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  • Submitted: Dec 24 2015 08:49 AM
  • Last Updated: Jul 06 2017 04:52 AM
  • File Size: 42.65MB
  • Views: 51301
  • Downloads: 17,920
  • Author(s): Randy Davis
    Noah Fentz
    Chris Leathley
    Mark Parris
    Jerry Rice
    Rolle Cruz
    Brian Smith
    Toxie
    Shagendo
    Maddes
    Wizard's Hat
    Poiuyterry
    Fuzzel
    Cupid
    Koadic
    Mukuste
    mjr
    Brandrew

Previous Versions

  • 03 Jul 2017 Download Visual Pinball X (Standalone EXE) 10.3.1 10.3.1
  • 12 Jun 2017 Download Visual Pinball X (Standalone EXE) 10.3 10.3
  • 29 Dec 2016 Download Visual Pinball X (Standalone EXE) 10.2.1 10.2.1

Download Visual Pinball X (Standalone EXE) 10.3.1 10.3.1

* * * * * 35 Votes
VPX



Screenshots
Standalone EXE, all needed DLLs, changelog, command reference and registry keys for Visual Pinball X 10.3.1
 
Installation:
Simply copy all of the files in the ZIP into your already existing Visual Pinball directory. Overwrite already existing files there when asked. If you already had the core.vbs script package in your 'Tables' sub-directory previously, either delete these, or move all files contained in the 'Scripts' sub-directory to 'Tables'.
 
 
For all the changes regarding the core vbs script file package look into core.vbs for the full changelog

What's New in Version 10.3.1 (See full changelog)

  • CHANGES 10.3.1:
  • - fix some editor crashes
  • - fix UI rendering of alpha images on Windows XP
  • - in interactive camera/light editing mode (e.g. launch table with F6 or the respective menu entry) navigating around the table with the arrow keys (and left alt key)
  • must now be explicitly enabled in the key preferences dialog
  • - add Randr's rulers, plus a simple protractor and Rothbauerw's manual ball control script (slightly tweaked) to the default table
  • CHANGES 10.3.0:
  • - add new material option for the glossy color: 'Use Image', which allows to configure how much the (optional) image that is attached
  • to a scene element is allowed to influence the glossy part of the material (0=no tinting at all from the image, up to 1=same behavior as before/older VPX versions)
  • - fix 'edge shadowing' issue if a normal map image is used for a scene element
  • - add new configurable in-game key for a lockbar/fire button (accessible via "LockbarKey" in the script)
  • - in interactive camera/light editing mode (e.g. launch table with F6 or the respective menu entry):
  • - press the start game key (default is 1) to reset the camera and all backdrop settings (inclination, layback...)
  • - add camera rotation around Y axis
  • - navigating around the table with the arrow keys (and left alt key) is now possible
  • - show camera position
  • - add additional parameter to primitives to allow for rendering backface triangles (if the used material features transparency)
  • - add simple kicker hole mesh
  • - change AntiFriction to Damping for the gate and spinner elements (which also changes the input range from 0..100 to 0..1, and is inverse to before, e.g. Damping="1-AntiFriction/100")
  • (old tables will still load/save exactly the same though, as it was always used like this internally anyway)
  • - add (optional) missing hit event to ramps
  • - add missing Timer properties for ramps
  • - VP now supports three different view modes (DESKTOP, FULLSCREEN and FULL_SINGLE_SCREEN (to be able to easily add an additional backglass to the table)). The UI was changed to select, view and change these properties via a drop down list
  • - add more window resolutions to the video preferences (for new FSS/portrait setups)
  • - using the built-in DMD (via the flasher element) now in addition will respect the 'Additive Blend' and 'Modulate' parameters to steer the blending with the table
  • (this can for example be used to simulate a reflection on the playfield glass: set 'Modulate' to 0.9 and check 'Additive Blend' as an example)
  • - slightly tweak bloom filter and light transmission filter to capture a larger radius (for very bright lights)
  • - add NFAA post processing filter to the post-processing AA dropdown menus (sometimes more blurry, but also keeps more dynamic range of the highlights compared to FXAA, and is pretty fast)
  • - add DLAA post processing filter to the post-processing AA dropdown menus (somewhere inbetween FXAA and NFAA, depending on the aliasing-pattern that is smoothed, and more costly than NFAA)
  • - add SMAA post processing filter to the post-processing AA dropdown menus (comparable to Quality FXAA, depending on the aliasing-pattern that is smoothed, and more costly, but usually also a bit better)
  • - own colors can now be defined for locked/unlocked selected elements, element fill color and editor table background, in the editor preferences
  • - sound manager, image manager and script editor save and restore window position and size
  • - image Manager: new column added to show if an image is in use
  • - material/image manager dialog is resizeable
  • - improve display of images with alpha channel in the editor (no more checkerboards)
  • - add hotkey for toggling between table and backdrop view in the editor (ctrl+space)
  • - fix autosave option if entering/OKing the editor options dialog
  • - fix UI issue with the layer buttons for high desktop resolutions
  • - add Win32++ framework to simplify UI handling (more infos under https://sourceforge.net/projects/win32-framework )
  • - remove Visual Studio 2008 support
  • - add Visual Studio 2017 support




OMG! Really thanks guys... the best gift I could receive for Christmas
Photo
Shadowsclassic
Dec 24 2015 08:03 PM

Wow, I was expecting something cool for Christmas but OMG today is Amazing!!!  I can honestly say I did not See Pinball X being released.

 

Thank You can't even begin to cover the incredible job everyone did on this project. It truly must have been a labor of love!

 

Merry Christmas to everyone. Now I'm off to truly be a kid at Christmas and open all my fantastic gifts!!!!!!!!

Amazing Xmas gift. Thx a lot! Thumps up

Really the Best Gift ...

Thanks all for your great work.

I can't seem to get the DMD window to show in front of the table.although it seems to run unseen.

I am using the script that brings the DMD to the front and this happens if I'm using say VP 9.90.

 

What am I doing wrong?

 

I realise that this was the wrong place to ask now and the issue can be resolved in the script.

Can someone please tell my why the nudge feature in all the VP 10 tables I've tried only move the tables?

It does not affect the ball path whatsoever.

Is this to do with the program itself or the scripting on the tables?

 

I've tried asking on pages relating to individual tables, no reply there.

I can't see anything about this on this page.

 

Pinball without a useable nudge feature means a lot more lost balls!

 

I play desktop not cabinet tables.

Photo
hungrybay101
May 25 2016 09:00 PM

This is a very promising version of Visual Pinball. Sadly, it has so long to go. The performance of this program even when using minimal settings (don't even think it did anything) is terrible, especially when combined with Visual PinMAME. Key response rate is very sluggish, taking as much as 500 milliseconds between key press and when a flipper is actually flipped. That is unacceptable for a pinball simulator and took a huge hit in my rating for this program.

 

This program also needs an easy way to convert tables from visual pinball V8 and V9, which currently it lacks. It even lacks proper documentation and therefore takes guessing and checking to figure out the changes between this and other versions, especially script-wise.

 

It's a promising release. But sadly this should have been released as beta at best. It was never meant to be an official release with its flaws. And I know it can't be my computer because I have lots of RAM, a good processor, and a graphics card.

There's an old story that has something to do with staring a gift horse in the mouth.

Photo
PinballShawn
Jun 09 2016 02:35 AM

I don't know about all that. It's wicked on my cab. You may want to check your awesome computer again because it's smooth and fast as hell on mine.

after several tests I found that the most real physical carry these values:
Gravity Constant   : 0.8 - 0.83
Playfield Friction : 0.02+

Playfield Elasticity: 0.25

 

Rubbers (default):
------------------
Elasticity         : 0.6
Elasticity Falloff : 0.2
Friction           : 0.5 - 0.6
Scatter Angle      : 5

 

Flipper:
--------
Mass               : 1.0
Strength           : 1200-1800 (for EM tables) 2200-2800(for modern tables)
Elasticity         : 0.55
Elasticity Falloff : 0.1
Friction           : 0.1 or 0.2
Return Strength    : 0.058+
Coil Up Ramp       : 2.4 - 3.5

 

based on these values must accommodate the rest.
tables improved to a higher level

 

ej:


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