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VP10 is here (beta)

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#3021 Dozer316

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Posted 18 October 2015 - 08:02 PM

Good idea, will do that Zany. Will sort out that menagerie ball brightness too.

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Edited by Dozer316, 18 October 2015 - 08:03 PM.


#3022 dyopp21

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Posted 18 October 2015 - 08:14 PM

http://youtu.be/KDBYH1Nq8f8

I know I may be beating a dead horse here, but has anyone come up with a setting that gets rid of this screen tearing in VPX? I have it on 3 different systems on all tables. I've tried every video setting, pre-rendered frames, frame limiting and V-sync setting I can think of both in the software and on the nvidia control panel. Happens on both my 660 and 770. This may be small, but it catches my eye every time it runs through that area of the table and not being able to find a solution is driving me bonkers.


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Edited by dyopp21, 18 October 2015 - 08:36 PM.

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

 

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#3023 zany

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Posted 18 October 2015 - 08:58 PM

Scrivy....always have a look at the first post in this thread, and you'll find the latest Rev.
Just klick the "<<" :)



#3024 goesta

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Posted 19 October 2015 - 12:49 AM

Ok I've reworked the neon so it can support different colors and also made it look a bit more realistic as far as lighting goes.

 

Added the plasma orb mod at the back left hand of the table which you'll be able to have visible or masked depending on settings.

 

Will spend some more time on this during the week.

 

 

 

Spell WOW !!

 

Nice work!



#3025 freneticamnesic

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Posted 19 October 2015 - 01:04 AM

Playfield reflection is pretty high, it's like a mirror



#3026 allknowing2012

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Posted 19 October 2015 - 01:51 AM

Bug? - Spinner Overhang has no effect. It shows longer in the editor but it renders exactly the same.

For example the "New" table the sample spinner has an overhand of 30, you can make that 0 or 300 it still shows the same.

it should change the length & hence the wire of the spinner.


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#3027 nFozzy

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Posted 19 October 2015 - 09:00 AM

Looks like the default table got rolled back a bit at some point, it has the old ball rolling & collision scripts



#3028 Brandrew

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Posted 19 October 2015 - 09:25 AM

Something looks fishy, whether it be the default table scripts, or the rendering engine. Yep minor bug as it's part of the 'package' IMHO... Last Revision: 2214 Date: 11 October 2015

 


Edited by Brandrew, 19 October 2015 - 09:36 AM.


#3029 toxie

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Posted 19 October 2015 - 09:34 AM

???

How did that happen then?



#3030 allknowing2012

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Posted 20 October 2015 - 12:56 AM

Gates - why would the image property be removed in vp10 - cant use different wire pics. Looks like I have to go with primitives. Is there something I missed?


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#3031 unclewilly

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Posted 20 October 2015 - 01:51 AM

sorry i didn't use the bug tracker,  founf something funny with the reflection code.  probably a hard find as not many people use the table field height

 

right is tfh set at 100  left is tfh set at 0

 

notice the pop bumper reflection.  must have someting to do with the primitives?

 

Attached File  reflection bug.png   724.69KB   26 downloads


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#3032 Ben Logan

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Posted 20 October 2015 - 01:59 AM

Great to see you Uncle Willy! Your tables are played nightly around our place. :)



#3033 unclewilly

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Posted 20 October 2015 - 02:01 AM

Have a little time now to tinker with vp10. Hopefully it lasts for a while with no more major life events

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#3034 toxie

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Posted 20 October 2015 - 06:10 AM

sorry i didn't use the bug tracker,  founf something funny with the reflection code.  probably a hard find as not many people use the table field height

 

right is tfh set at 100  left is tfh set at 0

 

notice the pop bumper reflection.  must have someting to do with the primitives?

 

attachicon.gifreflection bug.png

 

i cannot reproduce this, do you have the table or a simplified example?

thanks!



#3035 toxie

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Posted 20 October 2015 - 06:53 AM

Looks like the default table got rolled back a bit at some point, it has the old ball rolling & collision scripts

 

i just checked this, and the version that is in the svn has the exact same ball rolling & collision script like rev 1598, which should have been the latest changes to the scripts.



#3036 ICPjuggla

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Posted 20 October 2015 - 03:17 PM

Is it possible for you guys to add a feature to the wall object? It would be great if we could adjust a wall on the x, y and z axis. With a feature like this it would be much easier to add bits and parts to ramps and make specialized angled plastics etc. etc. I'd love to see a feature like this...

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#3037 gtxjoe

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Posted 20 October 2015 - 03:44 PM

Gates - why would the image property be removed in vp10 - cant use different wire pics. Looks like I have to go with primitives. Is there something I missed?

 

Has anyone created a gate primitive that can used to replace the default gate?



#3038 kiwi

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Posted 20 October 2015 - 04:28 PM

 

Gates - why would the image property be removed in vp10 - cant use different wire pics. Looks like I have to go with primitives. Is there something I missed?

 

Has anyone created a gate primitive that can used to replace the default gate?

 

It depends what type you need, in Tri Zone you find the classic rhomboid gate, and one wire.
The wire gate can be done in VPX shaping the wire ramp, and the flat gate with the walls, and then edited in blender.

 

Max



#3039 unclewilly

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Posted 21 October 2015 - 01:06 AM

 

sorry i didn't use the bug tracker,  founf something funny with the reflection code.  probably a hard find as not many people use the table field height

 

right is tfh set at 100  left is tfh set at 0

 

notice the pop bumper reflection.  must have someting to do with the primitives?

 

attachicon.gifreflection bug.png

 

i cannot reproduce this, do you have the table or a simplified example?

thanks!

 

here it is with field height at 100

 

Attached File  seawitch.zip   13.11MB   20 downloads


"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#3040 32assassin

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Posted 21 October 2015 - 02:29 AM

 

 

Gates - why would the image property be removed in vp10 - cant use different wire pics. Looks like I have to go with primitives. Is there something I missed?

 

Has anyone created a gate primitive that can used to replace the default gate?

 

It depends what type you need, in Tri Zone you find the classic rhomboid gate, and one wire.
The wire gate can be done in VPX shaping the wire ramp, and the flat gate with the walls, and then edited in blender.

 

Max

 

 

 

that's what i had to do with Eight Ball  Champ,   the wire gate on the top had to be resized.  

You cannot stretch gate width without stretching the gate height in VPX.   


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