Jump to content



Photo
* * * * * 1 votes

Elvis Pinball (Unity Engine) Beta is available for testing


  • Please log in to reply
41 replies to this topic

#21 tictox

tictox

    Enthusiast

  • Members
  • PipPipPip
  • 143 posts

  • Flag: South Africa

  • Favorite Pinball: space

Posted 01 February 2016 - 05:07 PM

Hey Slydog

 

Not yet , I have furthered the table more , I reworked all the sound code now and I added all other table sounds previously not there and I have them dynamically panning stereo according to the origin on the table. So I plan to expose these sounds in the menu so users can configure custom volume levels for each (wont be in the next update just yet ) I have style the menu now and added in another slider and two preset buttons for default and night lighting.

 

I also enhanced the lighting some more again , previously I removed updating the reflection probes everyframe since I though it was over kill , but it was missing some key aspects in the look because it was totally removed. So now I linked up this to the general illumination hooks I had in place so when there are drastic light changes on the table the reflection probes are updated. 

 

I also added an AO map onto the playfield. Just to give more contact to surface objects.

 

I wanna do an update soon but , I jumped into fixing up some of the physics again and Im right in the middle of that as we speak. Even though the table did play well , some things were bothering me + there was some glitching happening every now and then and the ball would miss collision surfaces. I hope it sorted by tonight and then I will do an upload and you can give me feedback. 

 

chat soon



#22 Ben Logan

Ben Logan

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 2,275 posts
  • Location:California

  • Flag: ---------

  • Favorite Pinball: System 11

Posted 01 February 2016 - 05:57 PM

Good work, tictox. I played a few rounds this weekend and thoroughly enjoyed it. Looking forward to the update.

#23 tictox

tictox

    Enthusiast

  • Members
  • PipPipPip
  • 143 posts

  • Flag: South Africa

  • Favorite Pinball: space

Posted 02 February 2016 - 03:02 AM

Hi Again
 
New files are uploaded.
 
• Big change in the physics. Im not sure how this will work on all other computers but it works great on mine. In the end for best results I really had to push the amount of calculations spent on physics super high!  
 
I had the odd occasion of the ball missing colliders , Im hoping this is no longer an issue, so far so good but also I did not like some aspects of the old physics in general. 
 
The ball has much more weight now , the table plays alot faster. I really noticed the problem with the older physics on the right orbit shot, before no matter how hard and corect you made that shot the ball never traveled all the way to the top saucer. This is just one observation but obviously it means everything was not quite as correct as it could be. The new physics solves all of this. Of coarse now that I changed some core physics values I had to change settings on everything again. This actually brought me to realize the top control gate had no purpose with the previous physics, the ball was never fast enough to even need it.. and it was not really working anyway. I got this working now but its not perfect yet. Some times the emulation misses the magnet activation.  I may need to adjust the bounce on the flippers back up a bit but I left it as is to get other stuff done. With the new speed of play increased I noticed my left ramps exit didnt narrow down enough like on the real table which reduces the ball speed to make the hotel shots easier. I just added in some invisble colliders to get it a bit reduced but Will look into it at some point for a next release.
 
• Lighting is improved , small bit of extra overhead but much better. This has to do with updating the environment and reflecton probes with the tables general GI changes.
 
For weaker machines I will add a toggle to switch off dynamic shadows in the next release , if you currently decrease the directional light to zero you will notice you can get double the frame rate. I could use some baked lighting but had some concerns with it .. maybe if I upgrade to a newer version of unity this might become usable, so If real time shadows are disabled I will fall back to baked lighting ( on static objects only obviously )
 
• Extra sounds on table and code redone on the backend to support exposing them to the menu system 
 
• Menu system enhanced, additional slider and preset buttons. Audio controls coming soon
 
• Ao map on the playfield
 
• Objects added to hotel roof
 
(remember m key is for menu)
 
feedback welcome as always :)


#24 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 02 February 2016 - 04:41 AM

Thanks, I think you should change the filename so we can tell when an update is available.  I'm seeing Beta_1 only.



#25 tictox

tictox

    Enthusiast

  • Members
  • PipPipPip
  • 143 posts

  • Flag: South Africa

  • Favorite Pinball: space

Posted 02 February 2016 - 04:50 AM

ah good point , I hope it is possible to change the file name and keep the same link , but im thinking it will be possible. I agree it would have been better to increment the beta number , as this was update 4 already I think.  Anyway the latest files are uploaded even though its the same name , you should see the changes mentioned ;) I will try rename it on the next upload and let you know



#26 BigHein

BigHein

    Enthusiast

  • Members
  • PipPipPip
  • 149 posts

  • Flag: Netherlands

  • Favorite Pinball: Twilight Zone

Posted 03 February 2016 - 04:38 PM

The onley thing it is doing is crashing



#27 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 03 February 2016 - 07:50 PM

Great new menus, having trouble with right and left control buttons as flippers for some reason, (I'm using a gamepad emulation on my KADE encoder and then run Joy2Key to setup the appropriate emulator.  Works great with FX2, timeshock, (native support in VP & FP), but have trouble with your demo (only left flipper moves and moves with left and right joy2key (works fine with real keyboard).  Anyway to alter the keys that it uses?   I also don't get sound with my version of Pinmame (PinDMD2 w/ SAM)



#28 tictox

tictox

    Enthusiast

  • Members
  • PipPipPip
  • 143 posts

  • Flag: South Africa

  • Favorite Pinball: space

Posted 05 February 2016 - 08:35 PM

@BigHein what spec machine are you running it on , what version of pinMame are you running? Ive tested it on several machines already without it crashing. Do you have the required "elvis" (version 5) rom? I built my marshalling dll using the pinmame that gets installed with the latest VPX installer.. 

 

@Slydog , I have added in volume controls for all the sounds and also a slider to change the emulation master volume , let me just look into making the keys configurable for you.

 

Maybe I must do another upload in the mean time , since there are other changes in addition to all the volume controls :

 

• I bought a pro grade SSAO post effect class and added it to the game , it can be turned on and off in the menus as well.

• Real time shadows also has a toggle in the menus.

• I upgraded to the lastest Unity 5.3 and so some changes to the rendering has happened , better GI , better night mode and I made the red flashers light be stronger.

• I tested out oculus and it fully functional  ( although oculus just doesnt have the resolution to make pinball look good when viewed as per a real life standing distance sorry to say ) I still have the full mouse translation and rotation capabilities when in oculus mode so it still kind of neat to move around and look at the table. I did also play a game with my view right close and low to the flippers , its quite surreal ;) I wont publish it with oculus just yet until I checked out a few other things for it.. but its around the corner now.

• I changed the physics .. yet again haha. This time I was concerned on the flipper mass and forces. They were way to strong in relation to the ball mass. I know I keep saying this but its much better now ;)

 

For guys with cabinets , disabling the room and outer cabinet and disabling SSAO and real time shadows gives a super boost to frame rate , on my machine this means going from ~200 to ~500 fps 


Edited by tictox, 05 February 2016 - 08:38 PM.


#29 tictox

tictox

    Enthusiast

  • Members
  • PipPipPip
  • 143 posts

  • Flag: South Africa

  • Favorite Pinball: space

Posted 25 February 2016 - 04:17 PM

new updates

 

https://drive.google...iew?usp=sharing

 

screenshot1.jpg


Edited by tictox, 25 February 2016 - 08:51 PM.


#30 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 25 February 2016 - 09:21 PM

thanks for the update.  Still no sound with this emulation.  I'm using a new VPinMame.dll with PinDMD3 support if that could be it.  No DMD display except whats on the screen (No pindmd support (1-2-3)?) sorry just trying to help.

 

 

Looks incredible, really love the ball and intro



#31 tictox

tictox

    Enthusiast

  • Members
  • PipPipPip
  • 143 posts

  • Flag: South Africa

  • Favorite Pinball: space

Posted 25 February 2016 - 11:46 PM

thanks for the update.  Still no sound with this emulation.  I'm using a new VPinMame.dll with PinDMD3 support if that could be it.  No DMD display except whats on the screen (No pindmd support (1-2-3)?) sorry just trying to help.

 

 

Looks incredible, really love the ball and intro

 

I dont know what to do about the sound? Where did you get the dll ? Let me know and I can look into it.

 

The Vpinmame DMD can be reactivated via my menu system, just press the m key or F1 to open the menu. You can the switch the dmd back on and you can switch the unity one off as well ;)

 

I have no idea what I need to do to support pindmd, Does pindmd use the vpinmame dmd directly? If so then the above step will solve your problem, otherwise if it is something else I need to do I would like to try make it happen , just need some info - can you point me in the right direction? 

 

[edit] Hang on .. I just recall there being an option for enabling pindmd -  when you right click the vpinmame dmd and select game settings .. there is a checkbox for it... is this what you are referring to? Does this work  if you check it?  


Edited by tictox, 25 February 2016 - 11:50 PM.


#32 Ben Logan

Ben Logan

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 2,275 posts
  • Location:California

  • Flag: ---------

  • Favorite Pinball: System 11

Posted 26 February 2016 - 01:23 AM

TicTox,

 

Holy smokes! This is a major update. It plays like a different game altogether. I mean, I was impressed before, but now I'm blown away. You really improved the physics quite a bit. The ball looks better too.

 

I cranked the game volume all the way up in the menu, but it's still too quiet. Is there a way to boost it further?

 

Jeez - this beauty instantly has me jonesing for more. I'd love to get that backglass on a second monitor at some point. For now, the multiple camera settings are really fun to play with mid-game. If those were present last time around, I didn't stumble upon them. Nice feature!

 

Lighting is really cool and warm .The Elvis model looks more realistic.

 

What a great game. Can't wait to see how this develops!



#33 robertms

robertms

    Control Enthusiast

  • Members
  • PipPipPipPip
  • 620 posts
  • Location:Chicago, IL

  • Flag: United States of America

  • Favorite Pinball: Steve Ritchie designs

Posted 26 February 2016 - 03:43 AM

Man... this is some breathtaking stuff. I think I spent 10 minutes just marveling at the playfield reflections in the screws and rivets of "Gifts of Elvis" from different angles. So much eye candy you forget to actually play the game. The different materials, textures, 3D models just left me speechless. Truly amazing work!


Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=


#34 tictox

tictox

    Enthusiast

  • Members
  • PipPipPip
  • 143 posts

  • Flag: South Africa

  • Favorite Pinball: space

Posted 27 February 2016 - 05:23 PM

Thanks robertms ;)

 

Hey Ben , Good news and Bad news : I checked into doing the backglass on a second display and found Unity had actually rolled this type of functionality into the engine this December! Hot of the press hehe . So I flew into it and built everything required to make it happen and then the bad news .. it doesnt work properly (face palm ) Nothing from my side .. its full of bugs. It cant handle or understand if the other displays are not the same resolution as the one the game is running in , so alignment is off and it gets squished + it breaks the lighting for some reason in the main game. I cannot even fathom how they actually added this into the release version of the engine is such a broken and unusable state.

 

Anyway they will fix these things , just cant say how long and at least I have now already build everything and coded as needed to make it happen. So when they fix it , I will enable the functionality on my side right away and make a new build for you guys.



#35 Ben Logan

Ben Logan

    Pinball Wizard

  • Members
  • PipPipPipPipPip
  • 2,275 posts
  • Location:California

  • Flag: ---------

  • Favorite Pinball: System 11

Posted 27 February 2016 - 06:23 PM

Awesome tictox. It's just a fantastic game. You obviously have a genuine love for pinball. Elvis is totally fun as is and can only get better!

#36 tictox

tictox

    Enthusiast

  • Members
  • PipPipPip
  • 143 posts

  • Flag: South Africa

  • Favorite Pinball: space

Posted 14 May 2016 - 03:55 AM

hi all

 

I made updates to my elvis pinball .. Im using the 64bit version of vpinmame now, so normally I would post the game files without the installer I created since most people here have vpinmame already. Im linking to the full installer now since most probably are not using this version yet. Just install to a new directory somewhere on your machine. This will of coarse register the 64bit dll and change the paths setting to point to whereever you install my game. When you are finished playing and want to play your regular VP tables again .. you will have to go to your current vpinmame directory and run setup.exe again and click install to get your previous dll registered again and set your paths back. easy ;)

 

here is the link to the full game installer :

 

https://drive.google...cHAtNS00SFlOc2s



#37 ringorian

ringorian

    Enthusiast

  • Members
  • PipPipPip
  • 199 posts

  • Flag: Germany

  • Favorite Pinball: road show

Posted 14 May 2016 - 10:59 AM

Great ! Is this vr compatible ?

#38 tictox

tictox

    Enthusiast

  • Members
  • PipPipPip
  • 143 posts

  • Flag: South Africa

  • Favorite Pinball: space

Posted 14 May 2016 - 11:23 AM

Great ! Is this vr compatible ?

 

Yes I've played it in VR already ;)

 

Although in its current state it is too heavy for VR. Things like normal maps should get removed , reflections dumbed down , shadows mostly baked etc.. then it would look better and perform better in VR. I have it working in the latest Oculus runtime , tested it two days ago.



#39 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 14 May 2016 - 12:47 PM

wow, can't wait to get a 1080 video card and try it out with my oculus, thanks



#40 ringorian

ringorian

    Enthusiast

  • Members
  • PipPipPip
  • 199 posts

  • Flag: Germany

  • Favorite Pinball: road show

Posted 15 May 2016 - 10:35 AM

 

Great ! Is this vr compatible ?

 

Yes I've played it in VR already ;)

 

Although in its current state it is too heavy for VR. Things like normal maps should get removed , reflections dumbed down , shadows mostly baked etc.. then it would look better and perform better in VR. I have it working in the latest Oculus runtime , tested it two days ago.

 

 

An

Any chance that i can try that also ?    :)