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Cirqus Voltaire - VP10 WIP.


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#21 BobAlbright

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Posted 20 October 2015 - 03:02 PM

I have not played around a lot with VP10 but this really whets my appetite. Can't wai for the official release of vp10

"and in the end , the love you take is equal to the love you make"


#22 atarian

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Posted 20 October 2015 - 04:36 PM

Ok, it's back in, you can turn it on or off in the script and it is part of the color change option as well.


Awesome - Many thanks!

#23 Ben Logan

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Posted 20 October 2015 - 07:27 PM

Thanks so much, Dozer for adding in the option for the super bright neon green ramp. I love it. I have so many VP9, Future Pinball, and Unit3d tables to download and give feedback on, I haven't yet installed our VP10 beta (though I follow all the VP10 threads with interest). But, your table has me more excited than ever for the release. Just amazing!

Edited by Ben Logan, 20 October 2015 - 07:28 PM.


#24 Dozer316

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Posted 21 October 2015 - 05:48 AM

Thanks for all the positive comments so far folks.

 

Table is nearing completion - Just a couple of things to work out including the boom balloon sometimes capturing the ball when it comes up.  There was a solution to this on the VP9 version of the table but because it now works differently I have to come up with something different.

 

Anyway, here's the desktop mode with the cool bloomy DMD effect. - I included a primitive cannon animation on the left hand side in desktop mode so you can see it during the side show cannon mode.

 

Here's a fun fact about Cirqus Voltaire. During testing of this game operators often called to complain about balls going missing.  WMS though that the balls were getting stuck behind the display but when they lifted the playfield the cabinet would often contain the missing balls.  They discovered that sometimes balls would stick to the cheek of the ringmaster due to a perfectly formed contour in the mold which would grab the ball and suck it below when the ring master went down.

 



#25 ClarkKent

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Posted 21 October 2015 - 06:02 AM

Hihi! Good fun fact! Yesterday I had a curious ball stuck on my Roadshow pinball machine - exactly under the dozer between the post mounted in front and the other post mounted behind the dozer! Never thought a ball could be stuck there... ;)
By the way - can you extend the light reflections to the sides of the cabinet?

#26 Dozer316

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Posted 21 October 2015 - 06:10 AM

Development Ringmaster - White Wood 1.

 

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#27 zany

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Posted 21 October 2015 - 06:58 AM

AMAZING Dozer! :D



#28 bolt

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Posted 21 October 2015 - 11:27 AM

Dozer your desktop version is :love39:


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#29 vanlion

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Posted 21 October 2015 - 11:32 AM

WoW nice nice nice

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#30 gStAv

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Posted 21 October 2015 - 02:40 PM

wow looks incredible!!! Best lightshow I've seen!

 

Just one thing, in 00:20 where the ball knocks the big bounchy ball

there's a collision sound but the big ball is made of rubber, super minor thing though :D :D


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#31 Dozer316

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Posted 21 October 2015 - 04:06 PM

wow looks incredible!!! Best lightshow I've seen!

 

Just one thing, in 00:20 where the ball knocks the big bounchy ball

there's a collision sound but the big ball is made of rubber, super minor thing though :D :D

 Yeah, that's an issue I know.   Because it's actually a normal pinball according to VP so it plays the collision sound.  I'll have a look to see if there's a way around it shortly. 



#32 toxie

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Posted 21 October 2015 - 05:22 PM

as the menagerie ball (was that actually the name?) is never deleted during play, you should be able to identify it after creating it via the "ID" property of the balls and can then handle it specifically all the time after that.



#33 Dozer316

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Posted 21 October 2015 - 06:02 PM

as the menagerie ball (was that actually the name?) is never deleted during play, you should be able to identify it after creating it via the "ID" property of the balls and can then handle it specifically all the time after that.

Thanks Toxie, just read this after doing that. Modified the collision Sub now so that if ActiveBall.Id = X then Playsound "rubber_ball" else (original sub).

Working well. :)

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#34 vampirolatino2

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Posted 21 October 2015 - 06:29 PM

 

as the menagerie ball (was that actually the name?) is never deleted during play, you should be able to identify it after creating it via the "ID" property of the balls and can then handle it specifically all the time after that.

Thanks Toxie, just read this after doing that. Modified the collision Sub now so that if ActiveBall.Id = X then Playsound "rubber_ball" else (original sub).

Working well. :)

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Attention to details like this is what counts ;) Thanks for your time Dozer!



#35 darkangel359

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Posted 21 October 2015 - 06:41 PM

As I was reading through this thread, I can see the optimism and positive attitude in people from different parts of the world.   This is a great community and I thank all those involved.



#36 toxie

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Posted 21 October 2015 - 06:44 PM

i can only second that!  :)



#37 Ben Logan

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Posted 21 October 2015 - 07:02 PM

I like the bloomy dmd! Warm, yet detailed.

#38 KimKom

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Posted 21 October 2015 - 08:50 PM

Wow! Looks incredible.

 

A new era for vp?!



#39 jimmyfingers

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Posted 22 October 2015 - 02:13 AM

The desktop version looks sweet and the lighting tuned to a nice level. I look forward to checking it out!



#40 Dozer316

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Posted 22 October 2015 - 06:07 PM

Hi All, not too far off now. Implemented some additions today. Ambient lighting on the cabinet walls. Fixed the Boom ball stuck bug. Some more desktop additions for those who play in that mode.

Tuned the physics a bit and did a small amount of play testing. Some good news though is that my cabinet has a gtx 660 in it whereas my dev computer is a gtx 980. The game ran just fine on the lower end card at around 170 fps.

I want to hammer it tomorrow for a while on the cab and if all is well it should be ready for release tomorrow night. Aussie time that is :)

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