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Unit3D Pinball - Alpha

Unit3D Pinball

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#241 chepas

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Posted 27 February 2014 - 04:38 PM

Questions questions, where to start.

 

Enter pool, in which the ball runs under playfield along an opto trigger, which pops the ball up. Right now I think I could simulate the real thing but should I need to? It probably would be easier right now to do it that way. I did try with just a fake kicker entrance in the subway init but couldn't work out how to destroy it, even after adding that kicker to the subway entrance.

 

This is first time I've looked at scared stiff class and can see some switch/solenoid callbacks here, plus some fancy Class/Custom components that inherit whatever. So there's 1000 ways to skin a cat?

 

Callback from switch => Destroyball => Delay for second or two  => trigger the other trigger => Pop out => :BDH:


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#242 louizou

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Posted 27 February 2014 - 05:53 PM

The transparent ramps is the "crystal rendering" option in FP, with that off I think that's how you get the black triangles. And not having materials.xml for table , can't really see what goes on in unit3d but i'm sure it's fine.

 

You don't need to move the light halos off the table anymore no?

Yep, no need to hide the halos, if it's to big you just have to decrease the glow radius in fp.

If the light top decal isn't enought shiny when the light is on after doing this, you can increase using the material editor it's baclighting stregth.

 

 

 

:pinnochio:  Burnt half hour trying to get a kickback going. Tried the collider @ different heights & sizes but that just falls straight through it. Wondering if the solenoid numbers could be different.

To be sure of your solenoid, use the slot editor and when the ball collides the autoplunger, look at the solenoids table to see who is activated.

 

 

 

Questions questions, where to start.

 

Enter pool, in which the ball runs under playfield along an opto trigger, which pops the ball up. Right now I think I could simulate the real thing but should I need to? It probably would be easier right now to do it that way. I did try with just a fake kicker entrance in the subway init but couldn't work out how to destroy it, even after adding that kicker to the subway entrance.

 

This is first time I've looked at scared stiff class and can see some switch/solenoid callbacks here, plus some fancy Class/Custom components that inherit whatever. So there's 1000 ways to skin a cat?

 

Callback from switch => Destroyball => Delay for second or two  => trigger the other trigger => Pop out => :BDH:

I have problems understanding what you really want to do here, sorry.

Can you give me more details or tell me how this is done in VP ?


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#243 chepas

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Posted 27 February 2014 - 05:57 PM

 

To be sure of your solenoid, use the slot editor and when the ball collides the autoplunger, look at the solenoids table to see who is activated.

Cool, thanks

 

 

Can you give me more details or tell me how this is done in VP ?

 

In VP you would just make a kicker, destroy the ball and kick out where you want.

 

The table hasn't got a kicker , it's just a hole which the ball runs under playfield toward a kicker.


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#244 ClarkKent

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Posted 27 February 2014 - 06:10 PM

For louizou - here are two more revised and remastered playfields I have done in the last few months:

 

https://www.dropbox....G Playfield.png

https://www.dropbox....field FINAL.png

 

Download it fast - I'll remove it from my dropbox as soon as you have it...



#245 louizou

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Posted 27 February 2014 - 06:17 PM

Can you try this in the subway ?

 

BxSwNode FakeKicker=subManager.AddEntrance("Yourfakekicker",yourswitchslot,true);
BxSwNode EjectKicker=subManager.AddExit("Yourejectkicker");
EjectKicker.SetSolenoidRelease(yoursolenoidnumber);
BxSwEdge Linked= subManager.LinkNodes(FakeKicker,EjectKicker,yourtravelingtime,swL);

For louizou - here are two more revised and remastered playfields I have done in the last few months:

 

https://www.dropbox....G Playfield.png

https://www.dropbox....field FINAL.png

 

Download it fast - I'll remove it from my dropbox as soon as you have it...

DL done !

Thanks clark ;)


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#246 patito

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Posted 27 February 2014 - 07:49 PM

whirlwind and STTNG ,nice!



#247 chepas

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Posted 27 February 2014 - 07:55 PM

Cool, cheers!

 

I had to add a bit, not sure if the SetSolenoidRelease can be removed,  but working good.

		BxSwNode FakeKicker  = subManager.AddEntrance("WhirlHole",62,true);
		BxSwNode EjectKicker = subManager.AddEntrance("sw61",61);
		         EjectKicker = subManager.AddExit("sw61",3);
			 EjectKicker.SetSolenoidRelease(3);
		BxSwEdge Linked= subManager.LinkNodes(FakeKicker,EjectKicker,2,swL);

 


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#248 louizou

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Posted 27 February 2014 - 08:02 PM

you can try to remove EjectKicker.SetSolenoidRelease(3);

It may work 


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#249 hotgraphics

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Posted 27 February 2014 - 11:56 PM


 

I've noticed in Scared Stiff, that sometimes in certain camera views, when the game goes to look up at the spinning spider, that it points the camera in the wrong direction so you're not looking at it at all.

Sounds like a "feature" that simulates you looking at the can on the hot bar waitress that just delivered your beer...... :surprise: They should probably look at fixing that or add an "appropriate" graphic... :dblthumb:

 

What, don't you prefer to watch elvira's body ??? ;). No, this is a bug because I scripted it "roughly" before Louizou worked on cameras. Now there is a "look at backglass" button action and this is what I should use. Playing in cab now so did not worried about it anymore, sorry => bug list...

 

I'd prefer if she jumped out of the screen, fulfilled my every whim, then gave me a beer. In 3D of course. :pinnochio:


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#250 BilboX

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Posted 28 February 2014 - 09:23 AM

Cool, cheers!

 

I had to add a bit, not sure if the SetSolenoidRelease can be removed,  but working good.

		BxSwEdge Linked= subManager.LinkNodes(FakeKicker,EjectKicker,2,swL);

Just by memory, "swL" is a switch length computed from ball radius, but here you use it as the "time" to travel your edge in seconds. Be carefull. Change it to, 1.5f for example if you want the ball to take 1.5 second to travel from the hole to the kicker...

EDIT: I was wrong, sorry (shoulkd check my comments before posting): there, the third parameter (2) IS the time to cross the edge (2 seconds). The fourth parameter should not be defined there (or set as -1): it is the "length" of the edge: -1 means it is automatically computed. So, these two lines work here:

BxSwEdge Linked= subManager.LinkNodes(FakeKicker,EjectKicker,2);
or 
BxSwEdge Linked= subManager.LinkNodes(FakeKicker,EjectKicker,2,-1);

 

I'd prefer if she jumped out of the screen, fulfilled my every whim, then gave me a beer. In 3D of course. :pinnochio:

 

=> TODO List :D. i'll mak ea call to Cassandra Peterson :P...

 

 

 

VPM Beta release

 

Hi guys. We worked with the VPM team to make the next VPM release. Toxie made the whole integration. Among other thing, this version will have:

- UP support :P (with dmd missing line bug corrected)

- PinDMD support (new checkbox in options)

- Cab mode (checkbox, removing splash, etc...)

- Rom crc checkeck disabling (checkbox)

Etc..

 

You can try the beta (and post a kind word) on this topic:

 

http://www.vpforums....showtopic=27063

 

Make all your bug reports on his post please ;) (for vpm related of course).


Edited by BilboX, 28 February 2014 - 10:37 AM.

UP2


#251 chepas

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Posted 28 February 2014 - 11:29 AM

 

Cool, cheers!

 

I had to add a bit, not sure if the SetSolenoidRelease can be removed,  but working good.

		BxSwEdge Linked= subManager.LinkNodes(FakeKicker,EjectKicker,2,swL);

Just by memory, "swL" is a switch length computed from ball radius, but here you use it as the "time" to travel your edge in seconds. Be carefull. Change it to, 1.5f for example if you want the ball to take 1.5 second to travel from the hole to the kicker...

EDIT: I was wrong, sorry (shoulkd check my comments before posting): there, the third parameter (2) IS the time to cross the edge (2 seconds). The fourth parameter should not be defined there (or set as -1): it is the "length" of the edge: -1 means it is automatically computed. So, these two lines work here:

BxSwEdge Linked= subManager.LinkNodes(FakeKicker,EjectKicker,2);
or 
BxSwEdge Linked= subManager.LinkNodes(FakeKicker,EjectKicker,2,-1);

 

Nice, thanks for the info, I'll try it out later. I was wondering about the table slope , that setting still carrys on over from FP?


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#252 BilboX

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Posted 28 February 2014 - 11:38 AM

 

Nice, thanks for the info, I'll try it out later. I was wondering about the table slope , that setting still carrys on over from FP?

 

Absolutely. And this is a really important setting, that must be fixed prior to every other physics ones (flippers strengths, plunger, etc...)


UP2


#253 chepas

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Posted 28 February 2014 - 12:02 PM

I need to write you a questionare at some point, haha. Just one more thing before I forget. I'm noticing stickyness around the front slingshot area, I did have a quick change up of the friction settings and didn't seem to do alot. Need to try and remove the surface above slingshot and see if it's still the same. It does it on Scared stiff as well as a new table.

 

I haven't looked into the table explorer & materials edits for some kind of setting to change that, so sorry if I've missed something there.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#254 BilboX

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Posted 28 February 2014 - 12:07 PM

I haven't looked into the table explorer & materials edits for some kind of setting to change that, so sorry if I've missed something there.

Take a look ;). Also, try checking physics loops rate: I hope it does not vary a lot in this area...


UP2


#255 chinzman93

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Posted 28 February 2014 - 07:26 PM


=> TODO List :D. i'll mak ea call to Cassandra Peterson :P...

 

I'd prefer if she jumped out of the screen, fulfilled my every whim, then gave me a beer. In 3D of course. :pinnochio:

 

Won't you need an Occ. Rift for this?   :dblthumb:



#256 ClarkKent

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Posted 01 March 2014 - 05:58 PM

Did I already share the scanned TAF and Roadshow backglasses?

https://www.dropbox....kglass-Scan.jpg

https://www.dropbox....HDTranslite.png

 

Download it fast - I'll remove it soon.



#257 louizou

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Posted 01 March 2014 - 09:07 PM

downloaded

 

Thanks again clark.

Growing my artwork collection ;)


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#258 Guus

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Posted 01 March 2014 - 09:32 PM

We've continued bughunting :) and playing the great UNIT3D Pinball of course!

 

We've found the following bugs in the Addams Family table:

- The ball gets stuck many times at the bumpers at the left side of the table.

- The "thing flips" gamemode never works at all, the small left flipper fires always too late, so it misses the shot.

 

In the Class of 1812 table:

- During multiball (2 balls) if one of the balls gets in the hole(picture) then it won't get released when you lose the other ball.

 

9t60oJ6.jpg

 

 

edit: Also the bloom intensity does't seem to save between sessions after clicking save.

Every time we start a table it seems to reset to around the value 1, even when the slider shows 0.44.


Edited by Guus, 01 March 2014 - 10:04 PM.


#259 BilboX

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Posted 01 March 2014 - 10:08 PM

We've continued bughunting :) and playing the great UNIT3D Pinball of course!

 

We've found the following bugs in the Addams Family table:

- The ball gets stuck many times at the bumpers at the left side of the table.

- The "thing flips" gamemode never works at all, the small left flipper fires always too late, so it misses the shot.

 

In the Class of 1812 table:

- During multiball (2 balls) if one of the balls gets in the hole(picture) then it won't get released when you lose the other ball.

 

9t60oJ6.jpg

 

 

edit: Also the bloom intensity does't seem to save between sessions after clicking save.

Every time we start a table it seems to reset to around the value 1, even when the slider shows 0.44.

Thanks for bug hunting!

TAF: right for the ball stucking and right for the thing flip. However, iut is a TAF feature: the game "learn" to take the shot. As this "learning" i sstored in the nvram, it is shared with VP. You need to set "New location" in the rom menu... and make the game take shots to learn...

 

bloom => Bug list 


UP2


#260 louizou

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Posted 01 March 2014 - 10:19 PM

In the Class of 1812 table:

- During multiball (2 balls) if one of the balls gets in the hole(picture) then it won't get released when you lose the other ball.

 

9t60oJ6.jpg

 

Did you get this bug using debug shot feature or while playing normally ?


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