or just a subtle change
-Mike

Posted 03 January 2015 - 03:30 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
Been away for some time and come back and see how far VP has advanced (primitives, physmod, DX9, etc.) I have to admit I was a frustrated that I would have to start the learning curve all over again, then I seen this post and now i am excited to start building again. I just want to say thanks for all the effort you guys put into this and how you look out for table authors. I look forward to this and hopefully bringing some old Gottlliebs back to life.
Thank You
CONRAM29
Posted 03 January 2015 - 09:48 AM
What I really hope is that the editor is not slowing down THAT much when zooming in! And that copy, paste, delete, lock, etc. are in both edit menus and context menus.
Is the ball real 3D now? Are there reflections of the environment in the ball (would increase realism a lot)?
Posted 03 January 2015 - 11:42 AM
As far as I can see the editor slows downs just as before. I never had a problem with that because the editor only slows down if you select to see the images on walls or lights. So if I need to check the images on a wall or ramp I turn them on and I always turn them off when I'm done.
Yes, the ball is a 3D object which really rotates and show the reflections. I know it is still a work in progress, but just now it looks quite good ![]()
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
Posted 03 January 2015 - 11:17 PM
I really hope that there will be a unified plunger code/behavior beginning with VP10. It is really a mess at the moment with the many different forms of implementing a plunger. Only the regular one provided by VP itself works good with analog plungers. There should be a solution - the same solution - for both analog and digital plunger to prevent any problems for both players.
Posted 04 January 2015 - 10:40 AM
There is one thing I do not fully understand since I installed an analoge plunger in my cab: If I'm using a dead-zone of 10 %, the ball keeps rolling to the right. Same as the left cabinet legs on a real machine are higher than the right ones. The thing I do not understand is how the dead zone can influence the playfield angle?? Values between 10 and 30 % result in strange behavior of the ball (like ball stucks at weird places, weird rolling or the ball, etc.). If I use dead-zone 35 % all is normal again. I think this is a bug and I hope that it will be removed in VP10.
Posted 04 January 2015 - 11:22 AM
Posted 04 January 2015 - 12:02 PM
"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
Posted 04 January 2015 - 01:48 PM
There is one thing I do not fully understand since I installed an analoge plunger in my cab: If I'm using a dead-zone of 10 %, the ball keeps rolling to the right. Same as the left cabinet legs on a real machine are higher than the right ones. The thing I do not understand is how the dead zone can influence the playfield angle?? Values between 10 and 30 % result in strange behavior of the ball (like ball stucks at weird places, weird rolling or the ball, etc.). If I use dead-zone 35 % all is normal again. I think this is a bug and I hope that it will be removed in VP10.
is the analog plunger board plugged into a USB3 port? Are there any USB Gamepad/joystick devices also plugged in that could be influencing VP, making it think there is a nudge happening?
Posted 05 January 2015 - 01:47 PM
I know I have said this a bunch of times but just want to thank you guys so much for all of the time and effort you put into VP. Really excited for 10 , but since I have nothing good to add to this thread but a "Thank you" I will stop hi jacking it to say Thanks lol
Great job to everyone involved!
Posted 05 January 2015 - 04:28 PM
No, nothing like that. No USB3, no other gaming device. A low dead zone keeps influence the ball physics. Weird. And this is not only on my cab.There is one thing I do not fully understand since I installed an analoge plunger in my cab: If I'm using a dead-zone of 10 %, the ball keeps rolling to the right. Same as the left cabinet legs on a real machine are higher than the right ones. The thing I do not understand is how the dead zone can influence the playfield angle?? Values between 10 and 30 % result in strange behavior of the ball (like ball stucks at weird places, weird rolling or the ball, etc.). If I use dead-zone 35 % all is normal again. I think this is a bug and I hope that it will be removed in VP10.
is the analog plunger board plugged into a USB3 port? Are there any USB Gamepad/joystick devices also plugged in that could be influencing VP, making it think there is a nudge happening?
Posted 05 January 2015 - 06:03 PM
No, nothing like that. No USB3, no other gaming device. A low dead zone keeps influence the ball physics. Weird. And this is not only on my cab.
There is one thing I do not fully understand since I installed an analoge plunger in my cab: If I'm using a dead-zone of 10 %, the ball keeps rolling to the right. Same as the left cabinet legs on a real machine are higher than the right ones. The thing I do not understand is how the dead zone can influence the playfield angle?? Values between 10 and 30 % result in strange behavior of the ball (like ball stucks at weird places, weird rolling or the ball, etc.). If I use dead-zone 35 % all is normal again. I think this is a bug and I hope that it will be removed in VP10.
is the analog plunger board plugged into a USB3 port? Are there any USB Gamepad/joystick devices also plugged in that could be influencing VP, making it think there is a nudge happening?
Then one other possibility I've witnessed a long time ago was a USB device that acted strangely and me and two other techs determined that it was likely a poor design for the power on the motherboard itself. (I worked for a PC manufacturing company) A particular model of motherboard from a Pacific Rim manufacturer probably used low quality components in the power part of the motherboard that provided the power to the USB ports was leaking 'noise' into the USB bus. We had to switch to a different, slightly more expensive model of motherboard to resolve the issue. By chance are the motherboards you have attached the analog plunger to from the same manufacturer?
Posted 05 January 2015 - 09:04 PM
What I don't get is how such a plunger can influence the table slope/physics at all... I would have thought that all it does is report how far the plunger has been pulled back?
Or is that a nudge sensor that comes bundled with the plunger that messes with the physics?