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Unity3D Pinball Pre-Alpha Released


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#281 louizou

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Posted 17 February 2014 - 08:01 PM

 

I'll ask him, i know rom doesnt do scripting anymore and usually passes it on to francisco to script. 

 

ok, if he agrees, it will be a pleasure for me to script this table .

 

 

I asked ROM in his gopinball Dracula table thread just now.

 

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Thanks a lot John IV  :dblthumb:

 

 

Wow, thats a cool feature. Moveable ramps will be easy then.

 

Absolutely


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#282 destruk

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Posted 17 February 2014 - 09:07 PM

It is also possible that the rom itself is checking the ball speed on the ramp - from the time the ball hits the ramp entrance switch to the POA entrance opto - and if the game thinks the ball is moving slow enough it might not see a need to use the high power solenoid for the post back there.  I wouldn't be surprised if that is the cause of the discrepency - they checked ball speed on Data East Checkpoint, and a few other games.


Edited by destruk, 17 February 2014 - 09:07 PM.

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#283 Horrible

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Posted 18 February 2014 - 09:12 AM

Ok, I finally got round to installing and playing around.  Much of what I discovered has been covered in the previous posts, but here goes (see my signature for specs):

 

First of all, it all looks really good, well done guys for the work so far :otvclap: .  I tested on Addams Family.

 

I'm getting sub 25FPS, and everything is slow, like its embedded in syrup with massive lag on flippers.  I tried turning off stuff and managed to get up to 30FPS with GI turned off.

 

I run a three screen cab and the setup process was a dream, however it didn't retain the saved settings on restart after cabinet configuration (I think this has already been spotted)

 

Although I'm pretty sure I'm running the correct version of Vpinmame (rev 3497), I installed the packaged dll, which knocked all my DMS way out of line.  Have re -installed my previous version, all is well with the DMDs, will test with Unit3D again tonight

 

This may be a stupid question, but after installing the packaged vpinmame.dll the logo started to appear when loading, how on earth do you stop this?


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#284 arngrim

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Posted 18 February 2014 - 09:45 AM

By taking my build, i posted it in the road to dx9 post

#285 gStAv

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Posted 18 February 2014 - 10:17 AM

Arngrim, do that build also support the game starting with 'X' or do you have to cook a new one?
Would be cool to have an all in one dll if possible ;)

Edited by gStAv, 18 February 2014 - 10:18 AM.

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#286 arngrim

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Posted 18 February 2014 - 03:41 PM

It is there in the other site

#287 louizou

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Posted 18 February 2014 - 04:43 PM

Ok, I finally got round to installing and playing around.  Much of what I discovered has been covered in the previous posts, but here goes (see my signature for specs):

 

First of all, it all looks really good, well done guys for the work so far :otvclap: .  I tested on Addams Family.

 

I'm getting sub 25FPS, and everything is slow, like its embedded in syrup with massive lag on flippers.  I tried turning off stuff and managed to get up to 30FPS with GI turned off.

 

I run a three screen cab and the setup process was a dream, however it didn't retain the saved settings on restart after cabinet configuration (I think this has already been spotted)

 

Although I'm pretty sure I'm running the correct version of Vpinmame (rev 3497), I installed the packaged dll, which knocked all my DMS way out of line.  Have re -installed my previous version, all is well with the DMDs, will test with Unit3D again tonight

 

This may be a stupid question, but after installing the packaged vpinmame.dll the logo started to appear when loading, how on earth do you stop this?

 

When i see your pc spec, i'm really surprised to see that your FPS are so low .

 

Personally i have a laptop with an ati 6970M and an i-7 at 2.2Ghz and it runs smoothly on most tables at 60 FPS. 

 

My CG is under yours i think.That's why i don't understand why you get so low FPS count(maybe the CPU ???)

 

Can you test the game after disabling your second CG(the 610) to see if you get same results ?


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#288 boiydiego

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Posted 18 February 2014 - 06:26 PM

is pre-alpha2 allready out ?


Edited by boiydiego, 18 February 2014 - 06:52 PM.

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#289 Guus

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Posted 18 February 2014 - 06:55 PM

The new Indiana Jones table looks fantastic !! :surprise:



#290 Horrible

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Posted 18 February 2014 - 07:12 PM


Ok, I finally got round to installing and playing around.  Much of what I discovered has been covered in the previous posts, but here goes (see my signature for specs):
 
First of all, it all looks really good, well done guys for the work so far :otvclap: .  I tested on Addams Family.
 
I'm getting sub 25FPS, and everything is slow, like its embedded in syrup with massive lag on flippers.  I tried turning off stuff and managed to get up to 30FPS with GI turned off.
 
I run a three screen cab and the setup process was a dream, however it didn't retain the saved settings on restart after cabinet configuration (I think this has already been spotted)
 
Although I'm pretty sure I'm running the correct version of Vpinmame (rev 3497), I installed the packaged dll, which knocked all my DMS way out of line.  Have re -installed my previous version, all is well with the DMDs, will test with Unit3D again tonight
 
This may be a stupid question, but after installing the packaged vpinmame.dll the logo started to appear when loading, how on earth do you stop this?

 
When i see your pc spec, i'm really surprised to see that your FPS are so low .
 
Personally i have a laptop with an ati 6970M and an i-7 at 2.2Ghz and it runs smoothly on most tables at 60 FPS. 
 
My CG is under yours i think.That's why i don't understand why you get so low FPS count(maybe the CPU ???)
 
Can you test the game after disabling your second CG(the 610) to see if you get same results ?


Ok so turned off second graphics card, no difference. Disabled vsync and went up to 90+ frames, insanely quick ball!

Turned on second gc frame rates back to 30 to 37 ball slightly erratic.

Tried the unity/stern vpinmame.dll by the way, it didn't work.

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#291 ClarkKent

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Posted 18 February 2014 - 07:30 PM

Because of IJPA:

 

Did you use my playfield redraw based on LH? It's the best available...

 

https://www.dropbox....d Redraw LH.psd

 

Many thanx for all your hard work!!!



#292 chepas

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Posted 18 February 2014 - 07:33 PM

Still itching here to get on and script my own tables in C#............. :BDH:


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#293 arngrim

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Posted 18 February 2014 - 07:38 PM

Nobody complained about my unity version, you must do something wrong, always install new.vpinmame from setup.exe

#294 boiydiego

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Posted 18 February 2014 - 08:09 PM

it indeed works good thx arngrim


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#295 louizou

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Posted 18 February 2014 - 08:10 PM

Because of IJPA:

 

Did you use my playfield redraw based on LH? It's the best available...

 

https://www.dropbox....d Redraw LH.psd

 

Many thanx for all your hard work!!!

 

OMG !!

What a pure beauty !!!!!

 

I never saw this one before, it is terrific !!

Modding the table now !!!

 

Thanks a lot Superman  :dblthumb:

LOL


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#296 ClarkKent

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Posted 18 February 2014 - 08:45 PM

 

Because of IJPA:

 

Did you use my playfield redraw based on LH? It's the best available...

 

https://www.dropbox....d Redraw LH.psd

 

Many thanx for all your hard work!!!

 

OMG !!

What a pure beauty !!!!!

 

I never saw this one before, it is terrific !!

Modding the table now !!!

 

Thanks a lot Superman  :dblthumb:

LOL

 

It really was hard work - I think it took about 50 hours to get to this point. Nearly all objects were replaced with the help of highres photos from a clean playfield and every single object was cutted out exactly (this was the hardest part I think) and placed into the playfield in a separate layer. Almost all text was replaced by the actual font and colors were all adjusted separately.



#297 louizou

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Posted 18 February 2014 - 08:56 PM

Nice work indeed, at this time, i'm just building the new version with your PF ;-)

I leave you for a moment in order to test it in my cab, sorry  :yahoo: ,

 

But i'm sure i wont be disapointed :otvclap:


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#298 ClarkKent

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Posted 18 February 2014 - 09:04 PM

By the way - I did the same thing to the Q*bert's Quest playfield. It is not as complex as IJPA but quality is as high as it can get...

 

https://www.dropbox....t Playfield.pdf

 

By the way: the lower part of the left maya statue is a little bit higher as the right one on the Indy playfield - this has to be done to be compatible with the VP version of the table. If you need it I can make it the same hight.



#299 ClarkKent

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Posted 18 February 2014 - 09:44 PM

And another thing - if you are interested, I sat down a while ago and overworked the White Water playfield. The playfield is not the sharpest one but I think I got the most out of it. Reworked that plastics a lot, removed scratches, dust and dirt. Was certainly also about 20 to 30 hours work.

 

I've done that because I think White Water is one of the best pinball tables ever released!

 

https://www.dropbox....al_enhanced.psd



#300 Horrible

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Posted 18 February 2014 - 09:55 PM

Nobody complained about my unity version, you must do something wrong, always install new.vpinmame from setup.exe


Arngrim

My apologies, I really hope I didn't offend, it works perfectly and is the one I'm currently using, however I tried it with the Unit3d to see if it would work for me! but didn't. I have used setup each time.

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