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VP physics overhaul


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#681 BigBoss

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Posted 25 May 2014 - 04:09 PM

someone knows if it is possible from pinballx to handle 2 vp versions? and how?
i have some tables that i need the vp physicmod5 and vp 9.9 for the rest

It's all handled in the AHK script fplaunch or whatever it is that's used for the front end. I modified the script on my side to look at the table name and compare it to a txt file that contains a list of table names. If the table name is in this file, it launches executable XXX for it.

#682 Slydog43

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Posted 25 May 2014 - 04:15 PM

I still don't have this working for pinballx yet either.  I think you can add another "system" to pinballx say VP9.9phyicsMod and make a separate XML file for those tables.  Would like someone who is doing this to chime in please.



#683 BigBoss

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Posted 25 May 2014 - 07:53 PM

I still don't have this working for pinballx yet either.  I think you can add another "system" to pinballx say VP9.9phyicsMod and make a separate XML file for those tables.  Would like someone who is doing this to chime in please.

Perhaps this discussion would be better suited for another thread since this is not at all related to physmod. Perhaps you'd be better off going here: http://www.vpforums....226#entry266665

Edited by BigBoss, 25 May 2014 - 07:57 PM.


#684 Pinbotfan

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Posted 30 May 2014 - 05:40 PM

Thanks for the desktop nudging. It's good to finally be able to use nudging, instead of disabling it or leaving it out of tables.

 

I think a way to make it work in a more realistic way though would be to link the recoil to the key release because you won't get a recoil if you just push a table and hold it there. What I'm talking about here is nudging and sliding with the same routine. Flag the recoil in the key release to not have effect if the key was held for so long.

 

A tapped key would work just as you have it. A held key would preserve the new position. A great scenario would be for the recoil to be based on how long the key is held, ranging from 100% to zero recoil. 



#685 arngrim

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Posted 31 May 2014 - 01:40 PM

Now that i have tasted these physics, it is very difficult to go back to current physics, and even i see all the new tables coming,they will have their physic mod directly, in whatever way possible.
So i am wondering, are we close to a final version, what is remaining to be done?
Perhaps it is best to focus on this instead of vp10 for the moment? since it will be used for vp9 tables as well

#686 mukuste

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Posted 31 May 2014 - 01:46 PM

This IS a part of VP10, and will be released with the initial VP10 release.



#687 randr

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Posted 31 May 2014 - 01:48 PM

I still don't have this working for pinballx yet either.  I think you can add another "system" to pinballx say VP9.9phyicsMod and make a separate XML file for those tables.  Would like someone who is doing this to chime in please.

Very easy to do.. just add it as "other system" but dont forget to goto Game manager and create new or linked list to visual pinball or it wont show up on wheel.


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#688 arngrim

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Posted 31 May 2014 - 02:11 PM

I have the feeling that once the physics are finished, all the tables vp9 tables will be updated with it, indpendantly from the other vp10 features, which will be awesome as well, but will take more work to implement, depending the fearure of course.
This is not a feeling in fact, this is already the case for all new tables, and a lot of older tables.
Because the physics are so awesome :)

#689 mukuste

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Posted 31 May 2014 - 05:11 PM

I have the feeling that once the physics are finished, all the tables vp9 tables will be updated with it, indpendantly from the other vp10 features, which will be awesome as well, but will take more work to implement, depending the fearure of course.
This is not a feeling in fact, this is already the case for all new tables, and a lot of older tables.
Because the physics are so awesome :)

 

Hmm... I'm not sure if it will really happen unless there's an official release to go along with it. I mean there's basically only UW right now who already makes official versions of his tables with the new physics in mind, right?



#690 unclewilly

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Posted 31 May 2014 - 06:11 PM

I just want my update time to be as small as possible :).

Still need to prepare the physics mods of fire and mb.

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#691 ringorian

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Posted 31 May 2014 - 09:35 PM

 

I have the feeling that once the physics are finished, all the tables vp9 tables will be updated with it, indpendantly from the other vp10 features, which will be awesome as well, but will take more work to implement, depending the fearure of course.
This is not a feeling in fact, this is already the case for all new tables, and a lot of older tables.
Because the physics are so awesome :)

 

Hmm... I'm not sure if it will really happen unless there's an official release to go along with it. I mean there's basically only UW right now who already makes official versions of his tables with the new physics in mind, right?

 

Maybe more would do an mod etc if there would be a VP 9.95 with Physics as the Final VP 9 before VP 10 ?

There are so much tables out which deserve to be played with that super duper physic ..

:)

 

Maybe 



#692 mukuste

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Posted 31 May 2014 - 10:22 PM

 

 

I have the feeling that once the physics are finished, all the tables vp9 tables will be updated with it, indpendantly from the other vp10 features, which will be awesome as well, but will take more work to implement, depending the fearure of course.
This is not a feeling in fact, this is already the case for all new tables, and a lot of older tables.
Because the physics are so awesome :)

 

Hmm... I'm not sure if it will really happen unless there's an official release to go along with it. I mean there's basically only UW right now who already makes official versions of his tables with the new physics in mind, right?

 

Maybe more would do an mod etc if there would be a VP 9.95 with Physics as the Final VP 9 before VP 10 ?

There are so much tables out which deserve to be played with that super duper physic ..

:)

 

Maybe 

 

Of course I also want the new physics out there as soon as possible, but releasing it as 9.95 would simply create a huge compatibility chaos. No older VP9 tables would work with it, and no tables created in it would work in older VP9 versions. We really really need a new major version number for such a big change.



#693 BigBoss

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Posted 31 May 2014 - 11:00 PM

How about a merge and release next physmod as v10 alpha 1 or something?

#694 arngrim

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Posted 01 June 2014 - 03:59 AM

Or having a vp9 without numbering, like vp9 physmod version.
You already have a split in threads and source code anyway :)
If it is right explained on release notes what it is, it shouldn't be a problem i think. But wait for a vp10 release, which is far from ready, while the physmod is almost, and all new tables have or will have their mod, the chaos can be to chase the unofficial mods, to have the right vp test version to use with, and diminish the interest of the official vp9 releases until vp10 is available.
You are too good mukuste :D

#695 unclewilly

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Posted 01 June 2014 - 11:52 AM

Completely agree with you on holding off on this till the initial release of vp10.
There is plenty for people to enjoy in vp990 to tide them over for a few months or so until the initial vp10 and tables are ready for the public.

I've been working on finishing up fire and I'm pretty much down to tuning the physics.
I wanted to post something here to show my praise for your work on this. Tuning physics in all previous versions of vp is a royal pita. I spent the better part of 3 hours working on the physics I'm fire and it still plays like crap.

After working on cftbl and mb for the physics mod version this is what I've concluded.
This update to the engine alone is probably the single best thing that can happen to vp. It will make table creation time half of what it previously was. I spend at least as much time on physics as I do on building and coding an entire table.
With this mod the physics become very simple.
1. Flippers- pretty much set it and forget it. They aim well and aside from maybe minor adjustments they work right with a standard set of settings. Thank you so much for this.
2. Pretty much all table objects behave as they should. What I mean by this is. If I make a metal/wood/rubber object. I can set the friction, elasticity. And it will behave how it is supposed to. Maybe some minor things need to be different like posts on the tops of slings or lane guides need slightly more elasticity to get better bounce, but for the most part. All objects are in the same catagory, set it and forget it.

This brings the end of the build physics tweaking down to about 3 global physics settings. Slope, table friction, and gravity constant.

I'm willing to bet, I can modify fire to the new physics engine and have it playing right in 1/4 or less of the time it is going to take me to get it playing right in older versions of vp.

Bravo and appreciation on all your work on this.

Just wanted to point out some stuff I noticed while doing fire, not sure if these are part of your mod here.
It mostly has to do with primitives. The collision code for primitives is a little wonky.
I've built fire almost completely with primitives. The loop ramp across the back of the table works well . I've noticed that the ball will sometimes go through the ramp walls. This is in vp990.
There are also some plastic buildings that work as ball guides when the ball goes to the lock holes. The top surface of the plastics that the ball rolls on seems to work fine. But the collision on the sides of the buildings is off. The ball will hang up and be stuck on the collision for the sides of the buildings. It seems like the collision area for the sides of primitives isn't actually on the side but set out a few vp units from the actual surface.
I've also noticed one thing on monster bash. It hasn't happened to me but to a user who was testing the table. He had a ball get stuck in an are that was completely surrounded by walls. Not sure if this is physics related or not. I'm still investigating it as it ha s not happened to me yet.

So thank you for all your work with this. I'm eagerly awaiting the day when this becomes our standard physics engine.

When I get finished with fire, I'll upload a ohysics mod version of mb and fire to the thread for people to test with.
Oh one other thing. I think the global difficulty level should be removed.
As I understand it this setting has a direct effect on global and individual object settings like friction elasticity ...
I think this is confusing and makes things harder when it comes to fine tuning a table

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#696 dboyrecords

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Posted 01 June 2014 - 12:10 PM

If the physics are easier to tweek is it possible that there could be a couple of vpp files that could be applied to older tables?

#697 unclewilly

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Posted 01 June 2014 - 12:31 PM

Sure. You could do that with any table no matter how many changes you made. But can't discuss that here

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#698 dboyrecords

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Posted 01 June 2014 - 01:06 PM

Wha??? I thought the physics import/export options were "on the level"??? I exported CFBL and imported a couple times and couldn't kick the ball into the plunger lane...

#699 unclewilly

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Posted 01 June 2014 - 01:30 PM

Oh you meant physics files. I've never used those. I thought you were talking about the vp patcher from the other site.

Edited by unclewilly, 01 June 2014 - 01:30 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

uw2.gif


#700 arngrim

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Posted 01 June 2014 - 02:01 PM

I know some mods where global physics only are not enough to convert the table