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    Yet another fresh beta build ;)

    rev3490 (release candidate)

    - code cleanups

    - fix z scaling for build-in blank and example table

    - Fast flips update.

    - Fix ball control kicker issues

     

    rev3479

    - fix player shutdown if global physics set not setup by user AND fix wrong initialization order for global physics set, leading to completely wrong physics parameters on the first run of a table (including potential crashes due to these strange values)- Handle corner case where timer is disabled and re-enabled within its own handler.   Prevent doubling up on the timer interval.

    - Rename apollo13.vbs to sega2.vbs since more than one game (GoldenEye) uses this mapping.  Add note in original sega.vbs to this effect.

    - Add game specific script for Apollo 13, as the switches in Sega.vbs are not correct for this game.

    - Fast flips for Capcom

    - Fast flips for WhiteStar.

    - fix rubber control points

     

    rev3465

    - fix obscure bug where starting the blank/built-in tables with the options pane closed causes the ball to levitate off the table

    - Allow ESC to resume table if pause dialog is up (currently does nothing).

    - update hankin.vbs so the "5" key,etc add coins on tables, too

    - fix rendering of bumper base/skirt if ring is disabled

    - built-in ball control: Enable in debug window (or via "ball control always on" in the global options)

    - left mouse click directs the ball towards the mouse cursor, left flipper key releases control

    - can also double click to make the active ball jump to the cursor

    - can hold left mouse button down to guide the ball

    - if "throw" and "ball control" are both checked, one can use the throwing action on the ball control instead of making a new ball

     

    rev3455

    - update gts1.vbs so the "5" key add coins on Gottlieb System1 tables - update builtin tables with 3 different sling arms (thanks bord and BorgDog) - add 3440x1440 portrait - fix dynamic group rendering reported by hanzoverfist - update NVAPI to R396 - fix UI optimizations

    Just a word about the grouping feature: Keep in mind that the "Group elements together" has two functions:

    1. if elements are grouped together they will be treated as a groupd in the editor. Clicking on it and all elements in that group are selected at once

    2. if all elements in a group are dynamic primitive meshes and all meshes use the same texture and material they are grouped into one big render

    buffer and that one is called with just one render call to speed up rendering of transparent elements on the table (like plastics for example).

    3. if you group primitives even if they are dynamic (non-static) you can't animate or move/rotate them via script

     

    rev3448

    - fix static triangle count statistic

    - make Standard FXAA the new default setting instead of doing nothing

    - add option to the global video preferences to disable reflections of dynamic elements on the playfield (to help lower end PC systems)

    - fix broken triangulation at start/end of rubbers

    - workaround yet another backglass light issue/regression, now non-bulb-lights should also work again as intended

     

    rev3441

    - fix bulb lights not rendering correctly on backglass regression

    - enforce same/static triangulation detail level for rubbers in editor

    - make exclusive fullscreen the new default setting when using win10 build 1803 and above

    - Stop saving minimized code window position to stop code window from being inaccessible.

    - Optionally make View->Script always show the script (see new option in Preferences->Editor Options)

    - Make the Edit->Search/Select Element un-minimize if minimized when selected.

    - Shut down table/player when in exclusive full-screen mode to improve table exit performance (particularly in Windows 10 1803)

     

     

    rev3434

    - add RingDropOffset setting to the bumper element

    - Fast flips support.   To activate, add InitVpmFFlipsSAM to table init.  Should work for most games.  May need additional configuration for two-stage flipper support. (sam.vbs)

    - fix some issues with textured lights rendered on the backglass/desktopmode

    - Extend text field slightly so the word "rotation" is present in "XY Rotation" in backdrop properties.  Thanks to Nailbuster for noticing!

    - rubbers now fully respect the element detail slider, and their hitshapes are lower poly, too

     

    rev3427

    - fix to minimize null-pointer access in the property pane reported by jpsalas and batch

    - Swap the fix, so mouse hides earlier as it originally did.

    - Fix mouse cursor not re-appearing in exclusive mode

     

    rev3421

    - add collections to search/select dialog

    - always render static elements at highest detail level (latter only applicable for rubbers and ramps)

    - block other processes stealing the focus in exclusive fullscreen and disabling mouse cursor

     

    rev3417

    - retweak/improve new static element oversampling and static object AA

    - retweak AO shader

     

    rev3414

    - Log a message in the debug window when script attempts to play a sound that's not available in sound manager.

    - static table elements are now over-sampled/better anti-aliased

    - fix bumper ring animation based on height scale

    - fix sound export for one sample and the user entered a different file name

    - fix image export for one image and the user entered a different file name

     

    rev3406

    - update bumper base, ring and skirt with better meshes provided by flupper1

    - fix flipper scatter readback via script (now in angle/degrees like intended)

     

    rev3404

    - Add a broadcast message to let Front ends (PinUpPopper specifically) know that it's time to show the PF.

    - fix Flipper element's EOS Torque and EOS Torque Angle and Elasticity and ElasticityFalloff and RampUp to be able to be changed by the script

    - fix EOS Torque and EOS Torque Angle not overriding the table flipper settings when used via the global (flipper) physics sets

    - Fix light sequence crash reported by Scott Wickberg.   SeqRandom crashes if collection is not found, which happened when copying / pasting objects.

    - add -EnableTrueFullscreen (force enables/overrides the true fullscreen video preference) to command line

     

     

    rev3390

    - add support to change the default ball mass when throwing a ball. The user can also set the default ball mass in the editor options under preferences menu.

    - global physics settings: -1 for the flipper physics disables the physics value defined in the physics set

    - add 'Set Defaults' button to the editor properties to reset editor changes and position/size of the script window

    - add documentation for DMD data access

     

    rev3385

    - add Flasher to vpmToggleObj

    - add Rubber, Ramp, Primitive and HitTarget support to vpmToggleObj add Rubber, Primitive and HitTarget support to vpmCreateEvents

    - retweak SSR & fix heuristics for FS mode

    - fix one more crash with new SSR code, and prevent a potential/rare one with stereo 3D enabled

    - fix by djrobx for script error if using nudgeplugin.vbs (seen in new star wars table)

     

    rev3377

    - fix SSR crashing if only enabled in table user options

     

    rev3376

    - increase usable layers from 8 to 11

    - add (fake) screen space reflection shader

    - add 'Disable Lighting from below' functionality for Targets and Walls (0..1) to optionally disable light coming from below (e.g. from light elements)

    - add min/max playfield slope to the global physics settings

    - fix ramp collision/internal walls reaching below and above the actual visible walls or wires, which was mainly an issue for rather straight and/or very steep ramps

    - only show touch screen startup/help message overall 10 times

     

    rev3359

    - remove critical section for the property pane to prevent some strange crashing when closing VPX

    - update bass to 2.4.13.8

    - draw also flipper thickness in the editor

    - add UserValue to target and primitive elements

    - Patch by DJRobX: Improve gate swing physics. Expose new gravity factor parameter. Correct backwards initial swing. Also add some "bounce back" for 1-way gates. Currently set up to use as-is defaults, but Wrd1972 recommends the following settings:

     

    This is the ideal setting for GATE motion:

    Elasticity = .4 (currently default on gate object)

    Friction = .02 (currently default on gate object)

    Dampening = .85

    Gravity = 3

    The following settings are ideal for SWITCH ACTUATOR motion:

    Elasticity = .4 (currently default on gate object)

    Friction = .02 (currently default on gate object)

    Dampening = .9

    Gravity = 1

     

    rev3352

    - update property panes just for the first selected element all others are needless (could fix the latest crashes hopefully)

    - units conversion removed for flippers because the flipper mesh is scaled by custome factors that won't map to real world units

    - brute force oversample DMD tex and dot function to get rid of different DMD shaders and improve quality, especially of flasher based DMDs, dramatically

    - add copy/paste feature for control points

    - cleanups

     

    rev3330

    - add unit conversion feature to other elements (flippers, gates, spinners, walls, ramps, kickers)

    - add units conversion feature from VPUnits -> inches/millimeters in the status bar for control points.

    - fix solid blueprint export for primitives

    - next fixes from nFozzy for vpmFlips

     

    rev3324

    -fix skirt animation not to reset when using VSYNC

     

    rev3323

    - add bumper skirt animation

    - next fixes from nFozzy for vpmFlips

    - Patch by DJRobX: Fix triggers getting "stuck" when the ball is moving fast. The existing code favors the "hit" sequence, when it should favor the "unhit" one. This only affects visuals, so it's a safe change to make.

    - Patch by DJRobX for the minphyslooptime/vsync latency enhancement stuff:

    1) Sync loop to last refresh to ensure behavior stays in line with non-enhanced behavior.

    2) Reset the script period at the halfway-point speedup. Tests showed that the additional -1 timer was not being fired a good deal of the time because the max timers value was being reached.

    - script button can now both open and close the script editor

    - do not trigger save? dialog if toggling between DT and FS view in the backdrop

    - fix detection of used materials for triggers & kickers

     

    This topic contains 12 replies, has 6 voices, and was last updated by  Thalamus 5 months, 1 week ago.

    Viewing 13 posts - 1 through 13 (of 13 total)
    • Author
      Posts
    • #74018
       fuzzel 
      Participant
      VP DEV

      Yet another fresh beta build ;)

      10 users thanked author for this post.
      #76306
       randr 
      Keymaster
      ModeratorMember

      Thanks for the update and fixes!

      Currently playing around with FP to VP conversions. Nothing serious just trying to have fun.

      #76307
       Thalamus 
      Participant
      ContributorMember

      Not only one single reason for this site being my “goto”. But, this is one of them. The authors is able to control their uploads like no other site. The admins are all sensible guys ( except Fren  B-) :rose: ) that screen what is needed ( at least I believe they do ). But, where else do go for beta test rollbacks that the devs themselves can retract in the way they do but here ?

      Thank you Randr and his padawan’s. for your continued effort in making this the site awesome. I would miss it the most if it went away one day.

      1 user thanked author for this post.
      #76328
       jbg4208 
      Participant
      Member

      Not only one single reason for this site being my “goto”. But, this is one of them. The authors is able to control their uploads like no other site. The admins are all sensible guys ( except Fren B-) :rose: ) that screen what is needed ( at least I believe they do ). But, where else do go for beta test rollbacks that the devs themselves can retract in the way they do but here ? Thank you Randr and his padawan’s. for your continued effort in making this the site awesome. I would miss it the most if it went away one day.

      Dilly Dilly!!

      1 user thanked author for this post.
      #76929
       Al 
      Participant
      Member

      Cheers ! And thanks for the constant stream of updates to keep making things, amazingly, even better!

      P.S. I think Fuzzels “VP Dev” DMD needs some love / animating .. .. :p

      #77803
       randr 
      Keymaster
      ModeratorMember

      Thank you for the update and all the work you put into vp!

      Currently playing around with FP to VP conversions. Nothing serious just trying to have fun.

      #81224
       randr 
      Keymaster
      ModeratorMember

      nothing new today i just included this 10.5 beta in the beta area so its easier to find.

      https://vpinball.com/VPBdownloads/categories/vpx-beta-builds/

      Currently playing around with FP to VP conversions. Nothing serious just trying to have fun.

      #81425
       ryanc 
      Participant

      How do you install and run the beta version of vpx?

      thanks  :good:

      #81426
       randr 
      Keymaster
      ModeratorMember

      Just copy over install including scripts

      Currently playing around with FP to VP conversions. Nothing serious just trying to have fun.

      #81467
       ryanc 
      Participant

      Just copy over install including scripts

      Ok then that sounds easy enough

      #84373
       randr 
      Keymaster
      ModeratorMember

      Thank you :good:

      will be catching up on these builds this weekend when I am catching up on all the amazing table builds.

      Currently playing around with FP to VP conversions. Nothing serious just trying to have fun.

      #90417
       randr 
      Keymaster
      ModeratorMember

      Did I read this right? Built in ball control! Well now that is handy thanks dev team :good:

      Currently playing around with FP to VP conversions. Nothing serious just trying to have fun.

      #90429
       Thalamus 
      Participant
      ContributorMember

      Wow. That is something I’ve been hoping some day would be available. Should make it much easier to debug problems.
      Thank you so much devs !!!

    Viewing 13 posts - 1 through 13 (of 13 total)

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