Jump to content



Photo
* * * * * 3 votes

The road to VP10


  • Please log in to reply
834 replies to this topic

#481 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 06 December 2014 - 10:03 AM

Did you use the latest revision of the trunk or an older one? I'll check it later... Gesendet von meinem SM-T320 mit Tapatalk

Edited by fuzzel, 06 December 2014 - 01:31 PM.


#482 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 06 December 2014 - 04:37 PM

I really hope that it will be possible to group objects in the editor. At the moment it's a real pain in the a... to move objects that are composed of many different ones...

#483 BigBoss

BigBoss

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 750 posts

  • Flag: ---------

  • Favorite Pinball: Attack From Mars, Metallica, Theatre Of Magic, Shadow, Star Trek

Posted 06 December 2014 - 07:38 PM

I really hope that it will be possible to group objects in the editor. At the moment it's a real pain in the a... to move objects that are composed of many different ones...

like an outlane post?

#484 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 06 December 2014 - 07:41 PM

One would think most of those objects would be replaced by 3d models

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#485 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 07 December 2014 - 10:20 AM

Yes, but nevertheless it should be possible to group object to be able to move them like one object.



#486 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 07 December 2014 - 10:17 PM

And Ireally hope that everthing from the edit menu is also in the context menu and vice versa. I never understood why e.g. lock is only in the context menu...

#487 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 17 December 2014 - 08:09 PM

Just a short update on VP10. We have replaced nearly all elements to true 3D meshes. Bumpers, spinners, triggers, gates are real 3D primitives and not the old custom VP self generated meshes anymore. All these elements are animated and I think it's much easier now to create a good looking pinball by just using the stock elements. Ofcourse you have the freedom to import primitives and bind them to VP elements like you do in VP9. The light system has changed totaly and we introduced a material system. The flasher supports two texture layers where you can blend two images to a final image together.

I think VP10 comes along nicely and I expect a beta version in January/February next year if we find enough time to fix bugs. So the waiting time is about to end in a few weeks ;)

 

Just a reminder: VP10 can load VP9/8 tables but it won't play any of those tables. The reason for this is we removed a lot of old legacy code, e.g. there is no "alpha" script command for the ramp element anymore. Transparency is done with alpha maps and handled by the attached material for a ramp. So if you try to play a VP9 table you will get script errows because of removed script commands. If we are done with the alpha testing I hope we have one or two VP10 reference tables for all of you table authors to take a look on how things get done in the new version.



#488 BananaBoat

BananaBoat

    Enthusiast

  • Members
  • PipPipPip
  • 228 posts

  • Flag: Australia

  • Favorite Pinball: Tron LE

Posted 17 December 2014 - 10:10 PM

This is fantastic news and one can only hope the community comes together help debug further once the beta is released, as I'm sure we will. 



#489 randr

randr

    I'm just a hardware guy so...

  • VIP
  • 2,650 posts
  • Location:Minnesota

  • Flag: United States of America

  • Favorite Pinball: Twilight Zone

Posted 17 December 2014 - 10:34 PM

Looking forward to this. Thanks for the news

randr___pinball.png                         


#490 kruge99

kruge99

    Pinball Wizard

  • VPF Staff
  • 3,901 posts
  • Location:Markham, Ont.

  • Flag: Canada

  • Favorite Pinball: Black Knight, High Speed and Pin*Bot



Posted 18 December 2014 - 12:48 AM

I wish I could be a part of this and have a table ready for launch!


[proud owner of a Williams Solar Fire]

- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
Posted Image

#491 TedB

TedB

    Pinball Fan

  • Charter Member
  • 715 posts

  • Flag: Netherlands

  • Favorite Pinball: those with non virtual steel balls

Posted 18 December 2014 - 07:11 AM

Just a short update on VP10. We have replaced nearly all elements to true 3D meshes. 

 

It seems VP is closing the gap with regards to handling of 3D objects in VP10. Would it be possible to include importing / converting FP tables in VP10?



#492 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 18 December 2014 - 08:17 AM

No importing FP tables into VP isn't planed. There are other tools to convert a FP table.



#493 arngrim

arngrim

    DJ Force Feedback

  • VIP
  • 2,188 posts
  • Location:Charleroi, Belgium

  • Flag: Belgium

  • Favorite Pinball: Monster bash



Posted 18 December 2014 - 09:53 AM

awesome, what are the big changes foreseen until the beta or prod version?



#494 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 18 December 2014 - 02:02 PM

Well mainly some new features or low level changes to existing features and bug fixes.



#495 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 18 December 2014 - 04:59 PM

Did I understand right: As soon as the first beta has been released, no new features will be added, only bug fixes and overall improvements? So as soon as the beta arrives, table authors can start to port the tables?

 

As you have the best insider knowledge - do you think that tables could be fundamentally look and feel better with VP10 or will the experience be similar to modern VP9.9/Physmod tables with e.g. FOM or similar enhancements? Or are most improvement under the hood?



#496 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 18 December 2014 - 05:59 PM

As an alpha tester i would have to say the tables should play better then the phymod5 tables as all the settings are now adjustable.
as for the look, i think with the materials manager, once people get the hang of the settings and play with them a bit, you will be able to bump up the look of the tables. Id have to say the metals alone are a huge step up in vp10.

Building tables will be much easier as the new table objects are already animated so it will cut out a lot of the learning curve to get a nice looking table.

The new gi light mesh will also elivate the need to use so many flasher objects.

And the light system will allow for making one table. And with just 1 setting adjustment it can be day or night mod or aomewhere in the middle

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#497 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 18 December 2014 - 06:27 PM

I think - to show all of its glory - you should port one of your nice tables to VP10! :) Like Bride or MB! :)



#498 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 18 December 2014 - 06:36 PM

UW nailed it :) And as for the reference table: let yourself be surprised ;)



#499 boiydiego

boiydiego

    Pinball Fan

  • Members
  • PipPipPipPip
  • 978 posts
  • Location:baal

  • Flag: Belgium

  • Favorite Pinball: flinstones,t2 chrome edition,wcs,afm,fish tales,medieval,rollercoaster tycoon,taxi

Posted 18 December 2014 - 06:39 PM

As an alpha tester i would have to say the tables should play better then the phymod5 tables as all the settings are now adjustable.
as for the look, i think with the materials manager, once people get the hang of the settings and play with them a bit, you will be able to bump up the look of the tables. Id have to say the metals alone are a huge step up in vp10.

Building tables will be much easier as the new table objects are already animated so it will cut out a lot of the learning curve to get a nice looking table.

The new gi light mesh will also elivate the need to use so many flasher objects.

And the light system will allow for making one table. And with just 1 setting adjustment it can be day or night mod or somewhere in the middle

 

if you can set a button in vp keyeditor for it that would be nice .


boiydiego___gebruik-n2kbkyc.png


#500 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 18 December 2014 - 06:53 PM

The editor is very simple now...there is only one big button "Create awesome-mindblowing table" and voila :D