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The road to VP10


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#521 randr

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Posted 30 December 2014 - 02:49 AM

Im sure you will be able too


But will I be able to?

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#522 unclewilly

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Posted 30 December 2014 - 02:57 AM

A lot of the pita stuff is included with the prebuilt objects, like bumper ring animations, wire trigger animations, fading lights built into the light objects. And all the gi you see in that screen shot is done with the regular light object. So not much ohotoshop really needs to be done.

Honestly, i think just about anyone could build a nice looking table with vp10.

Coding on the other hand is a whole other skill, but i think there are plenty of templates and tutorials that could walk you through the coding. Ive included some, like lighting a popbumper and animating a sling shot in the new table.

It also has positional ball rolling and colliaion sounds for up to 13 balls included in the script. No ball ids necessary.

So to make a long story short. I think you could build one randr

"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


#523 randr

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Posted 30 December 2014 - 03:04 AM

Sweet! Plus I always have your contact info lol

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#524 unclewilly

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Posted 30 December 2014 - 03:54 AM

Ill build any table for you randr, but not till i finish pinball magic.

Oh and the hand creeps out my wifey as well. Been hiding it all over the house

"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


#525 randr

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Posted 30 December 2014 - 04:02 AM

Lmao! Yes now I use a clown mask instead. Lol
Any table? Hmmm... I will hold you to that

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#526 unclewilly

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Posted 30 December 2014 - 04:14 AM

Yes sir

"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


#527 jimmyfingers

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Posted 30 December 2014 - 05:02 AM

Over time we might move to full/dynamic 3D, if performance allows for it, and then even such things as dynamic cameras might become a reality..

 

As for jaggies: We still have this weird bug that we cannot activate MSAA natively from within VP (flickering). But i think you should be able to activate it from within the graphics properties (NVPanel, etc), so this should not be an issue. Apart from that there is still FXAA in VP like in VP9.9.X.

The bug exists with any form of AA that can be set in the control panel as well (MSAA, CSAA, etc.) as well as even with hard to find / custom options that can be reached via nVidia inspector.  As you say, flickering of various objects and some variance depending on whether vsync is set or not but always the ball seems to have issues.



#528 toxie

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Posted 30 December 2014 - 12:33 PM

As PM'ed already: Damn, but i hope i can figure that one out, too..

 

As for the release date: I guess Fuzzel will agree that 2015 is a definitive yes.  ;)



#529 fuzzel

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Posted 30 December 2014 - 12:57 PM

100% ack :)

#530 Slydog43

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Posted 30 December 2014 - 12:59 PM

I get so excited whenever I get a notification that there are new posts in this thread.  I think that I'm not alone in thinking that this is going to be totally epic in the history of VP, bring it on.  Thanks for all your hard work VP dev team, you guys make this hobby so awesome and addictive.  I wonder if Randy has seen any of this?


Edited by Slydog43, 30 December 2014 - 01:00 PM.


#531 lio

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Posted 30 December 2014 - 04:38 PM

nice looking new default table there!

but it would probably be probably be better to not use the WMS logo on the apron on the finished table that comes with VP, I guess



#532 chepas

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Posted 30 December 2014 - 05:31 PM

The "VPX_rubberdemo" tables are compatible with this newer version?


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#533 fuzzel

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Posted 30 December 2014 - 06:00 PM

The "VPX_rubberdemo" tables are compatible with this newer version?

I don't think that tables are fully compatible with the new version. The rubber demo is quite old.

Edited by fuzzel, 30 December 2014 - 06:00 PM.


#534 chepas

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Posted 30 December 2014 - 07:03 PM

Ok Fuzzel, thanks. Was just checking if I could get a little head start on some builds. :)


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#535 DedRok_V

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Posted 31 December 2014 - 01:04 AM

That default table looks amazing. This is gonna be an awesome time for VP.

 

Looks like I started to finally learn building tables at the right time, this will certainly make it easier.






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#536 unclewilly

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Posted 31 December 2014 - 11:25 AM

nice looking new default table there!
but it would probably be probably be better to not use the WMS logo on the apron on the finished table that comes with VP, I guess


Good point. Maybe ill change that ww to a vp.

Any artist guys out there want to do a vp logo in yellow and red that i can slap in the middle of that apron?

"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


#537 me2010

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Posted 31 December 2014 - 11:41 AM

Something like any of these 2 would be nice, but these are not transparent png's

 

Visual_Pinball.png

 

visual_pinball.jpg

 

btw, these are not mine, just an eg:



#538 Grizz

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Posted 31 December 2014 - 07:54 PM

cant wait for this also..

will be epic building tables again :}

vp is and was a real bugger with its learning curve..and very time consuming for building..

all this hard work will really pay off!

Thanks to all involved!

looks like I will be rebuilding my royal flush trilogy!

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#539 gtxjoe

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Posted 31 December 2014 - 09:06 PM

I am interested to see how the shadows are being done.

 

 

Here is a minor physmod/vp10 bug.  The ball falls through the flipper eventually if it is resting on the flipper and a wall.  It seems to only happen on the flipper tip not the flipper base.  This won't be an issue for players, only for authors... that use drain blocks while testing out the table. example table attached

Attached File  ball falls thru table.zip   728.58KB   1 downloads

 

 ballfall.png



#540 zany

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Posted 31 December 2014 - 09:31 PM

UW...maybe something simple like this!??!

 

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