• Don't forget to rate 1-5 stars! Check the support tab for any help or comments.

  • (2)
    « »

    Yet another fresh beta build ;)

    rev3556

    - add "Player" / "BWRendering" reg-entry: experimental fake Black&White rendering, which can be tremendously faster on tablets (0 (off) or 1 (better quality) or 2 (could be faster on some very slow/old devices)). Currently only works without dynamic AO and any kind of AA disabled

    - make script editor UI look a bit better in 4K

    - fix regression so that the default font name (i.e. courier) is not used anymore in the script editor if the registry setting is empty

    - add strength parameter for the (optional) legacy/VP9-like keyboard nudging code, can be set in the 'Keys, Nudge and DOF' preferences dialog

    - cleanups

     

    rev3541

    - add support for showing the image of a primitve mesh in the editor. Far from perfect!

    - re-use existing sound settings if re-importing a sound file and delete an unused IDC in the sound manager

    - make file version match the VPX version to avoid confusion

    - map digital plunger position to same range as mech

    A note for the "Display Image in Editor" feature for primitives: Due to the odd Windows GDI render pipeline rendering a texture of a mesh won't work 100% and can look really ugly. But it can be really usefull for flat meshes like playfields or plastics to place things. Beware that this option can have a huge impact on the editor performance when enabled on meshes with a high polygon count.

    rev3537

    - revert to FreeImage 3.17.0

    - fix special playfield primitive rendering issue and update example table

    - add missing changes to changelog.txt

     

    rev3531

    - add support for using a primitive as playfield instead of the build-in one (see changelog.txt)

    - add checkbox to sound- and image-manager to use internal name as filename for exporting

    - fix "all sounds to rear channels" bug

    - add missing implementation for -pov command line option

    - remove all table encryption, old locked tables automatically unlock now

    - add buttons to video preferences to easily setup defaults for low- or high-end PCs

    - add 'Force Bloom Filter off' to video preferences to increase performance on extremely low-end graphics cards (like on tablets)

    - updated to latest FreeImage.dll (3.18.0)

    - see core scripts (header of core.vbs) for the respective changelog (version 3.57)

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

    This topic contains 20 replies, has 13 voices, and was last updated by  Draifet 2 weeks, 1 day ago.

    Viewing 20 posts - 1 through 20 (of 21 total)
    • Author
      Posts
    • #102328
       fuzzel 
      Participant
      VP DEV

      Yet another fresh beta build ;)

      #102331
       randr 
      Keymaster
      ModeratorMember

      AND HERE WE GO! nice!

      thank you Fuzzel :good:

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

      #102332
       Pinbolt 
      Participant
      Member

      Thank you fuzzel.

      #102338
       Sven34 
      Participant
      Member

      Thank you for the Next Version VP 10.6  :good:

      #102339
       arconovum 
      Participant
      MemberContributor

      Thanks both toxie and fuzzel.. for your continued work on VP.

      #102340
       bord 
      Participant
      Member

      Playfield meshes with basic hole support? This is a BIG DEAL.

      #102397
       bord 
      Participant
      Member

      If anyone would like to see a tiny bit of what a mesh playfield could mean for hole and kicker physics I mocked up a quick, barely tested Paragon sample. Compare this to normal, even very good, native VPX kickers. I’ll leave this up for a few days in case you want to mess with it:

      https://drive.google.com/open?id=11Y9CzFAwe4K57xAQq2-aPTqN7ZXTl_5D

      Currently it only works on first load. You have to kill VPX 10.6 and restart to load it again and not have a bunch of visual anomalies. Fix in beta is coming soon.

      No guarantees. This is just for testing in 10.6.

      [edit: updated the file with better physics on the kickers]

      • This reply was modified 2 weeks, 4 days ago by  bord.
      • This reply was modified 2 weeks, 2 days ago by  bord.
      #102418
       fuzzel 
      Participant
      VP DEV

      Bord, nice build so far. I would change the kicker hit height from 40 to 20. To get the extra wobble when the ball enters the saucers you have to change the kicker physics in a way that the ball isn’t catched as soon as it touches the kickers hit shape.

      The rule of thumb here is to reduce the radius so that the kicker only covers the inner part of the mesh saucer and reduce the hit height because the ball has to go a bit into the playfield/saucer to be catched by the kicker. Another thing to play with is the friction setting for the saucer mesh. I would increase it so the ball doesn’t fly over the saucer too much.

      #102431
       bord 
      Participant
      Member

      Thanks, @fuzzel! Made a few adjustments and uploaded another version at the same link. So far so good. Still don’t get much wobble when entering the kicker but the action around the kicker hole is great.

      Question: Does the PF have to be perfectly flat? Would be cool to burrow out the plunger lane slightly without adding a separate mesh.

      #102433
       fuzzel 
      Participant
      VP DEV

      You can try that but due to the hacked reflection handling it can look strange.

      #102434
       rothbauerw 
      Participant
      ContributorMembervip

      Playfield meshes with basic hole support? This is a BIG DEAL.

      Awesome! This is a big deal!!!

      Current Project: Perpetual updates of Pinball Magic

      #102445
       Drybonz 
      Participant
      Member

      I wondered who would be the first to put a working hole in their table.    B-)

      #102495
       bord 
      Participant
      Member

      I wondered who would be the first to put a working hole in their table. B-)

      I’ve got a laundry list of projects to add this to. Can’t tell you how happy I am with this feature.

      The Paragon link is updated again. I made a physical kicker hole to mimic the beveled edges. Would someone mind chiming in with comments on physics and hit/unhit percentage? Trying to get this as close to realistic as possible.

      1 user thanked author for this post.
      #102509
       Slydog43 
      Participant
      Member

      wow just played around a bit with paragon.  I was so excited I came to post this about this example table.   Ball seems to roll around the cup perfectly like a real saucer!  This is so cool.  I hope I understand it correctly in that all you did was cut a hole in the playfield (primitive) and use a primitive of a saucer handle the slope into the hole and everything?  If so, this is so much easier.  I was working on an old vp9 table and saucer magic was required to make it act like a real life kicker.  Tons of code and objects, this would be so much cleaner!

      #102514
       Thalamus 
      Participant
      ContributorMember

      I feel it is a bit to cruel to me, letting a few balls too many be rejected. Maybe the hit area is too small or something. That being said. What a improvement to what we’ve got previously. It looks very real.

      1 user thanked author for this post.
      #102518
       TerryRed 
      Moderator
      MemberContributorModerator

      …and poor randr just finished adding all the holes to MOTU the old way. This is one of those things I assumed VPX had…but just last week, I found out it didn’t….and now it does again…yay!

      #102523
       randr 
      Keymaster
      ModeratorMember

      @terryred you still need to create holes in the primitive manually. Vp don’t just “do it” like FP does. This is a huge step forward though for sure! Kickers physics  look so much better

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

      #102531
       bord 
      Participant
      Member

      I hope I understand it correctly in that all you did was cut a hole in the playfield (primitive) and use a primitive of a saucer handle the slope into the hole and everything? If so, this is so much easier. I was working on an old vp9 table and saucer magic was required to make it act like a real life kicker. Tons of code and objects, this would be so much cleaner!

      Yup. That easy. No more need for saucer magic. Guys have been doing this with raised playfields for a while but doing it natively and keeping reflections is really nice.

      This method really hinges on cleaning up your mesh. Punching holes in a flat plane and bringing it right into VP can cause physics hiccups. Gotta get rid of extra vertices, make sure your normals are facing the right direction, etc.

      #102541
       randr 
      Keymaster
      ModeratorMember

      Thanks for the update!

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

      #102542
       senseless 
      Participant
      Member

      I’m soo excited :). This means following numerous understandable but also confusion algebra in the beta thread. Thanks Fuzzel, Toxie and other members of the development team. You guys are wizards and love every progress minute of it :).

       

    Viewing 20 posts - 1 through 20 (of 21 total)

    You must be logged in to reply to this topic.

  • Please login to download.

  • ©2018 VPinBall.com

    WP Facebook Auto Publish Powered By : XYZScripts.com
    Vpinball.com

    Log in with your credentials

    or    

    Forgot your details?

    Create Account