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Unity3D Pinball Pre-Alpha Released


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#241 frankrizzo2

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Posted 11 February 2014 - 04:04 AM

Thanks!

I have to admit that I've never tried to change FP sounds. But I'm doing it more and more on VP to find the ones working best with my inside cab speakers + bass shakers.

Will give it a try !

 

It would be great if we could get good feedback from bass shakers as it would maybe be a cheaper solution than what is being used now (I have neither so I am no expert in either aspect). I know the people that are into simulation racing have there bass shakers set up to react to certain frequencies based on what kind of "feeling" they want to output to the shakers instead of using the sound from the game. They use it to give the feeling of revving the engine or to feel the texture of the road etc. Maybe someone could implement this into a second sound card and do the same thing with the force feedback of the flippers, bumpers etc. There is a commercial program called Simvibe that uses this technology and it is implemented into another simulation program on the x-sim.de website through a bass shaker plugin. I remember seeing a sound pack that had all these sound files included but i'm not sure where it was at. 



#242 Pinball999

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Posted 11 February 2014 - 12:49 PM

 

Thanks!

I have to admit that I've never tried to change FP sounds. But I'm doing it more and more on VP to find the ones working best with my inside cab speakers + bass shakers.

Will give it a try !

 

It would be great if we could get good feedback from bass shakers as it would maybe be a cheaper solution than what is being used now (I have neither so I am no expert in either aspect). I know the people that are into simulation racing have there bass shakers set up to react to certain frequencies based on what kind of "feeling" they want to output to the shakers instead of using the sound from the game. They use it to give the feeling of revving the engine or to feel the texture of the road etc. Maybe someone could implement this into a second sound card and do the same thing with the force feedback of the flippers, bumpers etc. There is a commercial program called Simvibe that uses this technology and it is implemented into another simulation program on the x-sim.de website through a bass shaker plugin. I remember seeing a sound pack that had all these sound files included but i'm not sure where it was at. 

 

 

I completely agree on this, even if I believe that contactors and Bass transducers can work together on the same system.

So far, I've only changed the volume of existing sounds to make them work better with shakers, but I would like to go deeper into this and mixe sounds together, so don't hesitate to PM me if you can find that sound pack you were talking about.



#243 chepas

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Posted 11 February 2014 - 06:45 PM

So the workflow will be to transfert the "final" version of the table and we will convert it to upt...

 

 

So any table release has to go through you guys?


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#244 BilboX

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Posted 11 February 2014 - 06:53 PM

 

So the workflow will be to transfert the "final" version of the table and we will convert it to upt...

 

 

So any table release has to go through you guys?

 

Yes, but just if you want your table to be "fast loading"...


UP2


#245 Guus

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Posted 11 February 2014 - 07:35 PM

 

Wainting for some more funds, here is a small video:

 

This videos shows a "crystal clear" capture of a scared stiff session in cab (as you guys asked). By crystal clear, I mean that bloom effect has been removed and the front glass removed too. I also set the "amiga ball" texture on the ball to see clearly spin effects...
 
Two words about gameplay: our simulation is so good that I am as bad as in real life :D. Also, check 3:20 for the most interesting part of this session, the coffin multiball... Too bad, I missed "The monster's lab" to get Scared Stiff time... maybe on another video...
 
About rendering, there are some glitches due to a current bad specular shader in pre-alpha 2 and some z-fighting due to badly balance znear/zfar plane...
 

 

 
Hope you like it. Cheers.

 

I've been very busy last weeks, I've missed this update and I was the one that was most complaining about the "blurry look" of everything.

I just want to say: YES I LIKE IT! Haha. It's more then great !! :) Perfect, just the way as it should be!

 

Thanks a lot BilboX !! Looking forward to try it.



#246 gogol

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Posted 12 February 2014 - 08:58 PM

the comment i m about to make is not really constructive but hey ;    this last video was INCREDIBLE  OMG   good job



#247 hotdp

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Posted 13 February 2014 - 08:34 AM

Can't wait for the alpha 2...



#248 louizou

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Posted 13 February 2014 - 11:18 PM

Zombie Hand Finished !

 

Class of 1812 Table 100% complete !

 

 

 

Can now continue working on Indiana Jones Pinball Adventure !

 

Stay tuned, videos of indy will come soon 


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#249 LoadedWeapon

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Posted 13 February 2014 - 11:24 PM

lol thats awesome! Great work! Can't wait to play it.. :)



#250 Guus

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Posted 14 February 2014 - 04:53 PM

Zombie Hand Finished !

 

Class of 1812 Table 100% complete !

 

 

 

Can now continue working on Indiana Jones Pinball Adventure !

 

Stay tuned, videos of indy will come soon 

 

The animation of the hand looks so real! We need such an amazing new hand in the Addams Family table too.

 

And even better news is the Indiana Jones table! My all time favorite :) Great great. Thanks.



#251 skeleton60

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Posted 14 February 2014 - 04:55 PM

This is the best pinball project ever !

 

For me Visual Pinball good points are:

-PHYSICS

-RULES OF TABLE RESPECTED WITH PINMAME

 

 

Future Pinball good points are:

-3D

-Graphics effect (light etccc)

 

 

This Unity3D Pinball seem to be VP + FP 

 

 

I cant wait to upgrade my pincab with this running on it !

 

Bien joué les mecs :)



#252 Guus

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Posted 14 February 2014 - 05:26 PM

Can't agree more, the main problems with the first Alpha release were: fps problems, blurry graphics and stuck balls (also a problem in FP).

 

The next version already has fixed the blurry graphics. The fps problems and stuck balls are just a matter of optimization.

Unit3d pinball IS the future of pinball imo.



#253 ViriiGuy

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Posted 14 February 2014 - 05:42 PM

I do not know if this is already planned, or in Aplha 2, but I didn't see it in Alpha 1, 

We need a way to flip the DMD screen. Those of us running Pin2K cabs, reflect the DMD LCD screen off the backglass. So we have to mirror them.

 

And of coarse DOF Support for the use of LEDWiz. I really don't want yet another LEDWiz solution. DOF works and is ready to go.


Edited by ViriiGuy, 14 February 2014 - 05:55 PM.


#254 destruk

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Posted 14 February 2014 - 05:51 PM

If it's PinMAME's dmd you are asking about, edit the registry key for "FlipX" and/or "FlipY" as you require.


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#255 ViriiGuy

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Posted 14 February 2014 - 05:54 PM

Hmm... That I know.. and mine all work fine in VP. But in Unity, the DMD I can move around, is not flipped.

I will double check it again in the registry when I get home.

 



#256 destruk

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Posted 14 February 2014 - 06:05 PM

flipy_t.jpg

 

If that doesn't do it for you with flipx or flipy, you can also manually set rol and/or ror in the registry too for rotation.


Edited by destruk, 14 February 2014 - 06:06 PM.

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#257 perplexicon

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Posted 14 February 2014 - 06:28 PM

There's handles on the vPinMAME display that lets you turn it around and resize it.



#258 arngrim

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Posted 14 February 2014 - 07:10 PM

If i remember, you can flip in unity already, when you resize with the corners, if you move the left corner more to the right than the left corner?

#259 BilboX

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Posted 14 February 2014 - 07:15 PM

There's handles on the vPinMAME display that lets you turn it around and resize it.

Yes but indeed no "mirror". I'll add it, it is straightforward and this will prevent to go in registry...


UP2


#260 ViriiGuy

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Posted 14 February 2014 - 08:24 PM

Cool thanks!