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The VP 10.5 beta thread


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#21 hauntfreaks

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Posted 10 January 2018 - 07:00 PM

tested 
found:
same issue we had with the bumper materials not showing as used (fixed)
now its doing the same with the kicker and also the triggers


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#22 cyberpez

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Posted 10 January 2018 - 07:07 PM

Sweet!! new beta's!!!

 

Something that would come in handy if possible would be to add a checkbox(or some sorta marker) next to images and materials that are used in the script..  It would come in handy sharing a table back and forth to be able to keep track of whats used if its not picked up by the standard in-use check.



#23 hauntfreaks

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Posted 10 January 2018 - 07:07 PM

I think this might be a bug...This happened on Indiana Jones and Gilligan's Island (haven't tested more tables for this). The ball looks like a disco ball, with small dots of lights all over, rather than the normal highlights. Quiting and restarting the table (from PinballX) cleared it. On Gilligan, when the ball gets into that pit at the top right, the light dots are hanging *above* the ball.

 

are you in diagnostic mode? (F11) that's the only time I see the mapping nodes


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#24 LeChucksBeard

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Posted 10 January 2018 - 07:13 PM

 

I think this might be a bug...This happened on Indiana Jones and Gilligan's Island (haven't tested more tables for this). The ball looks like a disco ball, with small dots of lights all over, rather than the normal highlights. Quiting and restarting the table (from PinballX) cleared it. On Gilligan, when the ball gets into that pit at the top right, the light dots are hanging *above* the ball.

 

are you in diagnostic mode? (F11) that's the only time I see the mapping nodes

 

 

hmmm, good point, I might have been at those times. I'll check again when I can.



#25 fuzzel

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Posted 10 January 2018 - 10:05 PM

Sweet!! new beta's!!!
 
Something that would come in handy if possible would be to add a checkbox(or some sorta marker) next to images and materials that are used in the script..  It would come in handy sharing a table back and forth to be able to keep track of whats used if its not picked up by the standard in-use check.

Oh I don't think that is feasible...we had to add a script parser to identify image usage.

#26 cyberpez

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Posted 10 January 2018 - 10:19 PM

 

Sweet!! new beta's!!!
 
Something that would come in handy if possible would be to add a checkbox(or some sorta marker) next to images and materials that are used in the script..  It would come in handy sharing a table back and forth to be able to keep track of whats used if its not picked up by the standard in-use check.

Oh I don't think that is feasible...we had to add a script parser to identify image usage.

 

 

I was thinking a manual checkbox if that makes a difference.  



#27 Thalamus

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Posted 10 January 2018 - 10:40 PM

Ah. So authors themselves can mark ... be careful this is a scripted resource ? Might work. But, don't you think that will be forgotten or ignored by some - so, it can't be trusted.


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#28 Fusionwerks

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Posted 11 January 2018 - 05:32 AM

Ah. So authors themselves can mark ... be careful this is a scripted resource ? Might work. But, don't you think that will be forgotten or ignored by some - so, it can't be trusted.


I agree, it would also let you reduce file size when your done building a table by knowing what you an get rid of, and what you cant.

#29 toxie

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Posted 11 January 2018 - 06:34 AM

tested 
found:
same issue we had with the bumper materials not showing as used (fixed)
now its doing the same with the kicker and also the triggers

 

Fixed with next version..



#30 toxie

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Posted 11 January 2018 - 06:48 AM

The first and last I tried the loop stuff was in Oct '17. Thought it was a case of "stupid me", so I never reported it, just adjusted the audio instead :)

So, no clue when it started, but at least you know that it is at least a 3 month old bug.

 

It's actually a been-there-since-forever-bug (e.g. since VP9 open sourced)..  :/

Can't fix it even, will have to wait until at some point sound and music playback code is unified..



#31 kiwi

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Posted 11 January 2018 - 09:50 AM

Switching from DT to FS, and vice versa, is registered in the history,

so when the table is closed, VP asks if to save even if no changes have been made.



#32 hauntfreaks

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Posted 11 January 2018 - 10:37 AM

Switching from DT to FS, and vice versa, is registered in the history,

so when the table is closed, VP asks if to save even if no changes have been made.

 

yep i've seen this for awhile now, I think all of the 10.4 beta had this.... would be great if it can be fixed...


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#33 toxie

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Posted 11 January 2018 - 09:31 PM

Switching from DT to FS, and vice versa, is registered in the history,

so when the table is closed, VP asks if to save even if no changes have been made.

 

fixed.. thanks!



#34 BorgDog

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Posted 12 January 2018 - 01:42 AM

Feature Request!  - animated bumper skirts.

 

I recently spent some time and figured out a fairly simple method to animate the skirt on bumpers.  I think it adds a nice little touch to the realism of the table.

 

Basically takes the x, y of the ball when it hits the bumper, figures the angle to that from the bumper x, y, then tilts the skirt in that direction by using both x and y tilt then calls a timer to put it back.  I assume the skirt is a separate object since you can apply different material and turn it on or off separate from the bumper that it would be fairly easy to add this to the built in object similar to how the targets and such are animated.  

 

here are the relevant script parts that were streamlined some from my original by rothbauerw

'*************** NOTE: set bumper object timer to around 150-175 in order to be able
'***************       to actually see the animation, adjust to your liking

Const PI = 3.1415926
Const SkirtTilt=5		'angle of skirt tilting in degrees 5 seems good, could be hard coded at that or made adjustable

Sub Bumper1_Hit
	BumperSkirt1.roty=skirtAY(me,Activeball)
	BumperSkirt1.rotx=skirtAX(me,Activeball)
	me.timerenabled=1
        ..... other scoring and such removed for this example
End Sub

sub bumper1_timer 		'*******part of bumper skirt animation
	BumperSkirt1.rotx=0
	BumperSkirt1.roty=0
	me.timerenabled=0
end sub

Function SkirtAX(bumper, bumperball)
	skirtAX=cos(skirtA(bumper,bumperball))*(SkirtTilt)	'x component of angle
	if (bumper.y<bumperball.y) then	skirtAX=skirtAX*-1	'adjust for ball hit bottom half
End Function

Function SkirtAY(bumper, bumperball)
	skirtAY=sin(skirtA(bumper,bumperball))*(SkirtTilt)	'y component of angle
	if (bumper.x>bumperball.x) then	skirtAY=skirtAY*-1	'adjust for ball hit left half
End Function

Function SkirtA(bumper, bumperball)
	dim hitx, hity, dx, dy
	hitx=bumperball.x
	hity=bumperball.y
	dy=Abs(hity-bumper.y)		'y offset ball at hit to center of bumper
	if dy=0 then dy=0.0000001
	dx=Abs(hitx-bumper.x)		'x offset ball at hit to center of bumper
	skirtA=(atn(dx/dy))           	'angle in radians to ball from center of Bumper1
End Function

That's if for the script. 

 

The skirt object also needs to be raised up off the playfield where it currently is in the default bumper object. I've modified a primitive to be at an appropriate height and orientation by setting a Z of 0 and rot of 0,0,0  You can grab that skirt if you want to https://www.dropbox.... Skirt.obj?dl=0

 

If you want to see it in action, it is in rothbauerw's latest update of his Jive Time table over on vpinball, and also my latest Gottlieb em template also over on vpinball.

 

Thanks!


Edited by BorgDog, 12 January 2018 - 01:43 AM.


#35 wrd1972

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Posted 12 January 2018 - 07:20 PM

Totally agree with BD!

I did do a hack skirt animation for my soon to come out Dr. Dude refresh. It has the skirt tilt just a bit when the bumper operates. Visually, its working great cause you can see the reflection change.

 

But I am confident that your script would work much better. :)


Edited by wrd1972, 12 January 2018 - 07:21 PM.

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#36 fuzzel

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Posted 12 January 2018 - 09:08 PM

Feature Request!  - animated bumper skirts.
 
I recently spent some time and figured out a fairly simple method to animate the skirt on bumpers.  I think it adds a nice little touch to the realism of the table.
 
Basically takes the x, y of the ball when it hits the bumper, figures the angle to that from the bumper x, y, then tilts the skirt in that direction by using both x and y tilt then calls a timer to put it back.  I assume the skirt is a separate object since you can apply different material and turn it on or off separate from the bumper that it would be fairly easy to add this to the built in object similar to how the targets and such are animated.  
 
here are the relevant script parts that were streamlined some from my original by rothbauerw

'*************** NOTE: set bumper object timer to around 150-175 in order to be able
'***************       to actually see the animation, adjust to your liking

Const PI = 3.1415926
Const SkirtTilt=5		'angle of skirt tilting in degrees 5 seems good, could be hard coded at that or made adjustable

Sub Bumper1_Hit
	BumperSkirt1.roty=skirtAY(me,Activeball)
	BumperSkirt1.rotx=skirtAX(me,Activeball)
	me.timerenabled=1
        ..... other scoring and such removed for this example
End Sub

sub bumper1_timer 		'*******part of bumper skirt animation
	BumperSkirt1.rotx=0
	BumperSkirt1.roty=0
	me.timerenabled=0
end sub

Function SkirtAX(bumper, bumperball)
	skirtAX=cos(skirtA(bumper,bumperball))*(SkirtTilt)	'x component of angle
	if (bumper.y<bumperball.y) then	skirtAX=skirtAX*-1	'adjust for ball hit bottom half
End Function

Function SkirtAY(bumper, bumperball)
	skirtAY=sin(skirtA(bumper,bumperball))*(SkirtTilt)	'y component of angle
	if (bumper.x>bumperball.x) then	skirtAY=skirtAY*-1	'adjust for ball hit left half
End Function

Function SkirtA(bumper, bumperball)
	dim hitx, hity, dx, dy
	hitx=bumperball.x
	hity=bumperball.y
	dy=Abs(hity-bumper.y)		'y offset ball at hit to center of bumper
	if dy=0 then dy=0.0000001
	dx=Abs(hitx-bumper.x)		'x offset ball at hit to center of bumper
	skirtA=(atn(dx/dy))           	'angle in radians to ball from center of Bumper1
End Function

That's if for the script. 
 
The skirt object also needs to be raised up off the playfield where it currently is in the default bumper object. I've modified a primitive to be at an appropriate height and orientation by setting a Z of 0 and rot of 0,0,0  You can grab that skirt if you want to https://www.dropbox.... Skirt.obj?dl=0
 
If you want to see it in action, it is in rothbauerw's latest update of his Jive Time table over on vpinball, and also my latest Gottlieb em template also over on vpinball.
 
Thanks!
I'll see what I can do here ;)

#37 hauntfreaks

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Posted 12 January 2018 - 11:44 PM

 

Feature Request!  - animated bumper skirts.
 
I recently spent some time and figured out a fairly simple method to animate the skirt on bumpers.  I think it adds a nice little touch to the realism of the table.
 
Basically takes the x, y of the ball when it hits the bumper, figures the angle to that from the bumper x, y, then tilts the skirt in that direction by using both x and y tilt then calls a timer to put it back.  I assume the skirt is a separate object since you can apply different material and turn it on or off separate from the bumper that it would be fairly easy to add this to the built in object similar to how the targets and such are animated.  
 
here are the relevant script parts that were streamlined some from my original by rothbauerw

'*************** NOTE: set bumper object timer to around 150-175 in order to be able
'***************       to actually see the animation, adjust to your liking

Const PI = 3.1415926
Const SkirtTilt=5		'angle of skirt tilting in degrees 5 seems good, could be hard coded at that or made adjustable

Sub Bumper1_Hit
	BumperSkirt1.roty=skirtAY(me,Activeball)
	BumperSkirt1.rotx=skirtAX(me,Activeball)
	me.timerenabled=1
        ..... other scoring and such removed for this example
End Sub

sub bumper1_timer 		'*******part of bumper skirt animation
	BumperSkirt1.rotx=0
	BumperSkirt1.roty=0
	me.timerenabled=0
end sub

Function SkirtAX(bumper, bumperball)
	skirtAX=cos(skirtA(bumper,bumperball))*(SkirtTilt)	'x component of angle
	if (bumper.y<bumperball.y) then	skirtAX=skirtAX*-1	'adjust for ball hit bottom half
End Function

Function SkirtAY(bumper, bumperball)
	skirtAY=sin(skirtA(bumper,bumperball))*(SkirtTilt)	'y component of angle
	if (bumper.x>bumperball.x) then	skirtAY=skirtAY*-1	'adjust for ball hit left half
End Function

Function SkirtA(bumper, bumperball)
	dim hitx, hity, dx, dy
	hitx=bumperball.x
	hity=bumperball.y
	dy=Abs(hity-bumper.y)		'y offset ball at hit to center of bumper
	if dy=0 then dy=0.0000001
	dx=Abs(hitx-bumper.x)		'x offset ball at hit to center of bumper
	skirtA=(atn(dx/dy))           	'angle in radians to ball from center of Bumper1
End Function

That's if for the script. 
 
The skirt object also needs to be raised up off the playfield where it currently is in the default bumper object. I've modified a primitive to be at an appropriate height and orientation by setting a Z of 0 and rot of 0,0,0  You can grab that skirt if you want to https://www.dropbox.... Skirt.obj?dl=0
 
If you want to see it in action, it is in rothbauerw's latest update of his Jive Time table over on vpinball, and also my latest Gottlieb em template also over on vpinball.
 
Thanks!
I'll see what I can do here ;)

 

well this would be exciting news...


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#38 Shockman

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Posted 13 January 2018 - 03:37 AM

Would there be an easy way to swap out the tool set? Maybe one that could hold the same objects, but ones that have been edited for size, shape, model elements, color, texture, etc. The real reason I ask though is to see if we could have a bagatelle set of tools, which would be cups, and holes, and spinners and nails and stuff. If not, how about a nice nail?



#39 toxie

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Posted 13 January 2018 - 06:34 AM

Not easy at all at the moment, but fuzzel is the specialist for this..



#40 fuzzel

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Posted 13 January 2018 - 09:00 AM

Would there be an easy way to swap out the tool set? Maybe one that could hold the same objects, but ones that have been edited for size, shape, model elements, color, texture, etc. The real reason I ask though is to see if we could have a bagatelle set of tools, which would be cups, and holes, and spinners and nails and stuff. If not, how about a nice nail?

That is nearly impossible without rewriting major parts of VP. I know there is always the need for special models like kickers, spinners or hit targets but we can't add all of them into VP. You can always rebuild these things by modelling a mesh and use primitives in combinations with walls and other built in tools.