Jump to content



Photo
* * * * * 8 votes

Unit3D Pinball - Alpha

Unit3D Pinball

  • This topic is locked This topic is locked
635 replies to this topic

#281 NextoPin

NextoPin

    Enthusiast

  • Members
  • PipPipPip
  • 82 posts

  • Flag: United States of America

  • Favorite Pinball: Black Knight 2000

  • 360 Gamer Tag: nextonex

Posted 05 March 2014 - 08:55 PM

Wow!

 

I read all the posts since the pre-alpha came out. I decided to create an account and make my first post.

 

You guys are doing a great job!

 

I've just recently gotten back into pinball, mostly due to the release of my favorite pinball machine Black Knight 2000 on Pinball Arcade. I've always wanted to build a cabinet but I was never happy with the way they looked. 

 

I've been searching for a real BK2K Pinball machine(Anyone got one for sale lol?) on rec.pinball and came across a link to the video comparison of this simulator. 

 

I worked for 4 hours last night trying to get it to work. It took a while because this was the first time I ever tried to get one running, I eventually got it running and other than sticky keys getting enabled in windows (even though it's disabled in control panel) it worked GREAT!

 

I love the bloom effects and the lighting, it's very impressive. 

 

I've decided that I must build a cabinet for this. 

 

I'm going to donate to keep the work moving forward and at every release. Thanks so much for making it. 

 

Keep on truckin' and tanks for all your work and dedication and also a big thanks to all of those creating the tables!



#282 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 06 March 2014 - 09:42 AM

Hi, I'm ready for the ball hitting the glass sound. Quick way I can add trigger to script for this?


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


#283 BilboX

BilboX

    Enthusiast

  • Unit3D Pinball Team
  • 433 posts
  • Location:French Polynesia

  • Flag: France

  • Favorite Pinball: Metallica, Addams Familly, Scared Stiff, White Water

Posted 06 March 2014 - 10:21 AM

Wow!

 

I read all the posts since the pre-alpha came out. I decided to create an account and make my first post.

 

You guys are doing a great job!

 

I've just recently gotten back into pinball, mostly due to the release of my favorite pinball machine Black Knight 2000 on Pinball Arcade. I've always wanted to build a cabinet but I was never happy with the way they looked. 

 

I've been searching for a real BK2K Pinball machine(Anyone got one for sale lol?) on rec.pinball and came across a link to the video comparison of this simulator. 

 

I worked for 4 hours last night trying to get it to work. It took a while because this was the first time I ever tried to get one running, I eventually got it running and other than sticky keys getting enabled in windows (even though it's disabled in control panel) it worked GREAT!

 

I love the bloom effects and the lighting, it's very impressive. 

 

I've decided that I must build a cabinet for this. 

 

I'm going to donate to keep the work moving forward and at every release. Thanks so much for making it. 

 

Keep on truckin' and tanks for all your work and dedication and also a big thanks to all of those creating the tables!

Thanks! have fun and good luck for your cab. I am building my own (a small one) and i must admit that this is far better than desktop play, moreover if you have force feedback.

By the way: DOF NOW WORKS WITH UP !!! (video coming soon).

 

 

Hi, I'm ready for the ball hitting the glass sound. Quick way I can add trigger to script for this?

Ball collision already generate a hitting sound (builtin): the sound depends on the "physic material" name (rubber/glass/metal/plastic). Would you like a way to change it?

By the way, I am writing a new class, name "BxOriginalTableManager" to help original tables scripting, including Blinking, Light sequencers, musics, credits, tilt, etc... I develop it along side making "Abra Ca Dabra" table. Video coming soon too ;).

 

Original table scripting hint:

It is better if you script your table the "rom" way, a.k.a. affect slots to objects like for a VPM table (lamps, solenoids, switches, GIs). That way, it will be far easier to add DOF support (it will be activable by default, provided someone mapped it in the .ini file). Then, adding "AddSwitchCallback" to your callback will do the job (to replace "MyObject_Hit" FP callback):

    //! Link solenoid array to Unity objects (called by InitArrays)
    //! (Must be inherited and use AddSolenoid)
    public override void InitSwitchesObjects()
    {
        base.InitSwitchesObjects(); // call ancestor's function	
...
        AddSwitch("Trigger_1U", 42);		// Up lane 1
...
    }

   void InitCallbacks()
    {
...
        // Lanes
            AddSwitchCallBack(42, Lane_Hit_Callback);
...
    }

    //---------------------- Lanes section ----------------------------------------
    void Lane_Hit_Callback(int slot, bool state)
    {
        if (state)
        {
          // Code when switches have been hitted (check slot if multiple callbacks)
        }
        else
       {
          // Code when switches have been unhitted (check slot if multiple callbacks)
       }
    }

Good luck ;)


Edited by BilboX, 06 March 2014 - 10:22 AM.

UP2


#284 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 06 March 2014 - 10:32 AM

 

By the way, I am writing a new class, name "BxOriginalTableManager" to help original tables scripting, including Blinking, Light sequencers, musics, credits, tilt, etc.

 

Sweet, yes , just what is needed.

 

 

Ball collision already generate a hitting sound (builtin): the sound depends on the "physic material" name (rubber/glass/metal/plastic). Would you like a way to change it?

Well it's not the collusions I'm too worried about for the moment. I have tried changing flipper sounds in FP but no luck so far, but that's not so important just yet.

 

As the ball comes down insanity falls ramp in White Water the ball hits the glass near the apron. I just wanted a trigger where it hits to play this sound. So a callback wouldn't work here, I suppose unless I delayed a callback after the first trigger is fired to then play the sound after a certain length of time. While that's not a lot of work , it's a fair bit of testing to make sure the sound hits at the right time, plus it can come down at different speeds and you can see just thinking about it is a mission.

 

I have seen the callbacks , I have had a decent look inside of Visual Studio for methods etc. I did try and wire some up but I try not to trial & error too much here as I find it costs me too much time.


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


#285 BilboX

BilboX

    Enthusiast

  • Unit3D Pinball Team
  • 433 posts
  • Location:French Polynesia

  • Flag: France

  • Favorite Pinball: Metallica, Addams Familly, Scared Stiff, White Water

Posted 06 March 2014 - 12:21 PM

Well it's not the collusions I'm too worried about for the moment. I have tried changing flipper sounds in FP but no luck so far, but that's not so important just yet.

 

As the ball comes down insanity falls ramp in White Water the ball hits the glass near the apron. I just wanted a trigger where it hits to play this sound. So a callback wouldn't work here, I suppose unless I delayed a callback after the first trigger is fired to then play the sound after a certain length of time. While that's not a lot of work , it's a fair bit of testing to make sure the sound hits at the right time, plus it can come down at different speeds and you can see just thinking about it is a mission.

 

I have seen the callbacks , I have had a decent look inside of Visual Studio for methods etc. I did try and wire some up but I try not to trial & error too much here as I find it costs me too much time.

 

Oh yeah, I played it in vp to see what you meant. Why not just adding a hidden trigger in FP, then playing the sound there?

I am making a util function for sound playing (you will call Global.Sound.PlaySound("sound name") or Global.Sound.PlaySoundAt("sound name",position)).

 

In the meantime, you can do (in you rnew trigger callback):

 AudioClip clip = Utils.TryFindAudioClip(soundName);
 if(clip != null)
	AudioSource.PlayClipAtPoint(clip, GameObject.Find("<your trigger name>").transform.position, volume);

The best way is to add the sound in the FP table using Sound Manager.

Exetrnalize teh AudioClip definition (as a class member) to avoid reloading it each time.

 

Please note that this code will not work anymore with next release, as "TryFindAudioClip" has been moved from Utils to Global.Sound...

Let me know if thi sworked out. Good luck!

 

EDIT:

A cleaner way is to do:

AudioSource source =  null;

//in init:

source = AddAudioSourceToObject(GameObject.Find("<your trigger name>"));
source.clip = Utils.TryFindAudioClip("<your sound name>");
// in trigger callback:

source.Play();

Edited by BilboX, 06 March 2014 - 12:21 PM.

UP2


#286 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 06 March 2014 - 12:24 PM

 

Please note that this code will not work anymore with next release, as "TryFindAudioClip" has been moved from Utils to Global.Sound..

 

No problem , shouldn't take much to adjust to changes.

 

Thanks for explaining how to do it. I'm doing some work on it now so I will try this asap.


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


#287 Slydog43

Slydog43

    Pinball Wizard

  • Platinum Supporter
  • 3,008 posts
  • Location:Hackettstown, NJ

  • Flag: United States of America

  • Favorite Pinball: Addams Family, All Williams 90's Games

Posted 06 March 2014 - 12:57 PM

awesome work getting DOF to work, since force feedback is such a game changer.  Have most tables done already has to be a good thing.  (from that other site)



#288 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 06 March 2014 - 01:25 PM

Nice, got it going ok. Needed Utils for this one.

 

 

Utils.AddAudioSourceToObject

 

Couldn't figure out to override the initcallback but it worked just adding that callback into the override init, maybe it was spelt wrong, but it couldn't find method to override.
 

 

        AddSwitchCallBack(2, soundCallbackTest);
        source = Utils.AddAudioSourceToObject(GameObject.Find("TestTrigger"));
        source.clip = Utils.TryFindAudioClip("GlassHit");

 

Now, the sounds plays twice, I think this is probably because I used a star trigger. She must be triggering on the top point of the star and then the end point, or on & off.  I'll try some others or custom object. 

Just a thought as I've just typed that, can anything be used as a trigger this way?


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


#289 hotgraphics

hotgraphics

    Enthusiast

  • Members
  • PipPipPip
  • 60 posts
  • Location:Hobart

  • Flag: Australia

  • Favorite Pinball: Elvira

Posted 06 March 2014 - 01:27 PM

I'm pretty sure I had the wrong graphics card enabled on the last performance test I did, so here goes again. Much faster now.

Settings:

Camera Standard, scrolling Camera
MainLight Intensity 2.22
Backlit Playfield 6.70
Reflection, Playfield 0.30 V.High, Front Glass 0.26 V.High, Balls 1.00 V.High.
Bloom Effect ON, Intensity 1.05, Threshold 0.26
Rendering, Display Mode Fake FullScreen Mono, Pixel Lights Count 12.50
Render Mode Forward
Anti Aliasing, 8x MSampling, V-Sync.
Physics, Basic Flippers
Others, Additional Gui DMD, Show FP Gameroom.
Ball Trail effect, Intensity 1.80, Length 2.86

Table Performance:

Black Knight 2000, FPS: 45.0-50.0, Physics 995.0-1000.0 Hz
Class of 1812, FPS: 40.0-50.0, Physics 800.0-1000.0 Hz
Dr. Dude, FPS: 32.0-44.0, Physics 795.0-1000.0 Hz
Indiana Jones, FPS: 35.0-42.0, Physics 900.0-1000.0 Hz
Scared Stiff, FPS: 34.0-44.0, Physics 810.0-1000.0 Hz
The Addams Family, FPS: 20.0-30.0, Physics 805.0-1000.0 Hz

Specs:

CPU: Intel Core i7 2670QM @ 2.20GHz (Up to 3.1GHz) Sandy Bridge 32nm Technology
RAM: 8.00GB Dual-Channel DDR3 @ 665MHz (9-9-9-24)
GRAPHICS: 2047MB NVIDIA GeForce GT 540M, Os: Windows 7 Home Premium 64-bit SP1


Edited by hotgraphics, 06 March 2014 - 01:51 PM.

CPU: Intel Core i7 2670QM @ 2.20GHz (Up to 3.1GHz) Sandy Bridge 32nm Technology
RAM: 8.00GB Dual-Channel DDR3 @ 665MHz (9-9-9-24)
GRAPHICS: 2047MB NVIDIA GeForce GT 540M, Os: Windows 7 Home Premium 64-bit SP1


#290 NextoPin

NextoPin

    Enthusiast

  • Members
  • PipPipPip
  • 82 posts

  • Flag: United States of America

  • Favorite Pinball: Black Knight 2000

  • 360 Gamer Tag: nextonex

Posted 06 March 2014 - 02:26 PM

So, I spent the better part of last night playing the tables I downloaded on the UNIT3D page. 

 

BK2K

I already had BK2K working, and I haven't really had any issue with it, the performance was really good at 1080p but I did have the ball disappear a few times, it's possible that it ricocheted and went between the flippers, but it happened a couple times and I never saw it, I even put the ball trails on thinking it would help me see it better. It seemed like it went into the blue return loop in the center. 

 

The game would then just wait. You could hear it resetting relay's etc trying to find the ball, I had to reset the game. (is there a way to relocate the active ball or reset a table without exiting?

 

One time the ball landed in the launch lane (not sure of proper pinball terminology) and I was able to relaunch it.

 

I played this game for hours, as it's a favorite of mine. I was never once able to get a single loop on the upper deck. Playing other versions of this table on pinball arcade I usually get at least 1 loop per game. It could be that I suck. 

 

Dr. Dude

Performance was really good

Seemed to work fine. Weird table, Didn't play it too long

 

Indiana Jones

Performance was really good

Had the DMD disappear after a couple games. I wasn't really paying attention to when it happened, I restarted the game and it came back. Was using fake fullscreen all

 

Scared Stiff

Performance was good

DMD did not work in cab mode with multi monitors in fake fulscreen all but I could run in in the PinMame test and using the standard view. 

This seemed to work fine, Didn't play too long. at one point I got these static sounds when some of the sound effects played but I was messing with settings at the time.

 

Adams Family

Performance was pretty bad. Framerate was unplayable, like the game was in slow motion. I turned off ball reflections, didn't help much. Seemed to possibly be something with lighting, maybe with the translucent ramps.  Looks like a great table, I hope I can get it working better. 

 

I had thrown a couple monitors together and propped them up on some books and had a makeshift mini cab on my desk playing, it was AWESOME, I can't wait to build a cabinet! The wife came by at one point and was pretty impressed (not easy to do). She played a few games and loved it, I think she's onboard with the cabinet idea. 

 

The version I'm using says Pre-Alpha in the corner, but I downloaded the version called Alpha, is this a mistake, or am I playing an old version. I looked for a version number, but couldn't find one. 

 

Can't wait to see more, love it! Thanks!



#291 arngrim

arngrim

    DJ Force Feedback

  • VIP
  • 2,188 posts
  • Location:Charleroi, Belgium

  • Flag: Belgium

  • Favorite Pinball: Monster bash



Posted 06 March 2014 - 03:19 PM

DOF support, excellent news :)

 

as i made all the DOF configs for the tables released, and i know what needs to be triggered and when etc, if you want me to test it up front, let me know ;)



#292 BilboX

BilboX

    Enthusiast

  • Unit3D Pinball Team
  • 433 posts
  • Location:French Polynesia

  • Flag: France

  • Favorite Pinball: Metallica, Addams Familly, Scared Stiff, White Water

Posted 06 March 2014 - 04:27 PM

Nice, got it going ok. Needed Utils for this one.

 

 

Utils.AddAudioSourceToObject

 

Couldn't figure out to override the initcallback but it worked just adding that callback into the override init, maybe it was spelt wrong, but it couldn't find method to override.
 

 

        AddSwitchCallBack(2, soundCallbackTest);
        source = Utils.AddAudioSourceToObject(GameObject.Find("TestTrigger"));
        source.clip = Utils.TryFindAudioClip("GlassHit");

 

Now, the sounds plays twice, I think this is probably because I used a star trigger. She must be triggering on the top point of the star and then the end point, or on & off.  I'll try some others or custom object. 

Just a thought as I've just typed that, can anything be used as a trigger this way?

initCallbacks is just a function to clarify: I call it at the end of the Init function.

 

it plays twice because the callback is called with a state parameter: on collision enteer and collsion exit. Just add:

if(state) source.Play(); // Play only on collision enter

// or

if(!state) source.Play(); // Play only on collision exit

DOF support, excellent news :)

 

as i made all the DOF configs for the tables released, and i know what needs to be triggered and when etc, if you want me to test it up front, let me know ;)

Yup. I already tested a bunch of tables. For now, UP does not support mechs. Only lamps, solenoids, gis and switches.

But as I explained to chepas, ORIGINAL TABLES will also support DOF.

I will then need you to map those tables ;). For example, I am making Abra Ca Dabra. I guess that if I give you solenoids/lamps/ and switches maps, you will be able to do it? ;). i'd also like to try making it but I will need help...


UP2


#293 Gamester

Gamester

    Enthusiast

  • Members
  • PipPipPip
  • 185 posts
  • Location:Texas

  • Flag: United States of America

  • Favorite Pinball: .

Posted 06 March 2014 - 04:52 PM

Is it safe to say that U3DPB is more dependent on a fast GPU (with plenty of VRAM) than a high-end CPU?  Could one expect a mid-range multi-core CPU with a relatively high end GPU to perform well?

 

All of these frame rate posts are great, but would be much more useful if some of these results could be put in better perspective with (a) full details of the system being used (cpu, gpu and ram) and (b) CPU usage statistics during game play.


Edited by Gamester, 06 March 2014 - 08:33 PM.


#294 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 06 March 2014 - 04:59 PM

 

it plays twice because the callback is called with a state parameter: on collision enteer and collsion exit. Just add:

Ah cool. I suppose now the bool in the signature was a dead giveaway :BDH:


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


#295 arngrim

arngrim

    DJ Force Feedback

  • VIP
  • 2,188 posts
  • Location:Charleroi, Belgium

  • Flag: Belgium

  • Favorite Pinball: Monster bash



Posted 06 March 2014 - 05:11 PM

[quote name="arngrim" post="257786" timestamp="1394119192"]DOF support, excellent news :)
 
as i made all the DOF configs for the tables released, and i know what needs to be triggered and when etc, if you want me to test it up front, let me know ;)[/quote]
Yup. I already tested a bunch of tables. For now, UP does not support mechs. Only lamps, solenoids, gis and switches.
But as I explained to chepas, ORIGINAL TABLES will also support DOF.
I will then need you to map those tables ;). For example, I am making Abra Ca Dabra. I guess that if I give you solenoids/lamps/ and switches maps, you will be able to do it? ;). i'd also like to try making it but I will need help...[/quote]
For the mechs, this is a known problem in dof, even for vp. For gi, never tried it for vp itself, i am curious to test it at once, even if i never needed it yet.
Definitely i can do it, send me by mail everything i need and i will test, dof tables, whatever you like ;)

#296 hotgraphics

hotgraphics

    Enthusiast

  • Members
  • PipPipPip
  • 60 posts
  • Location:Hobart

  • Flag: Australia

  • Favorite Pinball: Elvira

Posted 07 March 2014 - 12:17 AM

A couple of the Scrolling Camera views & Pinball Dreams view in Indiana Jones seem to look at the top of the table instead of the bottom, for example, when a ball is not on the table it looks at the top of the table.


CPU: Intel Core i7 2670QM @ 2.20GHz (Up to 3.1GHz) Sandy Bridge 32nm Technology
RAM: 8.00GB Dual-Channel DDR3 @ 665MHz (9-9-9-24)
GRAPHICS: 2047MB NVIDIA GeForce GT 540M, Os: Windows 7 Home Premium 64-bit SP1


#297 ViriiGuy

ViriiGuy

    Enthusiast

  • Members
  • PipPipPip
  • 125 posts
  • Location:Knoxville TN

  • Flag: United States of America

  • Favorite Pinball: Pinbot, Indiana Jones, Adams Family

Posted 07 March 2014 - 02:00 AM

DOF Support is coming? Awesome :) Time to make U3DPB a permanent home on my cabinet!



#298 BilboX

BilboX

    Enthusiast

  • Unit3D Pinball Team
  • 433 posts
  • Location:French Polynesia

  • Flag: France

  • Favorite Pinball: Metallica, Addams Familly, Scared Stiff, White Water

Posted 07 March 2014 - 10:24 AM

A couple of the Scrolling Camera views & Pinball Dreams view in Indiana Jones seem to look at the top of the table instead of the bottom, for example, when a ball is not on the table it looks at the top of the table.

Yeah, that's right: it loks at the captive ball. I think Louizou corrected that...

 

DOF Support is coming? Awesome :) Time to make U3DPB a permanent home on my cabinet!

:D. Regarding this, any news guys about UP support on front-ends?


UP2


#299 louizou

louizou

    Enthusiast

  • Members
  • PipPipPip
  • 265 posts

  • Flag: France

  • Favorite Pinball: BlackKnight2k T2 Twilight Zone

Posted 07 March 2014 - 01:18 PM

A couple of the Scrolling Camera views & Pinball Dreams view in Indiana Jones seem to look at the top of the table instead of the bottom, for example, when a ball is not on the table it looks at the top of the table.

you must add this line after line 343 of the indy script.it should fix the problem

captive.tag="Untagged";

uplogomini.png

Continue helping us at [email protected]

 


#300 xxTheGoDxx

xxTheGoDxx

    Hobbyist

  • Members
  • PipPip
  • 28 posts

  • Flag: Germany

  • Favorite Pinball: The Bride of Pinbot

Posted 07 March 2014 - 03:29 PM

How does the playfield lightning slider work? Is it ambient lightning? If so, a additional (user adjustable) light source above the playfield would be nice. I think the BAM extention for Future Pinball does it like that.

 

Feature request:

 

  • Key to pause the game
     
  • Key to restart the current table (espacialy now because there are still game breaking bugs useful)
     
  • Per table options (see below)
     
  • Additional graphic effects: DOF;-) (Depth of Field blur effect), Ambient Occlusion, Super Sampling

 

Bugs (please note that Indiana Jones and Scared Stiff are the only tables I played intensive so far):

 

  • Nudging: Nudging sometimes reacts with the plunger and draining area of the table. This results in additional ball getting launched (happened for me on Scared Stiff and Indiana Jones) or the lose of a ball isn't recognized (Indiana Jones). It is mostly triggered by a upward nudge.
  • Frontglass Reflection: The texture is larger than the table and therefor visible on the edges. At least on Indiana Jones.
  • Playfield Reflection: The "scene icons/lights" on Indiana Jones flicker with activated Playfield reflections as soon as the camera moves. Max Playfield Reflections out to see it better.
  • Playfield Lightning: Not sure if it is a bug or a missing feature. The Playfield Lightning slider doesn't work for most of the objects on the table, resulting in to bright lights in my opinion on most tables.
     
  • The swapped stereo channels (audio) seems to happen on other tables as Scared Stiff as well. It is just not that present because the have a not that wide stereo effect. I'm using a Creative X-Fi on Windows 8.1 (disabled all X-Fi stuff just to make sure).
  • Option menu costs FPS when visible (about 5 - 10 percent)

 

 

Constructive critic:

 

  • The texture resolution on most tables could be higher. Some Future Pinball tables (for example Taxi oder Bally Star Trek from SlamT1lt) outshine you guys there.
  • Some lights seem to be to white and 'artificial'. For example the "friends lights" on Indiana Jones and allot of the strobe effects on Adams Family.
  • The flipper physics are way better than on particularly all Future Pinball tables I played let. Especaly Scared Stiff feels phenomenal. Very impressive :-)

 

I still can't start the game in full screen. It either crashes or doesn't load the table. I think it is a problem with Pinmame, at least I don't see its loading screen.
Another thing, when I change the rendering mode from window or window fullscreen to real fullscreen it renders in my native resolution even though I specified a higher one for downsampling. The higher one is displayed in the menu though. Only way to apply it in that situation is change to a smaller one and then back to the intended.
 
BTW. game runs nicely at stable 60hz vsync at 2880*1620 with a GTX 770 4GB ^^
 
Feature request:
Can you add the possibility to change the ball collision sounds independent from the flipper sound?
Gamma slider would be nice :-)
Better support for the 360 pad. Right now it is not possible to assign the d-pad.

- Ball collision sound depends on the "physic material" of the object: rubber/metal/glass, etc... I d'ont really understand that question, please, develop ;).

 

I would like different sliders for the sound of the flippers and other loader objects and the ball (collisions, rolling etc). The flippers are too load IMO. I realize it's a minority feature ;-) Sorry for the late answer BTW.

 

 

And the settings could be improved: It would be great to have individual settings for all tables. (options and camera)
 
Thanks for the hard work ! Your work is really amazing !! :tup:

You can have options for each table, copy the options.ui.puo file, name it as you wish and launch the software by specifying in the command line "the path of the table file " /config "the path of your file".

 

Edit: Misread that statement, never mind.


Edited by xxTheGoDxx, 07 March 2014 - 06:42 PM.






Also tagged with one or more of these keywords: Unit3D Pinball