- New textures by CalimeroOeuf, same playfiekd though.
- Updated for VPX8, including physics Rev 3, new flashers, new playfield mesh...
So this is another VPX8 table update.
I didn't want to write too much in the change log, but there are a lot of changes in these VPX8 updates. Here is a complete list of all the changes I have done to the table:
- separated the insert texts from the playfield image, put them on a flasher, height 0f 1
- updated LUT images, 10 shades and 10 warmer shades.
- Updated LUT script (removed the gi intensity, as it is mostly not needed). Added my new display for the LUT image selected (load postit letters)
- Loaded new materials, F4, VPX7 Rev3 physics.
- checked the ramp materials, mostly the top ramps, and the long, medium and short rubbers.
- Removed Light Fade routine, used vpmMapLights instead, (need to add each light number to the light's timer) and vpmFlasher for the flashers. This routine is not needed anymore.
- changed the playfield lights to classic (not halo), changed light properties (made them brighter if possible)
- remade the dome flashers by using a halo light inside the dome and another big light outside (but some still use a flasher on
top or back of the dome). I also changed the colors of the dome flashers.
- linked flashers to lights, make flashers visible in properties (add extra lights where needed, like the FIGHTER neon letters)
- changed flippers properties, by importing the playfield & flipper VPX7 Rev3 physics settings file.
- Updated flipper's code in the SolFlipper (removing the old eos, and adding the new variables LeftFlipperOn = 1, RightFlipperOn = 1 which are a part of the new flipper code by JLou, as a part of my REV3 physics for VPX)
- Updated flipper's EOS and tricks code (rev 3)
- added VPX8 animated top flipper primitives (removed from the old realtime timer, and since there is only the rolling sound left in the timer, I simply renamed it to rollingTimer to play the ball rolling sounds)
- adjusted slingshots shape for better physics (no more bounce to the outlanes, at least not as much as before)
- reimported the Balanced environment image (newer version, a little brighter than the old one, but still keeping some shadows).
- changed the nudge strength to 5 or 6 (some tables used to have 8 or 9)
- checked visibility of all the objects, and adjusted if needed (mostly the tables with holes in the playfield mesh)
- lowered playfield reflections to a value of 20 or similar (it was 40 or 50 before)
- removed the fake ball shadow, just turn on ambient occlusion for better dynamic shadows
- added my equirectangular ball, and set the ball reflection to 2.5
- Set the raytraced ball shadows to some of the gi lights, around the slingshots and flippers
- Updated the mechanical sounds to my latest set.
- added holes to the playfield where needed
Many of the changes are internally, so there aren't many visible changes just by removing the realtime timer to animate the primitives on top of the flippers, or by removing the fading lights routine, but those changes will reduce the cpu use and will help to improve the playability on older computers, as VPX8 can now animate those primitives internally, and fade the flashers too. So those things don't need to be done in the script anymore.
Enjoy!
