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VP10 table testing - available right here!


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#2141 fuzzel

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Posted 09 November 2015 - 11:19 AM

Oh you're right. Didn't think about that that the non-stop rendering will heat up the card...



#2142 mpad

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Posted 09 November 2015 - 02:15 PM

Oh, very interesting! How exactly do I correctly set the limit? Setting vsync to 1 doesn't do the job or I might have screwed something with the nvidia driver.
Or can I enter 60 in the fps limiter / vsync option in VP X?
Not at PC right now...will try later

#2143 toxie

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Posted 09 November 2015 - 02:40 PM

1 syncs to vsync, so depending on your system this should result for example in a limit to 60 fps.

(to check, press F11 and check the FPS displayed there)



#2144 Dozer316

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Posted 09 November 2015 - 03:53 PM

Here is Medieval Madness Release 1 -  With a super cool late addition drawbridge mesh and texture kindly supplied by Zany.

 

Graphics options / Castle shake options are at the top of the script and the rom name is down a bit further after the

Const cGameName = 
section of the script.

 

The game is currently configured to use the non official profanity rom so change this to what you normally use (all rom options for the game are in there).

 

Experiment with the graphics options to get a visual balance that suits your setup and preferences.

 

A desktop mode is included however I didn't spend a huge amount of time tweaking this to be perfect. (Some of the flashers look a bit weird on the backwall).  I would

suggest you wait for the other VP10 version of this table which will be released at a later date as I'm sure the desktop version will be very nice in that one.

 

Many thanks to Fuzzel for the castle / ramp and other meshes that are used in this table.  Also a big thanks to JPSalas and Koadic for their script wizardry, some of which was used

and adapted for this table.  This table is based on JP's VP9 version - it's basically a conversion with some shiny lights added.  As mentioned above, other versions are coming which are built from scratch and will be dimension perfect.  Wait for those if you're a purist.

 

This table uses a tonne of image swaps on primitives and ramps - during the first ball depending on your HDD speed / Video Ram you will notice some stutter as the texture cache is filled. It will only happen the first time you play a ball and trigger the flashers - it's quite minimal and barely noticeable on my system but keep it in mind.

 

Please make sure you are using the latest Beta of VPX to play this as well as the latest VBS scripts which are included in the beta archives. 

 

Have fun - Dozer.

 

https://mega.nz/#!iE...AcWdB-P635i1Gm4



#2145 Dozer316

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Posted 09 November 2015 - 04:37 PM

One other thing I forgot to mention in the last post - Quitting the game while the drawbridge is down can confuse it when the game starts again.   If you notice the game start and then the bridge move down while the rom initializes, quit and restart the game so it stays in the up position.  This only seems to happen if you quit while it is down.  

 

At some stage I'll see if I can work out some kind of error prevention for that.

 

Dozer.



#2146 nodz509

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Posted 09 November 2015 - 07:15 PM

thanks dozer!! Your work is much appreciated!!  F to the uck yea buddy!!  cant wait for BSDrac!!  That's the kind of collaboration that will imo be the highlight of what is to come with VPX I for one am super stoked to see that happening already before a final build is released!



#2147 Shoopity

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Posted 09 November 2015 - 10:54 PM

Not that big of a deal, but I've updated Scared Stiff.

Spider should now work in either Desktop Mode or the B2S spider should work (you might need to rename your B2S)

Darker background (not that it matters for you cab owners)

Deleted default Score text box

Included gStAv's FS settings

All Kickers are now in Legacy mode (that seemed to be issue causing things like the ball not draining for ~10 seconds, or the crate not knowing when it got a jackpot)

Added Flashers on top of the Bumpers

 

Just use the same link from the first post.

 

I know the physics aren't quite right, mainly it has to do with friction I think, but I'm horrible with that kind of stuff, so if anyone has any tips or suggestions, please let me know.



#2148 bossgp

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Posted 09 November 2015 - 11:29 PM

Thanks can't wait to set up VP10



#2149 TNT2

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Posted 10 November 2015 - 12:55 AM

@Hauntfreaks, TNT2, Dozer: There are various reasons and arguments. First of all, as you say, this is a dedicated team that does this, we're doing this in our spare time. Then they have support (maybe even in the form of engineers helping them out with core optimizations) from sony, ms, and who knows who else, because the engine has to run fast on their consoles. One other thing that should not be underestimated is that they also collaborate very closely with the (in-house) artists recreating things and due to that will most likely have less flexibility in their engine but more restrictions that the artists have to follow (which can mean -much- more performance in the end). VP on the other hand is designed for hobbyists, and people transitioning from older versions (which means -much- less complexity for the untrained artist (untrained in the sense of knowing nasty graphics card and optimization details, etc), but also less performance in the end).

But then again i would also say that VP is not -that- slow. If you look at the framerate we can get on an average sytem, given the image quality we can get.

As for the system running cooler: This depends on a lot of factors, for example, if they limit the framerate in their engine, while you do not have that setup the same way with VP, etcetc.

 

Absolutely. I didn't mean to suggest that VP does not perform well. On the contrary I never cease to be impressed with either the development of VP or the talent of the authors recreating tables. 


Edited by TNT2, 10 November 2015 - 12:58 AM.


#2150 nFozzy

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Posted 10 November 2015 - 01:07 AM

Not that big of a deal, but I've updated Scared Stiff.

Spider should now work in either Desktop Mode or the B2S spider should work (you might need to rename your B2S)

Darker background (not that it matters for you cab owners)

Deleted default Score text box

Included gStAv's FS settings

All Kickers are now in Legacy mode (that seemed to be issue causing things like the ball not draining for ~10 seconds, or the crate not knowing when it got a jackpot)

Added Flashers on top of the Bumpers

 

Just use the same link from the first post.

 

I know the physics aren't quite right, mainly it has to do with friction I think, but I'm horrible with that kind of stuff, so if anyone has any tips or suggestions, please let me know.

Here's the high-friction physics I've been using

 

Playfield friction 0.035, table slope 6.5

Metal walls: elasticity 0.1, friction 0.5

Plastic walls: elasticity 0.4 friction 0.5

Rubbers: elasticity/falloff 0.8/0.3 friction 0.5

Flippers: Mass 1.0, strength 2300, elasticity/falloff 0.8/0.35, friction 0.8, return strength 0.07, coil ramp up 0

 

And also in the script:

const Ballsize = 52.5
const BallMass = 1.02



#2151 Ben Logan

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Posted 10 November 2015 - 01:21 AM

Dozer, 

 

Some feedback on Medieval Madness: 

 

* Love the ambient lighting on side walls and metal fixtures

* The trolls are brilliant! Who made those? So realistic

* Castle animation is superb

* It's harder than the VP9 version - more like the real machine

* Butter smooth gameplay on GTX750ti. Can't believe its so smooth, actually

* Drawbridge is a beauty

 

Some areas for polish: 

 

* Pop bumper in upper right hand corner sometimes juggles ball between it and post for like 50 pops. Maybe increasing the strength would pop it outta there more regularly (?) 

* Twice the ball fell into the moat and rocked back and forth incessantly. No getting it out of there. 

 

What an amazing table! Totally love this one. Your lighting (especially) is outstanding, as usual. 

 

:) 



#2152 Dozer316

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Posted 10 November 2015 - 02:56 AM

Dozer, 

 

Some feedback on Medieval Madness: 

 

* Love the ambient lighting on side walls and metal fixtures

* The trolls are brilliant! Who made those? So realistic

* Castle animation is superb

* It's harder than the VP9 version - more like the real machine

* Butter smooth gameplay on GTX750ti. Can't believe its so smooth, actually

* Drawbridge is a beauty

 

Some areas for polish: 

 

* Pop bumper in upper right hand corner sometimes juggles ball between it and post for like 50 pops. Maybe increasing the strength would pop it outta there more regularly (?) 

* Twice the ball fell into the moat and rocked back and forth incessantly. No getting it out of there. 

 

What an amazing table! Totally love this one. Your lighting (especially) is outstanding, as usual. 

 

:)

Cheers Ben, thanks for the report.

 

I'll take a look at that pop loop and see if I can sort it.

 

The bigger concern for me is that moat issue.  Did you happen to change the Z scale of the table or are you just using the defaults it came with?



#2153 TNT2

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Posted 10 November 2015 - 03:10 AM

 

As for the system running cooler: This depends on a lot of factors, for example, if they limit the framerate in their engine, while you do not have that setup the same way with VP, etcetc.

 

Good call. I enabled V-sync and the temps were cooler. And I wasn't aware that F11 allows you to monitor the framerate. I was playing Dozer's new Medieval Madness table and before I enabled V-sync I was getting 280-300 fps. Very impressive. And of course the table looks gorgeous. 


Edited by TNT2, 10 November 2015 - 03:15 AM.


#2154 vampirolatino2

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Posted 10 November 2015 - 03:39 AM

I had the same problem about the bumpers with a ball stock in a loop, had to quit the table. But when that happen I was using the Zany slope and physics changes/configuration.... don't know if that was the culprit. I revert back but need to play some more for results.

 

Other than that the table runs like a bag full of candy..... delicious :D hahaha

Loving it!



#2155 Ben Logan

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Posted 10 November 2015 - 03:50 AM

 

Cheers Ben, thanks for the report.

 

I'll take a look at that pop loop and see if I can sort it.

 

The bigger concern for me is that moat issue.  Did you happen to change the Z scale of the table or are you just using the defaults it came with?

 

 

I did not change the Z scale of the table. I adjusted the day / night slider to darken it up a bit, but that was all. Everything else was left default. 



#2156 Dozer316

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Posted 10 November 2015 - 03:53 AM

I had the same problem about the bumpers with a ball stock in a loop, had to quit the table. But when that happen I was using the Zany slope and physics changes/configuration.... don't know if that was the culprit. I revert back but need to play some more for results.

 

Other than that the table runs like a bag full of candy..... delicious :D hahaha

Loving it!

 

Yeah ok, will wait for some more reports before I tinker with it - if Zany's physics settings are what people are going to run with I'll see if just a couple of parameters for the pops can be changed to suit those settings rather than upload a new version of the table.  I didn't see a pop loop with the physics I was using.



#2157 vampirolatino2

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Posted 10 November 2015 - 03:55 AM

 

 

Cheers Ben, thanks for the report.

 

I'll take a look at that pop loop and see if I can sort it.

 

The bigger concern for me is that moat issue.  Did you happen to change the Z scale of the table or are you just using the defaults it came with?

 

 

I did not change the Z scale of the table. I adjusted the day / night slider to darken it up a bit, but that was all. Everything else was left default. 

 

 

Ben, I had the bumper problem also. But I was using the Zany slope and physics changes... you know the 5 in max/min slope and 0.009 in playfield friction? Don't know if that was the problem, I revert back to defaults, but need to play some more. just had like 5 plays before going to work.



#2158 Ben Logan

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Posted 10 November 2015 - 04:25 AM

Good Evening Vampire,

 

I only run into the bumper feedback loop once in every 20 balls or so with default settings. Or, maybe I've just been lucky these last five or six games (?)

 

Dozer - I think I figured out the moat problem. The little controller I wired up does not have an analog nudge or plunger, but for some reason, I need to set the "dead zone" to 15, or I get strange anomalies with some tables (like ball drift, for example). Once I remembered to set the dead zone to 15, like i did with VP9, the moat problem totally disappeared. Hasn't gotten stuck in the moat since. Sorry for the false alarm! And thanks to BorgDog for helping me troubleshoot over on the Space Walk thread (another great VP10 table, that one - whooo-weee!).

 

Good times for in the box pinball!



#2159 vampirolatino2

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Posted 10 November 2015 - 05:04 AM

Good Evening Vampire,

 

I only run into the bumper feedback loop once in every 20 balls or so with default settings. Or, maybe I've just been lucky these last five or six games (?)

 

Dozer - I think I figured out the moat problem. The little controller I wired up does not have an analog nudge or plunger, but for some reason, I need to set the "dead zone" to 15, or I get strange anomalies with some tables (like ball drift, for example). Once I remembered to set the dead zone to 15, like i did with VP9, the moat problem totally disappeared. Hasn't gotten stuck in the moat since. Sorry for the false alarm! And thanks to BorgDog for helping me troubleshoot over on the Space Walk thread (another great VP10 table, that one - whooo-weee!).

 

Good times for in the box pinball!

 

I need to play some more, got 3 more plays before writing this but never got a ball "looping" there. Need to play some more :D

 

As for the problem with the moat.... mmm curious, because I'm in development of my cab, I have been using my keyboard only for test and I don't have the plunger and all those stuff connected... now I understand why I was having the same problems as you describe lol... I was ... ugh, why the ball moves so weird some times. Need to adjust that dead zone too meanwhile. Thanks for that Ben :)



#2160 zany

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Posted 10 November 2015 - 01:21 PM

Same for me...with "my" settings...the ball often get stucked at the bumpers. It palys better with my settings...in my oppinion, except for the bumper issue.