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    VPX BETA 10.2 rev 2881

    VP 10.2.0 Changelog

    ------------------------

     

    - 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))

     

    - DirectX 8 port for input handling (currently disabled)

     

    - 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))

     

    - DirectX 8 port for input handling (currently disabled)

     

    This topic contains 8 replies, has 4 voices, and was last updated by Profile gravatar of randr randr 5 months, 1 week ago.

    Viewing 9 posts - 1 through 9 (of 9 total)
    • Author
      Posts
    • #34167
      Profile gravatar of randr randr 
      Keymaster
      ModeratorMember

      VP 10.2 beta

      VPX BETA 10.2 rev 2877

      3+

      Some users who have liked this topic:

      • avatar
      • avatar
      • avatar
      #38238
      Profile gravatar of skpManiac skpManiac 
      Participant

      I have no existing Scripts folder in the VPX folder, do I just copy it there or is to go elsewhere?

      Thanks

      0
      #38239
      Profile gravatar of randr randr 
      Keymaster
      ModeratorMember

      Yes. And remove any .vbs scripts from tables folder

      0
      2 users thanked author for this post.
      #39487
      Profile gravatar of Pinfan45 Pinfan45 
      Participant
      Member

      Thanks Randr for Update. any

      instructions to do the update over

      existing 10.2 Beta. Thanks still

      learning VP. Appreciate everyones help

      on everything.

      :yahoo: you members are Awesome

      0
      #39500
      Profile gravatar of randr randr 
      Keymaster
      ModeratorMember

      Just copy and replace files with new ones. Very easy   :good:

      0
      #39976
      Profile gravatar of Pinfan45 Pinfan45 
      Participant
      Member

      Updated to the latest Vpx Beta

      Build. Notice this is 32 bit. Iam

      running windows 7 64 bit. Is there a

      VpX 64bit? or just 32. I changed the

      compatibility from WinXp Service

      pack 3 to Win 7. didnt notice any

      change. Thanks appreciate any help

      or input.

      0
      #39990
      Profile gravatar of Drybonz Drybonz 
      Participant
      Member

      Hey Pinfan… there is no 64 bit version in existence… you are good to go.

      0
      #39991
      Profile gravatar of Pinfan45 Pinfan45 
      Participant
      Member

      Thanks Again Drybonz  :good:

      Good to know that.

      0
      #44044
      Profile gravatar of randr randr 
      Keymaster
      ModeratorMember

      Updated to most current beta as of today ;)

      0
    Viewing 9 posts - 1 through 9 (of 9 total)

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