Posted 10 February 2016 - 05:48 PM

with the core.vbs change my jp afm stutter when i hit the saucer is gone, thanks :)

#170 toxie

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Posted 10 February 2016 - 06:00 PM

using 10.1 or 10.0?



#171 fuzzel

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Posted 10 February 2016 - 06:01 PM

 

Sort does not seem to be on in Collection Manager either, although Image Manager and Material Manager both are sorted by name.

 

Any chance to look at this?  It is rather annoying.

 

Thanks for all your work.

 

Nah not yet...a bit busy with real life stuff and recreating a VPX version of Gorgar ;)



#172 unclewilly

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Posted 10 February 2016 - 06:04 PM


 


Sort does not seem to be on in Collection Manager either, although Image Manager and Material Manager both are sorted by name.

 
Any chance to look at this?  It is rather annoying.
 
Thanks for all your work.
 
Nah not yet...a bit busy with real life stuff and recreating a VPX version of Gorgar ;)

I have high res playfield and plastics inages if you need them

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uw2.gif


#173 fuzzel

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Posted 10 February 2016 - 06:06 PM

 

 

 

Sort does not seem to be on in Collection Manager either, although Image Manager and Material Manager both are sorted by name.

 
Any chance to look at this?  It is rather annoying.
 
Thanks for all your work.
 
Nah not yet...a bit busy with real life stuff and recreating a VPX version of Gorgar ;)

I have high res playfield and plastics inages if you need them

 

resources are always wellcome :) Thanks!


Edited by fuzzel, 10 February 2016 - 06:06 PM.


#174 lodger

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Posted 10 February 2016 - 07:04 PM

This might sound like an odd feature request, but it would be helpful to be able to export a list of table contents: ie export text file of sounds, a list of images, primitives, kickers, lights, etc.  this would really help speed up some sorts of coding (especially writing arrays, etc.)


Edited by lodger, 10 February 2016 - 07:05 PM.

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http://www.vpforums....&showfile=11819

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#175 arngrim

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Posted 10 February 2016 - 07:22 PM

i'm using 10.1 currently, i need ot think to try with 10.0

using 10.1 or 10.0?



#176 dstott

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Posted 10 February 2016 - 07:33 PM

X


Edited by dstott, 12 February 2016 - 06:19 PM.

Dave

 

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#177 flupper1

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Posted 11 February 2016 - 07:16 AM

A feature request regarding lighting of transparent ramps:
Is it possible to have a different environment map for an object (such as a primitive ramp) with a slider for env. emis. scale? In my Totan mod I used the environment map to give the transparent ramps nice reflections and highlights, but it is very tricky, because a perfect environment for the ramps gives overly bright lighting on other table elements (I think it sort of overrules all other GI). On totan this works, because it is a bright table, but for darker ones I can have either perfect ramps or mehhh ramps with good lighting. To sum it up, for the colors & formatting properties of a primitive an added field for another environment map and a slider for the env emis scale.

To make it more awesome a second one (but does not need the above one):
Is it possible to have a new kind of light which only influences the color and emission scale of the environment map? This would enable colored lighting of transparent ramps, but still have the reflections and highlights of the environment map (sort of ray traced lighting effect). Or is this already possible?

Hope this is the right place to add this request or do I have to add it somewhere else? And please let me know if I am not making sense...


Edited by flupper1, 11 February 2016 - 08:16 AM.


#178 jimmyfingers

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Posted 11 February 2016 - 10:03 AM

A feature request regarding lighting of transparent ramps:
Is it possible to have a different environment map for an object (such as a primitive ramp) with a slider for env. emis. scale? In my Totan mod I used the environment map to give the transparent ramps nice reflections and highlights, but it is very tricky, because a perfect environment for the ramps gives overly bright lighting on other table elements (I think it sort of overrules all other GI). On totan this works, because it is a bright table, but for darker ones I can have either perfect ramps or mehhh ramps with good lighting. To sum it up, for the colors & formatting properties of a primitive an added field for another environment map and a slider for the env emis scale.
 

I think having a 2nd "alternative" option for the environment map would be extremely useful and to be able to invoke it on an object if needed (for primitives, flippers, ramps, and walls as the core objects).  This would allow situation where, as flupper1 describes above, you get stuck in which one choice of environment map looks great for some object but changes too much some other ones undesirably.   Nowadays with the built-in one the lighting can look nice, but the flippers get an odd lighting aspect where it looks like there is light emanating from the bottom right area around the apron / right outlane (the right flipper looks like it's lit with a low / PF height light from this area that shouldn't be producing any light on almost any table as it's below the flipper).  

 

Simply having an additional choice for an alternative would open up a whole new realm of tuning ability where this compromise doesn't have to be made.  It would be fair to say that the environment is indeed different for different objects positioned around the table because from each elements perspective the environment and it's illumination aspects are indeed actually unique (i.e. the way the environment "looks" to the ramps at the top of the table is not going to be that similar to how the flippers "view" would be).  


Edited by jimmyfingers, 11 February 2016 - 10:06 AM.


#179 JMG

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Posted 11 February 2016 - 01:41 PM

Okay...i tried playing around with the vpinmame timer interval with values of1(standard), 10, 25 and 40, while in VPX10.1. however, none of these improve gameplay regarding the randomly appearing short stutters of the ball during play - tested on MM Dozer 1.7.vpx. 

I attached a screenshot of the f11 debug menu. i'm assuming the second row shows overall used time for a single rendered frame? Because you can see the high max value of 50 ms there, and right now i'm assuming that short sequences of 50 ms frames might be the reason for the stutter. 

Sadly i have no idea how to tackle this...if i have time later or tomorrow, i will check if this issue also appears when playing an empty table.

TTDDFSi.png


#180 toxie

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Posted 11 February 2016 - 04:12 PM

The 50ms might also be just some delay when the driver uploads textures to the board and so on in the very beginning.. So you might rather want to watch the third counter in the second row (in your shot "16.8"), this one is updated once per second and features the maximum value within that second. If that is sometimes very large during gameplay, then please look at the physics and scripts counters (also the third one, in your example "0.2" and "1.0"), if these are also higher than normal (within the same measurement time/second of course).


Edited by toxie, 11 February 2016 - 04:14 PM.