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Posted

Hi guys is there a tour of the 10.7 menu system, I can't find the menu 'options' item like on 10.6 so i can set table specific changes?

Posted

They are there. I believe your issue is that the layers is too high on the right side and maybe then only see the properties pane. Properties belongs to the menu your are looking for. Since you don't provide any visual help for me, I'm guessing blind here. Try dragging layers down, if what I describe makes sense.

 

There is no tour, and there won't be any until someone create one.

  • Content Provider
Posted

Hey.. Just some idea that pop into my mind. Maybe for some future version.. So as a table author I quite often debug timer code that is used for animation or lamp fading or such. My workflow is that I make a timer sub (lets say solDiverter_timer) -> run the game -> initiate the timer via debug editor (run: soldiverter true) -> I visually see what happens. If I see a flaw; some animation angle is incorrect or the fading is not looking realistic; I stop the game -> edit the code -> start again and repeat.. alot.

What if the debug editor had a feature "Run snippet". It would open up a text box where one could copy paste multiline junk of script and I could just run it. Meaning I could redefine/override the timer sub in runtime and continue the game. This would make my development flow much faster as I could just redefine the timer part without the need of restarting the game.

Posted

Hi.

 

My properties is missing.... i tried to move and resize layers and playfield etc. but its not behind of anything.

I installed this to my other computer and properties are there like they should be...

Where does this save its settings so i can get back to default ones, if there isnt any other solution? 

 

Thank you.

properties.jpg

Posted

@djfazer81 : I mentioned a method of fixing the editor and make a backup of the settings in the official vpx thread over at vpf. Since you are the one having the problem, please, have a look - I'm too lazy to repeat myself.

Posted
On 7/29/2021 at 6:04 PM, Thalamus said:

@djfazer81 : I mentioned a method of fixing the editor and make a backup of the settings in the official vpx thread over at vpf. Since you are the one having the problem, please, have a look - I'm too lazy to repeat myself.

Thanks, found your comment and it fixed the problem.

  • 2 weeks later...
Guest fuzzel
Posted

rev297 is up (Release Candidate):

 

- Script Editor: fix null pointer exception

- fix null pointer crash

- Script editor: Improve script error handling

- Script editor: Clear the error log and error surpession state before running the script at the top level

 

  • 2 weeks later...
Posted
On 7/20/2021 at 1:09 PM, tobiashansson said:

When I start “cactus canyon “ I’ve get:

script error line 50

error loadVBSfilea

 

and 

script error line 178

“Controller”

 

this funny game works before

 

 

Had the same problem when I downloaded the "RC" zip.   Fixed it by downloading the x86 version directly.

 

 

  • Content Provider
Posted

Hello, I have been playing around with the new GetInPlayState property of Lights objects. It returns a 1 or a 0 during light sequences which is very helpful. However if light.state=2 (blinking) then GetInPlayState returns a 2. I was hoping it would return a 1 or a 0 in that situation too, as one might be interested in the physical on or off condition of the light as it is in the blinking state. Thanks for your consideration.

Posted

Hmm - got a quick sub example @apophis ?

Reason for asking is that it sounds to me to be the perfect solution for polling the lights, changing the dof undercab-light on Transformers. I remember Arngrim asked about if a while ago and I wasn't able to create a perfectly working solution. 

  • Content Provider
Posted
10 hours ago, Thalamus said:

Hmm - got a quick sub example @apophis ?

Reason for asking is that it sounds to me to be the perfect solution for polling the lights, changing the dof undercab-light on Transformers. I remember Arngrim asked about if a while ago and I wasn't able to create a perfectly working solution. 

I don't have a great example sub, but you just described the general concept. Use a timer to periodically poll the "physcial" state of each light of interest by checking the light.GetInPlayState property. This works well when the lights are changing due to normal on/off state changes and also during light sequences, but doesn't work for when the light is in the blinking state.

Posted

rev306 is up (Release Candidate):

 

- support to sort elements and complete layers by drag&drop. drag&drop only works if no filtering is applied.

- add GetInPlayStateBool that maps 2=Blinking to the actual current state (0 or 1)

- fix script error for GetBalls and small memory leak when throwing a ball in debug

- correct light methods, thanks gtxjoe (commandReference.txt)

 

Posted

rev3088 is up (Release Candidate):

 

- fix layer layout bug introduced in rev306

  • Content Provider
Posted

Working on with one table project having copyrighted music. Means that I cannot bundle music into the table project, players need to buy the tracks and therefore forced to use PlayMusic function only. Would you consider adding one simple parameter, seekTo, into PlayMusic function? Like this: Playmusic(String, Float Volume, Int seekTo)

 

SeekTo would be seconds (or milliseconds) and it would start to play the song from that position; not from 0:00. This would allow us to use music soundtracks way more advanced in original tables. One could build vpx timer, that would loop certain section of a music track and do other neat tricks with it. Thanks!

Posted

rev309 is up (Release Candidate):

 

- remove sorting via drag&drop for now. This might be added in the future but it introduced to much hassle at the moment

Posted

rev310 is up (Release Candidate):

 

- fix disappearing layers/elements in the layers dialog

  • 4 weeks later...
Posted

FYI: Start Trek 1979 (the newest version...the pretty one) is the best example here, but the ball gets FUBAR'D and lost in random space on rev. 323.  You see it immediately when it comes through the middle of the playfield after launch.  Doesn't even make it to the flippers.   I went back to 318...same ball behavior.  310 works fine.  

Posted

That's beta for you. Sometime it is broken. 310 is what I used on a regular basis too. Admit, have not tried every release since then; so, my views in this case are just taken from other feedback I've seen.

Posted
8 hours ago, bord said:

@BrandonLaw
make sure the devs know. No idea if they track issues here but this is the kind of stuff they need to know about and address.

Agree.  I also assume grabbing a build based on the actions rather than the dev's 'official' beta dump is jumping a bit ahead.  A WIP of  WIP is asking for bustedness.

  • 2 weeks later...
Posted

rev328 is up (Release Candidate):

 

- fix showing undocked windows if started in minimized mode

- add "Reset Window Positions" button to the editor preferences

- some small UI fixes

- optimize collisions with dropped drop targets (via early out in quadtree, same as primitives) and also optimize cache usage of quadtree nodes

- port Freezys optimization for the flipper collider BBox

 

  • 2 weeks later...
Posted

got soo much trouble with beta328, no table works correctly, music errors, table errors, loading times and so on... beforce i was at 297 and everything was fine...

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