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VP10 table testing - available right here!


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#2021 Dozer316

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Posted 23 October 2015 - 06:55 PM

Great new version! Lighting is very similar to the VP9 version I liked very very much! Thank you for porting this! :)
 
The most important improvement for me is the fully and correctly functional boom balloon and the better working up and down movement of the ringmaster. :)
 
Only the rubbers (especially on the flippers) feel not right. There is almost no bouncing of the ball. Feels weird.

Feel free to experiment with different settings to increase bounce and provide me with the wall numbers and physics settings and I will take a look at implementing them in a future version.

Sent from my SM-N9005 using Tapatalk
While playing CV if anyone notices a dramatic slow down where the game starts to really chug along take a look up toward the top right of the playfield where the diverter is and see if you notice any balls stuck there.

This game had an issue where sometimes balls would get stuck behind the diverter when it closed and they didn't have the energy to get up the incline of the left return ramp.

The programmers put an option in the rom to set how often the diverter opened and closed in case this happened. With this vp version this diverter check works the same way but until it opens and a ball is stuck there for a while I think the current collision script gets hammered which results in slow down.

So in a nutshell if you see really bad slowdown let me know if this happens when a ball is stuck up in that area. If so wait until the diverter opens and let me know if the frame rate comes back up.

Sent from my SM-N9005 using Tapatalk

Edited by Dozer316, 23 October 2015 - 06:56 PM.


#2022 Outhere

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Posted 23 October 2015 - 07:30 PM

Looks like there's a streak / shadow in front of his face

Attached Files

  • Attached File  cv-1.jpg   161.98KB   20 downloads

Edited by Outhere, 23 October 2015 - 07:33 PM.


#2023 ClarkKent

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Posted 23 October 2015 - 09:46 PM

I'm using these flipper settings 1, 2200, 0.9, 0.4, 0.3, 0.1, 3.5

 

And these FS settings: 10.2, 69, 102, 270, 1.66, 2.32, 1.05, -364, 292, 10

 

And I activated the "scratches" decal for the ball.

 

Sometimes I have a ball stuck at the right upper side. I think it's sw36 - the kicker.


Edited by ClarkKent, 23 October 2015 - 09:52 PM.


#2024 toxie

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Posted 23 October 2015 - 09:55 PM

Thanks JP and Dozer (and all other brave testers and especially uploaders in this thread :))

 

EDIT: one suggestion for CV: i'd personally lower the light height to 2000, downscale environment emission to 40, and reduce bloom to 2. but that's just my opinion.


Edited by toxie, 23 October 2015 - 10:04 PM.


#2025 Outhere

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Posted 23 October 2015 - 10:50 PM

Dozer I am running a GTX660 - With the super bright light on - VP-10 will crash, what are your settings in VP-10  and your card settings?

My settings are

http://www.vpforums....715#entry321764



#2026 pkrobin

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Posted 24 October 2015 - 12:06 AM

I'm using these flipper settings 1, 2200, 0.9, 0.4, 0.3, 0.1, 3.5

 

And these FS settings: 10.2, 69, 102, 270, 1.66, 2.32, 1.05, -364, 292, 10

 

And I activated the "scratches" decal for the ball.

 

Sometimes I have a ball stuck at the right upper side. I think it's sw36 - the kicker.

 

I'm sure this is a Newb question, sorry, but what exactly does the 270 represent in your POV/FS settings?  It doesn't seem like its in the right sequence.  Unless I'm totally in the wrong place (Camera/Light mode)



#2027 Outhere

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Posted 24 October 2015 - 12:13 AM

Back drop

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Edited by Outhere, 24 October 2015 - 03:20 AM.


#2028 randr

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Posted 24 October 2015 - 02:18 AM

thanks jp for adding the genie mesh. I can clean it up some but not sure why the texture is so flat. looks better with material playfield but still flat. ill work on it some more soon. we will get it looking right


randr___pinball.png                         


#2029 hauntfreaks

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Posted 24 October 2015 - 02:36 AM

dozer the table is incredible, what a showcase of VPX features!.... I was playing with the setting toxie mentioned... I also replaced the HDR image with one a no one I been using, it has overhead lighting aspects like in an indoor environment.... and these are the setting I used.... 

 

HDR file ----->  https://www.dropbox....ad_vpx.hdr?dl=0

 

22236337668_0de2b60f2b_b.jpg


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2030 pkrobin

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Posted 24 October 2015 - 03:45 AM

Back drop

 

Ahhhh.. I always go through the camera mode and the toggles there skip this field - because its unnecessary at that point.  Thank You very much :)



#2031 Dozer316

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Posted 24 October 2015 - 05:21 AM

Cirqus Volitaire V3  - Fix for ball backup slowdown at diverter during multiball.

 

I would also recommend changing option 47 in Feature adjustments in the ROM to "paranoid" to cycle the diverter more frequently during multiball.

 

https://mega.nz/#!PN...ovbf5hTqjaK4Nks



#2032 jbg4208

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Posted 24 October 2015 - 05:26 AM

Looks like there's a streak / shadow in front of his face

 

Replacing the environment image with the one Hauntfreaks posted removed the streak on mine.

 

 

Great new version! Lighting is very similar to the VP9 version I liked very very much! Thank you for porting this! :)
 
The most important improvement for me is the fully and correctly functional boom balloon and the better working up and down movement of the ringmaster. :)
 
Only the rubbers (especially on the flippers) feel not right. There is almost no bouncing of the ball. Feels weird.

Feel free to experiment with different settings to increase bounce and provide me with the wall numbers and physics settings and I will take a look at implementing them in a future version.

Sent from my SM-N9005 using Tapatalk
While playing CV if anyone notices a dramatic slow down where the game starts to really chug along take a look up toward the top right of the playfield where the diverter is and see if you notice any balls stuck there.

This game had an issue where sometimes balls would get stuck behind the diverter when it closed and they didn't have the energy to get up the incline of the left return ramp.

The programmers put an option in the rom to set how often the diverter opened and closed in case this happened. With this vp version this diverter check works the same way but until it opens and a ball is stuck there for a while I think the current collision script gets hammered which results in slow down.

So in a nutshell if you see really bad slowdown let me know if this happens when a ball is stuck up in that area. If so wait until the diverter opens and let me know if the frame rate comes back up.

Sent from my SM-N9005 using Tapatalk

 

 

The only problem I am seeing, the the ball gets lost if you hit the ringmasters hideout. Where the the ringmaster will pop up for just a moment and you hit the ball into the spring. It will search for the ball for a minute then finally just end your game. This is a slick table. Nice work!

 

EDIT: Actually seems to not be kicking out of sw36. Also happens when you defeat the ringmaster. 

 

EDIT again: Never mind, it was my fault. I adjusted the FS settings and it seemed to keep the kicker from working. Carry on  :blush:


Edited by jbg4208, 24 October 2015 - 06:07 AM.

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sig0.png


#2033 Dozer316

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Posted 24 October 2015 - 05:44 AM

Yeah sw36 seems to be very sensitive to z scaling as are the locks on the ringmaster wire ramp.

 

I'm not sure what causes this or if there is a workaround to fix it but I've seen this happen on many other tables too. (VP10).



#2034 jbg4208

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Posted 24 October 2015 - 06:17 AM

Yeah sw36 seems to be very sensitive to z scaling as are the locks on the ringmaster wire ramp.

 

I'm not sure what causes this or if there is a workaround to fix it but I've seen this happen on many other tables too. (VP10).

 

Yep returned the z scale to 1.1 and the problem went away. Thanks!!


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#2035 TT11

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Posted 24 October 2015 - 08:18 AM

Unfortunately, if I use 'show reflections on playfield' in VP10, CV loads up with a black playfield.  Turning this off I can play the table but I lose all the lovely reflections of the Ringmaster's head as it raises up..... Shucks.....


Edited by TT11, 24 October 2015 - 08:19 AM.


#2036 ClarkKent

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Posted 24 October 2015 - 09:59 AM

Sorry, posted the wrong FS settings last time: 10.2, 48, 78, 270, 1.24, 1.46, 1.1, -138, -112, -10.
I'm using these settings because the flippers should be seen from almost right above and not from the side.

The menagerie ball is moving almost endlessly when hit. And I think the neon tube shouldn't be that transarent - at least I can not look through a real one.

And hit me but the ball is too small. Even the latest PM5 version uses ball size 57, at least 54 should be used. But as soon as I set it to 51 it gets stuck immediately. I think the ball size constant setting in the script is totally useless when it can not be increased...

#2037 jpsalas

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Posted 24 October 2015 - 10:47 AM

Hello from Canada JP, thanks so much for your contributions to the pinball community. I noticed at your site that your WIP progress for your original table "Hell" for VP10 is no longer there? That table looked really neat, can you provide any status updates?

 

I guess the table is on hold, mostly because I lost a little the interest in the theme. I showed the table to some friends, and they said "really? devils as dragons, and angels in a pinball?"  So I guess they killed my interest to continue. Maybe I should re-theme the table to something else, what about a Captain America Against the RED Skull?

 

I hit "submit" instead of use the advanced editor since I wanted to add some pictures :)

This was the first design, I thought about a Smurfs table first, but I think if I hear the Smurfs song more than twice I'll be nuts, hahaha, Nana nanana nana nana na :shutup:

And so the table became Hell:

What will it be next? I don't think it will be Captain America, the people at Zen has already done some good Marvel tables. So I guess I let the table rest and I'll see what kind of ideas I get later :)


Edited by jpsalas, 24 October 2015 - 10:57 AM.

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

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#2038 ClarkKent

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Posted 24 October 2015 - 10:53 AM

Cowboys vs Aliens... ;)

#2039 jpsalas

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Posted 24 October 2015 - 10:58 AM

Cowboys vs Aliens... ;)

Not a bad idea :)


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

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#2040 Dozer316

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Posted 24 October 2015 - 12:32 PM

Sorry, posted the wrong FS settings last time: 10.2, 48, 78, 270, 1.24, 1.46, 1.1, -138, -112, -10.
I'm using these settings because the flippers should be seen from almost right above and not from the side.

The menagerie ball is moving almost endlessly when hit. And I think the neon tube shouldn't be that transarent - at least I can not look through a real one.

And hit me but the ball is too small. Even the latest PM5 version uses ball size 57, at least 54 should be used. But as soon as I set it to 51 it gets stuck immediately. I think the ball size constant setting in the script is totally useless when it can not be increased...

 

I put const ballsize = 50  in there because I knew you'd try to immediately change it and then notice that the ball gets stuck.

It's like VB torture.

 

Feel free to change anything you don't like and if you think relevant share your settings with others.  I'm not about to make 100 different versions of the table to appease every users taste. That's why the table is unlocked and the editor has variables you can change.