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VP10 table testing - available right here!


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#2321 Dozer316

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Posted 27 November 2015 - 04:38 AM

I have a version I'm happy to release pending some approval from CyberPez -  I think it's even the correct dimensions :)

 

ICP did some 3D mesh wireforms for it and I moved the lighting away from the flasher version to native VPX lighting.

 

My main desire to do it though was the technical challenge of moving the rom controlled LED's from the small saucers to the big one which was painful but ended up working pretty well in the end.  I had to use 12 separate UFO primitives with alpha cutouts in the mesh image so that the other leds were not masked when 1 was on.  There is a timer running which polls the light states and just makes the primitives visible / invisible depending on which lamp is on.   

 

5c7eccf44c953ab23103ebe4bcafbe40.jpg



#2322 Ben Logan

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Posted 27 November 2015 - 04:42 AM

Yeah, Dozer! Just played both your Circus and Medieval earlier today. Would love to give this one a spin, pending cyberbez approval.

Now back to Robocop...

:P

#2323 Dozer316

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Posted 27 November 2015 - 04:48 AM

 

Morning friends, does anyone know who did the initial conversion of AFM listed in this thread?

 

dozer give that baby a tune up... lol... drives me nuts that the ship doesn't shake when nudging the machine.... do it up buddy   ;)

 

I'll see if I can get around that  - some people wanted the same thing with the Ringmaster.   The issue is that both AFM and CV use a routine which tracks the momentum of a ball (not visible) which is transferred to the model.  In VP9 nudging was very exaggerated so when you nudge the cabinet the reference ball being tracked moves a lot so the saucer in AFM and the Ringmaster in CV both move accordingly.  In VPX with the different physics engine the nudge is a different beast so it doesn't transfer across so well.  The same thing happened in Physmod 5 with certain tables - Jurassic Park with the 3D pterodactyl models etc.

Anyway I'll have tinker. 



#2324 fripounet

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Posted 27 November 2015 - 05:04 AM

You specialize in pinball machines with the impressive lighting effects.  then bride of pinbot is a must also.

 

#2325 Dozer316

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Posted 27 November 2015 - 05:06 AM

 

You specialize in pinball machines with the impressive lighting effects.  then bride of pinbot is a must also.

 

 

 

I think UncleWilly is working on that game.



#2326 jimmyfingers

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Posted 27 November 2015 - 05:41 AM

I have a version I'm happy to release pending some approval from CyberPez -  I think it's even the correct dimensions :)

 

ICP did some 3D mesh wireforms for it and I moved the lighting away from the flasher version to native VPX lighting.

 

My main desire to do it though was the technical challenge of moving the rom controlled LED's from the small saucers to the big one which was painful but ended up working pretty well in the end.  I had to use 12 separate UFO primitives with alpha cutouts in the mesh image so that the other leds were not masked when 1 was on.  There is a timer running which polls the light states and just makes the primitives visible / invisible depending on which lamp is on.   

 

5c7eccf44c953ab23103ebe4bcafbe40.jpg

Damn, well, you beat me to the punch on that feature / release.  I have taken too long to get the constant WIP from GI8 to physMOD to VPX to actually ever getting released (been a couple years but also had a couple years work into it but some becoming arguably increasingly more obsolete - spent about 80-120 hours just on the Photoshop drawing for the PF levels and plastics).  I was pretty happy getting the movable ROM controlled lights working as well and had looked forward to debuting that - used primitives too and spent a fair bit of time manually figuring out the actual light numbers for the little suckers (trial and error and about 20 test lights).  That moving / ROM controlled saucer LED effect was one of the last few remaining features I had left that seemed to give reason / hope for still even releasing this mod eventually possibly add some other value or differentiation to the table.

 

 I gotta get some of these table finished off and released before there'll be nothing left to release that someone else hasn't already done - too bad life isn't cooperating.  How did you come to find the light numbers Dozer - just trial and error as well? It was a fun challenge, right?  For me I hadn't seen any other VP table done with actual ROM control and moving lights (appearing as if they were on an object) to date that I knew of and sounds like the same bug / curiosity / desire struck you as well.  Time to try and come up with other innovations :) Maybe a version of AFM that pours a beer for you if you get a free game ;)



#2327 hauntfreaks

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Posted 27 November 2015 - 05:56 AM

 

 

Morning friends, does anyone know who did the initial conversion of AFM listed in this thread?

 

dozer give that baby a tune up... lol... drives me nuts that the ship doesn't shake when nudging the machine.... do it up buddy   ;)

 

I'll see if I can get around that  - some people wanted the same thing with the Ringmaster.   The issue is that both AFM and CV use a routine which tracks the momentum of a ball (not visible) which is transferred to the model.  In VP9 nudging was very exaggerated so when you nudge the cabinet the reference ball being tracked moves a lot so the saucer in AFM and the Ringmaster in CV both move accordingly.  In VPX with the different physics engine the nudge is a different beast so it doesn't transfer across so well.  The same thing happened in Physmod 5 with certain tables - Jurassic Park with the 3D pterodactyl models etc.

Anyway I'll have tinker. 

 

 

I think the ringmaster works perfect while nudging , at least on my rig it does....


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2328 vampirolatino2

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Posted 27 November 2015 - 05:59 AM

Don't know if this sounds crazy, but can a developer put a nudge check that is modified (exagerated) like old VP9? You know, a feature for those especial things...



#2329 Dozer316

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Posted 27 November 2015 - 06:39 AM

 

I have a version I'm happy to release pending some approval from CyberPez -  I think it's even the correct dimensions :)

 

ICP did some 3D mesh wireforms for it and I moved the lighting away from the flasher version to native VPX lighting.

 

My main desire to do it though was the technical challenge of moving the rom controlled LED's from the small saucers to the big one which was painful but ended up working pretty well in the end.  I had to use 12 separate UFO primitives with alpha cutouts in the mesh image so that the other leds were not masked when 1 was on.  There is a timer running which polls the light states and just makes the primitives visible / invisible depending on which lamp is on.   

 

5c7eccf44c953ab23103ebe4bcafbe40.jpg

Damn, well, you beat me to the punch on that feature / release.  I have taken too long to get the constant WIP from GI8 to physMOD to VPX to actually ever getting released (been a couple years but also had a couple years work into it but some becoming arguably increasingly more obsolete - spent about 80-120 hours just on the Photoshop drawing for the PF levels and plastics).  I was pretty happy getting the movable ROM controlled lights working as well and had looked forward to debuting that - used primitives too and spent a fair bit of time manually figuring out the actual light numbers for the little suckers (trial and error and about 20 test lights).  That moving / ROM controlled saucer LED effect was one of the last few remaining features I had left that seemed to give reason / hope for still even releasing this mod eventually possibly add some other value or differentiation to the table.

 

 I gotta get some of these table finished off and released before there'll be nothing left to release that someone else hasn't already done - too bad life isn't cooperating.  How did you come to find the light numbers Dozer - just trial and error as well? It was a fun challenge, right?  For me I hadn't seen any other VP table done with actual ROM control and moving lights (appearing as if they were on an object) to date that I knew of and sounds like the same bug / curiosity / desire struck you as well.  Time to try and come up with other innovations :) Maybe a version of AFM that pours a beer for you if you get a free game ;)

 

 

Hey JF, sorry man - I really don't think you or anyone should quit working on the table because of a same table release.  I personally love having several different versions of a table on my cabinet as the subtle differences between them make it worthwhile for me.  Not withstanding this though, I am very familiar with the fact that motivation to do this stuff often comes from the ability to bring something new or innovative to the game.   I rarely build anything from scratch so things that you have wanted to improve or expand upon in the original release often get brought forward into these VPX versions. (with the exception of the saucer I guess in this case).

This really just started off as me wanting some mesh ramps for the VP9 version but I remembered that there was a VPX version of this table that was released a while ago. I downloaded it and remembered that LW had released a VP9 version with the rom controlled lights on the small saucers.  I thought it would be cool to get them on the large saucer and checked the script which contained the lamp assignments.  I think if the DMD had been set to debug mode I could have got them from there as well but that was the easy bit.  I first tried to map small primitive domes around the outside of the saucer which were individual entities but the geometry differences relative to the main saucer position during shake and the maths to accommodate this burned my brain so I just went with the image masking method and several saucer models.   I'm not sure it's entirely accurate but it looks pretty good. 

At any rate, I'd be disappointed if you didn't release your version - I've had many enjoyable hours playing your mods. Especially the GI8 / BMPR releases.



#2330 ttrenkner

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Posted 27 November 2015 - 06:49 AM

@ttrenker   I had the same problem, i went into the script and found  this on line 68         Hidden = DesktopMode and i put one of these   '     in front of it and problem was solved

Thanks. I figured there was probably a script fix. By the way, Arngrim has now fixed the bug in the Controller vbs that was causing the problem, so you can correct it that way too.



#2331 Ben Logan

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Posted 27 November 2015 - 07:15 AM

You specialize in pinball machines with the impressive lighting effects.  then bride of pinbot is a must also.

 
I think UncleWilly is working on that game.

Yes -- Uncle Willy's Bride of Pinbot VP10 is totally playable. The lighting is beautiful - especially on the space shuttles left and right. I think the VP10 physics really fit this "tight" playfield. UW's VP9 version was one of my faves, and the VP10 incarnation promises to be even better.

What an amazing time for this hobby! You devs have me looking to sell a guitar to finance building a proper cab with my electrician brother.

#2332 Dozer316

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Posted 27 November 2015 - 08:06 AM

 

 

You specialize in pinball machines with the impressive lighting effects.  then bride of pinbot is a must also.

 
I think UncleWilly is working on that game.

Yes -- Uncle Willy's Bride of Pinbot VP10 is totally playable. The lighting is beautiful - especially on the space shuttles left and right. I think the VP10 physics really fit this "tight" playfield. UW's VP9 version was one of my faves, and the VP10 incarnation promises to be even better.

What an amazing time for this hobby! You devs have me looking to sell a guitar to finance building a proper cab with my electrician brother.

 

What kind of guitars do you have Ben if you don't mind disclosing? - I've been a drummer for 30 years but I'm really a frustrated guitarist.

 

No drummer jokes - i.e how do you know the stage is on a tilt, the drummer only drools out of one side of their mouth etc.


Edited by Dozer316, 27 November 2015 - 08:13 AM.


#2333 Ben Logan

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Posted 27 November 2015 - 08:18 AM

Thanks for asking, Dozer. I'll PM ya...

#2334 fripounet

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Posted 27 November 2015 - 12:46 PM

Suggestion for flying saucer (afm)

flyingsaucer_t.jpg

flyingsaucer2_t.jpg

 

This table has to be a fireworks...... the end of the world with Dolby Pro Logic IIx and textures very hq for 4k



#2335 ScottyVH

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Posted 27 November 2015 - 03:58 PM

Robocop is very nice!  It's fun to see these the standards rising so quickly with VPX.  I do not something odd though, which is that on my cab, the veers to the right side of the table.  The whole table seems to be tilted a few degrees to the right.  Does anyone know what could be causing this?


test5.gif


#2336 Dozer316

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Posted 27 November 2015 - 04:04 PM

Robocop is very nice!  It's fun to see these the standards rising so quickly with VPX.  I do not something odd though, which is that on my cab, the veers to the right side of the table.  The whole table seems to be tilted a few degrees to the right.  Does anyone know what could be causing this?

Do you have any kind of analog device for nudge etc. plugged into your cab machine?



#2337 paulohotline

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Posted 27 November 2015 - 04:16 PM

Hey guys, for RoboCop is there any way to increase the default ROM volume so I can increase the actor call-out volume? I have been going through the ROM settings but have not been able to find it yet. Here is the info I have so far on DataEast games:

 

DataEast:

how can you change the 3 balls to 5 balls play? I tried in the ROM settings but I seem to see only audit menus.

Thanks to ta2686 for this:

I think it's the same for all DataEast games...like The Simpsons.

After reading the manual I have, then going into the table and looking at the F2 menu, here is how you change the number of balls:

1) Press 7. You should see in the first player display "PLAYBOY" and in the 4th player display "A02-4".

2) Press and hold 7 until you see "EXPAND ADJUSTS" in the first 2 player displays, "Ad 19" in the third player display, and "OFF" in the 4th player display.

(NOTE: If you pass this while scrolling through, press and hold the 8 key while pressing the 7 key to go back)

3) Press the 1 key to change from OFF to ON.

4) Press 7 - you will see for a few seconds the words "REQUEST INSTALLED" in the first 2 player displays, then the first expanded adjustment will appear.

5) Press 7 a total of 3 times to see "BALLS/ GAME" displayed in the first 2 player displays, "E Ad 23" in the third player display, and 03 in the fourth player display.

6) Press 1 to change the number of balls in play. This number can be from 2 to 9. (NOTE: If you need to set the number lower, or you pass the number you want, press and hold the 8 key while pressing the 1 key).

7) When you have set the number of balls you want, press the 7 key. You should see for a few seconds the words "REQUEST INSTALLED" and then the next adjustment should appear.

8) Press and hold the 7 key to scroll through the remaining adjustments until the displays go blank. The table will then reset and save your changes.

 

Accessing adjustments, particularly audio:

On Williams and Bally DMD tables, hit the END key on your keyboard. You should get the clang and DMD warning "coin door open." Use 8 and 9 (not on keypad) keys to adjust overall audio level. Hit END again when done to close coin door and resume play.

The overall sound level can be adjusted in the VisualPinball editor window, under Settings.

Click on the DMD and use the "~" to access sound settings (most games). Use the left/right arrow keys to move thru the various sound samples, and the up/down to adjust the volume settings. Hit ~ again to resume play.

If you're more adventurous, use SoundManager or other audio tools to modify the sound samples themselves.


Edited by paulohotline, 27 November 2015 - 04:18 PM.

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#2338 kiwi

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Posted 27 November 2015 - 04:27 PM

Hey guys, for RoboCop is there any way to increase the default ROM volume so I can increase the actor call-out volume? I have been going through the ROM settings but have not been able to find it yet. Here is the info I have so far on DataEast games:

 

Click on the DMD and use the "~" to access sound settings (most games). Use the left/right arrow keys to move thru the various sound samples, and the up/down to adjust the volume settings. Hit ~ again to resume play.

Look here http://www.vpforums....303#entry141793

 

Max



#2339 ScottyVH

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Posted 27 November 2015 - 04:30 PM

 

Robocop is very nice!  It's fun to see these the standards rising so quickly with VPX.  I do not something odd though, which is that on my cab, the veers to the right side of the table.  The whole table seems to be tilted a few degrees to the right.  Does anyone know what could be causing this?

Do you have any kind of analog device for nudge etc. plugged into your cab machine?

Thanks Dozer. I do not have any analog devices plugged in for pinball, but I do have an Xbox-like game controller plugged in for other purposes. I'll unplug that to see if there's any difference.

 

UPDATE:  I unplugged my other game controller, and the ball drift/ leaning table symptoms went away!  Now, back to playing....  THANKS!


Edited by ScottyVH, 27 November 2015 - 06:16 PM.

test5.gif


#2340 akiles50000

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Posted 28 November 2015 - 12:04 PM

The pc of my virtual pinball has this configuration,Dual -Core E2500 @ 2.5Ghz and 4Gb of Ram with a graphic card 9500 GT of 1Gb of Ram:

 

2r7vwg9.jpg

 

Then which is the highest graphic card that I can install in that Pc to play perfecly to tables of VP10?


Edited by akiles50000, 28 November 2015 - 12:05 PM.