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The VP 10.6 beta thread

beta 10.6 beta

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#161 toxie

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Posted 03 December 2018 - 07:03 PM

If you can compile VPX yourself, then it's easy: in regutil.cpp, there is the line #define VP_REGKEY "Software\\Visual Pinball\\VP10\\"

If you change the VP10 part for example in all three to something else, then you have unique settings for all three..



#162 wrd1972

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Posted 03 December 2018 - 08:07 PM

If you can compile VPX yourself, then it's easy: in regutil.cpp, there is the line #define VP_REGKEY "Software\\Visual Pinball\\VP10\\"

If you change the VP10 part for example in all three to something else, then you have unique settings for all three..

I figured it would be something very simple like that. Now its just a matter of learning the proper interface or tool (assuming Visual Studio), to make the change.

 

So currently, I dont know "Jack" about VS. And after researching, I am seeing various different types of VS. So I dont know where to start. Do you have any other suggestions on how I can proceed with revising the mentioned parameter? Cause I would really like to do this myself.

 

Maybe I am thinking about it too simplistically. But can I simply download a "tool", access the current executable, revise the mentioned line, compile the new executable. Done. Or is it just not that simple?


Edited by wrd1972, 03 December 2018 - 08:07 PM.

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.


#163 toxie

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Posted 03 December 2018 - 08:44 PM

https://www.visualst...-studio-vs.aspx (Visual Studio 2017 -> Community -> Free Download)

https://www.microsof...s.aspx?id=23549 (Direct X SDK)

 

You need to install these two..

 

Then use something like https://tortoisesvn.net/downloads.html to checkout https://sourceforge....code/HEAD/tree/ (or just click on 'Download Snapshot' on that sourceforge page for a first start)

 

Then click on VisualPinball.net2017.sln from the snapshot (or SVN checkout), and when its open, choose in the dropdown list 'Release' instead of 'Debug' and make sure it says 'Win32' instead of 'x64' in the dropdown next to it.

 

Then Menu->Build->Build Solution.

 

If there are errors, you may need to add paths to the DX9 SDK you installed earlier, like described here: https://docs.microso...55621(v=vs.140)

(usually: "C:\Program Files\Microsoft DirectX SDK (June 2010)\Include" for the includes and 'C:\Program Files\Microsoft DirectX SDK (June 2010)\lib\x86' for the libraries, note that these subfolders could also be in the 'C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)' variant, if so, then use this path instead)

 

If that works, the VPinball.exe will be placed in the same folder as the snapshot in 'Release' subfolder.

 

If you made it here, congratulations, you can now change the mentioned file.   :)


Edited by toxie, 07 December 2018 - 07:59 PM.


#164 DJRobX

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Posted 03 December 2018 - 10:51 PM

I would just use a hex editor and modify Software\Visual Pinball\VP10\  to something different.   Just be sure not to remove characters (VP10 -> VPX1 VPX2 maybe)



#165 Carny_Priest

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Posted 04 December 2018 - 12:10 AM

I’d just setup three separate bat files or AutoHotkey scripts. Step 1 - overwrite registry key. Step 2 - launch VPX editor. Setup separate shortcuts on your desktop. That’s it. No VS required. That takes a lot of drive space. No recompiling with each commit to the VP source code.


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#166 Slydog43

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Posted 04 December 2018 - 04:56 AM

this is power of open source.  I hope people realize how incredible the devs have made vp and its open source (thanks randy d).   It blows me away the ability to actually compile a program with your personal changes (i have done some minor tweaks to b2s server).   I love VP, thanks to all involved.

 

I agree with a ahk script.  so easy and future proof (or at least more future proof).  I have written a few ahk scripts for my cab and its insane what can be done.  if you want help pm me

 

there are many ways to do what you want.  That is power of programming and having many resources (open source, good docs, etc).   especially if you launch with pinballx or similar front end that allows pre and post programs.  I have a ahk script that knows if vp is running in editor/player mode for display stuff such as instruction cards or hi score, etc. 


Edited by Slydog43, 04 December 2018 - 05:05 AM.


#167 bord

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Posted 04 December 2018 - 03:27 PM

Feature request: Can we have a depth bias control for walls? It is common to use walls for plastics and when plastics have transparent areas it is important to be able to control what does and doesn't show through the transparent areas. I often need to set walls to a negative depth bias number at which point I'm stuck converting them to meshes in order to get this functionality.



#168 fuzzel

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Posted 04 December 2018 - 04:34 PM

The depth-bias option is more a hack than a feature but why you don't use a primitive mesh in the first place? I always use meshes for primitives because you can join all plastics into one big mesh that gives an extra performance kick on mid and low-end graphic card. Especially on tables with a lot of plastics covering nearly the whole screen.



#169 alistaircg

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Posted 04 December 2018 - 05:37 PM

any chance of getting BAM Kinect Head Tracking working for VPX ?

 

Because that would be fantastic, as I dont like future pinball as much as I love VPX

 

https://www.ravarcad...cking/18-kinect


Edited by alistaircg, 04 December 2018 - 05:37 PM.


#170 fuzzel

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Posted 04 December 2018 - 06:23 PM

Yes with VP11 :)



#171 bord

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Posted 04 December 2018 - 06:52 PM

The depth-bias option is more a hack than a feature but why you don't use a primitive mesh in the first place? I always use meshes for primitives because you can join all plastics into one big mesh that gives an extra performance kick on mid and low-end graphic card. Especially on tables with a lot of plastics covering nearly the whole screen.

 

I always use meshes for plastics, too but sometimes there are tables I want to mod where the author put the plastic images on a single huge wall. Would make modding easier with some depth bias control.



#172 alistaircg

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Posted 04 December 2018 - 08:54 PM

Yes with VP11 :)

HOT Dam, thank you so much, I am as excited as a little girl



#173 toxie

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Posted 05 December 2018 - 08:26 AM

Don't hold your breath though.. This is far out still..



#174 Rajo Joey

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Posted 05 December 2018 - 04:23 PM

Don't hold your breath though.. This is far out still..

Oh yes, every year a new version. So we have to wait only 4 years. :bar5:  :hmm:  :P 


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#175 toxie

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Posted 06 December 2018 - 08:20 AM

So far, we had every year 2 versions..  :tongue3:



#176 Thalamus

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Posted 06 December 2018 - 09:31 AM

Hope that doesn't mean you've planned to relax for a few years soon :P You guys are great ! :wub:


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#177 3rdaxis

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Posted 06 December 2018 - 01:48 PM

Hope that doesn't mean you've planned to relax for a few years soon :P You guys are great ! :wub:

I second that. I love VP :give_rose:



#178 lukpcn

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Posted 06 December 2018 - 01:52 PM

BAM is to be in VP11 ? Does it mean that VP11 will be 3d ?


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#179 fuzzel

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Posted 06 December 2018 - 04:38 PM

No VP is and will always be 1D maybe 1.5D :facepalm: seriously only because you can't simply move the camera while playing a game doesn't mean that VPX isn't 3D it's fully 3D but with a static camera ;)



#180 bord

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Posted 06 December 2018 - 07:10 PM

BAM is to be in VP11 ? Does it mean that VP11 will be 3d ?

 

 

I think the real question should be: Will VP11 have 3D dynamic lighting?

 

Gotta voice the same thanks as above. VPX is a fun playground to play in.







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