Visual Pinball X (Standalone EXE) 10.2.1

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    Standalone EXE, all needed DLLs, changelog, command reference and registry keys for Visual Pinball X 10.2.0

    Thanks to:

    Randy Davis, Noah Fentz, Chris Leathley, Mark Parris, Jerry Rice, Rolle Cruz, Brian Smith, Toxie, Shagendo, Maddes, Wizard's Hat, Poiuyterry, Fuzzel, Cupid, Koadic, Mukuste, mjr and Brandrew

    Simply copy all of the files in the ZIP into your already existing Visual Pinball directory. Overwrite already existing files there when asked. If you already had the core.vbs script package in your 'Tables' sub-directory previously, either delete these, or move all files contained in the 'Scripts' sub-directory to 'Tables'.

    What's New in Version 10.2.1 (See full changelog)

    - 10.2.1: fix for camera/light tweaking mode not updating lighting parameters

    - add -Help (displays all command line parameters) and -DisableTrueFullscreen (force disables/overrides the true fullscreen video preference) to command line

    - by default open file dialog to directly select and play a table (can be changed in preferences->editor options)

    - timers now feature a special mode (setting the interval to -1) that triggers a timer exactly once per frame (e.g. dependent on the FPS that a user gets for a table).

    this can also be interpreted as being a callback done once per frame to update everything that is only rendering-related (e.g. to reduce overhead caused by things that will never be seen by the player in the end).

    note that all purely script-driven animations that use a timer with its interval set to -1 should use the new script function GameTime to calculate the time passed between the previous and current frame to make animations time dependent again.

    - fix timers that dis/enable themselves in the script

    - disable visual touch/pen feedback to save one frame of input latency/lag (on tablets/phones)

    - replace old 'Maximum pre-rendered frames' video preference implementation with the official DirectX mechanism on non-XP systems,

    so it could be worth to experiment again with this setting by using 1 or 2 to reduce lag at the price of a bit of performance

    - add aspect ratio to dimension manager

    - add show debugger hot key option to the keys preferences. If hot key is pressed it opens the debugger window without showing the pause menu.

    - Lights can be debugged (and also live tweaked) in the debugger. Open the debugger, click on the "Lights" button and a new dialog will appear where all dynamic values are editable. Properties like blinking/on/off are

    based on the timing of the player but the timing is stopped while debugging. You have to click in the player window to see the changes. And beware that all light properties can be changed by

    the script, so these might be overwritten by the script even if you try to set them in the debugger. The changes will also affect the lights in the editor once you quit the player.

    - Materials can also be debugged (and also live tweaked) in the debugger. Open the debugger, click on the "Materials" button and a new dialog will appear where all properties are editable except for the physics values.

    By hitting enter or the "Apply" button the changes are updated. Every dynamic element on the table will show the changes immediately. The opacity active flag is an exception: This flag

    also defines if an element is rendered dynamically or not (e.g. for walls or ramps). So if the opacity isn't already active when starting the player you won't see changes on these static elements.

    The changes will also affect the materials in the editor once you quit the player.

    - hotkey for adding normal and smooth control points for walls, ramps and lights. Select a wall, ramp or light and press F10 for a normal unsmoothed control point and F11 for a smoothed one.

    - animation support for mesh primitives added: The animation sequence is based on multiple .obj files for each frame. Let's say we have an animation of 100 single frames, then you have to export

    each frame into a separate .obj file with the nameing format <meshname>_x.obj where x is the frame number. When importing a mesh, check the "Import Animation sequence" in the import dialog and

    select the .obj file of the first frame. VP will then load all other frames and, when done, will show you a short message box how many frames were imported.

    Check the CommandReference.txt for the new primitive animation script functions.

    - bumper cap, base, ring, skirt can be set to invisible separately

    - add one-way trigger mesh (TriggerWireC type)

    - changes to bumper material: add separate bumper ring material and don't use a built-in texture for the bumper base and skirt anymore

    - add a physics setting per material to the material manager.

    Settings are: Friction, elasticity, elasticity falloff and scatter angle.

    This allows for tweaking all physics settings in the material manager for all 'similar' table elements (with the same material) at once.

    (If you like you can still overwrite the settings for each element separatly though)

    - extend the EOSTorque effect to both entering and leaving the EOS zone and add additional EOS Torque Angle to make this range configurable

    This allows for more flipper tricks without having to dial in unrealistic flipper settings

    - output table information if paused

    - start camera/light tweaking mode with 'F6'

    - for a quick Desktop(DT) vs Cabinet(FS) camera view testing: hold 'shift' or left flipper button during the table start to choose between the default DT or FS camera

    - texture size limit/downscale now respects aspect ratio.

    Also delete outdated 512 max limit and introduce a new 3072 max limit.

    - enable park position also for non-mech (digital) plunger

    - fix dynamic bulb mesh light not rendering issue

    - remove some debugging script editor output messages

    - fixed that the ball size was not updated in the pause debugging menu

    - see CommandReference.txt for the changelog of all the scripting properties/interface changes

    - add DOF controller configuration also to the VP keys dialog

    - new core scripts by mfuegemann and controller modifications by arngrim, plus solenoid modulation by DJRobX (see core.vbs for changelog (3.51 and 3.52))

     

     

     

    This topic contains 6 replies, has 4 voices, and was last updated by Profile gravatar of MnHotRod MnHotRod 3 weeks ago.

    Viewing 7 posts - 1 through 7 (of 7 total)
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    • #44856
      Profile gravatar of randr randr 
      Keymaster
      ModeratorMember

      Visual Pinball X (Standalone EXE) 10.2.1

      Standalone EXE, all needed DLLs, changelog, command reference and registry keys for Visual Pinball X 10.2.0

      Thanks to:

      Randy Davis, Noah Fentz, Chris Leathley, Mark Parris, Jerry Rice, Rolle Cruz, Brian Smith, Toxie, Shagendo, Maddes, Wizard’s Hat, Poiuyterry, Fuzzel, Cupid, Koadic, Mukuste, mjr and Brandrew

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      Some users who have liked this topic:

      • avatar
      #44967
      Profile gravatar of vogliadicane vogliadicane 
      Participant

      in the installation tab souldn’t it mean “or move all files contained in the ‘Tables’ sub-directory to ‘Scripts’.” instead of “or move all files contained in the ‘Scripts’ sub-directory to ‘Tables’.”???

      0
      #44972
      Profile gravatar of RustyCardores RustyCardores 
      Participant
      Member

      The camera/lighting bug (not saving Emission setting) has now been fixed, so I expect that there is an update to this file already…. or perhaps it’s such a minor update the original 10.2.0 file will just be replaced?  Either way, something to look out for if the bug bugs you.

      0
      #45196
      Profile gravatar of randr randr 
      Keymaster
      ModeratorMember

      updated to 10.2.1

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      #46720
      Profile gravatar of MnHotRod MnHotRod 
      Participant

      I’m interested to hear more on the “Scripts” comment raised above. Where is the correct location for the “.vbs” script files. I’ve heard some people say to put them in a scripts folder, not sure where that should be. My “.vbs” scripts currently reside in my tables directories. My method is a bit repetitive though as I have separate TABLES folders for VP9, PhysMod5 and VPX.

      0
      #46722
      Profile gravatar of randr randr 
      Keymaster
      ModeratorMember

      I dont think you need to have in tables folder for each folder but it does need to be located in the \visual pinball\scripts\ folder for sure. Now if you run separate directories for each version then maybe each versions script folder but i assume your running all exe’s from same folder? really best to have scripts only in one place keeps from having to update all locations

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      #46787
      Profile gravatar of MnHotRod MnHotRod 
      Participant

      I’m running all EXE’s from the same folder. The \visual pinball\scripts folder is empty. I’ll move the scripts into the scripts folder, clean things up and see how things run.

       

      Thanks for the help randr!

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