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Unit3D Pinball - Alpha

Unit3D Pinball

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#421 Guus

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Posted 30 April 2014 - 09:11 PM

 

Hello, 
I want to congratulate you for the great job done on this software that includes the best of two worlds between vp and fp. 

 

 

I agree with this sentence for 100% !

 

So for that reason I don't understand why not ALL (table)developers move from VP / FP to UNIT3D Pinball.

 

I really don't understand why so few developers are here.. because Unit3d IS technically the new generation pinball simulation.

But with regret I have to opinion that without great table developers it would be hard to beat VP.



#422 Gamester

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Posted 30 April 2014 - 10:02 PM

 

 

Hello, 
I want to congratulate you for the great job done on this software that includes the best of two worlds between vp and fp. 

 

 

But with regret I have to opinion that without great table developers it would be hard to beat VP.

 

 

As the famous movie quote says: "If you build it they will come..."  ;)


it's not possible in this version but we can think about it for the next one.

 

Added to the TODO list ;)

 

And you know the burning question: is there any estimate whatsoever on when "the next one" might come?  :)  Are we talking weeks?  Months?



#423 NextoPin

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Posted 01 May 2014 - 03:26 PM

I'm also itching for a new version and tables. 

 

Would it speed things along if we donated for coffee and red-bull?



#424 chepas

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Posted 02 May 2014 - 07:17 AM

sorry chepas,

 

it's not possible in this version but we can think about it for the next one.

 

Added to the TODO list ;)

 

Nice. Would also work good for testing 2-3 balls on flipper.

 

 

 

 

Hello, 
I want to congratulate you for the great job done on this software that includes the best of two worlds between vp and fp. 

 

 

I agree with this sentence for 100% !

 

So for that reason I don't understand why not ALL (table)developers move from VP / FP to UNIT3D Pinball.

 

I really don't understand why so few developers are here.. because Unit3d IS technically the new generation pinball simulation.

But with regret I have to opinion that without great table developers it would be hard to beat VP.

 

 

It's early days still and there isn't much documentation for building yet.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#425 Guus

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Posted 06 May 2014 - 04:53 PM

 

It's early days still and there isn't much documentation for building yet.

 

 

True, but I also think that a lot of VP/FP enthusiasts couldn't play the great Unit3D Pinball, because Unit3D Pinball is more demanding regarding hardware (cpu/gpu etc.).

 

I hope that all VP/FP pinball players, and table developers of course!, would upgrade their (cabinet) hardware so that they can see the beauty of Unit3D Pinball.

If they see Unit3D with maximum graphics enabled (and especially the Scared Stiff table), then they will understand and see that this is the future of pinball simulation.



#426 blashyrk

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Posted 06 May 2014 - 06:09 PM

I'll definitely try unit3d when my cab is up and running :)

#427 SILVERBALL

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Posted 17 May 2014 - 12:26 PM

Hi guys (BilboX and Lou)! Things seemed to have quieted down quite a bit on the Unity3D front . Are things still proceeding along for a new build? I ask because I am looking to start a new WIP and just wanted to make sure that this project is still being supported.

Pinbalt

#428 BilboX

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Posted 19 May 2014 - 09:43 PM

Hi. Indeed, because we both have a lot of work these days. It should be better in about a month.

But you can start WIP, we will continue supporting it of course!


UP2


#429 lio

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Posted 22 May 2014 - 03:37 PM

Finally I had some time to spend with the "new" alpha - and it's working quite a bit better than the pre-alpha for me.

 

Somehow I still run into screen/resolution problems from time to time and real fullscreen will sometimes not use my native resolution for whatever reason or just show a black screen until I switch back to some other screen mode first but it's a lot better than it used to be.

 

I have got to say I love the way you integrated the camera setup! Best, most intuitive and easiest way to change the camera I have every seen in anything comparable!

 

The visuals are also really nice - but one thing keeps putting me off: the ball reflections stil look rather low res even at the highest quality setting and the reflection seems to lag at least 1 frame behind and it does not seem to be updated every frame - the game runs at a solid 60fps (v-sync enabled) with everything maxed on my system but the ball reflection looks like it is running at 30fps at most.

Also with just "blackness" around the table to reflect the ball looks very dark - maybe you could add a greyish ceiling texture that is reflected in the ball just so it appears a bit brighter.

 

I have read that some others have also reported this problem and for me too the ball sometimes is becoming faster than it ever should be - and with the "ball-in-hand" shooting around I can get the ball to pass through objects quite often.

Generally I think the physics is where most work is still needed - it's easy to tell that the base for all sorts of influence is there and that the simulation is quite complex but the values need tweaking.

To me the ball appears a bit to heavy and it will change direction too quickly and sharply.

 

I also tried to get the default "new table" from FP over to Unit3D but so far it's not really fun to work on any table because the exchange between FP and Unit3D is too cumbersome - how would one ideally start?

At first I got a script.cs missing error, after copying and adjusting the script of BK2K I somehow got my table to load but it showed tons of errors.


Edited by lio, 22 May 2014 - 03:53 PM.


#430 Darkfall

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Posted 15 June 2014 - 11:59 PM

Wow. I turn my eyes from the virtual pinball scene for a few months while I renovate my home, and when I look back there's a massive shift in the direction virtual pinball is taking. I'm so impressed!

 

When I last snooped around the forum, the Unity project was in some kind of uncertain limbo. I'd contributed $100 to the cause to help buy the original Unity3D license, hoping it'd lead somewhere eventually - and holy smokes, has it ever!

 

Well done, guys! Just incredible! I can't wait to try it out - downloads are in progress as I type this.


...Paul


Check out Wildfire Pinball's build details here: Project Wildfire

#431 Guus

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Posted 16 June 2014 - 01:23 AM

Can't agree more, this IS the next generation of Pinball simulation.

 

Only the problem is: there was no activity in this forum thread (and all other Unit3D forum parts) for more then 3 weeks !

 

There should be way more activity. I don't understand that everyone is talking about VP10 and is working on FP, while this awesome project is going on.

 

This project needs to get WAY MORE attention.

 

Guus



#432 Darkfall

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Posted 16 June 2014 - 03:09 AM

Can't agree more, this IS the next generation of Pinball simulation.

 

Only the problem is: there was no activity in this forum thread (and all other Unit3D forum parts) for more then 3 weeks !

 

There should be way more activity. I don't understand that everyone is talking about VP10 and is working on FP, while this awesome project is going on.

 

This project needs to get WAY MORE attention.

 

Yeah. I see where you're coming from.

 

Development takes time, though. It's kind of like watching grass grow - things happen slowly, especially later in a project's development cycle, after all of the easy targets have already been hit. The developers of a project like this have lives outside of the project that need attention to keep from getting divorced and pay the bills, etc.

 

I do remember this project going quiet for a few weeks at a time in the past, though I haven't been around in months and months to see what has been happening since then. It is pretty normal for things to crawl along for most development projects that have a small team, though.

 

Hopefully stuff is going on that will lead to some news that's worth writing to the general public about in the near future. At the moment, it's quite possible that there's stuff in progress that isn't terribly exciting to hear about (programmer stuff that the masses don't understand or really care about) until a milestone of some kind is reached.

 

I'm enthused, and after seeing all that's happened while I was busy elsewhere, I'm a believer.


...Paul


Check out Wildfire Pinball's build details here: Project Wildfire

#433 striggell

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Posted 16 June 2014 - 03:59 AM

I agree it's awesome.  Probably not a lot of activity because not a lot has happened recently, the program isn't open source so it's not going to get the same attention VP does. As Billbox said he and Lou are busy with their real jobs at the moment.

 

I think once it's at the stage where table authors can do their own releases 100% you'll see a lot more activity.

 

I had another long play around with the most recent Alpha and I don't see below 85 FPS on any tables now.  Core I5 2500K with GTX 760.


Edited by striggell, 16 June 2014 - 03:59 AM.


#434 BilboX

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Posted 17 June 2014 - 04:26 PM

Hi all. Glad to see some nice posts here...

 

First of all, be assured that we did not gave up UP. We are just both having rough time: health, jobs, girlfriend, moving... anyway.

 

We will work back on UP very soon and we hope to be able to release an improved version before end of summer. At this stage, we hope that early table builders will be able to work on it and then start UP's true life cycle.

 

Please, wait a little more, we both have to overcome our respective problems. Keep faith ;)!

 

Cheers,

BilboX


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#435 lio

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Posted 18 June 2014 - 11:55 AM

thanks for the info! good luck with your real life stuff!



#436 Guus

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Posted 18 June 2014 - 06:13 PM

We will (of course!) wait for updates !

 

Thanks for the info/status-update and all the best for you and "your college's" personal life.

 

I hope that more table developers will see the greatness of UNIT3D PINBALL. So that the current tables would be improved and that there will be much more Unit3D Pinball tables in the future.



#437 freneticamnesic

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Posted 18 June 2014 - 06:30 PM

I think the problem here is, most of us are VP table builders, not FP table builders. You've built this around the FP editor which, while similar, isn't so easy to pick up and learn once you're set on VP



#438 chepas

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Posted 19 June 2014 - 02:11 AM

You couldn't be more wrong there. If you can build a VP table , you can build a FP table much quicker. All you need FP for is to flesh out your objects//lights.

 

I'm pretty sure anyone who can use VP editor would find it a hell of a lot easier, I know I do. VP is a far more heavier learning curve.

 

Your problem is the script for Unit3D without any docs to go by, you just have to try and do it the hard way by referencing the other tables & asking questions...

 

Edit:

This took me 4 hours with breaks to build FP & a semi working script, not accounting for all the PF "redraw/patching" & plastics. Just not done anything to it since because it's kind of died off and I'm learning something else.

https://www.dropbox....s/KingPin-7.png


Edited by chepas, 19 June 2014 - 02:17 AM.

Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#439 BilboX

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Posted 19 June 2014 - 07:26 AM

Thank you all guys.

 

Chepas: Not dead man, just paused for a while, but we do not forget you for API beta testing/improvments... very soon! And you are right, lack of scripting doc is a PITA, but we always answer as fast as we can...

 

And let's say it's a mix between FP and VP, but with mooooore tuning options...

Hope it will please people...


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#440 chepas

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Posted 19 June 2014 - 12:33 PM

Ok. Thanks. Nice to hear from you :)

 

I think you both should really consider hooking up the p-roc pyprocgame framework for original games/re-theme. I know you were writing API but this framework has it all covered pretty much, could save you some time. Plus it would be nice to port games over to unit3D eventually.

 

You just need it hooked in the same way as pinmame. Callbacks for lamps/coils etc.

 

 

lack of scripting doc is a PITA

 

Well, it's like this for many projects. Programmers aren't not good at writing docs? lol. If you really want to learn the script you would start to reference the other games, they cover a fair amount anyway,

 

Pick a table that doesn't need the use of moving toys etc. Start basic and you'll learn to persevere with it.


Edited by chepas, 19 June 2014 - 04:36 PM.

Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000






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