Here is a summary of the ideas in the original VP10 ideas thread as of 05-30-14. Please note the following:
I simply went through the thread and copy-pasted the posts with ideas; I may have missed some ideas because it was buried in a post that was mainly about responding to a previous post.
Because I just went through, there are probably some duplicate ideas; I didn't want to be the judge on deciding whether an idea was dup-ed or not since I'm not the one programming
I included the name of the author of the post more so anyone can ask them a specific question about said post
I included the number of likes a post got solely so the devs can possibly get an idea of how important an idea is to the community
On with the list:
Joe, 2 likes:
64 bit build
multi core / Multi threading
atlantis1982, 2 likes:
Mac and/or Linux support.
slydog43, 4 likes:
multiple formats in 1 table file (ie cabinet, desktop, Hybrid all in 1 file)
version control of some sort, like auto updating table to latest version
zany, 6 likes:
Global/ambient lightning...instead of day/night versions.
fuzzel, 3 likes:
proper lighting: The idea here is to make it as easy as possible to lighten a table, bulb support, real shadows or at least ambient occlusion
material editor: Instead of applying physic settings for each wall again and again, you define a material and assign that material to a table element
physics engine update
library support such like in
FP to exchange materials, sound and stuff like that
improved visual effects based on shaders
editor improvements and clean ups because of the mentioned features
mukuste, 4 likes:
HDR rendering, this will improve the appearance of lights and also make night mods etc. easier to make by simply having a slider for overall brightness of the scene
real per-pixel lights, possibly shadows, more realistic GI light bulbs
fake indirect lighting from the playfield to make lit insert lights etc illuminate nearby objects
increase the physics framerate from currently 100Hz to something higher (this is already working pretty well in a branch I'm working on)
eliminate FPS dependence of physics (ditto)
true simulation of ball spin and its effect on ball movement and collisions
improve flipper-ball interaction by simulating contact effects properly
loadedweapon, 2 likes:
if the editor could be more like
FP it would be so much easier to build tables for noobs
unclewilly, 2 likes:
a primitive based shapable rubber object similar to fp s rubber object
mfuegemann:
editor options from
FP in
VP
StevOz:
Corrected nudge physics for desktop usage
Melon, 3 likes:
Rubber object. Now I'm making it with 6 ramps with different heights and colors
Guide object.
Sensor object
target and droptarget object made with a primitive.
New bumpers (nobody uses the default bumper as is)
B2b collision integrated in the engine.
Transparent walls, not only ramps.
Wire ramps really need to be updated. I don't think the solution is making it with Future pinball, exporting to blender and exporting to visual pinball.
Light/Flasher object. We specify a point where there is a bulb/ flasher.
Playfield reflections. This adds a lot of realism, I think this is very important. Not everything needs to be reflected, we could have a property for that for every object.
Holes in the playfield
gtxjoe, 1 like:
Investigate flipper accuracy
Add more standard objects as melon mentioned, including typicall used posts/standoffs, screw/bolt tops. lamp bulbs, light inserts that look like real playfield inserts.
kiwi:
two points at the beginning and at the end of the ramp, instead of one, to create ramps that start in diagonal and perfect connections between ramp and ramp.
s1500, 2 likes:
Use the P-ROC sw architecture for modes, which would make programming deeper rulesets 100 times easier.
djrobx, 3 likes:
better performance settings management
banzaidrop, 1 likes:
screen option for multiple monitors
full screen or fake full screen option
orientation/rotation option for custom screen setups (90/270° etc.)
unclewilly, 5 likes:
back glass integrated into vp similar to fp
kiwi:
The plunger launch and nudge controlled by the mouse.
Swisslizard:
properly shut down SBScript one the player exits the table
Swisslizard, 2 likes:
multi monitor support
arngrim:
be able to switch from DOF ini files from feedback to nofeedback files
unclewilly:
Wire ramps with 3 sections that are selectable per control point like the fp wire ramps.
With maybe the option for a ring at the control points
melon, 1 like:
For primitives and ramps, add a slider for the transparency
And the posibility to add rings at the wire ramps would be sooo great.
faralos:
stretchable rubbers like the ones used in
FP for custom shaped posts and plastics
a moveable spotlight that can be repositioned or turned off (into another color perhaps?)while playing
the ability to import full motion video clips into the pins... again like
FP has
arngrim, 3 likes:
Separate sound system for the mechanical sounds, so we can deactivate them more easily
bananaboat:
An in game, on screen menu to allow you to make adjustments in real time, such as table size, depth etc...
kiwi, 1 like:
It would be nice to have the objects in the editor of different colors depending on the type.
freezy, 2 likes:
Define global options in
VP that can be read in a table script
ClarkKent:
All objects should be mirrored in the playfield, not only the ball. And all objects should draw shadows
slashbot, 2 likes:
analog nudge under the keys section
kiwi:
add handles to the control points as in Inkscape
More image formats can be imported.
Negative playfield working, visible objects even under the playing field.
unclewilly:
punch holes in a surface
clarkkent, 2 likes:
more sounds for the ball bumping into any object on the table (included in the editor, not having to script it)
There was quite a bit of discussion about this; how it's achieved now (through lots of scripting and the author having to include the sounds in the table),
and how it's suggested that much of this should be included in the program automatically
antropus:
add support to normal maps, specular maps, ambient occlusion and so on
kiwi:
the chance to see the skeleton of the objects in addition to the solid
sunskift:
An improved standardized plunger interface with increased resolution would be great.
sanovine, 1 like:
Measurements in milimeters, not arbitrary units..
Lots of talk of using BAM (Better Arcade Mode) with VP. Does this mean VP is moving into the full 3D realm?
Lio, 2 likes:
walls with a given thickness that can be shaped using only one control point (like in the
FP editor), (shapeable) rubber object like in
FP and wire guides just like in
FP.
ClarkKent, 1 like:
(Better object selection) (sumarized by shoopity)
Pinbotfan, 2 likes:
It would be nice for the editor, especially the backdrop editor to have a setting for 4/3 16/9 16/10 etc. and portrait/landscape.
It would be nice to be able to hold the mouse buttons to adjust the table angle, POV, layback, etc. and maybe shift key and mouse (throw in cursor keys too) for offsets. With visual feedback. Maybe spikes that would show the result of layback. This is a great deal of trial and error for me as it is now.
The plunger needs as high of resolution as you could give it. Count the pixels of an average plunger on the screen. 256? 230 of motion? The plunger needs to be ideal for it to become a standard.
Rubber bands. It's time for
VP to get rubbers. A few nice beveled posts thrown in just because.
Isdropped = true and false as the start of a motion, not an end result
rysr:
create a new registry location other than the currently new
VP9 location that will be for the latest compability release for main use.
Javajack:
full polygonal display with ortho/perspective toggle. One table can then work for ANY view angle/cab/desktop.
The editor could have a sideways "elevation" view alongside, and aligned with, the standard top-down view (for Blender users, the "Right Ortho" view, but rotated 90 degrees anticlockwise). In this elevation view you could drag any item to adjust its verticality.
In tandem with this elevation view, the ability to adjust the verticality (and perhaps width) of each point on a ramp. (I've been out of the
VP scene for a while. Maybe 3D meshes fulfill this now?)
Others have already suggested it: tubular rubbers (no more fake stacks of walls or ramps to make rubbers look dimensional)
No more storing music in a common folder. It should be with the table itself.
This has also been suggested elsewhere: modular file format.
Commonsense and trivial ergonomic things like making the "Manager" dialog boxes resizable.
ClarkKent, 1 like:
Grouping objects
Mitchell:
Reshape the flippers.
Use light bulbs instead of bumpers and lights to make those. Flat top and round top.
Spinning lights.
Sideway spinners.
Better sling shots. More real looking.
Better kickers and drains. More real looking as well.
Better ramps.
tipoto:
An option to disable Anti-Aliasing on the EMreels.
Javajack:
a crash reporter something like Firefox uses
Smooth points and sharp points on walls distinguished by colors so you can see them at a glance.
Change a smooth point to a sharp point and vice-versa by clicking it with a certain key held down such as shift.
Wall Bezier curve editing with control handles like Illustrator/Inkscape.
Ability to scale/rotate items with mouse like Visio/PowerPoint.
A lot of talk about using primitives and meshes, what should be included in VP or just have the ability to import from external programs
My personal note here: "Basic" items should be included; wire guides, rollovers, RUBBERS, plastics, screws, etc.
javajack:
A more true-to-life default table. That is, instead of the one classic mega-wall for everything, start with:
Playfield 20.25 inches wide
Life size flippers instead of the giant defaults
Realistically-sized wood rails on the outermost edges and bordering the shooter lane
Realistically proportioned thin walls under the flippers down to the drain
Realistically proportioned thin wall arch around the top of the playfield
kiwi:
An object that simulates the kicking target,
and an object which when hit by the ball, send the vibration to an other ball, moving it, like a captive ball, maybe fatibile modifying the sling of the wall.
v1kt0r52:
Add the using of the 'CurrentAudioDevice' property of the VPinMAME Controller
Parcticedummy, 1 like:
Instructions narated by ME
javajack:
A "lip" width setting for plastic ramps/habitrails, as well as radius settings for beveling between the walls, floor and lip of ramp
Being able to change the font of the script editor
An explicit way to change the pitch of a sound (as opposed to the recently-added pitch randomization).
Shoopity, 1 like:
Common program uses such as middle-click drag = pan
Redo function
icpjuggla:
Angle walls
unclewilly:
implement convert wall/ramp to primitive
Edited by Shoopity, 30 May 2014 - 08:09 PM.