I was playing with the new rubber object, and I thought about to use the rubber to make a slingshot, and here is the result.
It uses a emk from FP for the hammer, and a few rubbers to make the animation.
Posted 17 August 2014 - 06:54 AM
I was playing with the new rubber object, and I thought about to use the rubber to make a slingshot, and here is the result.
It uses a emk from FP for the hammer, and a few rubbers to make the animation.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 17 August 2014 - 02:06 PM
.I just want to add my two cents about the ball spin in the updated physics. I've previously said that the ball spin is perhaps too much and it was suggested that I can always change the table friction to modify. That's all fine but I also did some more real world testing across two tables that a mate just purchased.
He had a reasonable condition Playboy 78 and a really tired Stringray. What I thought was interesting is that the Stringray had crazy ball spin and would also do a few extra moves as it spun against the very worn grooves around some play field lights. Other than the extra movement around the grooves I felt that the spin on the Stingray was very similar to the new physics default spin. The Playboy however was much more subtle as the condition of the table was much better but by no means near a new table. These observations were consistent throughout the evening of playing both tables.
The vp physmod which I gather is being incorporated into vp10 seems to have default ball spin set like the tired Stringray machine which is great for that sort of old tired table but not for a new or good condition table. Given that the majority of table releases are released as 'new tables' or at least very good condition it would seem to make sense to have the 'default' spin being more in line with a good condition table. If people want more spin to reflect a worn or tired table then they could adjust the table surface to suit. Otherwise we have default ball spin on what looks like good tables acting like a bad table.
Hope that makes sense and hopefully the default ball spin behaviour is dialled back a bit to accommodate these real-world observations.
Posted 26 August 2014 - 12:17 PM
is it the place to discuss about the new requirements?
I was playing with the drop ball functionality in the debug mode of vp, it is nice, but we need a way to destroy balls.
If i add a ball, what do i do with the current one? one of those will drain and the table will think there none in the playfield, so i won't be able to try to trigger what i want.
Can we think that if i drop a ball, it destroys the current one, then the functionality will be much more useful

Posted 26 August 2014 - 12:52 PM
ah great, i will try ![]()

Posted 26 August 2014 - 02:50 PM

Posted 08 September 2014 - 05:14 PM
Posted 08 September 2014 - 05:45 PM
just a small sign of progress on this topic. The old fixed function pipeline is nearly gone. We have changed 80-90% of the elements to use shaders now. Another big change is the lighting, it's totaly rewritten and I guess you will like it. Making nights mods is going to be very easy
Would it be possible to see a demonstration of the new lighting at some point? I'd be interested to see it.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
Posted 08 September 2014 - 07:16 PM
i also have some more things that i wanna include, then i guess we can show off some stuff..
it might be a bit different from the very simple (but also rather ugly and outdated) lighting and material model in VP9 when you first use it to build tables, but it should make things look much more realistic in the end (and maybe even simpler if you get used to it).
Posted 08 September 2014 - 10:19 PM
Quality Assurance expert reporting for duty.
Making all your favorite toys come to life in 3D!

VP/3D reference: http://www.vpforums....=27951&p=268104
Posted 09 September 2014 - 06:24 AM
Yes and no
You can't play VP9 tables in VP10 anymore. In VP10 a lot of things are different and not compatible anymore (e.g. ball, light inserts/bulbs, physics, global lighting, materials just to name a few). You can load a VP9 table into VP10 but you will get errors if your try to start a VP9 table in VP10 or it just plays horrible ![]()
But the speed will improve because we move away from the old fixed function pipeline of DX7/DX9 and do all render stuff with shaders.
Edited by fuzzel, 09 September 2014 - 06:26 AM.
Posted 09 September 2014 - 06:37 AM
Well I think a lot of VP8 tables were never converted to VP9 because of poor resources. I've never really played the old VP8 tables because I don't like the graphics. Maybe it will be easier to port VP8 tables to VP10 because we can improve the images in some way. You can do a lot of great stuff with shaders but no miracles.
Posted 09 September 2014 - 06:56 AM
great news with the new shaders! Can't wait!
I have no problems with vp10 not being compatible with vp9 as you can set up the FE to start correct version of the vp for any table. easy as pie!
No reason to hold back for old tables. - Wax on! Wax off!
Posted 09 September 2014 - 11:42 AM
The changes from VP9 to VP10 are more dramatic than the transition from VP8 to VP9 though.
At least in VP9 most of the old VP8 tables could still be somehow played and looked more or less correct.
In VP10 a lot of stuff changed (and will change), so some tables will just look horrible and/or throw script errors when run. The huge benefit though is that the rendering will (hopefully) look much much better, the way to setup the lighting, materials and textures for a table will be way simpler, and of course the physics will be much improved.
But it will require to rethink a few things when making a table (again, hopefully in a good way and less complicated for beginners).