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VP10 is here (beta)

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#1781 toxie

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Posted 22 April 2015 - 11:33 AM

Indeed. Especially PM5 tables usually have just set things to 0 there as it didn't matter.



#1782 paulohotline

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Posted 24 April 2015 - 04:08 PM

Hey guys, I can update all the vbs files with no issues except when I update the core.vbs file. The previous one I have installed starts with - Const VPinMAMEDriverVer = 3.43. When I update the the new core.vbs I get the following error when lauching any table in VP9.9, PM5 or VP10 -> Script Error - Line: 1 File not found and the table crashes.
 
When I replace back the old core.vbs every table on any version launches fine again. Some VP10 tables working with this old core file, but I get the flipper error in Mrs Pacman and Hercules etc. Sharkey's works fine. 
 
Any suggestions on what to try next?

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#1783 hauntfreaks

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Posted 24 April 2015 - 06:11 PM

 

Hey guys, I can update all the vbs files with no issues except when I update the core.vbs file. The previous one I have installed starts with - Const VPinMAMEDriverVer = 3.43. When I update the the new core.vbs I get the following error when lauching any table in VP9.9, PM5 or VP10 -> Script Error - Line: 1 File not found and the table crashes.
 
When I replace back the old core.vbs every table on any version launches fine again. Some VP10 tables working with this old core file, but I get the flipper error in Mrs Pacman and Hercules etc. Sharkey's works fine. 
 
Any suggestions on what to try next?

 

 

I havent found this.... my vp9 an PM5 EXE's, tables and VBS files are in there own folder..... and my VPX EXE, Tables and VBS files are in there own folder.... so I have a set of VBS just for 10 and a set just for 9/MP5


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#1784 paulohotline

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Posted 24 April 2015 - 07:57 PM

Thanks HF, I put VP10 in its own folder, with Tables and vbs files and its working fine now. I still have weird issues with tables, but these should not be related to the latest vbs files. Both Mrs. Pac-Man and King Kong do not have working bumpers :) Hercules and other VP10 tables work great.


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#1785 Koolywiz

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Posted 24 April 2015 - 08:13 PM

Stupid question.  I'm running hyperpin with 9, 9.9 and PM5 and want to install VP10.  How did you configure VP10 vbs files into their own folder?  thanks!



#1786 blashyrk

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Posted 24 April 2015 - 08:17 PM

Just unzip the new vbs files in your table folder and overwrite the old ones

#1787 Koolywiz

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Posted 24 April 2015 - 08:19 PM

Ok so that won't affect my 9, 9.9 and PM5 tables in my cab like Paulo was seeing with core.vbs?



#1788 blashyrk

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Posted 24 April 2015 - 08:23 PM

I can't guarantee anything, but it worked for me. If you want to be absolutely sure to not f' anything up just make a separate folder for vp10

Edited by blashyrk, 24 April 2015 - 08:26 PM.


#1789 Koolywiz

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Posted 24 April 2015 - 08:27 PM

ok thanks!



#1790 toxie

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Posted 24 April 2015 - 08:36 PM

its designed to work in theory..

 

i use vp8,vp9.2.1,vp9.9.1,vp10 all in the same directory.



#1791 hmueck

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Posted 24 April 2015 - 08:39 PM

 
i use vp8,vp9.2.1,vp9.9.1,vp10 all in the same directory.


Me too. Just make sure not to have .vbs files lying around everywhere. Just put the lastest ones in c:\visual pinball\scripts\
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#1792 The Loafer

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Posted 24 April 2015 - 09:45 PM

I thought its always recommended to put the vbs in the tables folder? Doesn't mattter for me, I always put them in both folders lol

Paul: I know one of those tables needs to be updated for the bumpers to work, so probably the same issue with the other.

#1793 toxie

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Posted 24 April 2015 - 09:57 PM

i only have them in the tables folder. (but it shouldn't matter, -one copy- is the only thing that is important)



#1794 jpsalas

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Posted 25 April 2015 - 04:18 AM

I have the vbs scripts in the Scripts folder, this way I can have many folders with tables and I don't need to copy the scripts to many folders.

 

The reason why people started adding the script to the table folders is because of a wrong line in the Sub LoadVPM, well not actually wrong it is that it expects the vbs files to be in the same folder as the table:

 

ExecuteGlobal CreateObject("Scripting.FileSystemObject").OpenTextFile(VBSfile, 1).ReadAll

 

and if it is changed to:

 

ExecuteGlobal GetTextFile(VBSFile)

 

then the vbs scripts can be in the scripts folder and you only need one copy of them. Most of the tables contain the second line since this was discovered many years ago.


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#1795 mpad

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Posted 25 April 2015 - 05:16 AM

Thanks for the info. As I wasn't around many years ago I only rely on the documentation available, which is also "many years ago".

#1796 fuzzel

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Posted 25 April 2015 - 09:56 AM

rev1932 is up. This one is a bigger update than the last time and it introduces a nice lighting feature for bulb lights, the default table was updated in this regard.

 

- avoid extreme modulate values to better support day->night slider
- fix problem with interaction of 'new' bulb-buffer and the 'original' bloom-buffer used for that
- set new transmission scale to 0 for existing elements and 0.5 for newly created ones
- switch ball mesh to higher poly variant if detail level set to maximum
- implement (optional) fresnel falloff for transparent materials and additional (optional) light transmission buffer for light bulbs to have fake/blurred out light from below for transparent surfaces
- fix crash when when selecting a collection directly after loading a table
- add plunger changes (patch by mjr)
- enable d3d9ex useage on >winxp, which enables adaptive vsync (FPS Limiter set to 2) again
- fix user sorting issue with BG decals
- fix user sorting issue with BG lights
 



#1797 freneticamnesic

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Posted 25 April 2015 - 10:04 AM

How would you describe the transmit function on lights now? Setting it to 1 really looks nice but I don't want to abuse it. I've been known to go overboard on lighting in the past :(

 

Left side is transmit set to 0 and right side is transmit set to 1... looks awesome

 

wMA8ITK.png?1



#1798 fuzzel

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Posted 25 April 2015 - 10:34 AM

Well there is no golden rule which values should be used. If so we had added a simple checkbox ;) It's all about taste and natural look. Also have a look at the new opacity settings ("Edge Opacity") in the material editor. Finding correct values needs some time but it's the same like with the phyics settings: try...try..try :D



#1799 dyopp21

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Posted 25 April 2015 - 01:47 PM

Real life issues have taken me away from this thread but I'm interested in starting to burn my fingers on VPX a bit more.  The first time I installed it and played a few table on fullscreen, the ball was pretty distorted (not round) depending on where it was on the table.  Has this been overcome?  Is there some setting I need to be aware of to fix that issue?


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#1800 toxie

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Posted 25 April 2015 - 01:53 PM

How would you describe the transmit function on lights now? Setting it to 1 really looks nice but I don't want to abuse it. I've been known to go overboard on lighting in the past :(

 

Left side is transmit set to 0 and right side is transmit set to 1... looks awesome

 

o

 

so just as a rough guide for the new bulb light option (as it might be a bit tricky, given my recent experiments with existing tables):

the way it works is that you set the new "Transmit" option for bulb lights to something like 0.5 (if all bulbs are 0 on a table then the whole feature is disabled, so enabling the first bulb will feature a slight performance degradation, the following ones will be less costly).

if something -transparent- is -above- that bulblight, then it will catch the light from below, weighted by this transmit parameter.

IMHO good looking is something like material opacity amount 0.95 to 0.99 (btw: i also had to change the opacity "Amount" setting in the materials to 0..1 instead of 0..100, as a setting like 0.999 can look good, too).

 

as for the opacity edge alpha in the material parameters: please always keep this at 1, unless you know what you're doing.by default the setting is 0 for all existing tables though.







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