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VP10 is here (beta)

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#3701 fuzzel

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Posted 17 December 2015 - 08:42 PM

Yes it's off by default and can be activated in the video settings.

#3702 freneticamnesic

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Posted 17 December 2015 - 08:46 PM

- add arngrims controller abstraction for DOF and VPM and EMs to official scripts

 

what do>?!



#3703 fuzzel

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Posted 17 December 2015 - 08:50 PM

Check toxie's post a few pages back.

#3704 freneticamnesic

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Posted 17 December 2015 - 09:06 PM

Found it, looks great. Thanks for the update.



#3705 lodger

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Posted 17 December 2015 - 10:59 PM

 

His tutorials are great, I'm just saying it shouldn't take a 15 video tutorial series to install VP.  Now some of those are beyond a "normal" install, but I would think a install package could be put together AND maintained that installed VP9.91, VP10, vpinmame, directx9 runtime and directB2Sserver in one simple install, that for most people would at least get them up and running quickly and easily.  It's not hard per se, just very tedious unnecessarily.

  LOL.... your preaching to the quire on this one there borgy..... 

 

you're right on all points.... but even if it is possible, "they" would never let PinMame be part of the install.... 

 

I'm sure i'm speaking out of turn here because I would have not a clue whats involved , but... if anything needs an update its directB2Sserver editor.... like a major one.... (no copy/paste, come on now....lol)

 

Just a side note.. I wonder if one of the things that keeps Copyright holders ok with vp existing is that it *is* difficult to install. If its super easy to install or use, it might be seen as a threat to commercial offerings. I totally get why pinmame is kept separate...its a *wise* move. sometimes contrivance can be a virtue :)


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#3706 neohusky

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Posted 17 December 2015 - 11:02 PM

Thanks for the new beta! I don't understand need for time to change lighting but to each there own. I assume we can disable it :)

An ambient light sensor solution that has been discussed previously would be a better solution IMHO.

#3707 hauntfreaks

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Posted 18 December 2015 - 12:18 AM

 

 

His tutorials are great, I'm just saying it shouldn't take a 15 video tutorial series to install VP.  Now some of those are beyond a "normal" install, but I would think a install package could be put together AND maintained that installed VP9.91, VP10, vpinmame, directx9 runtime and directB2Sserver in one simple install, that for most people would at least get them up and running quickly and easily.  It's not hard per se, just very tedious unnecessarily.

  LOL.... your preaching to the quire on this one there borgy..... 

 

you're right on all points.... but even if it is possible, "they" would never let PinMame be part of the install.... 

 

I'm sure i'm speaking out of turn here because I would have not a clue whats involved , but... if anything needs an update its directB2Sserver editor.... like a major one.... (no copy/paste, come on now....lol)

 

Just a side note.. I wonder if one of the things that keeps Copyright holders ok with vp existing is that it *is* difficult to install. If its super easy to install or use, it might be seen as a threat to commercial offerings. I totally get why pinmame is kept separate...its a *wise* move. sometimes contrivance can be a virtue :)

 

 yeah pinmame is really the only thing that could ever be an issue... making the tables is no different then if i made a mosaic version of the mona lisa and sold it... its a completely different medium.... 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#3708 arngrim

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Posted 18 December 2015 - 07:22 AM

rev2435 is up:
 
- add controller.vbs changes
- introduce automatic day->night cycle (switchable in video settings) and cleanup video preferences and add some more tooltips
- add code to get sunrise/sunset local time
- some simple cleanups on the material manager dialog
- add detection and error message if a light shape is broken and can not be rendered
- add arngrims controller abstraction for DOF and VPM and EMs to official scripts
- bug fixes

excellent guys :)

#3709 ClarkKent

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Posted 19 December 2015 - 09:24 AM

I do not know if this has something to do with the update but the vsync now works almost perfect - the ball is moving very very smooth most the time! Thanx! :)

 

What I always noticed but never mentioned here is that I think the ball is always too dark. If you add a ball with a light texture it's still dull. Is there a way to make it lighter to better see the mirroring in the ball?



#3710 bassgeige

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Posted 19 December 2015 - 11:24 PM

I disabled AO and AA to generate more fps. It is only consequent to develop for the future and include every possible software feature as long as new or brand new hardware is able to work flawlessly with it.



#3711 jpsalas

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Posted 20 December 2015 - 04:43 AM

I do not know if this has something to do with the update but the vsync now works almost perfect - the ball is moving very very smooth most the time! Thanx! :)

 

What I always noticed but never mentioned here is that I think the ball is always too dark. If you add a ball with a light texture it's still dull. Is there a way to make it lighter to better see the mirroring in the ball?

 

Yes, the ball is too dark because everybody wants dark tables, very dark tables, incredibly dark tables :),  and then we add a ton of lights to lighten up the table, but we can't put a light on top of the ball :) So maybe we should start to darken the table using another method, like using a dark light on top of everything (using a light, ramp, flasher, whatever). Hey, this is VP, the possibilities are endless! :) Also the HDRI image used has a lot of influence on how bright or dark is the ball (and the rest of the table).


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#3712 freneticamnesic

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Posted 20 December 2015 - 05:12 AM

Stand up targets - is there a way to read the position so we can use another model/primitive in it's place that can move like the VP target?



#3713 atarian

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Posted 20 December 2015 - 07:01 AM

I do not know if this has something to do with the update but the vsync now works almost perfect - the ball is moving very very smooth most the time! Thanx! :)
 
What I always noticed but never mentioned here is that I think the ball is always too dark. If you add a ball with a light texture it's still dull. Is there a way to make it lighter to better see the mirroring in the ball?

 
Yes, the ball is too dark because everybody wants dark tables, very dark tables, incredibly dark tables :),  and then we add a ton of lights to lighten up the table, but we can't put a light on top of the ball :) So maybe we should start to darken the table using another method, like using a dark light on top of everything (using a light, ramp, flasher, whatever). Hey, this is VP, the possibilities are endless! :) Also the HDRI image used has a lot of influence on how bright or dark is the ball (and the rest of the table).

I am also really fussy about the ball and usually change it to suit my tastes. I also really set the tables dark. The VPX ball pack that JP uploaded into the VPX table testing (part 2) thread, has a very varied mixture so I would definitely recommend trying those. The look of each ball is greatly influenced by the VPX table lights, so even if one of the doesn't look like your cup of tea when you view it in an image editor, still try it in a table as it may look completely different and work well for some tables. I tried about 10 yesterday manually changing them and it occurred to me wouldn't it be a nice feature if you could toggle through the balls whilst playing a table. I am not sure if that is technically feasible to have a ball switching script which works from a keypress, but just an idea.

#3714 hauntfreaks

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Posted 20 December 2015 - 08:52 AM

 

 

lol... I've seen this talked about before... heres my take on it... here in Jersey most arcade when i was a kid were what we called dark arcades (I believe this was the same throughout the US) so the reason a lot of us run our tables dark, is just another way for us to hold on to our childhoods... sometime the table graphics take a toll in doing this, but being a graphic dude depth and recreating what I miss from being a kid is more important than losing a little detail in the graphics.... (well.... sharp dark graphics are always better then burry light or dark...IMO)... so what i'm saying here is its always a give and take... like finding the right ball...  that again is what makes all this a hobby and not just going to toy-r-us and buying a video game..... 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#3715 StevOz

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Posted 20 December 2015 - 09:14 AM

Then again I and many played these games in our youths in the full light of day at the beach strip arcades after a mornings worth of surf or in later days in brightly lit arcades. I tend to consider these dark tables mostly unrealistically dark and the lighting effects applied also way to bright and nowhere near colour correct, more so with many of these VPX beta tables.


Edited by StevOz, 20 December 2015 - 09:16 AM.

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


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#3716 ClarkKent

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Posted 20 December 2015 - 10:41 AM

 

I do not know if this has something to do with the update but the vsync now works almost perfect - the ball is moving very very smooth most the time! Thanx! :)

 

What I always noticed but never mentioned here is that I think the ball is always too dark. If you add a ball with a light texture it's still dull. Is there a way to make it lighter to better see the mirroring in the ball?

 

Yes, the ball is too dark because everybody wants dark tables, very dark tables, incredibly dark tables :),  and then we add a ton of lights to lighten up the table, but we can't put a light on top of the ball :) So maybe we should start to darken the table using another method, like using a dark light on top of everything (using a light, ramp, flasher, whatever). Hey, this is VP, the possibilities are endless! :) Also the HDRI image used has a lot of influence on how bright or dark is the ball (and the rest of the table).

 

Then let's put a light on top of the ball... ;) Joking apart - a lighter ball would really be nice.

 


Edited by ClarkKent, 20 December 2015 - 10:58 AM.


#3717 fuzzel

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Posted 20 December 2015 - 11:37 AM

rev2442 is up:

 

- increase number of lights for ball lighting hack to 8

- make auto day night cycle configurable per table
 



#3718 ClarkKent

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Posted 20 December 2015 - 02:05 PM

Is it just here or does the central ufo in jp's AFM suddenly have a black spot in the middle?

#3719 jpsalas

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Posted 20 December 2015 - 02:26 PM

Is it just here or does the central ufo in jp's AFM suddenly have a black spot in the middle?

 

Find the kicker sw78 and change it from kickerhole to kickerinvisible (I'll fix that in the next revision)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

 


#3720 ClarkKent

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Posted 20 December 2015 - 03:16 PM

Is it just here or does the central ufo in jp's AFM suddenly have a black spot in the middle?

 
Find the kicker sw78 and change it from kickerhole to kickerinvisible (I'll fix that in the next revision)

Thanx - as I did not notice that before I thought it had something to do with the latest vpx update...





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