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VP10 table testing - available right here!


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#21 freneticamnesic

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Posted 08 March 2015 - 05:45 AM

Sharkey's updated to .03a

Changes:

tweaked right flipper area

all plastics updated and final

new light inserts

upped light insert intensity

modified bloom strength

reflections for lane guide area

support for gtxjoe's universal controller script-a-mah-jigger

https://app.box.com/...e38qpgef5pstaxc (link will always be the same)

 

desktop and cabinet 

zv93km.jpg

 

deqq39.jpg



#22 Zablon

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Posted 08 March 2015 - 08:13 AM

Holy wow that looks awesome! :D



#23 Hyper

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Posted 08 March 2015 - 08:42 AM

I'm missing Monster Bash and Toledo in your list.



#24 freneticamnesic

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Posted 08 March 2015 - 10:41 AM

I'd like to hear what kind of performance people are getting on sharkey's... I get about 70fps with fast fxaa which is pretty bad, w/ stutter. 90fps without any AA and no stutter.

 

uploaded new version, more graphical improvements, changed ballmass



#25 unclewilly

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Posted 08 March 2015 - 10:55 AM

You can l8nk the mb from my sig loaf.

By release it will be much different as i decided to rebuild it mostly

"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


#26 The Loafer

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Posted 08 March 2015 - 01:48 PM

UW: will update the list to include your table, thanks Scott

Hyper: I don't want to include any links or reference to tables in this thread that don't have author expressing interest or permission for a few reasons, such as the previous link provided may be an old version that they don't want tested anymore, wasn't meant for general testing (meant for dev testing), etc.

Fren: same version number as before? I will test this new version later today, thanks!

Edited by The Loafer, 08 March 2015 - 01:56 PM.


#27 The Loafer

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Posted 08 March 2015 - 03:35 PM

Arcade4: same issue here, ball gets stuck on left outlane.  As a temp fix, change the line Const BallSize = 55 to Const BallSize = 53 in the script ant the ball seems to pass through for now.

 

Shockman:  the ball may get stuck on this WIP, but it doesn't take a genius to see the love and attention you have given this table; yet another showcase for VP10 in my book.  Thanks for working on this.  IMHO, the lanes on the left side where the ball gets stuck, they do visually seem to be more narrow then the right side lanes.  Not sure if that is how it should be, just an observation.

Attached Files



#28 Sindbad

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Posted 08 March 2015 - 03:39 PM

Fren, I'm getting 110 fps without any FXAA and 103 fps with extreme FXAA. No stutter at all on a GTX 760. 


Edited by Sindbad, 08 March 2015 - 03:40 PM.


#29 mfuegemann

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Posted 08 March 2015 - 03:55 PM

Hi,

 

here is my Wolf Man VPX table WIP. This is my first try on converting a VP9 table to VP10. The big thing is, that not only the materials are missing. The Friction was 0 on all walls and ramps, giving the table very strange ball behaviour.

For this table, I fixed all the mentioned things but maybe it really is best to start a VP10 version from scratch.

The table comes with working FS and DT settings.

 

https://www.dropbox....S_WIP5.zip?dl=0

 

Have fun.

 

Michael


Edited by mfuegemann, 08 March 2015 - 03:57 PM.


#30 Shockman

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Posted 08 March 2015 - 04:23 PM

Arcade4: same issue here, ball gets stuck on left outlane.  As a temp fix, change the line Const BallSize = 55 to Const BallSize = 53 in the script ant the ball seems to pass through for now.

 

Shockman:  the ball may get stuck on this WIP, but it doesn't take a genius to see the love and attention you have given this table; yet another showcase for VP10 in my book.  Thanks for working on this.  IMHO, the lanes on the left side where the ball gets stuck, they do visually seem to be more narrow then the right side lanes.  Not sure if that is how it should be, just an observation.

 

Thanks. It never gets stuck anywhere for me, but I will widen the lanes there anyway.


Edited by Shockman, 08 March 2015 - 04:23 PM.


#31 The Loafer

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Posted 08 March 2015 - 06:44 PM

Making my way through more tables...

 

Fren:  Beautiful job on Sharkey's Shootout, I do like the added bloom effect. Table looks great. There are times, not sure if it's my imagination but I'd swear the ball goes behind some of the mode lights that are near the flippers.  keep in mind I am experimenting with my video options, so may not be ideal settings but for this table, she plays pretty smooth.

 

 

 

 

Attached Files



#32 The Loafer

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Posted 08 March 2015 - 07:31 PM

Sindbad:  Buck Rogers flipper physics with VP10 is quite fun, much more precise flippers than the VP9.9 version for sure.  It plays a little fast but I know you are not done with it yet.  The only issue I've come across is the implementation of the global controller setting, it does not seem to work for me, like Sharkeys Shootout does.  Perhaps the issue is at my end?


Update:  added The Wolfman WIP5 link to the first post, thanks Michael!



#33 Sindbad

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Posted 08 March 2015 - 07:32 PM

I just updated Buck Rogers. The link remains the same.

 

- did some corrections at the bumpers

- added last missing switches 

- added missing screws

- did some cosmetic changes

- aligned flipper strength

 

now 95% complete.

 

Loaf: Did you turn on the global controller setting in the config dialog (F6)? 


Edited by Sindbad, 08 March 2015 - 07:33 PM.


#34 The Loafer

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Posted 08 March 2015 - 08:10 PM

No I did not but that is because I mistakenly thought the use of the global variable negated this. My bad good sir! I'll check out the table once I hit the pincab in a couple of hours, thanks for the update

#35 Sindbad

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Posted 08 March 2015 - 08:16 PM

Rob,

 

select the first entry in the controller selection, this activates the global controller settings and reads the controller type from controller.txt. I wanted to have an option to overwrite the value from controller.txt. So you still can choose other controllers if you don't want to use this feature. 



#36 pincade

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Posted 08 March 2015 - 10:05 PM

For me these tables gives only continuos crashes, table loads and during the loading script process (final loading part) VPX closes with a general error message.

Strangely Papa Smurf works perfectly

 

(latest build release on Gtx660 2GB, 4GB Ram, Q9400)



#37 The Loafer

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Posted 08 March 2015 - 11:56 PM

Rob,
 
select the first entry in the controller selection, this activates the global controller settings and reads the controller type from controller.txt. I wanted to have an option to overwrite the value from controller.txt. So you still can choose other controllers if you don't want to use this feature.


Got it, before reading your response I had tried the F6 option and it worked fine :)

For me these tables gives only continuos crashes, table loads and during the loading script process (final loading part) VPX closes with a general error message.
Strangely Papa Smurf works perfectly
 
(latest build release on Gtx660 2GB, 4GB Ram, Q9400)


Are you certain you updated the vbs that are required? There are a few files required, not just the exe for vp10 to work. If possible, please post the general error message, I am sure we can assist you in figuring this out. Your specs are surly sufficient to run this

#38 BananaBoat

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Posted 09 March 2015 - 12:08 AM

No worries then. Beta5 is here and addresses all the issues you brought up. 
 
- I made the wall blocking the saucer exit non collidable.
- I made the small paclights more white and a more vivid black border around the pacmans
- I lowered the intensity of the light that overlaps the lane arrows.
- I changed the image and color of the lane arrow lights.
- Apron light is now white.
- Went on another easter egg hunt. I mean pink element hunt. Came up empty.
 
Plus
- Made bigger brighter light at base of pop bumpers.
 
Yes the wires there are walls. They are collidable but have no hit event. A fast ball will go over them but a slow ball goes along them. Post beta they will probably be primitives with a hit event.

Shockman,
As others have stated this is a beautiful looking table. Thanks for taking the time to do this for us. I have a question tho, relating to the flippers.

I find that if I hit the ball at the extreme end of the flipper it has very little power. Obviously you would expect this in real life, but it seems too pronounced here. Is this something you could kindly look into?

Thanks!

#39 Shockman

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Posted 09 March 2015 - 12:51 AM

There is no setting for that. What that means is that it is a consequence of other settings, and making that work different would only be accomplished by making something else work different. If everything else was working good, it would mean making something else work not as good. But I will see what I can do. 



#40 BananaBoat

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Posted 09 March 2015 - 01:30 AM

given the critical nature of flippers and their dynamics, would it be a fair statement to make, that more flipper dynamics/physics development would be useful in vp10?

 

Edit: i reduced the flipper ramp up from 3.5 down to 1.5 and it seems to have improved things dramatically.


Edited by BananaBoat, 09 March 2015 - 02:36 AM.