Thank you JP.
You do the most amazing work.
Posted 04 December 2024 - 11:14 PM
A n00b question... What's the difference between VPX and VPX8?
Also, is Time 2000 from Atari among the tables being released? I can only find a vpt version of Time 2000.
VPX8 is the latest revision/update of VPX, still in beta, but it is almost ready for release ![]()
I have not made Time 2000, so it is not one of the tables I'm going to upload.
If you want to check my latest uploads then click on the image below:
WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings
Posted 05 December 2024 - 02:31 AM
I have taken a look at the table (Lord of the Rings) and I don't see anything that may stop the ball at the flipper, unless you have changed the Z scale in the POV options, which may give some strange changes in the physics. I have tried the table both with the DX and GL versions.
I didn't make any changes that should affect the physics of the table. I start Adjust User Settings, switch to "Window" mode, and hit the Launch button to get the proper perspective for my display. Maybe doing so has an unexpected effect. I did the same for Space Cadet and IT today. Did not see any problems with IT, but the ball got stuck on the right flipper often with Space Cadet.
If no one else reports such problems when running on a cab, then it must be something with my system that is the cause. I will play with table friction and slope to try to get these tables working better for me.
Posted 05 December 2024 - 02:50 AM
I have taken a look at the table (Lord of the Rings) and I don't see anything that may stop the ball at the flipper, unless you have changed the Z scale in the POV options, which may give some strange changes in the physics. I have tried the table both with the DX and GL versions.
I didn't make any changes that should affect the physics of the table. I start Adjust User Settings, switch to "Window" mode, and hit the Launch button to get the proper perspective for my display. Maybe doing so has an unexpected effect. I did the same for Space Cadet and IT today. Did not see any problems with IT, but the ball got stuck on the right flipper often with Space Cadet.
If no one else reports such problems when running on a cab, then it must be something with my system that is the cause. I will play with table friction and slope to try to get these tables working better for me.
I see the problem in Space Cadet, and I'll fix that in a few minutes. That's the flipper and the wire ramp that creates too many collisions when you cradle the ball, and if you keep the ball there for too long it will get stuck. But LOTR is different, and it uses a wall at the right of the flipper, so it doesn't create the same problem.
Edit: I have managed to reproduce the error, and the ball gets stuck if you cradle the ball and keep it there for a while, something weird happen and the ball gets stuck there on top of the flipper, independent if there is a wire ramp or wall at the side of the flipper. I'll need to check why it is happening as it happens on many tables.
Edited by jpsalas, 05 December 2024 - 03:11 AM.
If you want to check my latest uploads then click on the image below:
WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings
Posted 05 December 2024 - 04:30 AM
I found the error why the ball gets stuck on top of the flipper, and it is because of the playfield mesh. And this happens to many tables, almost all of them.
Here it is a test table so you can see what happens. I have simply copied the playfield mesh from Space Cadet. To test the bug, you simply press the right flipper key and then add a ball by pressing the right CTRL key. The ball will be stopped at the flipper base. Keep the ball there for 10 or more seconds and you'll see the ball starts moving a little by itself. Release the right flipper ley and the ball will get stuck on top of the flipper, like it hits a wall. But a nudge or pressing the right flipper key will release the ball.
Test playfield_mesh and cradle a ball.zip 35.19KB
7 downloads
The ball doesn't get stuck if I delete the playfield mesh. Now my question is: what is wrong with the mesh? Too many divisions? As the ball seems to get stuck on a division, which in theory is flat. If any of you have any idea of what is wrong or what can be done with the playfield mesh, then please write it here. Otherwise, I'll need to make a new playfield mesh for all the tables.
And the error also happens when running with VPX74 and VPX73, so it is not a VPX8 bug.
So, stop downloading the VPX8 tables I just uploaded since many of them are showing this error.
If you want to check my latest uploads then click on the image below:
WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings
Posted 05 December 2024 - 06:52 AM
I've deleted playfield meshes for causing problems - just not worth it for such a fleeting effect imo - but I never determined the causes and, as you know, nothing works in isolation on these things. Not very helpful, just my solution, but nobody noticed either.
Posted 05 December 2024 - 06:59 AM
I've deleted playfield meshes for causing problems - just not worth it for such a fleeting effect imo - but I never determined the causes and, as you know, nothing works in isolation on these things. Not very helpful, just my solution, but nobody noticed either.
I thought about it too. But on some tables, there are kicker holes that need to be there for the physics. but on others the holes are just decoration. But the drop targets, targets and lanes look much better with holes on the playfield. and also, the reflections look much better. So, I guess it is back to Blender ![]()
If you want to check my latest uploads then click on the image below:
WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings
Posted 05 December 2024 - 12:43 PM
Update about the ball getting stuck on the flipper:
I found out that a playfield mesh with a lot of divisions is not good, and if you cradle the ball for several seconds it will lead to a stuck ball, which can be nudged or kicked with the flipper, but it shouldn't happen.
Here is an image to show you what I mean:
I have started making a new playfield mesh for all the VPX8 tables I have uploaded, and soon I'll upload the fixed versions, so for now, do not download this month's tables, wait until I have updated them ![]()
It takes some time to make a new playfield mesh for each table ![]()
JP
If you want to check my latest uploads then click on the image below:
WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings
Posted 05 December 2024 - 12:47 PM
Good idea like that! The physics engine still has its quirks when it comes to resolving collisions, so reducing the potential to make things more complicated for it is always good!
A n00b question... What's the difference between VPX and VPX8?
What JP said, and here is the changelog: https://github.com/v...t/Changelog.txt
Posted 05 December 2024 - 07:56 PM
Fixing 200+ tables. Oy! I feel for you.
Yes, I'll fix almost 240 table before I upload them ![]()
Thanks for the table updates!
I must report a bug in The Addams Family table. Seems the ramp diverter is working backwards. Swapping the start angle and end angle values fixed it.
I am using vpx8 beta rev 1138 and VPinMAME 3.3.
Thanks!
Thanks! I'll fix the table ![]()
If you want to check my latest uploads then click on the image below:
WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings
Posted 06 December 2024 - 04:34 AM
There's no need for a mesh to have wood-lined holes. It's an easy ten minute job (see Atlantis). The hole physics/visuals can be sufficiently realistic with the right settings, and there's no possibility of weird side effects that meshes can sometimes produce. I'm saying this because the good/bad sample image you posted has no kicker holes, and if you're doing it just for the other holes, you're probably doing unnecessary work and potentially creating more.
Posted 06 December 2024 - 06:53 AM
There's no need for a mesh to have wood-lined holes. It's an easy ten minute job (see Atlantis). The hole physics/visuals can be sufficiently realistic with the right settings, and there's no possibility of weird side effects that meshes can sometimes produce. I'm saying this because the good/bad sample image you posted has no kicker holes, and if you're doing it just for the other holes, you're probably doing unnecessary work and potentially creating more.
Yes, I understand. I know I can make holes in the playfield picture, and it will look the same as with a mesh.
If you want to check my latest uploads then click on the image below:
WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings
Posted 06 December 2024 - 06:59 AM
Bullshit from a bullshitter again. I've mentioned this exact problem - first time, at least a couple of years back when I started to modify my own versions of tables. It all has to do with the ball speed. If it gets close to zero and is hitting a loop cut, that is the only time you will see this issue. So, in almost all cases, all you have to do is to make sure that there isn't any loop cuts near the flippers. In order words, exactly what JP said. I would even stay away from his good example though.
http://vpforums.org/...-0607-47-38.png
If you are in orthographic view - seen straight from above '7' on numpad. It becomes easier. You can use knife cut tool instead of loop cuts. Select whole PF mesh after that, in edit mode ... Face -> Triangulate Faces, followed up with Face -> Tris to Quads.
This was a 3 minute edit, a bit rusty on the procedure. Here the holes are just holes, you want to make them have beveled edges etc. Just did this to more visually show you what I mean.
So, should this be fixed ? I don't think it needs to. Actually, a ball on a regular PF has a lot of these oddities happening to it. Even on brand new machines, going over cutout insets it might influence the ball very very slightly, on older machines where the inserts has become "beveled" - you see the ball follow what used to be a flat area. PF mesh - needs to be done right, that's all.
It is a long long time ago, since primitives where an issue and it most cases - it was authors misstakes in the first place.
Edited by Thalamus, 06 December 2024 - 07:08 AM.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 06 December 2024 - 12:56 PM
If you want to check my latest uploads then click on the image below:
WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings
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