Jump to content



Photo
* * * * * 3 votes

The road to VP10


  • Please log in to reply
834 replies to this topic

#341 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,325 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 05 August 2014 - 03:00 AM

After watching many movies on YouTube I noticed that VP is not able to display fast flickering and pulsing of flashers. Maybe VP10 will be able to do so?

 

That's because nobody has scripted the flashers to do that :) I can guarantee that you can do anything you want with the flash object :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#342 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 05 August 2014 - 03:04 AM

But aren't the flashers controled by the solenoids?
Essentially doesn't vp already do what the solenoids are outputting

"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


#343 Shoopity

Shoopity

    Pinball Fan

  • Members
  • PipPipPipPip
  • 691 posts
  • Location:Colorado

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness

Contributor

Posted 05 August 2014 - 04:27 AM

From what I've seen on some of the tables, I think some authors go for the "eye candy" of fading lights even though in real life the flash much faster (especially LEDs since there's very little, if any, fade with them since there's no filament to warm up/cool down).  A good example was someone recently posted a side-by-side video of the newest CV mod next to a real life game.  I don't know if speeding up the fading timer would be more realistic or not.



#344 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 05 August 2014 - 05:59 AM

Nevertheless if you look at the purple flashers in MB, they should blink very fast and also pulse before Frank raises. That's totally missing in that table. And on many other tables the flashers are blinking much much faster than on the VP creation. It's only something I observed watching videos and playing on the real machines...



#345 teppotee

teppotee

    Enthusiast

  • Members
  • PipPipPip
  • 382 posts
  • Location:Finland

  • Flag: Finland

  • Favorite Pinball: CV

Posted 05 August 2014 - 07:27 AM

Adjusting the flasher timer or modifying the fading steps etc. can make the flashers much faster. I tried that for example in IJ for the strobe flasher because with the default flasher settings it wasn't flashing at all  (not sure if I have released that version or not...). So all is doable with the current version already.

 

I guess the slowly fading flashers are a personal preference (at least for me) . As VP is missing real time reflections etc. it's easier to "enjoy" the flashers on the table when they are visible for a bit longer time.



#346 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 05 August 2014 - 10:38 AM

The fading timer is really only 30 ms.
So that is only 120 ms not even a quarter of a second for the full fade.

If you'd like to test it out please just reduce the timer interval on the lamp and flash timer on mb and post your results.

You also need to remember that most authors who have been around a while set this intervals a little larger to compensate for people with weaker hardware. There was a time when one of the main cures for stutter was to increase the fading timer interval..
I don't know about any other authors, but I for one have been getting flack since I started making tables that I added to many lighting effects that people couldn't play them so I try to get things somewhere in the middle without sacrificing too much quality.

Please use mb as an experiment, play with the fade timer and let me know if you can get the pulsing effect in mb. I'm curious as to wether it is a the timer or the rate at which pinmame transfers it's solenoid calls

"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


#347 The Loafer

The Loafer

    Pinball Wizard

  • VIP
  • 3,471 posts
  • Location:Embrun, Ontario, Canada

  • Flag: ---------

  • Favorite Pinball: Superman, Firepower & Tron



Posted 05 August 2014 - 10:43 AM

That's all we need; someone to sue authors for triggering an epileptic attack! ;)

Edited by The Loafer, 05 August 2014 - 10:43 AM.


#348 gtxjoe

gtxjoe

    VPF Veteran

  • VIP
  • 5,152 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness, AbraCadabra



Contributor

Posted 05 August 2014 - 03:42 PM

Does anyone know what the fade in and fade out characteristics for an incandescent bulb are?  Has this been discussed/captured anywhere.  The flasher object scripts could be adjusted to this behavior.  And hopefully the VPX lights that fuzzel implemented



#349 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 05 August 2014 - 03:54 PM

I haven't done any experimenting with this yet, but I would think if the fading timer is reduced to too small of a number you almost wouldn't even see the flashers. Maybe I'm wrong.
I'm in the middle of a really busy week so won't have much vp time till next week

"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


#350 Shoopity

Shoopity

    Pinball Fan

  • Members
  • PipPipPipPip
  • 691 posts
  • Location:Colorado

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness

Contributor

Posted 05 August 2014 - 07:47 PM

Please use mb as an experiment, play with the fade timer and let me know if you can get the pulsing effect in mb. I'm curious as to wether it is a the timer or the rate at which pinmame transfers it's solenoid calls

I'm convinced that either VPM isn't doing that right, or in real life those "Tesla Coils" are hooked up to multiple sources.  I've watched the VPM simulator during the Frank sequence and that Flasher (19) is constantly on in the simulator.  So it's not a timer issue.  Does anyone have access to a RL Monster Bash and can they see what those Flashers are hooked up to?



#351 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 05 August 2014 - 10:29 PM

here is a quick (and for now untested, as i only have 32bit systems at home :/) 64bit build of current VP10, so for the brave of you that wanna try this:

 

EDIT: please rename the scilexer64.dll in there to scilexer.dll

 

EDIT2: seems like the build still has way too many flaws, thanks for the early bird testers though!

Attached Files


Edited by toxie, 06 August 2014 - 06:13 AM.


#352 The Loafer

The Loafer

    Pinball Wizard

  • VIP
  • 3,471 posts
  • Location:Embrun, Ontario, Canada

  • Flag: ---------

  • Favorite Pinball: Superman, Firepower & Tron



Posted 05 August 2014 - 11:21 PM

Cool! Does this build include the physics mod (5)?

#353 RYSr

RYSr

    Pinball Fan

  • Charter Member
  • 511 posts
  • Location:Mercerville (Central) NJ, USA

  • Flag: United States of America

  • Favorite Pinball: TZ - G&R - MB - CV - Metallica

Posted 05 August 2014 - 11:55 PM

here is a quick (and for now untested, as i only have 32bit systems at home :/) 64bit build of current VP10, so for the brave of you that wanna try this:

 

EDIT: please rename the scilexer64.dll in there to scilexer.dll

 

Renamed Scilexer64.dll and copied all files to Visual Pinball directory on a Win 8.1 64 bit ran as administrator, got a App wouldn't start correctly 0xc0150002 error. VP 990a also won't load with these Dll's.

 

Copied old scilexer and Freeimage dll's back and 990a runs OK, but  v10 will not.

Rich

 

PS: I also renamed Vpinball.exe to vpinballv10alpha.exe 

 

Will this version create a new branch in the registry like v99 did?


Edited by RYSr, 07 August 2014 - 01:46 AM.


#354 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 August 2014 - 01:18 AM

I really hope a new registry location, great question.  I think I need to know before attemping this, but not sure I can wait



#355 patrickfx

patrickfx

    Pinball fan

  • Members
  • PipPipPip
  • 141 posts

  • Flag: Canada

  • Favorite Pinball: AC DC, Indiana Jones, Iron man

Posted 06 August 2014 - 01:20 AM

Hello guys, is it only me ???  Sometimes (when I have times), I like to follow thread for innovative initiative like this, but sometimes, like this times, I have hard times to follow.

 

For me, VP10 is the next step of VP 9 and it's waiting for a lot of peoples, we all hope for new engine and enhancement.  Now, I see a vpinballx_64.zip file with mention that it's the new VP10.  EEEEE!  Is it true ?  I was waiting a full announcement for the first VP10 release.  


Patrickfx
Canada, Quebec
I should play sometimes, not just configure my Pinball !!!

#356 The Loafer

The Loafer

    Pinball Wizard

  • VIP
  • 3,471 posts
  • Location:Embrun, Ontario, Canada

  • Flag: ---------

  • Favorite Pinball: Superman, Firepower & Tron



Posted 06 August 2014 - 01:30 AM

Consider it an early "alpha" Patrick, for testing purposes only

#357 sliderpoint

sliderpoint

    Pinball Fan

  • Members
  • PipPipPipPip
  • 760 posts
  • Location:Spokane, WA

  • Flag: United States of America

  • Favorite Pinball: Metallica

Posted 06 August 2014 - 02:17 AM

Same error as Rich for the 64bit test.

 

-Mike



#358 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,325 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 06 August 2014 - 02:46 AM

Thanks toxie for the build, but I can't run it either. VP starts, but as soon as I start a new table or load an older one I get an error that VP has stopped working. This is the windows event log, in case it help you understand what's wrong:

 

Faulting application name: vpinball.exe, version: 10.0.0.0, time stamp: 0x53e15545
Faulting module name: KERNELBASE.dll, version: 6.1.7601.18409, time stamp: 0x5315a05a
Exception code: 0xc0000005
Fault offset: 0x0000000000003a28
Faulting process id: 0xa50
Faulting application start time: 0x01cfb12041105be7
Faulting application path: D:\Visual_Pinball\vpinballx_64\vpinball.exe
Faulting module path: C:\Windows\system32\KERNELBASE.dll
Report Id: 80d9bc19-1d13-11e4-bc8d-c86000a61aac

 

Running Windows 64 Pro.

JP


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#359 RNunez187

RNunez187

    Enthusiast

  • Platinum Supporter
  • 250 posts
  • Location:Mundelein, IL

  • Flag: United States of America

  • Favorite Pinball: Scared Stiff

  • PS3 Gamer Tag: RNunez187
  • 360 Gamer Tag: RNunez187

Posted 06 August 2014 - 03:38 AM

Program opened fine but crashed as soon as table started loading. Win7 64

stfsgv.png


#360 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 06 August 2014 - 06:16 AM

Thanks a lot guys for testing!

 

As said, this was a blind shot, as i don't have 64bit systems at home (for now). And as i thought there was a super tiny chance of at least the default table working, i posted this.

But seems like there is still a bit more work to do.