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The road to VP10


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#621 J3SteR

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Posted 10 January 2015 - 08:36 PM

I was not trying to turn this thread into VP vs Unity. I was just asking a question based off how Unity 3D was looking. They are both fantastic simulations, and for what each group has to work with amazing accomplishments...  Lets get this topic back on track with finishing VP10 :D



#622 Nostronomo

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Posted 10 January 2015 - 08:38 PM

Exactly!

 

Hey... euhh....  got more info on a release date now? :)



#623 toxie

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Posted 10 January 2015 - 08:53 PM

still fighting with some disruptive changes that we need(ed) to do before going public. otherwise there will be too much confusion (which already happens way too often to our poor alpha testers).



#624 neohusky

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Posted 10 January 2015 - 08:57 PM

Better now than later.

#625 mukuste

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Posted 16 January 2015 - 02:15 PM

Ok, added the ball collision callback I recently mentioned. Now whenever two balls collide, the script function (if it exists)

Sub OnBallBallCollision(ball1, ball2, velocity)
End Sub

is called. The 'velocity' parameter here is a positive number describing the relative velocity between the two balls, so can be used directly to determine the volume for the collision sound to be played.

 

This means that we can get rid of the manual ball2ball collision detection in the script, which was somewhat hackish. A small thing, but everything to make scripting easier is good IMO.



#626 gtxjoe

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Posted 16 January 2015 - 04:08 PM

I don't recall - does Ramp object have a hit unhit support.

 

I would use this for triggering ball rolling sounds or ball drop sounds off ramps.  Triggers placed on ramps are used for this functionality today



#627 dark

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Posted 16 January 2015 - 04:32 PM

I'm not so sure it's really a bug per say, but it would be nice imo if we could get physmod releases and or vp10's nudge behavior to behave the same way or similar as it did with vp 9.x.  I'm just using button input for nudging, I made attempts at trying to re-tweak physmod nudging so it would work similar to how it did with vp9 but I ended up giving up before finding any acceptable level of success.



#628 unclewilly

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Posted 16 January 2015 - 05:14 PM

Vp10 has pass through kickers for ramp ends, that drop the ball straight down on a hit event

Ok, added the ball collision callback I recently mentioned. Now whenever two balls collide, the script function (if it exists)

Sub OnBallBallCollision(ball1, ball2, velocity)
End Sub
is called. The 'velocity' parameter here is a positive number describing the relative velocity between the two balls, so can be used directly to determine the volume for the collision sound to be played.
 
This means that we can get rid of the manual ball2ball collision detection in the script, which was somewhat hackish. A small thing, but everything to make scripting easier is good IMO.

Will this take into account 2 balls resting against each other say on a flipper, in a trough or lock

"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


#629 mukuste

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Posted 16 January 2015 - 09:23 PM

Vp10 has pass through kickers for ramp ends, that drop the ball straight down on a hit event

Ok, added the ball collision callback I recently mentioned. Now whenever two balls collide, the script function (if it exists)

Sub OnBallBallCollision(ball1, ball2, velocity)
End Sub
is called. The 'velocity' parameter here is a positive number describing the relative velocity between the two balls, so can be used directly to determine the volume for the collision sound to be played.
 
This means that we can get rid of the manual ball2ball collision detection in the script, which was somewhat hackish. A small thing, but everything to make scripting easier is good IMO.

Will this take into account 2 balls resting against each other say on a flipper, in a trough or lock

 

Yes, I made it so that the function is only called if there is at least some small positive impact velocity (0.25 currently, we can tweak this if needed).

 

@dark: Not sure what you mean, the whole point was that everybody hated VP9 keyboard nudging :D In VP9 it changed the direction of the ball directly, whereas in VP10 you can only do that indirectly by nudging it into something, as in real life. You won't be able to reproduce the VP9 behavior in VP10, except by scripting.



#630 unclewilly

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Posted 16 January 2015 - 10:16 PM

$o the ball1 that is passed we could read say: ballpositionx = ball1.x
so we can still use the positional sound

"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


#631 mukuste

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Posted 16 January 2015 - 11:02 PM

Oh sure, you can read out the positions of both balls.



#632 chepas

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Posted 17 January 2015 - 12:40 PM

How hard is it going to be converting a physmod5 table over? I just started another one and getting a bit worried I've gotta do all the work again.

 

If I stop & wait now, it won't be so bad if I have to do it all again.


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#633 unclewilly

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Posted 17 January 2015 - 12:42 PM

Its not that bad. You have to add materials to everything and adjust some frictions. And some of the coding needs to be changed as objects are a bit different now

"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


#634 chepas

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Posted 17 January 2015 - 12:47 PM

Right, cheers. Well, I haven't done any code or anything like that it's just design with models & stuff. I'm just led to believe the table can't be opened in new version or can it?


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#635 unclewilly

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Posted 17 January 2015 - 02:11 PM

No issues. You can open a vp9 table in vp 10. May not run due to script errors. But you can only s about e them as vpx files

"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


#636 chepas

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Posted 17 January 2015 - 02:16 PM

Oh right, cool! Good enough, nothing to worry about then :)


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#637 Nostronomo

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Posted 18 January 2015 - 08:47 PM

It is already week ago that I asked about a possible release date :)

so..... got a date now??? :) :)



#638 fuzzel

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Posted 18 January 2015 - 09:32 PM

yes when we finished the alpha phase...probably februrary



#639 ICPjuggla

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Posted 19 January 2015 - 12:51 AM

A wise man once said

"good things come to those who wait"

I'm really exited guys for VP10 you all are doing an amazing job and it's looking great from the screen shots etc. it's coming along at a fast pace. Be patient folks it will come out soon enough and it's going to be epic.

Thank you all who are involved..

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#640 toxie

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Posted 19 January 2015 - 06:10 AM

i would also say february.. its slowly all coming together, so that there should be no more disruptive changes after that point..