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vp10 ideas
Started By
unclewilly
, Mar 16 2014 11:48 AM
228 replies to this topic
#181
Posted 29 May 2014 - 10:03 PM
Which wall needs to be angled.
Is each side of the ramp angled toward one side of the table?
I can do that in fp really easily and convert to a primitive
Is each side of the ramp angled toward one side of the table?
I can do that in fp really easily and convert to a primitive
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#183
Posted 29 May 2014 - 10:48 PM
I got it. So the top where one ramp becomes 2 is at say height 75 and each end
Going to the left and right angels down to around 55 or whatever the plastic height is.
And you are trying to make it with walls.
I see your issue now.
I could still do it for you in fp using a primitive. Would just need to do 3 separate pieces and join them in blender.
Due to the cutouts in the ramps there is no real easy way to do it in vp with vp objects. What I would probably do is make a global texture with just the shape of those walls done semitransparent. The rest of the texture fully transparent. Then piece together a few ramps with the texture set as image mode world. Then you wouldn't see the gaps.
That is how I did the funny curved rescue ramps in fire as they were not flat but a steep s curve
Going to the left and right angels down to around 55 or whatever the plastic height is.
And you are trying to make it with walls.
I see your issue now.
I could still do it for you in fp using a primitive. Would just need to do 3 separate pieces and join them in blender.
Due to the cutouts in the ramps there is no real easy way to do it in vp with vp objects. What I would probably do is make a global texture with just the shape of those walls done semitransparent. The rest of the texture fully transparent. Then piece together a few ramps with the texture set as image mode world. Then you wouldn't see the gaps.
That is how I did the funny curved rescue ramps in fire as they were not flat but a steep s curve
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#184
Posted 29 May 2014 - 10:59 PM
Exactly UW there are many ways to achieve this type of ramp.. :-)
But if the walls I made could angle, all I would have to do is create the wall the way I want it, add an alpha "ramp type texture" to the wall b/c VP10 has alpha walls now and I'd have the same effect but done much easier cutting out all the work in an art program or blender making the primitives.
Heck I can think of a bunch of stuff we could use slanted walls for..
But if the walls I made could angle, all I would have to do is create the wall the way I want it, add an alpha "ramp type texture" to the wall b/c VP10 has alpha walls now and I'd have the same effect but done much easier cutting out all the work in an art program or blender making the primitives.
Heck I can think of a bunch of stuff we could use slanted walls for..
Edited by ICPjuggla, 29 May 2014 - 11:00 PM.
#185
Posted 30 May 2014 - 08:11 PM
Hi,
I thought I read this somewhere here, but couldn't find it anymore:
Support for 2 Gamecontrollers would be great ! I Use a 8 key gamepad for the Buttons, and a Sidewinder Freestyle for nudging. I'd like to use the two "wired" Buttons of the Sidewinder for MagnaSave, but as the work "parallel" to the other Gamepad I've to life without MagnaSave at the moment (or ones again try to rewire a 10 or 12 Button gamepad...
See Ya..Jas
#186
Posted 31 May 2014 - 04:06 AM
Hi,
I thought I read this somewhere here, but couldn't find it anymore:
Support for 2 Gamecontrollers would be great ! I Use a 8 key gamepad for the Buttons, and a Sidewinder Freestyle for nudging. I'd like to use the two "wired" Buttons of the Sidewinder for MagnaSave, but as the work "parallel" to the other Gamepad I've to life without MagnaSave at the moment (or ones again try to rewire a 10 or 12 Button gamepad...
See Ya..Jas
what about full controller mapping.
#187
Posted 24 June 2014 - 08:35 AM
I don't know if this is a Idea or a question, but the physics improvements are awesome. the only thing i see missing is the ability to consistantly do the Flipper Pass, passing the ball from one flipper to the other, so you can hit the desired target. Can we get set positions and shapes for the tables to allow this? Are there any physics settings that will allow this to be accomplished.
To me its more about the play than the graphics. I am so happy i can change physics now it is like all old tables have become new!
I find myself playing more now than i ever have, It is really awesome stuff. I don't care about 3d balls. Vp is more fun to play now more than ever with changed physics. the best graphics in the world do not make a tables fun to play. remember the video games how they all had new 3d graphics coming out and not a single game that was fun. Thank God there was mame, I still get more enjoyment out of a game of robotron
I think VP is the best it has ever been. I can go around to each table and create more fun for myself! The tables that played slow before, now they don't, and now they are more fun to play than they ever have been!
It's like this what fun is it if you can hit the same loop with the same flipper 20 times in a row. Change the physics and you can't anymore. which makes the table a challenge, where it wasn't before.
How about a invisible black hole option, that when you hit it,it drops a ball onto a another random table.just joking but it would be cool. Its morning time to go to sleep. bet i have pinball dreams tonight. My GF is getting jealious of pinball lol. better go wake her up.
I guess my idea is make the tables hard to play and people wont be able to stop playing them. And if i could do a flipper pass, it would take away the challenge. So never mind lol. I like to conquer a table and then go conquer more
How about improve magna save physics, probably a hard one, if i could make a table i would add more magnets
and call it magnotron, like even put them on the upper playfield. you could save them for the lower playfield or gamble with them on the upper for higher stakes
Edited by troyguitarman, 24 June 2014 - 09:14 AM.
#188
Posted 24 June 2014 - 08:37 AM
I don't know if this is a Idea or a question, but the physics improvements are awesome. the only thing i see missing is the ability to consistantly do the Flipper Pass, passing the ball from one flipper to the other, so you can hit the desired target. Can we get set positions and shapes for the tables to allow this? Are there any physics settings that will allow this to be accomplished.
Actually this works pretty well in my experience -- assuming you mean the post pass?
#189
Posted 24 June 2014 - 09:22 AM
how about a invisible black hole feature, that when you hit it, it drops a ball onto another random table, then if you were good enough you could play out your entire set of tables. That would be the ultimate pinball challenge ever created in the history of mankind. Call it VP forever option or black hole feature on or off. time for some pinball dreams, guitarman out!
Not yet there is a game that does this i think it had five or four tables. i think 5 but you could never get to the 5th.
it was on turbographix game system called devil's crush. i played the heck out that game trying to get to that last table and open it up. what happens is when your ball drained it would take you back to the table you were on before and you would have to advance the ball all the way back up to the table you were on before, and then try to reach the next table. you would get to the fourth table and you always end up where you started at the first table, frustrating but really challenging. Now i am going to have to get the emulator and play it
i was joking about the black hole feature, but it is a good idea. bye
Edited by troyguitarman, 24 June 2014 - 09:50 AM.
#190
Posted 24 June 2014 - 01:12 PM
how about a invisible black hole feature, that when you hit it, it drops a ball onto another random table, then if you were good enough you could play out your entire set of tables. That would be the ultimate pinball challenge ever created in the history of mankind. Call it VP forever option or black hole feature on or off. time for some pinball dreams, guitarman out!
Not yet there is a game that does this i think it had five or four tables. i think 5 but you could never get to the 5th.
it was on turbographix game system called devil's crush. i played the heck out that game trying to get to that last table and open it up. what happens is when your ball drained it would take you back to the table you were on before and you would have to advance the ball all the way back up to the table you were on before, and then try to reach the next table. you would get to the fourth table and you always end up where you started at the first table, frustrating but really challenging. Now i am going to have to get the emulator and play it
i was joking about the black hole feature, but it is a good idea. bye
Don't do that for VPM tables.
You can load up more then 1 table in the editor at the same time so it may be do able or at lest have it save a state and then quit and reload the player with an differnt table.
#191
Posted 24 June 2014 - 02:31 PM
As far as I know, this isn't implemented in 9.9; when I was making the Bill Paxton Pinball table and asked about this, I didn't really get a solution:
How about the ability to stop a specific sound or to assign a sound a priority; or the ability to queue up sounds (this might be possible now with timers, but then you have to know how long a sound plays, I'm asking for when a sound stops to fire off an event that can be scripted)?
If you've watched any of the videos for BPP (or if you actually downloaded my table), it's chockablock with quotes. Ben Heck implemented a priority system so if a sound is supposed to be played, but if there's a sound that has a higher priority playing, it doesn't; it also kills a currently playing sound if it has a lower priority. Right now my table (or anyone's table who would use sounds with long-ish playing sounds) can get overly hectic with all the quotes that can be happening at the same time, or quotes that overlap each other because I can't queue them up to play one-after-the-other.
#192
Posted 26 June 2014 - 06:00 PM
Would it be possible to add some kind of maximum limit for the analogue nudge? Basically just value that would limit the maximum nudge amount from the accelerometer.
I just spent a lot of time trying to tweak the analogue nudge to play realistically. And when the gain settings are good -> it plays really well 90% of the time. However randomly the nudge effect is about 10 times bigger and the ball travels way way too much and the trajectory changes completely. This happens especially when hitting the cab from the side instead of "pushing" the cab. So for some reason the accelerometer seems to report much higher values randomly and the ball goes crazy when the gain settings are set for smaller values.
So if VP could have in addition to the deadzone setting some kind of maxNudgeEffect setting too -> that would be great and the analogue nudge could be configured very precisely. I think / hope this should be relatively easy to implement?
#193
Posted 26 June 2014 - 07:01 PM
Would it be possible to add some kind of maximum limit for the analogue nudge? Basically just value that would limit the maximum nudge amount from the accelerometer.
I just spent a lot of time trying to tweak the analogue nudge to play realistically. And when the gain settings are good -> it plays really well 90% of the time. However randomly the nudge effect is about 10 times bigger and the ball travels way way too much and the trajectory changes completely. This happens especially when hitting the cab from the side instead of "pushing" the cab. So for some reason the accelerometer seems to report much higher values randomly and the ball goes crazy when the gain settings are set for smaller values.
So if VP could have in addition to the deadzone setting some kind of maxNudgeEffect setting too -> that would be great and the analogue nudge could be configured very precisely. I think / hope this should be relatively easy to implement?
I'd second that I get some really good readings from the nudge and then occasionally it looks like I drove a car into the side of my cab,
#195
Posted 27 June 2014 - 03:43 PM
Actually I have a real tilt bob in my cab for tilting. Setting the tilt sensitivity to one way or another doesn't help with the random ridiculous ball movement (half the playfield with a small nudge)
So the question is not pushing too hard... it's about a random reaction to push that's about 10 times bigger than normal. That just can't be adjusted (I think accelerometers just aren't 100% reliable all the time). I think only eliminating those unreal nudges with some kind of maximun limit would solve the problem.
#196
Posted 28 June 2014 - 12:41 AM
Would it be possible to add some kind of maximum limit for the analogue nudge? Basically just value that would limit the maximum nudge amount from the accelerometer.
I just spent a lot of time trying to tweak the analogue nudge to play realistically. And when the gain settings are good -> it plays really well 90% of the time. However randomly the nudge effect is about 10 times bigger and the ball travels way way too much and the trajectory changes completely. This happens especially when hitting the cab from the side instead of "pushing" the cab. So for some reason the accelerometer seems to report much higher values randomly and the ball goes crazy when the gain settings are set for smaller values.
So if VP could have in addition to the deadzone setting some kind of maxNudgeEffect setting too -> that would be great and the analogue nudge could be configured very precisely. I think / hope this should be relatively easy to implement?
Interesting. I've just installed new legs on my AC/DC Premium, and the nudging got a lot different.
Maybe one of the variables should include something that takes into account the "flexibility" of the legs on the cabinet? Just a small nudge before would make the cabinet swing wildly. With new legs and tightened leg bolts, the game barely moves.
On location, I've found games that are set up both ways.
Essentially... maybe this isn't just a 'one variable' problem... maybe it has a different dimension to it, since tilt can vary over something like how tight the legs are bolted on to the cabinet.
Edited by chadderack, 28 June 2014 - 12:42 AM.
#197
Posted 28 June 2014 - 07:35 AM
Interesting. I've just installed new legs on my AC/DC Premium, and the nudging got a lot different.
Maybe one of the variables should include something that takes into account the "flexibility" of the legs on the cabinet? Just a small nudge before would make the cabinet swing wildly. With new legs and tightened leg bolts, the game barely moves.
On location, I've found games that are set up both ways.
Essentially... maybe this isn't just a 'one variable' problem... maybe it has a different dimension to it, since tilt can vary over something like how tight the legs are bolted on to the cabinet.
In the VP10 physics, you can change both the nudge force as well as the nudge time (how long the table needs to swing back to its original position). However, this is only for digital nudging. It doesn't seem possible to adjust this for analog nudging since, well, your cabinet swings as much as your cabinet swings, and your accelerometer simply picks that up. The only way to change it is to install new legs on your cab ![]()
#198
Posted 28 June 2014 - 07:56 AM
It seems that I'm not making my idea / problem clear enough ![]()
I created a nudge test table to setup the nudge.
1) Ball is released straight down from the kicker
2) I try to do an identical nudge at the same time
3) The ball should remain inside the red lines for the nudge to be realistic
4) This is the case about 80% of the time. So the nudge gain is setup correctly
5) However randomly the ball may take a totally crazy jump from the SAME physical nudge amount. The yellow lines are representing this behaviour. This is totally unrealistic and quite annoying when playing. And it takes the immersion away completely.
So what I would like to add is a maximum nudge value. So that no matter what the accelerometer returns. The ball would NEVER nudge more than that and the ball would always remain inside the red lines. Maybe it could just define that the maximum ball movement from the nudge could not be more than 1-2 times the ball width etc. Don't know but something along those lines.
I'm not sure how accelerometers is returning the values and I'm trying to find some time to create a small C# project to capture the values and see what's going on.
Attached Files
Edited by teppotee, 28 June 2014 - 07:57 AM.
#199
Posted 28 June 2014 - 08:17 AM
I know what you mean. My sidewinder behaves the same. I think it's because the acccelerometer jumps back and forth on one axis depending on which side you nudge. My cab is in the basement and depending of the weather situation (humidity, hot/cold) the calibration values of the sidewinder change. I will do some tests if this can be changed with a limit parameter.
#200
Posted 28 June 2014 - 09:40 AM
Thanks for looking into this fuzzel!
I have attached the nudgetest table that I mentioned before here as well. I noticed that it was very helpful for tweaking and testing the nudge settings. Note that this table is for PHYSMOD5 in case someone wants to try it.
The idea is very simple:
Table has 4 kickers. When ball is released from any of them -> ball will drain unless saved with a nudge
- Left Manga Save button changes kicker (selected kicker shown with a light)
- Right Magna Save releases ball from that kicker
With this table it's easy to test ball after ball for a single nudge scenario.



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