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Unit3D Pinball Beta is OUT!
Started By
BilboX
, Jun 27 2015 05:01 PM
285 replies to this topic
#26
Posted 28 June 2015 - 07:15 PM
Thanks for the unexpected Beta!
So far I only got to try BK2K - anything I tried afterwards seems to hang during "script compilation" and after a while the screen minimizes - if I click on the application in the task bar again it shows COMException in the lower left corner of the screen/window.
However pressing shift in that state still plays the flipper solenoid sound even though it does not show a table or play any other sounds.
One thing I noticed on BK2K again is that the ball reflections don't update in real time which I always find very distracting.
Otherwise it looks really sweet.
edit:
seems I can sometimes get around that loading error if I don't use "true fullscreen" but windowed mode.
Edited by lio, 28 June 2015 - 07:27 PM.
#27
Posted 28 June 2015 - 07:54 PM
I just tried the Beta and it looks jaw-dropping... AWESOME guys!
But somehow i can't get into that options menu.. nothing happens when i press escape..
Edited by Talantyyr, 28 June 2015 - 07:54 PM.
Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/
#28
Posted 29 June 2015 - 12:58 AM
seems I can sometimes get around that loading error if I don't use "true fullscreen" but windowed mode.
Same bug here! In window it starts everytime so I would advice to save your settings with window and change after it started.
i5 2,5 GHz. I think the graphics card is the bottle neck here. But it's enough for VPX...
I think so too, but 2.5ghz is a bit low so I would still make sure that it isn't the CPU before you buy a new card. Run the app at 640*480 or something. If you still ain't get 60 fps than its not (only) your graphics card. You should be able to overclock your CPU quiet a bit though (if even needed).
#29
Posted 29 June 2015 - 03:15 AM
wow, lots of bugs, but still damn impressive!
No tilt at IJ and sometimes I got 2 balls instead of 1 but graphics looks amazing with VP camera on pivot monitor, physics is also good! ![]()
Couldn't set it in cabinet mode - only works in one window mode and my monitors have different resolution (16x9 playfield and 4x3 backglass), so i wasn't able to stretch it the right way.
#30
Posted 29 June 2015 - 05:48 AM
The physics are really good now. I think this plays t2 best of any virtual pinball I've ever played.
Anyone have hints on how to get cabinet view working? When I hit cabinet view, I can't get the calibration markers to show up unless I'm in real full screen. There I can't get anything onto monitor two. In fake full screen, I can stretch the camera a bit to get a BackGlass and DMD on the upper monitors but this only works if the window is stretched to span all monitors and it's still not the perfect playfield view (too much layback).
Anyone have hints on how to get cabinet view working? When I hit cabinet view, I can't get the calibration markers to show up unless I'm in real full screen. There I can't get anything onto monitor two. In fake full screen, I can stretch the camera a bit to get a BackGlass and DMD on the upper monitors but this only works if the window is stretched to span all monitors and it's still not the perfect playfield view (too much layback).
#33
Posted 29 June 2015 - 08:19 AM
I'll try to answer every one:
How to activate the backglass? And I do not see the DMD on 3rd monitor (or at least on 2nd). And it seems that it does not save my settings but maybe I didn't do it right...
For the DMD on 3rd screen, there is a "trick": fakefullscreen (not mono) then table options>additionnal dmd. You then can move it where you want (read the doc on the website;))
First off, thank you devs both for your wonderful work and for your patience with the community here.
A few things I noticed (i7 920 @ 3.4ghz, 8GB Ram, GTX 770 4GB (on old 340.52 driver), Win 8.1 64 bit, installed in C:\Program Files (x86)):
- Don't seem to load properly when in Real Fullscreen mode. Starting in Fake Fullscreen and switching afterwards seems to work.
- Fake Fullscreen mode shows window edges.
- Fake Fullscreen mode don't show graphics untill you move the window.
- No display refresh rate option.
- Analog sticks and D-Pad of 360 pad can be assigned, but only work after restart. Actually I could swear they didn't work at all in the beginning even after restart. The work since:
- After a few starts I can't left click anymore! Left clicking just hides the menu (like esc), right click works.
- Visible menu reduces fps by like 10%.
- After changing a few graphical options like reflections etc. the framerate (and physicsI) continuously lowers.
- Standard nudging values (tested on Indiana Jones) are to strong and cause the table to malfunction by loosing balls etc.
Graphic modes at startup is still a PITA and our most visible bug. Sorry about that.
Regarding the "left click" bug: check in the "input" menu that you did not accidentally assigned the mouse left-click to an option.
FPS decrease from menu is also known: will be fixed if we can switch to a newer version of unity
You can lower your nudge values using the small "+" near the command in the input panel. Try "5" or "3" instead of "1000" in "sensitivity".
When I run the Minimal Launcher, it won't let me select the directory of the tables.
*Edit, strangely working now, it didn't the first time.
Also I'm not getting any music or game sounds, just mechanical sounds, in Attack from Mars, even though I've got the sound turned up all the way in PinMAME?.
Problems with Fake Fullscreen All on a laptop, it's actually windowed and sometimes you can't get to the Save Settings button because of the Taskbar getting in the way of it. Real Fullscreen seems to start in a 4:3 perspective and upon exiting when it returns to the Gamelist, the names of the tables are missing. Then on subsequent runs (using the artwork to find the table in the list) of Unit3D fails to get to full screen, being windowed in 4:3.
- Small bug here: you need to select the directory in the parent one, not when you are inside the directory => BUG
- ROM Sound volume is override in UP: check "engine volume" in sound options
Had a very long session on this...Have been doing lots of cool stuff with my tables, the graphics are great along with the lighting. It really is something special in that department along with the options to you that are available within Unity. The roller disco table was good sending in a heavily verbed disco song and having the ambient lighting change color & flash, giving it a nice atmosphere. Get black light looking leds easily, its really nice.
Grand lizard: You mention the kickers are set to not be so easy, but for this game you need the polar opposite. Same as the alpha, if the ball's traveling too fast it will fly straight over it and through the locked gate. Maybe I can stick a magnet there or something because the ball should just drop in and only release on the multiball or end.
This whole ball sticking to guides though is still too difficult to get rid of and really the worst parts that gripe are the in-lanes. Why is it? Too many collisions? Maybe you gotta have 60fps constant to cope.
Try using the new "Ball speed limit" in physics tuning
. For the sticking, you can try to edit the values of friction on the rail. But it is strange as there are default values for physics materials: check in FP that the ball rail material is set to "metal", not "wood".
Will my MS sidewinder work for nudging?
Yep. I use ms sidewinder freestyle pro in my cab. One tip though: do not set the "nudge Y down" as it will behave strangely.
Is there a way to have it NOT rotate when you click Cabinet?
-Mike
Yes: click on calibration then change the red targets positions. According to where you put the top left and bottom right targets, the screen turns automatically
Thanks for the unexpected Beta!
So far I only got to try BK2K - anything I tried afterwards seems to hang during "script compilation" and after a while the screen minimizes - if I click on the application in the task bar again it shows COMException in the lower left corner of the screen/window.
However pressing shift in that state still plays the flipper solenoid sound even though it does not show a table or play any other sounds.
One thing I noticed on BK2K again is that the ball reflections don't update in real time which I always find very distracting.
Otherwise it looks really sweet.
edit:
seems I can sometimes get around that loading error if I don't use "true fullscreen" but windowed mode.
Can be. EIther you did not install the right VPinMame.dll version, but it also seems that real fullscreen takes too much time than the connection with VPM fails...
Regarding ball reflections update rate, you can set to update all faces at once=> more expensive though....
The physics are really good now. I think this plays t2 best of any virtual pinball I've ever played.
Anyone have hints on how to get cabinet view working? When I hit cabinet view, I can't get the calibration markers to show up unless I'm in real full screen. There I can't get anything onto monitor two. In fake full screen, I can stretch the camera a bit to get a BackGlass and DMD on the upper monitors but this only works if the window is stretched to span all monitors and it's still not the perfect playfield view (too much layback).
Once you choose the cabinet camera, ou need to click on "calibration". One thing that can help is deleting the "calibration.xml" file in the "config" directory.
Yes. This would be greatIs there a way to have it NOT rotate when you click Cabinet?
-Mike
Yes. My bad: delete the config/calibration.xml file: this one uses mine...
In a general manner, there is a full doc and a dedicated video on how to setup the cab mode on unit3pinball.net. Please, check it...
Edited by BilboX, 29 June 2015 - 09:02 AM.
UP2
#35
Posted 29 June 2015 - 11:00 AM
Try using the new "Ball speed limit" in physics tuning
. For the sticking, you can try to edit the values of friction on the rail. But it is strange as there are default values for physics materials: check in FP that the ball rail material is set to "metal", not "wood".
Yeah I find the firction values never really made a difference, unless you wind them all the way up which makes it stick more. Also did go through all the new tuning options (inc speed limit), I probably had at least 7 hour session going through it, editing scripts, learning. I did do some basic Unity projects a while back so that came in handy. I wouldn't have been able to turn Roller Disco into a disco if not.
Ball rails (1-2 mm round metal, not flat edged) are fine compared to plastic. This was my point. Metal is better than "plastic" from FP. Maybe everything can be hidden metal rails for the ball to hit and everything else un-collidable.
Like with slingshot plastic, maybe the bottom edge of it affects the ball, like clamping it in between PF & Plastic.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
#36
Posted 29 June 2015 - 11:25 AM
One important thing I forget. A lot of my time was spent doing this. Edit, restart, edit restart, rinse out.
Bumpers, slingshots....Always have been difficult on non-williams I find. Still cannot get them working. Capcom, DE, Old gottlieb.
I would be fine with auto-fire because the switches work but, nothing:
BxBumperKick.s_AutoKickBumperMode = true; // Bumpers automatically kick
BxSlingshotKick.s_AutoKickSlingshotMode = true; // SlingShots auto kick
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
#37
Posted 29 June 2015 - 11:46 AM
Hey so deleting the calibration file did the trick. Thank you. How does analog nudge work? If I bind the axis of my nudge controller on the game input, the ball plunges and tilts without me touching anything. If I hit the + next to the bound control and put say 5 in deadzone, nudge is completely unresponsive. What range of values go in deadzone?
#38
Posted 29 June 2015 - 12:14 PM
Hey so deleting the calibration file did the trick. Thank you. How does analog nudge work? If I bind the axis of my nudge controller on the game input, the ball plunges and tilts without me touching anything. If I hit the + next to the bound control and put say 5 in deadzone, nudge is completely unresponsive. What range of values go in deadzone?
Deadzone rang egoes from 0 to 1. For 10% deadzone, enter 0.1. You also need to push "recenter nudge" in the options panel. Try to enbale "nudge debug", you'll see: if the controller is not centered, this meeans that you have to click on it.
One important thing I forget. A lot of my time was spent doing this. Edit, restart, edit restart, rinse out.
Bumpers, slingshots....Always have been difficult on non-williams I find. Still cannot get them working. Capcom, DE, Old gottlieb.
I would be fine with auto-fire because the switches work but, nothing:
BxBumperKick.s_AutoKickBumperMode = true; // Bumpers automatically kick
BxSlingshotKick.s_AutoKickSlingshotMode = true; // SlingShots auto kick
I'll chack autofire as it has been a lot of time since I usedit. Never had to. But it wa seasy on non william tables too: gottlieb (abra ca dabra) or even stern => no pb...
UP2
#39
Posted 29 June 2015 - 12:41 PM
Thanks. Yes Abracadbra is the table to reference against. I'll take another look at some point just finding it tricky to get working.
Is there an option to change the kicker entry strength? Balls fly over them too easily and to fix I suppose it needs invisible walls behind for time being. (Not using speed limiting)
Mp3 - Not available as music. Ogg fine.
Edited by chepas, 29 June 2015 - 12:59 PM.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
#40
Posted 29 June 2015 - 12:58 PM
I was able to get DOF working with this as well as a nice solid frame rate on a 4.0ghz I5 and GTX660 card. One show stopper though is that I am using the GTX as the playfield GPU and the built in HD400 on the I5 CPU for the back glass monitor. With this config, Unity doesn't allow the backglass to be dragged to the second monitor which the HD4000 is powering. If I make the HD4000 the primary display and launch the sim but don't load a table then swap the moitors back so the GTX is primary again, then load the table I get the backglass displaying correctly however the engine seems to be using the HD4000 as the adapter it is rendering to and the frame rate is terrible.
Sorry, forgot to mention, this is with fakescreen all set to on.
Edited by Dozer316, 29 June 2015 - 01:02 PM.



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