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The VP 10.7 beta thread


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#161 jpsalas

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Posted 27 April 2020 - 09:02 AM

Very nise with the core.vbs update, now even 10.6 tables will get the SSF sound on drop targets, kickers, ++ then I don't need to add hit events for the droptargets just to play the SSF sound :)

 

Very nice also all the other fixes, the plunger work much better now.


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#162 toxie

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Posted 27 April 2020 - 09:32 AM

Just a question regarding SSF, as i know close to nothing about all the SSF script magic that is going on in all the tables: Will this new update by mfuegemann have any unintended sideeffects on some tables that already did explicitly code SSF for these table elements?



#163 fuzzel

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Posted 27 April 2020 - 10:18 AM

If I go back and forth between the backglass and the editor, the property panel does not update, if it is on the properties of the table,

if I select an object and then click on nothing, the panel refreshes.

 

Thanks!

Fix will come with the next update.



#164 Thalamus

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Posted 27 April 2020 - 10:31 AM

@toxie : I don't see how that could happen. When tables where changed to improved SSF, you would eg. for drop targets, start to send an empty string to core and instead use the targets "_hit" event to place the sound with via activeball. Obviously, this meant that you would need to code each target individually and it also meant that since you could not hook yourself into the reset of the bank, that one would be played at default location.

 

Already existing tables will still send empty strings to core of course, but, from now, authors doesn't need to create the extra code for each target. Michael actually upgraded over 500 tables in one weekend ;)


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#165 toxie

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Posted 27 April 2020 - 11:23 AM

Cool! As said, i don't know how all of that works, as i simply cannot follow all progress everywhere. Too much going on nowadays in the VP world (which is good :)).



#166 lukpcn

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Posted 27 April 2020 - 11:26 AM

When using Sound Manager I need to press play on each of the sounds i want to listen to, can there be an option (toggle) to auto play on selecting sound pretty please.


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#167 LynnInDenver

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Posted 27 April 2020 - 12:02 PM

Any chance of adding text to the preferences panes (Configure Keys, Nudge and DOF, Video and Graphics Options, etc.) to advise people that VPX will need to be restarted to reflect any changes made?



#168 toxie

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Posted 27 April 2020 - 12:32 PM

 

I was wondering for years why setting the friction of walls does not do much, at least I see no big difference if I set friction to 0.3, 0.7 or 1.0. Even friction 1.0 does not have much influence on a ball rolling down the inlanes, it's not getting slower with higher friction. I wish there could be done something about that.

Do you have a simple repro table, maybe, please? (like multiple inlanes with different friction params, where on each a ball runs down at the exact same time)

 

I looked into this a bit now, and i think(!) that inlanes simply cannot have much of an effect regarding friction. So either the physics model that VP uses for that (Coulomb) is not sufficient as an approximation or there would have to be other physical effects (so other than simple friction) computed. Friction effects in the engine are not something as simple as 'glue' that is put onto things.  ;)



#169 wrd1972

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Posted 27 April 2020 - 03:53 PM

 

 

I was wondering for years why setting the friction of walls does not do much, at least I see no big difference if I set friction to 0.3, 0.7 or 1.0. Even friction 1.0 does not have much influence on a ball rolling down the inlanes, it's not getting slower with higher friction. I wish there could be done something about that.

Do you have a simple repro table, maybe, please? (like multiple inlanes with different friction params, where on each a ball runs down at the exact same time)

 

I looked into this a bit now, and i think(!) that inlanes simply cannot have much of an effect regarding friction. So either the physics model that VP uses for that (Coulomb) is not sufficient as an approximation or there would have to be other physical effects (so other than simple friction) computed. Friction effects in the engine are not something as simple as 'glue' that is put onto things.  ;)

 

Toxie,

Thanks for looking into this. What are the possibilities down the road that the "friction computing" might be able to be addressed? Ideally what I would like to see is the current engine friction processing to be "amplified" so that there is a wider range of available friction to use if desired for objects. Is this a major tear-up that must wait till say VP11 or so? I am contemplating adding friction hacks to my current tables to try to address some of these minor deficiencies, and I have a feeling others may be doing this as well to their tables.


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#170 toxie

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Posted 27 April 2020 - 04:05 PM

If you can come up with a solution via script, maybe we can incorporate that?

 

I'm constantly swinging between "remove all hacks from the physics engine" to "add more hacks to the already existing ones". Option a would be so much cleaner and easier to debug (and so to understand whats actually happening in special cases), but i failed so far with all my attempts to end up with something that worked as well as the current hacky physics and/or where authors were happy with.

Option b is making the code even more magic, but maybe this is the only thing possible mid-term, until somebody really re-invents pinball physics for VP11 (or whatever) more or less from scratch. My hope currently is on freezy and the other VPE contributors on the latter part, but only the future will tell if that will work out.



#171 jpsalas

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Posted 27 April 2020 - 06:24 PM

A small bug: Copy/paste between tables doesn't work using CTRL C/ CTRL V (or CTRL SHIFT V), using the latest revision. But it works using a mouse.

 

Edit: it doesn't work either to copy/paste objects in the same table using the keys.


Edited by jpsalas, 27 April 2020 - 06:43 PM.

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#172 chepas

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Posted 27 April 2020 - 06:25 PM


Friction effects in the engine are not something as simple as 'glue' that is put onto things.  ;)

 

Yeah, this. The only glue I found is lessening smooth points as I mentioned in this thread, but quickly get shut down with, "doesn't work". Doesn't work can be a multitude of things with the table. The momentum that builds up around the table, hits an inlane, or inner loop, orbits, anything with heavy curves is a "Non Friction Spin Fest. You will not notice "jagged" movement on the ball, as you probably would expect compared to total smooth points.

 

Make a small inner loop with a flipper that can shoot into it, watch the speed of the ball, in my eyes it's ridiculous but can be tamed with edges without looking like it's travelling inside a rectangle.

 

I downloaded a version of T2 of yesterday to start to create the Amiga game Nightmare. It used a lot of primitives that had physics checked everywhere, ramps, walls, pretty much every prim was checked. So for a start, I moved directly away from that build because going to take me too much time to replace that with normal walls. Didn't get the table built , just wasted time :) and moved back to the game logic.

 


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#173 Rajo Joey

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Posted 28 April 2020 - 05:14 AM

Yesterday I notice the following in the rev 4060.
Want to change the pov in the editor.
Load the table, options are visible for table.
Then I click on backdrop. Options stay for table. Can't see the settings for camera, even if I click on the table.
I have to click on an element and then again on the table. Now I see the camera-settings.

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#174 lukpcn

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Posted 28 April 2020 - 05:33 AM

Can there be added an option to set the font size in the F6 mode where we set the inclination and stuff ? on the 4k monitor it is really tiny to see.


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#175 fuzzel

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Posted 28 April 2020 - 07:50 AM

Yesterday I notice the following in the rev 4060.
Want to change the pov in the editor.
Load the table, options are visible for table.
Then I click on backdrop. Options stay for table. Can't see the settings for camera, even if I click on the table.
I have to click on an element and then again on the table. Now I see the camera-settings.

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This is a known issue and will be fixed in the next version

#176 kiwi

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Posted 28 April 2020 - 09:17 AM

The new "core.vbs" does not run the VP9 tables.



#177 fuzzel

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Posted 28 April 2020 - 09:17 AM

rev4063 is up:

 

- fix ctrl+c/ctrl+v for copy/paste elements in editor
- update layer name if user hits tab key
- check initial root layers node in the layer dialog
- fix updating property dialog if user toggles backglass/table view
 



#178 jipeji16

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Posted 28 April 2020 - 12:23 PM

Hi @Toxie, and first thank you very much for all your work !!!

 

Just a "little" question :

Could it be possible to get a way to copy in memory all the coordinates (4 points) of a square wall, to paste all of them in the script to simplify the Inrect method for the ramps ?

first i make a wall, just image a function with right button "copy coordinates", and paste coordinates in the script ;)

 

Big big thanks !!!

 

JPJ



#179 Seraph74

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Posted 28 April 2020 - 02:43 PM

Thanks so much for all your work, it really is amazing

 

On Previous version -

 

File -> Open (a table)

File -> Open (a 2nd table)

File -> Close (2nd table)

 

Greys out the elements box (unusable) and also seems to add an extra entry in the Recently Opened Files list (aka suddenly 9 or 10)

 

Thanks again



#180 javier1515

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Posted 28 April 2020 - 03:40 PM

is this new version of vpx could you incorporate primitives that collide in motion?
sorry in case you already said that you can't the truth I don't remember .. maybe I'm a little old and I'm beginning to forget things  :wimper:

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