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635 replies to this topic
#541
Posted 14 January 2015 - 12:03 AM
^^^^ I agree...I was going to ask if you were going to develop your own backglass function for cabs. Maybe with more functionality...for those games that have playable backglass areas??
Parabolic Technologies - 3D printers and 3D design printing
"Transforming YOUR Ideas into a Reality!"
#545
Posted 17 January 2015 - 11:44 AM
As you asked, here is the Current "Beta" changelog:
* Player
- DOF2 basic Support
- Minimal Launcher option
- Difficulty adjustments
- Per table parameters
- Mood options (ambiant and main light)
- New Physics parameters:
> Ball speed limit
> Ball drag / angular drag
> timescale / timestep / max timestep
> Gravity
> Per table physics file (no need in scripting anymore)
- Collision meshes from FPM
- File browser
- VPM restart (in progress)
- Dynamic flipper sound volume
- Carved light extrusion fixed
* Scripting API / Table design
- Whole Original table API
> Table Specific options
> Light sequencers imported from FPT
> Music system
> High scores system
> STA
> Reels
> Segments
> Blinking
> ...
- Default sound customizable/desactivable
- Solenoids behaviour can be inverted
- material.xml was not generated
- Ballstack utility function not ease designing subway
- Difficulty adjustments
- Light importance (pixel/vertex) adjustable (improve performance)
- PNG textures support
* Bugs fixed
- Cab calibration ghosting effect
- Cab calibration loading problem
- D-Pad in joysticks
- Physics parameters where not correctly loaded
- Joystick buttons swapping when multiple joysticks used
- Kickers orientation/depth now correct (harder to hit)
- Incorrect holes in playfield
- DMD missing line
- Debug shot buttons now working
- Front glass collision
- Automatic window focus
- Bllom saving problem fixed
- Powered gates problem
- Cab mode at loading
- VPM refresh rate fixed
- DirectQuit key disabled in input editor to prevent quiting while configuring
- Texture offset problem
- loading resources number fixed
- Nudge improved a little bit
And a lot more, like all table physics/graphics reviewed, new tables coming, etc...
Videos coming...
UP2
#551
Posted 19 January 2015 - 06:06 PM
very happy and my big thank:
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Future minds : What about release for PS4: Many little Indy programms are writen in unity3d (best example is outlast)
Bilbox says that if you offer him a PS4, he'll try to recompile VpinMame to native PS4 code ![]()
#552
Posted 24 January 2015 - 03:37 PM
With what I asked earlier, I was wondering if anyone has this running in a cab at the moment with a working backglass as well? Id really like to try this in my cab instead of on my computer.
Parabolic Technologies - 3D printers and 3D design printing
"Transforming YOUR Ideas into a Reality!"
#554
Posted 25 January 2015 - 12:02 PM
With what I asked earlier, I was wondering if anyone has this running in a cab at the moment with a working backglass as well? Id really like to try this in my cab instead of on my computer.
It can be done, check it out here
I haven't personally tried yet, I will now that you've reminded me
#555
Posted 28 January 2015 - 06:19 PM
Hi guys,
2 more tables to come with the BETA version
Does someone here know Russel speak, the author of the black knight table ?
I'll need his permission to release the table
#556
Posted 28 January 2015 - 06:29 PM
That's Slamt1lt. He's on Twitter and FB you could try to reach him there.
https://www.facebook...PinballEmporium
John IV
Intel i7-12700K @5.2Ghz • AMD Radeon RX5600 XT 6GB • 64GB DDR5 5200MHz RAM • Windows 11 Pro x64
#557
Posted 28 January 2015 - 07:10 PM
Hi guys,
2 more tables to come with the BETA version
These look really nice!
The ball movement also looks a lot better on these :-) maybe a tad heavy but still a lot better!
Maybe you could add a (fake) ceiling that reflects a somewhat lighter color onto the ball than the pure black you have now from the nothingness above the table - a darkish grey maybe just so the ball isn't that dark overall.
Also the reflections on the balls still look like the only update every second rendered frame to me, they never look as smooth as the rest, could that be the case?
Sorry if I sound complaining... I know, it's "complaining on a high level" but that is just because I have such high hopes for this project and it really looks like it could live up to them, otherwise I wouldn't even point out such minor details :-)
#559
Posted 28 January 2015 - 08:22 PM
That's Slamt1lt. He's on Twitter and FB you could try to reach him there.
Thanks John
I'll try to contact him
These look really nice!
The ball movement also looks a lot better on these :-) maybe a tad heavy but still a lot better!
Maybe you could add a (fake) ceiling that reflects a somewhat lighter color onto the ball than the pure black you have now from the nothingness above the table - a darkish grey maybe just so the ball isn't that dark overall.
Also the reflections on the balls still look like the only update every second rendered frame to me, they never look as smooth as the rest, could that be the case?
Sorry if I sound complaining... I know, it's "complaining on a high level" but that is just because I have such high hopes for this project and it really looks like it could live up to them, otherwise I wouldn't even point out such minor details :-)
Hi lio, no worry about your complains,this is necessary to get the best simulation possible.
You're right about the blackness of the ball's reflection, i didn't pay attention to it.
Reflection on the ball is calculated one face of the cubemap by frame to limit performance hit.
This may deserves new table options to set ball's color and reflection rate.
#560
Posted 28 January 2015 - 08:31 PM
Bluffé...
How many tables will be available with the BETA guys?
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