Standalone EXE, all needed DLLs, changelog, command reference and registry keys for Visual Pinball X 10.4
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 10.4 (See full changelog)
*** VPX ***
- add support for loading POV/backdrop settings automatically: One can define an extra POV(.pov) file for each table, named like the VPX file.
Example: you have some custom POV settings for the table "QBerts Quest (Gottlieb 1983).vpx". Save the POV settings into the file
"QBerts Quest (Gottlieb 1983).pov" and place it in the same directory as the VPX file. VPX will then also load the POV settings
automatically when loading the "QBerts Quest (Gottlieb 1983).vpx" (in the editor/player).
Or if you like to have default POV settings that are used for any other tables, save it as "autopov.pov".
- in addition, there is also -Pov [filename] to load, export POV settings and then close VPX (via the command line)
- change context menu behavior of add/remove to collection: it's now possible to add/remove one or multiple elements to other collections.
If you selected multiple elements but they are not part of the same collection/or are not part of any collection
the context menu is greyed out and the check marks tell you which collections were found for these selected elements.
- add Rotate/Scale around origin option to the rotate/scale dialog.
Simply uncheck "Rotate around origin" or "Scale around origin" to rotate/scale around the mouse position.
To use the current mouse position as rotate/scale reference use the following workflow:
1) select the element you want to rotate/scale
2) place the mouse cursor where the origin should be
3) press the context menu key on your keyboard (the one between "Alt Gr" and right "Ctrl") and select "Rotate" or "Scale"
4) uncheck the "Rotate/Scale around origin" and start the operation
- a selected element can be added/removed to/from a collection via the context menu
- add a new "In Use" column to the material manager dialog
- add a new column for the image manager to show the raw size in bytes for each image
- let user change the scatter angle for bumpers in the editor UI
- add additional thickness parameter to (transparent) materials,
which interacts with the standard amount (and/or alpha channel of the image) and edge opacity to provide a more natural look
- add (optional) legacy/VP9-like keyboard nudging code, can be enabled in the 'Keys, Nudge and DOF' preferences dialog
- add internal/rudimentary GPU & table element profiling functionality (accessed as usual via the F11 statistics/debug info display variants)
the normal statistics/debug info display now features multiple modes, the first mode works as before,
the second features additional timings for each main rendering block (like timings for Ambient Occlusion, pure rendering of the table elements, playfield reflection, etc),
the third one shows separate timings for each table element type(s), which is only approximate though, as it can not render the table in exactly the same way
- extend 'Disable Lighting' functionality for HitTarget, Primitive and Wall from simple dis/enable to a blend value 0..1
- add 'Disable Lighting from below' functionality for Primitives (0..1) to optionally disable light coming from below (e.g. from light elements)
- add new kicker meshes (KickerCup2, KickerWilliams, KickerGottlieb)
- add surround sound options/configurations:
1) Basic 2CH audio - this should operate exactly as it did before. Forward/rear panning is ignored.
2) All effects to rear - Moves the table sounds to the back audio channels. This allows one to move the sounds into the cab like one was able before, but without needing a second sound card.
3) Surround, front is front - This is the best setting when using a dedicated card for the surround sound table sounds. It makes the front channels the front of the cab (closest to the player). This way if one uses older versions of VP, the old legacy output still works well.
4) Surround, front is rear - This is a pretty "vanilla" surround setup. If you were to play on a home theater or with virtual 3D headphones, it's the most appropriate. The "front" speakers are in the rear of the cab (furthest from you). If VPinmame also uses the same soundcard, it will share the audio with these front channels.
5) 7.1 surround (aka 6ch audio) - If one wants to drive the backglass, and 4 channel table sounds all off of one card, this is the setting to use. It shifts all of the table audio to the side and rear channels, leaving the fronts available for VPM and backglass sounds. This might also be a good setting to try if you are using just 2 speakers in the cab and 2 in the backbox, the table sounds will pan partially towards the front in 4 speaker mode, letting the backbox provide some of the surround effect.
Please note that these modes are used in conjunction with the Windows speaker configurations. You can use any mode on any speaker system.
Some sound cards even have virtual surround options that would work with this setup. You could set up a full 7.1 setup and dedicate it to just the playfield if you wanted with option #3 or #4, and use a separate card for VPM.
The 7.1 mode was tested and it works great, but we recommend using the #3 option for now(!) as it is the most backwards compatible when also using VP9.X and VP9.X/PhysMod5.
There's also a much revamped sound manager that lets you tweak the positions without touching the table script.
- add tweaked ball rolling/collision PlaySound calls to the default table, to use the new surround/front_rear_fade parameter
- extend all other PlaySound calls of the default table to use the respective elements X and Y position (on the table) for panning and front/rear fading
- extend some PlaySound calls with DOF/Controller.vbs commands
- new table extended by an additional stripped down version of the default table and an updated example table (Thanks to BorgDog and Hauntfreaks)
- add nudge test and calibration table (by DJRobX, modded by Sir Cheddar) to tables directory
- stop playing sounds when exiting the sound dialog, or exiting position dialog, or when you pick a different sound
- remove rendering of lower playfield border/quad
- fix missing kicker holes at inclination values close around 0
- drop target hit event problems fixed
- fix duplicated functions in the script editor dropdown box (which also resulted in a lot of slowdown over time)
- fix some uninitialized dialog state
- fix some more editor crashes
- see core scripts (header of core.vbs) for the respective changelog (versions 3.54 and 3.55)
- see CommandReference.txt for the changelog of all the scripting properties/interface changes
*** CORE SCRIPTS ***
New in 3.55 (Update by nFozzy)
- Prevent 'object not a collection' errors if vpmNudge.TiltObj isn't set
- Support for double leaf flipper switches
- For now, keybinds for these staged flippers are defined in VPMKeys.vbs. By default they are set to LeftFlipperKey and RightFlipperKey, disabling them.
- Adapting older tables requires vpmFlips: Create upper flipper subs and point SolCallback(sULFlipper) and SolCallback(sURFlipper) to them.
- This may break compatibility with some older WPC tables that use the 'cSingleLFlip' method (More info in WPC.vbs), note that close to no 'modern' (e.g. VP8/VP9/VPX) table uses this anyway
- Integrated FastFlips, (new object vpmFlips): Low latency flipper response for games with pre-solid state flippers
- Ensure 'vpmInit me' is called in the table init section
- UseSolenoids = 2 enables and auto sets the game-on solenoid (based on GameOnSolenoid in the system .vbs script)
- Important info on supported WPC games is documented in WPC.vbs
- Pre-solid-state flipper games (except Zaccaria and LTD) should work perfectly. This includes Bally/Williams WPCs up to Terminator 2 / Party Zone
- Data East / early Segas will work perfectly, unless they have ROM-controlled flipper effects
- Fliptronics and WPC-S games (Addams Family through Jack Bot / WHO Dunnit) will work with caveats (no ROM controlled flipper effects, beware stuck balls. More info in WPC.vbs)
- Sega Whitestar (Apollo 13 / Goldeneye / etc), WPC95 (Congo / AFM / etc), and Capcom and everything onward will not work
- There's also a debug test command which may be useful if it's not working properly. Open the debug window (Accessible from the VP-escape menu, press the ">" button to bring up the text field) and type in 'vpmFlips.DebugTest'
New in 3.54 (Update by mfuegemann & nFozzy & Ninuzzu/Tom Tower & Toxie)
- Added UltraDMD_Options.vbs to configure Ultra DMD based tables globally (see the file itself for detailed descriptions)
- Added sam.vbs
- Added Class1812.vbs
- Added inder_centaur.vbs
- Restore basic functionality of cvpmDropTarget.CreateEvents for drop targets with an animation time (e.g. VP10 and newer)
- Minor cleanups and code unifications for all machines
- Add keyConfigurations to VPMKeys.vbs for Taito and also remap the hardcoded keycode '13' to keySoundDiag
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