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  • Download Info

  • Yet another fresh beta build ;)


    - some cleanups and preparing the final release


    - add new UpdateMaterial script function for changing materials for dynamic elements

    - allow to export blueprints in different image formats

    - slightly tweak debugger dialog

    - fix rather old bug in physics settings per material for collidable setting for walls (in since VPX 10.2+)


    - really fix Animate() update precision for Light Sequences

    - really fix Animate() update precision for EM Reels


    - catch up on dropped animationframes in the old Animate() functionality of EM Reels and Light Sequence, so that these operate at the really chosen update rate

    - support both winding orders for lights, which fixes the invalid shape error message for (some) lights

    - change error message to point to the 'Scripts' folder

    - add a rectangle outline to the spinner element to help in selecting it in the editor fix selection view in the editor


    - add a circle outline to the gate element to help in selecting a gate in the editor

    - add tooltip comment on new anti lag and low latency gfx driver settings


    - update to NVAPI to R430

    - update to UI template framework win32xx to version 8.7.0

    - do not update status bar informations while player is running (optimize width command)


    - add x/y scale support to the camera mode to scale x/y axis at the same time

    - use real upper border for temp vertex alloc, as some .obj feature a combination of different v/vt/vn combinations for the face indices

    - fix loading error for extremely old (Tech Beta 3, etc) tables and fix (most likely completely unused nowadays) font import/tableload issue



    - always number new elements with (minimum) three digits

    - optimize .obj importer



    - add object space-normal mapping support to primitive (our implementation matches the object space, +X +Y +Z, export/baking settings in Blender) Object space-normal maps are commonly used if one reduces polygon counts of a complex model. The lost geometric details are then added back via a normal map



    - change Position() of the plunger element to return a float instead of an integer

    - code cleanups



    - show kicker's orientation in the editor



    - support 'Add Point' hotkey (F10 normal and F11 for smooth point) for rubbers

    - changed context menu so that 'Add Point' is the first item in the list



    - fix bumper hit threshold issue



    - fix lighting of the reflection of the playfield on the ball

    - fix playfield reflection on the ball


    - save position of the windowed mode player window in registry via WindowPosX/Y

    - be more robust when handling huge images and try to auto-rescale if memory allocations fail on the way

    - explain parameters of LoadVPM in core.vbs

    - add FPVPX.vbs

    - add LTD System III vbs, thanks Gaston!


    - fix tab order for bumpers

    - example table: reenable 'correct' material on slingshot-plastics and reenable reflections for them, too

    - example table: add ball drop sounds by rothbauerw

    - add proper dithering to final output buffer

    - support 'disable lighting' on primitive playfield

    - remove caption and window borders in windowed mode, only re-enable/toggle if ESC menu is brought up



    - pre-filter envmap-diffuse-pre-calc with gauss to remove under-sampling artifacts for high contrast HDRs (i.e. ones that contain something close to sun brightness)

    - limit glossy/mipmap-hack lookup to not use the lowest miplevel (as this is horrific looking)

    - add tga to file extensions list

    - fix wrong v-clamp mode for environment lookups

    - tiny beautification of mesh import dialog

    - fix tab order in material manager dialog


    rev 3674

    - flag table as changed if import->POV is triggered

    - clarify some material manager dialog descriptions and beautify debug dialogs a tiny bit

    - add ball velocity/angular velocity and number of physics iterations per frame to F11 debug output/stats

    - fix order of deletion for sounds and fonts (i.e. first delete the list entry, then the actual element)

    - fix access of already deleted vector element (i.e. the image/texture that was deleted was still updated by the list). also fix that when deleting the last image in the list, the new last image got the alpha test value of the previous last image.

    - fix crash if POV xml format is broken somehow.



    - fix UI issue with not having excl. fullscreen checked and try to match resolution in a fuzzy way, patch by Caligula

    - (maybe) workaround potential double init problem of BASS as suggested by mrkai

    - use zero normal vector again in case of degenerate normal to easier catch that case



    - fix normal computations of old legacy primitive (i.e. that triangulated tube)

    - fix flicker of video modes in preferences dialog, patch by Caligula

    - cleanups



    - show amount of vertices/polygons for a mesh primitive in the status bar

    - fixing some memory leaks and uninitialized variables

    - fix hanging in exclusive fullscreen mode


    rev 3650

    - finally random crashes fixed. Introduced by the new current hit threshold feature

    - cleanups



    - fix potential null pointer (reported by JPsalas)

    - do not ignore primitive setting 'Has Hit Event' anymore (before it was always implicitly on)

    - fix hit event issues for walls

    - undo handling updated

    - bass.dll updated (be sure to use the new one or you get random crashes)



    - one more display selection patch by Caligula

    - optimize some shaders

    - fix hit event handling for primitives

    - cleanups and fixing random crashes



    - add-on patch by Caligula for display selection, incl. proper handling for multiGPU setups

    - updating hitthreshold handling



    - fix for the random crashes (hopefully)

    - cleanups



    - check for null pointer (crash reported from jpsalas)

    - fix SMAA crash



    - separate backdrop decals from main material code (faster and cleaner)

    - fix some regressions (introduced with 10.5) with backdrop lights (most prominent: bulb lights had wrong falloff, the 'classic' lights wrong image mapping)

    - add support to read out the current hit threshold if the ball hits a Primitive or a HitTarget

    - fix hit threshold for special playfield_mesh

    - update BASS library to 2.4.14

    - use DX9 builtin sRGB conversion for sprites

    - use matching sRGB input function for sprites/BG/etc

    - use matching sRGB output function, now that the DX9 builtin functionality for sRGB texture reads is used

    - disable software-path mipmap generation with correct sRGB-aware filtering again, as its simply way too slow



    - disable software-path mipmap generation with correct sRGB-aware filtering again, as its simply way too slow

    - fix wrong light element texture sRGB-handling introduced via rev 3590



    - finally implement proper sRGB pipeline for mipmap generation (for all textures that are not in linear space like HDRs and normal maps) and for runtime filtering (only textures that are used in the 'standard' material)

    - add checkbox to 'user customizations'->'overwrite physics by global set' to optionally change all flipper settings, too

    - auto-convert ',' decimal type floats to '.' type when reading from registry

    - fix regression from 10.3+ with physics options dialog and the flipper settings



    - fix ball through bumper issue

    - check gate type explicitly for tables that were saved in the phase where it could've been undefined some years ago

    Note: please test this revision a bit more because I had to change just a bit in the physics engine to fix the bumper issue. I don't think that the change has any impact on other elements like gates, flippers or gates but who knows ;)



    - add apply button to the dimensions manager to apply the selected dimension to the active table.

    - add BorgDogs Gottlieb System 80 (widebody) change

    - restore prev behavior that each script editor window is a global one



    - add support for up to 9 custom start parameters (range 1-9). Usage: "Vpinball.exe -c1 param1 -c2 param2" sets two custom parameter "param1" and "param2". In the script use: GetCustomParam(1) to get "param1" and GetCustomParam(2) to get "param2"

    - add EnableSkirtAnimation to enable/disable skirt animation via script

    - fix messagebox popping up on table start

    - fix script editor crash if core.vbs was not found

    - add success message when pressing compile and there are no errors

    - fix script UI button not toggling on window close and some more minor cleanups

    - cleanups



    - 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



    - 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.


    - revert to FreeImage 3.17.0

    - fix special playfield primitive rendering issue and update example table

    - add missing changes to changelog.txt



    - 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

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    Viewing 20 posts - 1 through 20 (of 143 total)
    • Author
    • #102328
      VP DEV

      Yet another fresh beta build ;)


      AND HERE WE GO! nice!

      thank you Fuzzel :good:

      Messing with the VPinball app and push notifications.
      So if you haven't downloaded app yet what are you waiting for!?
      for IOS and Android


      2 users thanked author for this post.

      Thank you fuzzel.


      Thank you for the Next Version VP 10.6  :good:


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


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


      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:


      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]

      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.


      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.

      VP DEV

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


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

      Awesome! This is a big deal!!!

      Current Project: Perpetual updates of VPX physics.


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


      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.

      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!


      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.

      …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!


      @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

      Messing with the VPinball app and push notifications.
      So if you haven't downloaded app yet what are you waiting for!?
      for IOS and Android



      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.


      Thanks for the update!

      Messing with the VPinball app and push notifications.
      So if you haven't downloaded app yet what are you waiting for!?
      for IOS and Android



      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 143 total)
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