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The VP 10.7 beta thread


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#1 fuzzel

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Posted 20 April 2020 - 11:02 AM

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Hi everyone and welcome to a new beta phase.

 

Here is the changelog:

 

FEATURES:

- reworked UI
   o layer handling is now in a seperate window. Uncheck the checkbox to hide a complete layer or single elements
   o support added to add unlimit amount of layers
   o layers with no elements will be automaticaly deleted
   o fast double-click a layer will select all elements of this layer and double-click one element will select it
   o with a slow double-click on a layer or element let you rename it
   o toolbar, properties and layers are now dockable windows without the need to restart VP
   o Add context menu item to assign selected elements to the current selected layer.

- add MP3 and OGG support (via the BASS library) to the sound manager and the 'standard' sound commands
  these new file types are now also saved directly into the VPX file, unlike the music commands (which still use the 'music' folder for legacy reasons)
  Going forward, tables should only use the sound commands and not the music commands anymore

- optimize table loading/pre-processing time

- add table save date and revision to table info and also show in the pause info/menu

- add new plunger option: Enable 1s retract
  The plunger will move forth and back between the maximum and minimum position, allowing for a retry, if the desired firing position has been missed.
  Useful for button/key plunging and is now the new default.

FIXES:

- replace dithering code with blue noise, fixes flickering patterns (especially in darker table areas)

- tweak minimum physics cycle time, which mainly influences kickers
  also update default kicker physics (Hit height 0.35 and Hit accuracy 0.5)

- fix slightly wrong flipper mesh (visible for very short flippers)

- fix some broken insert lights if playfield reflections are disabled

- fix OBJ-exported names for all ramp types
- fix missing wire thickness for triggers on OBJ export

- fix crash on (at least) one pre-forsyth-mesh-reorder table

- fix crash on loading older tables with too long collection names

- fix hangs on loading/playing older tables due to invalid shapes

- update BASS library to 2.4.15

- see core scripts (header of core.vbs) for the respective changelog (version 3.58)
- see CommandReference.txt for the changelog of all the scripting properties/interface changes

- add Clang (via Visual Studio 2019) support, still has a linking prob with 32bit though

- updated to latest FreeImage.dll (3.18.0) (currently disabled)
- DirectX 8 port for input handling (currently disabled)

 

Have fun and stay healthy.

/fuzzel
 

Attached Files


Edited by fuzzel, 24 July 2020 - 06:32 PM.


#2 JLouLoulou

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Posted 20 April 2020 - 11:09 AM

Ooooh yeaaaah !

Are the "Rothfozzy" will be integrated?

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Edited by JLouLoulou, 20 April 2020 - 11:14 AM.


#3 toxie

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Posted 20 April 2020 - 11:18 AM

you mean the updated/script based physics??!


also: note that the new MP3/OGG support is not 100% compatible to the old built-in WAV sounds yet. (for example the volume does not match yet)

 

please post any incompatibilities you see (or rather hear ;)) in here.



#4 JLouLoulou

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Posted 20 April 2020 - 11:19 AM

yes, are the new parameters make by their script can be added natively in vpx?

And another question, is it possible to setup fov for each axes separately?

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Edited by JLouLoulou, 20 April 2020 - 11:20 AM.


#5 toxie

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Posted 20 April 2020 - 11:29 AM

Not yet. It's on my todo list to investigate how they implemented these new physics MODs and how to map them to the internal engine, but the list is loooooooog.  ;/



#6 JLouLoulou

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Posted 20 April 2020 - 11:34 AM

lool. Are you the better? or not? loool .
I'm joking. You make a lot a cool stuff already. Can we have a list of what you want to implement on this version?

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#7 chepas

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Posted 20 April 2020 - 11:39 AM

Here for the layerz! Cheers!


Bump maps are the new auto-tune :BDH:


#8 Wizball

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Posted 20 April 2020 - 11:55 AM

Thank you very much for the work on properly integrating music in the sound manager. This is a big improvement as an original table creator.



#9 toxie

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Posted 20 April 2020 - 12:17 PM

Yup, and sorry it took so long. Previously this sound code all was a gigantic mess. And it will still take a bit to completely get rid of the old code/to be fully compatible.



#10 batch

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Posted 20 April 2020 - 12:19 PM

Thanks to all involved, seems like a new VPinball era begins !

 

Just a question, can I replace the last 10.6 version by the 10.7 and all tables will work properly, or do I have to create a separate 10.7 folder for new tables ?


 signature_02092018.jpg   signature_24042019.jpg       

DIRECT LINK TO MY TABLES http://www.vpforums....loads&mid=30858    

LINK TO MY BACKDROPS : Design Resources/ Main Resources/Table Templates/Table Resources/Backdrops for VPX Tables (DT 16/9)    


#11 fuzzel

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Posted 20 April 2020 - 12:36 PM

I think it's ok to put it in the same folder.

#12 bolt

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Posted 20 April 2020 - 12:39 PM

Thank you fuzzel and all the involved.


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#13 davidcd13

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Posted 20 April 2020 - 01:12 PM

B2S does not appear ?



#14 toxie

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Posted 20 April 2020 - 01:30 PM

Just a question, can I replace the last 10.6 version by the 10.7 and all tables will work properly, or do I have to create a separate 10.7 folder for new tables ?

My scheme is to use the same folder for all VP8,9.X,10.X executables. Also in theory, all 10.6 tables will play on without issues on 10.7, but if you wanna play safe, then keep both 10.6 and 10.7 beta around for now.



#15 Thalamus

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Posted 20 April 2020 - 01:44 PM

Absolutely fantastic news. You are the best !



#16 ClarkKent

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Posted 20 April 2020 - 01:46 PM

If you add any script based physics changes - please only optional.



#17 kyrexx

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Posted 20 April 2020 - 01:54 PM

Hello,
 
Thank you for this new revision.
 
A question about V10.7
Does anyone have a problem with the Backglass?
 
He refuses to launch under VPX, while he launches under PBX ... strange isn't it?


#18 ClarkKent

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Posted 20 April 2020 - 02:14 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.



#19 The Loafer

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Posted 20 April 2020 - 02:15 PM

If you add any script based physics changes - please only optional.

 

I'm sure it wouldn't be hard coded as the ONLY option CK, people could still adjust these numbers just like they do now. 



#20 chepas

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Posted 20 April 2020 - 02:18 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.

 

Change the curve points of the wall to not be `smooth`.

 

https://www.dropbox....ionIMO.jpg?dl=0

 

Up to you how drastic you want it but use fake curved wall as visual. I do it in most places as it tames that spin which friction variables don't touch.


Edited by chepas, 20 April 2020 - 02:29 PM.

Bump maps are the new auto-tune :BDH: