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Unit3D Pinball - Alpha

Unit3D Pinball

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#441 chepas

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Posted 19 June 2014 - 02:09 PM

And.......before I forget again.

 

Could do with staged flippers. It would have to work on an analogue button though? This is essential for Grand Lizard.

 

I've been playing a lot of F-14 lately and this system 11 works the same way with 4 flipper tables.

 

The only way I could imagine it working for VP is to assign separate buttons for top & bottom but would mean you're going to need 6 buttons for a cab because you need the other 2 for magna-save. Probably is another way if you were good with the VB code. Would rather the analogue route because it takes some skill to do it on real game.

 

Next level...xbox trigger rips


Edited by chepas, 19 June 2014 - 02:10 PM.

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#442 s1500

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Posted 19 June 2014 - 03:34 PM

Using P-ROC's mode architecture would make additional game modes(and even non-game-related stuff)  a breeze. Wish I knew a way to synthesize it in Visual Basic. But I would be much more comfy in Python. 



#443 chepas

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Posted 19 June 2014 - 04:34 PM

Using P-ROC's mode architecture would make additional game modes(and even non-game-related stuff)  a breeze. Wish I knew a way to synthesize it in Visual Basic. But I would be much more comfy in Python. 

 

You know the pyprocgame alot more than me but I'm getting there , You wouldn't need any VB, just some C# code for callbacks. It would make sense just to make the mono bridge and stick to python to start with but there is the .netprocgame, but not sure how much of the dmd it does.

 

As table stands with VP the memory usage is at 1gb, but I've been pre-loading asset @420x 240p. It could be a problem. Have been meaning to try downsizing again and just use pygame stretched.


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#444 s1500

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Posted 19 June 2014 - 05:45 PM

 

Using P-ROC's mode architecture would make additional game modes(and even non-game-related stuff)  a breeze. Wish I knew a way to synthesize it in Visual Basic. But I would be much more comfy in Python. 

 

You know the pyprocgame alot more than me but I'm getting there , You wouldn't need any VB, just some C# code for callbacks. It would make sense just to make the mono bridge and stick to python to start with but there is the .netprocgame, but not sure how much of the dmd it does.

 

 

 

 

With FP and VP, you only have 1 hit method for anything. With PROC, it's unlimited. So you can have code for 1 mode to handle target xyz, and entirely separate code for a target xyz hit for another mode. That's worth it to me. 



#445 chepas

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Posted 20 June 2014 - 10:52 AM

 

 

Using P-ROC's mode architecture would make additional game modes(and even non-game-related stuff)  a breeze. Wish I knew a way to synthesize it in Visual Basic. But I would be much more comfy in Python. 

 

You know the pyprocgame alot more than me but I'm getting there , You wouldn't need any VB, just some C# code for callbacks. It would make sense just to make the mono bridge and stick to python to start with but there is the .netprocgame, but not sure how much of the dmd it does.

 

 

 

 

With FP and VP, you only have 1 hit method for anything. With PROC, it's unlimited. So you can have code for 1 mode to handle target xyz, and entirely separate code for a target xyz hit for another mode. That's worth it to me. 

 

 

You could write modes the same way with priority's, it's too much more work if you're planning on porting to real game , don't need to be scripting twice in diff language to use on real build.


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#446 s1500

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Posted 20 June 2014 - 01:38 PM

 


 

You could write modes the same way with priority's, it's too much more work if you're planning on porting to real game , don't need to be scripting twice in diff language to use on real build.

 

 

Yesterday while at work, I booted up DevStudio in an attempt to make a crude knockoff version of the PROC mode code. Made a breakthrough. Not sure if it will work in VP's Visual Basic engine, but there's the CallByName where I can name a method on an object to run. Said method could be made dynamic(the target you just hit)  and fire off the mode's method. If the method doesn't exist, it will just throw an exception, where you can wrap it around an exception handler. 

 

Object hit events would just be a tiny call function, and a handler would do all the work from there. 

 

I'm more on the side of making originals(and making it easier to do so), but it could be used to port commercial tables. 



#447 am1001

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Posted 20 June 2014 - 10:47 PM

Hi

 

The oculus rift dev kit 2 is coming in a few weeks. Will Unit3d be compatible with it? The dev kit 2 will have positional tracking.

 

thanks

Al



#448 vanlion

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Posted 07 July 2014 - 07:37 AM

Hi,

 

I have two pc's an older one with windows 7 (only 20fps) and a high end windows 8.1 pc.

 

I want to use the Windows 8.1 pc for unity pinball and installed everything as said.

 

But still got the error Plugin/ missing DirectJoy.dll.

 

Does anyone have a solutions for this error? (not going to install windows 7)

 

Thanks.


32.jpg


#449 striggell

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Posted 08 July 2014 - 12:43 AM

Have you got direct x installed?



#450 vanlion

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Posted 09 July 2014 - 02:46 PM

Yes i have installed the latest directX 11


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#451 Friese

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Posted 12 July 2014 - 03:51 AM

Hi,
many thanks for this great program. It works well with the Oculus Rift (beside the resolution of the DK1). I got one problem. If i play with the wireless xbox controller only one fipper at time(left or right) works ( i played the Addams Family) but not both flippers together. Is that only my issue? If i use the shift keys on the keyboard for the flippers it works perfect. Sorry for my english ;-). Any ideas?



#452 BilboX

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Posted 13 July 2014 - 03:58 PM

 

Hi

 

The oculus rift dev kit 2 is coming in a few weeks. Will Unit3d be compatible with it? The dev kit 2 will have positional tracking.

 

thanks

Al

Why not, if some one sends us one  ;).

 

 

Hi,

 

I have two pc's an older one with windows 7 (only 20fps) and a high end windows 8.1 pc.

 

I want to use the Windows 8.1 pc for unity pinball and installed everything as said.

 

But still got the error Plugin/ missing DirectJoy.dll.

 

Does anyone have a solutions for this error? (not going to install windows 7)

 

Thanks.

it runs correctly on mine under 8.1. Install visual studio 10 redistribuables, maybe this will fix it...


UP2


#453 deathtrip

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Posted 21 July 2014 - 09:08 PM

Not sure if this has been asked before, but i would like to know why isn't Unit3d an open source project?
It works great for VP, and after the FP debacle i'm not sure if people will be confident investing resources into a project that cannot be continued by the community after the original author stops developing it.

#454 gtxjoe

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Posted 21 July 2014 - 09:32 PM

If I am not mistaken, Visual Pinball was closed source for the first 10 years of its existence :)



#455 s1500

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Posted 22 July 2014 - 01:32 PM

If I am not mistaken, Visual Pinball was closed source for the first 10 years of its existence :)

 

That was then, this is now. If Unity3D is not going to be open source, it's just Future Pinball all over again at some point. 



#456 Nostronomo

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Posted 22 July 2014 - 10:35 PM

Any dates planned for a possible next alpha version release? Very curious how to project is progressing!

Keep up the great work!



#457 BilboX

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Posted 23 July 2014 - 05:36 PM

Hi guys.

 

Not sure if this has been asked before, but i would like to know why isn't Unit3d an open source project?
It works great for VP, and after the FP debacle i'm not sure if people will be confident investing resources into a project that cannot be continued by the community after the original author stops developing it.

 

3 posts and already "hard" matter :). So, the answer is "no", but this is not a final word.

It is free, which is first a really nice feature no? ;). Well, to be honest, it may be open source at some point. In any case, don't worry: if we "drop" dev on UP, we will release it open source. By all means, it is not yet ready for it.

 

You are free to use it ... or not. You can always say FP was a debacle, but it is still used (and by us by the way)!

 

 

Any dates planned for a possible next alpha version release? Very curious how to project is progressing!

Keep up the great work!

Please, be patient: we just restart dev this week, but we already have a changelog. We will let you know as soon as we can, but it should be before this summer's end.


UP2


#458 jorro666

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Posted 24 July 2014 - 05:29 AM


 


Any dates planned for a possible next alpha version release? Very curious how to project is progressing!
Keep up the great work!

Please, be patient: we just restart dev this week, but we already have a changelog. We will let you know as soon as we can, but it should be before this summer's end.[/quote]

tease me tease me tease me baby. CAN'T WAIT. never before hoped for summer to end soon. hahaha lol

#459 NextoPin

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Posted 24 July 2014 - 07:57 PM

I am also eagerly awaiting the next release, I want to play so bad but whatever bug makes it so the ball goes too fast is keeping me from playing. 

 

Did you guys ever get your unity license?

 

I'll be donating for the next release so you guys can buy more energy drinks and get done faster!



#460 chepas

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Posted 25 July 2014 - 12:07 AM

For the speed issue it's down to a couple of things really. One is you don't know what table slope is on those released tables, it plays a big difference.

 

I was just working on Fish Tales and slope was 8.5 and was ridiculous fast, bumped down to 4.5 was ok. Converting this table has taken me 4-5 hours so far, had to not only change size of table (4" too short), move all objects, adjust ramps because they were way off, Incorrect posts, rubbers,guides, way too much than I thought it was going to be. Would of made no difference if I had started from scratch. Which is what I recommended to do before.

 

If you go into the editor and click on any object, say a flipper for example and change the global static/dynamic friction you can slow it down a bit but it can make say , the inlanes really sluggish and sticky. So then you have to change the objects friction back down. I normaly have next to no friction on the inlanes & slingshot rubbers , you really notice it sticking if you do.

 

Then change the flipper power in script or play with it in editor.

 

Hopefully we can find a good balance eventually but yes it does need toning down big time.


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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