freezy Posted October 2, 2021 Author Share Posted October 2, 2021 Soon to be merged! Link to comment Share on other sites More sharing options...
DeKay Posted October 3, 2021 Share Posted October 3, 2021 I'm new to the hobby but really appreciate you showing Linux some love. If someone isn't using Windows with any of the major virtual pinball solutions right now, they are going to have a hard time. Wishing you speedy progress! Link to comment Share on other sites More sharing options...
benlogan Posted October 3, 2021 Share Posted October 3, 2021 Thoroughly enjoying following your team’s progress with VPE, freezy. Thanks for sharing with us. Very exciting developments. Link to comment Share on other sites More sharing options...
fastdraw Posted October 4, 2021 Share Posted October 4, 2021 (edited) a very slight flex of the rubber on impact of the ball, and the animation would be perfect. la flexion est tout aussi importante que la détente , c'est ce qui confère à la bille sont aspect sauvage (imprévisible). L'ajout d'un facteur delta aléatoire , permettrait un rebond non conditionné , ainsi ne pas ressembler à du billard. on the other hand, the flippers do not automatically return to the low position. in terms of simulation, we are getting closer to solidworks Edited October 7, 2021 by fastdraw Link to comment Share on other sites More sharing options...
freezy Posted October 8, 2021 Author Share Posted October 8, 2021 Setting up inserts and GI... Link to comment Share on other sites More sharing options...
hitman12 Posted October 9, 2021 Share Posted October 9, 2021 (edited) Great job VPE Team. What are you going to work on now? Edited October 10, 2021 by hitman12 Link to comment Share on other sites More sharing options...
fastdraw Posted October 10, 2021 Share Posted October 10, 2021 Great the circle is almost complete ..... I look forward to the next update. Link to comment Share on other sites More sharing options...
Content Provider Arvid Posted October 10, 2021 Content Provider Share Posted October 10, 2021 Amazing progress! Thanks to all for all the hard work that goes into this and for sharing these video updates. Link to comment Share on other sites More sharing options...
fastdraw Posted October 11, 2021 Share Posted October 11, 2021 (edited) comment calibrer le facteur de zoom de la souris? (roue centrale) Je suis au grossissement maximal, si j’augmente le cadran central d’un cran tout disparaît. J’aimerais avoir un grossissement (doux et progressif) comme image vectorielle. s’agit-il d’un problème matériel ou logiciel ? Quelle souris recommandez-vous ? Le . Je n’ai pas ce problème avec rhino 3d Edited October 11, 2021 by fastdraw Link to comment Share on other sites More sharing options...
freezy Posted October 11, 2021 Author Share Posted October 11, 2021 When stuff disappears when zooming in with the wheel, move the camera back with the WASD keys. Documentation Link to comment Share on other sites More sharing options...
fastdraw Posted October 11, 2021 Share Posted October 11, 2021 thank you for the link and after reading you have to press the alt key, then right click the mouse and move it (up to the desired zoom, very soft and progressive zoom) Link to comment Share on other sites More sharing options...
freezy Posted October 12, 2021 Author Share Posted October 12, 2021 Still a lot to do, but some more progress. Link to comment Share on other sites More sharing options...
hitman12 Posted October 13, 2021 Share Posted October 13, 2021 That's some nice progress. Are the sounds working? Link to comment Share on other sites More sharing options...
fastdraw Posted October 15, 2021 Share Posted October 15, 2021 (edited) it would be a nice Christmas gift. you use mpf or only pinmame ? Edited October 15, 2021 by fastdraw Link to comment Share on other sites More sharing options...
freezy Posted October 17, 2021 Author Share Posted October 17, 2021 Hi all, I'll be focusing a bit more on documentation the next weeks, and since I'm no native speaker, I'd like to have my content proof-read by someone before I publish. Until now, @ecurtz did an amazing job, but he's actually a dev and I would like to bother him with more interesting stuff. If you're a native English speaker and picky about spelling and phrasing, and if you have time to occasionally go through new content of the VPE documentation, please let me know. If you have done some editorial work in the past, even better. Best is to send me a private message here, but you can ping me on Discord as well. Cheers! Link to comment Share on other sites More sharing options...
xantari Posted October 17, 2021 Share Posted October 17, 2021 @freezy This is looking awesome. I noticed the commits regarding trying to compensate for PinMAME's lag. It's my understanding that you are turning on "Fast Flip", but I thought that was only applicable to a small subset of tables, or does this make fast flip work for all tables? If i'm understanding how this works, is that both the coil, switch, and flipper are all linked together rather then the flipper and the coil. It then compares the switch activations to the coil activations, where the switch activations are supposed to be coming from the ROM (PinMAME). Am I understanding this correctly? In regards to the T2 Patcher, that is really only applicable to a specific version of the .vpx file correct? Is the thought that the T2 Patcher would ultimately go away at the end and you would have the first T2 VPE file that is pre-patched? Link to comment Share on other sites More sharing options...
freezy Posted October 17, 2021 Author Share Posted October 17, 2021 Yes, lag compensation should work for all tables. I'll link to the doc once it's merged and generated. The T2 patcher only works for a specific VPX file. All it does you can do in the editor, but it's easier for me to have a script that does it, because I can adapt it to API changes, see a changelog and do changes in batch to test out stuff. The final file format won't have anything to do with it. Link to comment Share on other sites More sharing options...
fastdraw Posted October 22, 2021 Share Posted October 22, 2021 these are the same keys to introduce the coins and launch the table as vpx? because no switch (ID) appears. I use the L-82 rom. Link to comment Share on other sites More sharing options...
freezy Posted October 22, 2021 Author Share Posted October 22, 2021 Yes. And they are all there: Link to comment Share on other sites More sharing options...
freezy Posted October 22, 2021 Author Share Posted October 22, 2021 By the way, thanks to all the volunteers who offered help for the documentation. I got some heart-warming messages, and we should now have enough man power to produce high quality documentation. Thanks again! Link to comment Share on other sites More sharing options...
Content Provider TerryRed Posted October 22, 2021 Content Provider Share Posted October 22, 2021 3 minutes ago, freezy said: By the way, thanks to all the volunteers who offered help for the documentation. I got some heart-warming messages, and we should now have enough man power to produce high quality documentation. Thanks again! One of the things I am most happy to hear! It's no secret that one of the reasons I gravitated towards FP before even ever touching VPX was FP's excellent manual. Given that literally everyone in the community (FP or VPX) will need to learn new things with VPE, this will help dramatically bring in not only veteran authors and devs, but also new talented people that may be interested in the hobby, but found that lack of documentation / examples in VP made the cost of entry too difficult. Lots of pictures and examples are very much appreciated! (especially C# examples!) Link to comment Share on other sites More sharing options...
fastdraw Posted October 22, 2021 Share Posted October 22, 2021 (edited) ok merci donc les switch (id) n'apparaissent seulement que si la table est prête à jouer ( pièces insérées + enter+ billes sortie ). même sans dmd , une table pourrait être jouée ? exemple, si dans un pinball réel le dmd est défectueux ou bien physiquement débranché , çà n'empêche pas la table d'être jouée ? vais essayer de réaliser les mêmes test que toi , même si je n'ai pas trop saisi l'histoire du patch (T2) trad. google OK, thanks so the switch (id) only appear if the table is ready to play (coins inserted + enter + ball exited). even without dmd, a table could be played? example, if in a real pinball the dmd is defective or physically unplugged, does that not prevent the table from being played? Edited October 22, 2021 by fastdraw Link to comment Share on other sites More sharing options...
freezy Posted October 22, 2021 Author Share Posted October 22, 2021 Without a DMD, you'll get an error message which should actually be a warning, because the game should run nevertheless. Switch IDs are defined by the gamelogic engine. It's the same list at edit time and runtime, independently of the game state. Runtime only has additional info, but they are the same rows. See documentation. A part ça t'arriveras de mettre un poil plus d'effort dans tes posts? Ils sont insupportable à lire.. Link to comment Share on other sites More sharing options...
fastdraw Posted October 22, 2021 Share Posted October 22, 2021 last little question can we integrate more tables? the path of the roms are those of the vpx installation or there is a dedicated unity or vpe directory Link to comment Share on other sites More sharing options...
jsm174 Posted October 22, 2021 Share Posted October 22, 2021 on Windows, it uses the registry to determine the path. On Linux + MacOS, it uses ~/.pinmamehttps://github.com/vpinball/pinmame-dotnet/blob/master/src/PinMame/PinMame.cs#L554 Link to comment Share on other sites More sharing options...
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