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VP10 is here (beta)

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#2801 toxie

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Posted 20 August 2015 - 09:38 PM

just to let you guys know: i'm currently trying to catch up with all the stuff that happened around here (was on vacation, now work is keeping me busy).

will hopefully contribute/fix stuff again soon.



#2802 Trinity

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Posted 21 August 2015 - 04:43 AM

Vacation is good. Just got back from one myself. Did you go anywhere fun?



#2803 toxie

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Posted 21 August 2015 - 10:01 AM

indeed.. driving around norway.. can only recommend this, one of the best spots i've been so far (except for the food, norwegians are currently very into junk food, it seems)..



#2804 StevOz

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Posted 21 August 2015 - 10:43 AM

Well being a toxie I would have thought the junk food would boost your abilities! :D


Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#2805 toxie

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Posted 21 August 2015 - 11:30 AM

haha, that would only work with toxic waste.. ;)



#2806 lodger

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Posted 21 August 2015 - 06:30 PM

Hey all- stupid question here. i hit f5 and it turned my volume down...how do i turn it back up? it doesnt seem like any of the fkeys do this


berzerk2_0logo.png

http://www.vpforums....&showfile=11819

Version 2.0- Released 2/27/16


#2807 freneticamnesic

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Posted 21 August 2015 - 08:06 PM

try the + key  though I don't know why f5 changed your volume



#2808 Ben Logan

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Posted 21 August 2015 - 08:51 PM

I know JP mentioned having adjusted the lighting bloom on his Papa Smurf table a while back. Question about VP10: Can lighting "bloom" be adjusted with a slider or numerical value? This is one of the cooler features about the French pinball team's Unit3D, imo.

#2809 lodger

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Posted 21 August 2015 - 09:38 PM

try the + key  though I don't know why f5 changed your volume

I tried that with no luck- I was able to verify that it was specific to vp10, though. audio works in all other applications and vp9.

 

at the bottom of the screen, corresponding with how the table is rotated, i get the volume notches like you would if you adjust a vpm game (im working on coding original, so vpm isnt running, but i do have ultradmd and b2s). I've tried tables in vp 10 such as the stock table that arent running any of the additional stuff and the volume is still off....


berzerk2_0logo.png

http://www.vpforums....&showfile=11819

Version 2.0- Released 2/27/16


#2810 freneticamnesic

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Posted 21 August 2015 - 10:01 PM

I know JP mentioned having adjusted the lighting bloom on his Papa Smurf table a while back. Question about VP10: Can lighting "bloom" be adjusted with a slider or numerical value? This is one of the cooler features about the French pinball team's Unit3D, imo.

 

it's a numerical value



#2811 Ben Logan

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Posted 22 August 2015 - 12:51 AM

Cool. Glad to hear this feature made the editor. Looking forward to tweaking bloom.

#2812 fripounet

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Posted 22 August 2015 - 05:54 AM

link multiple tables..... possible in the future ?
can we combine several tables in the same game?

Edited by fripounet, 22 August 2015 - 10:23 AM.


#2813 fuzzel

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Posted 22 August 2015 - 04:43 PM

rev2172 is up:

- update default table with new flipper images (textures by JPSalas)
- new flipper mesh with texture mapping support. No changes to the physical behavior!
- update SciLexer.dll to 3.6.0
- disable reflection for kickers
- disable "Displaye Image in Editor" option for some small walls in the default table
 

The new flipper mesh should scale well like the old ones. I tested a couple of tables without changing any flipper parameters and they look the same and play the same ;) With this revision you can use an image for the flipper. It's one image for the complete flipper (base and rubber). Take a look at the default table there are two example images one with a Williams logo and one without a logo. The image is used to give the flipper a used/dusty look but the colors are used from the material.

 

@fripounet: what do you mean with "link multiple tables"? Some kind of network playing?



#2814 fripounet

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Posted 22 August 2015 - 07:01 PM

 

@fripounet: what do you mean with "link multiple tables"? Some kind of network playing?

yes somehow
keep a master table with slave tables or "layer system"
and when some set of conditions permitting,  open doors for other full table and not mini playfield. for an evolving game

 

sorry for my english


Edited by fripounet, 22 August 2015 - 07:04 PM.


#2815 Trinity

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Posted 22 August 2015 - 07:23 PM

So he means a multi-level table, not a network table right? I like the concept.



#2816 fuzzel

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Posted 22 August 2015 - 08:17 PM

Hmm that would only work with original tables and not with VPM but such things won't come with VP10 I guess. we have enough to update VP at the moment ;)

#2817 dyopp21

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Posted 22 August 2015 - 11:55 PM

@dark: currently thats difficult to achieve, but in general there is a lot that we would need to improve for transparent objects.
 
@dyopp21: no clue, honestly. maybe you're on the limit of gfx memory for some tables? and then the driver has to swap in/out at some point? but could be a lot of things.

I'll continue to play with it, and, barring everything else will do a clean install of win7 on one of my systems and place only VPX on it to see if that fixes it.  I WILL have a stutter-free VPX if it's the last thing I do! 
 
If I figure out it's a setting somewhere, I'll report it here... but I'll make darned sure it's fixed before reporting it this time.  ;)

1af5f8900774d0f4cb043600fa368075.jpg

I finally figured out my stutter issue! Yay! I had to turn off ambient occlusion and all FXAA. After that, I have to adjust each table in the "vsync/frame limiter box to either "0" "1" or "2" depending on the table (some stutter set to 1, but on 0 they are smooth and some are smooth at 2 but stutter on either 0 or 1, etc etc etc. (thanks to the developers for making it adjustable per table!) Each table seems to have its own sweet spot. So the only issue I'm continuing to have: on the tables that I have set to "2" (adaptive), I have one band of screen tearing at about 3/4 of the way on the right hand side of the screen. It's always there and runs the entire length of the screen. It's very obvious when the ball runs through that area. For reference, the two tables that have this issue so far are Tron Legacy and Space Walk. The screen tearing is present on two systems, one with a GTX660 and one with a GTX770. The 770 is plugged into a PC monitor and the 660 to a TV. I doubt there will be an easy fix for this, but I thought it may be worth mentioning to those that know a lot more about GFX cards and screen tearing than I do.


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#2818 hauntfreaks

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Posted 23 August 2015 - 12:39 AM

 

 

@dark: currently thats difficult to achieve, but in general there is a lot that we would need to improve for transparent objects.
 
@dyopp21: no clue, honestly. maybe you're on the limit of gfx memory for some tables? and then the driver has to swap in/out at some point? but could be a lot of things.

I'll continue to play with it, and, barring everything else will do a clean install of win7 on one of my systems and place only VPX on it to see if that fixes it.  I WILL have a stutter-free VPX if it's the last thing I do! 
 
If I figure out it's a setting somewhere, I'll report it here... but I'll make darned sure it's fixed before reporting it this time.   ;)

1af5f8900774d0f4cb043600fa368075.jpg

I finally figured out my stutter issue! Yay! I had to turn off ambient occlusion and all FXAA. After that, I have to adjust each table in the "vsync/frame limiter box to either "0" "1" or "2" depending on the table (some stutter set to 1, but on 0 they are smooth and some are smooth at 2 but stutter on either 0 or 1, etc etc etc. (thanks to the developers for making it adjustable per table!) Each table seems to have its own sweet spot. So the only issue I'm continuing to have: on the tables that I have set to "2" (adaptive), I have one band of screen tearing at about 3/4 of the way on the right hand side of the screen. It's always there and runs the entire length of the screen. It's very obvious when the ball runs through that area. For reference, the two tables that have this issue so far are Tron Legacy and Space Walk. The screen tearing is present on two systems, one with a GTX660 and one with a GTX770. The 770 is plugged into a PC monitor and the 660 to a TV. I doubt there will be an easy fix for this, but I thought it may be worth mentioning to those that know a lot more about GFX cards and screen tearing than I do.


Sent from my iPhone using Tapatalk

 

 

do you see this when the ball passes thru this area?... I ask because I think I have seen it on my rig... I was scare my TV was going bad....


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2819 dyopp21

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Posted 23 August 2015 - 12:44 AM

 

 

@dark: currently thats difficult to achieve, but in general there is a lot that we would need to improve for transparent objects.
 
@dyopp21: no clue, honestly. maybe you're on the limit of gfx memory for some tables? and then the driver has to swap in/out at some point? but could be a lot of things.

I'll continue to play with it, and, barring everything else will do a clean install of win7 on one of my systems and place only VPX on it to see if that fixes it.  I WILL have a stutter-free VPX if it's the last thing I do! 
 
If I figure out it's a setting somewhere, I'll report it here... but I'll make darned sure it's fixed before reporting it this time.   ;)
1af5f8900774d0f4cb043600fa368075.jpg

I finally figured out my stutter issue! Yay! I had to turn off ambient occlusion and all FXAA. After that, I have to adjust each table in the "vsync/frame limiter box to either "0" "1" or "2" depending on the table (some stutter set to 1, but on 0 they are smooth and some are smooth at 2 but stutter on either 0 or 1, etc etc etc. (thanks to the developers for making it adjustable per table!) Each table seems to have its own sweet spot. So the only issue I'm continuing to have: on the tables that I have set to "2" (adaptive), I have one band of screen tearing at about 3/4 of the way on the right hand side of the screen. It's always there and runs the entire length of the screen. It's very obvious when the ball runs through that area. For reference, the two tables that have this issue so far are Tron Legacy and Space Walk. The screen tearing is present on two systems, one with a GTX660 and one with a GTX770. The 770 is plugged into a PC monitor and the 660 to a TV. I doubt there will be an easy fix for this, but I thought it may be worth mentioning to those that know a lot more about GFX cards and screen tearing than I do.


Sent from my iPhone using Tapatalk
 
 
do you see this when the ball passes thru this area?... I ask because I think I have seen it on my rig... I was scare my TV was going bad....

Yes, it runs the entire length of the screen. And the ball tears, especially noticeable when moving north and south at a slow speed.


Sent from my iPhone using Tapatalk

Virtual Pinball: see one, do one, TEACH ONE.

 

2qszd43.png


#2820 hauntfreaks

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Posted 23 August 2015 - 12:52 AM

Sucks it's happening...but I'm thankful it's not my TV

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif






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