B2B Collision by Steely & Pinball Ken v6Is this script still needed in VP10?
No. Only a very simplified one.
Edited by jpsalas, 24 January 2015 - 02:58 PM.
Posted 24 January 2015 - 02:57 PM
B2B Collision by Steely & Pinball Ken v6Is this script still needed in VP10?
No. Only a very simplified one.
Edited by jpsalas, 24 January 2015 - 02:58 PM.
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Posted 24 January 2015 - 03:09 PM
Does it still include the "CreateballID" ? It's really a problem for me at the moment the way a table doesn't work like the real world. If I was purely in vbs it wouldn't be that much of a problem. Workaround city...
Cheers
Edited by chepas, 24 January 2015 - 03:10 PM.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 25 January 2015 - 01:50 AM
Static primitives are already collidable in vp 9.9. Just need to uncheck the istoy box.
mukeste was going to work on making dynamic primitives collidable when he wasdoing the physics modifications if i remember correctly
Yes, (static) primitives can be collidable since the later versions of VP9 already. To be fair, though, their collision code has always been somewhat buggy and I still want to fix that for VP10.
The dynamic collidable primitives are still on the list. There are unfortunately a whole list of complications associated with them, one of them being performance; I worry a bit about having to check collisions against thousands or even more triangles for high-poly meshes every physics frame. How would table authors think about creating a second, much lower-poly mesh purely for collisions? I think modern 3D programs have fairly decent options for detail reduction, so hopefully it wouldn't be much extra work?
It's not difficult to 'decimate' or 'optimize' models to be low poly but they start to look bad with only modest optimizing and worse with a lot, but since this would be just for collision and not have any effect on the visuals it would be easy to do.
Edited by dark, 25 January 2015 - 01:50 AM.
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Posted 25 January 2015 - 02:17 AM
"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 25 January 2015 - 03:41 AM
Since we're all getting excited after a bit of lull (partially due to Mukuste's triumphant return), I'll ask this now (/again):
Is there going to be some better sound system built in to VP10? Namely the ability for VP to know what sounds are currently playing and/or for an event to be fire when a sound stops. Currently there's a MusicStop Event (making it easy to loop music), but not for a sound (that I know of). I realise this may cause some performance issues, but I would think it would be negligible if VP can handle every hit event during multi ball.
My current work around is to use a timer to "clear" a channel, but that requires knowing the length of every single sound (and currently I'm working on America's Most Haunted which has over 700 sounds).
Posted 25 January 2015 - 08:13 AM
No, thanks to the GetBalls function you don't need to keep track of the balls manually anymore, the engine does it for you.
Nice, I can remove it.
I have to ask because I haven't been reading every single comment (far too many months of pages to go through) have you also done away with having to need a script to fade lamps and nudging?
If so, all of that sets me down to just 800 lines of script
. Time saved to the extreme.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 25 January 2015 - 08:26 AM
No, thanks to the GetBalls function you don't need to keep track of the balls manually anymore, the engine does it for you.
Nice, I can remove it.
I have to ask because I haven't been reading every single comment (far too many months of pages to go through) have you also done away with having to need a script to fade lamps and nudging?
If so, all of that sets me down to just 800 lines of script
. Time saved to the extreme.
Not me specifically, but one of the other devs implemented fading lights, I think. UW should be up to date on that?
Nudging shouldn't be much code I think, simply, "on that keypress, call that nudge function". Would be possible to do in the engine itself, but, is it really much of a bother?
And, @shoopity: that should be doable, will have a look when I have time.
Posted 25 January 2015 - 08:38 AM
Nudging shouldn't be much code I think, simply, "on that keypress, call that nudge function". Would be possible to do in the engine itself, but, is it really much of a bother?
No nudging isn't, you're right. Just getting a little over excited of all the time it's going to save me. ![]()
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 25 January 2015 - 09:21 AM
Is there going to be some better sound system built in to VP10? Namely the ability for VP to know what sounds are currently playing and/or for an event to be fire when a sound stops. Currently there's a MusicStop Event (making it easy to loop music), but not for a sound (that I know of). I realise this may cause some performance issues, but I would think it would be negligible if VP can handle every hit event during multi ball.
i agree.. sound/music should come next.. its also not that difficult as it sounds to support all that, just a 'bit' of work..
maybe we can even sneak some more of that in during beta..
Edited by toxie, 25 January 2015 - 09:22 AM.
Posted 25 January 2015 - 10:28 AM
One other question: I assume that pinball arcade is using the same rom files as vp containing the pinballs sound samples. Pinball Arcade's sound quality of nearly all systems being emulated is much better than in vp. I read numerous threads of adjusting the sampling rate, but effect of that was minor. Shouldn't someone also look at the sound emulation and playback routines. I don't know how stong this is embedded into the code.Is there going to be some better sound system built in to VP10? Namely the ability for VP to know what sounds are currently playing and/or for an event to be fire when a sound stops. Currently there's a MusicStop Event (making it easy to loop music), but not for a sound (that I know of). I realise this may cause some performance issues, but I would think it would be negligible if VP can handle every hit event during multi ball.
i agree.. sound/music should come next.. its also not that difficult as it sounds to support all that, just a 'bit' of work..
maybe we can even sneak some more of that in during beta..
Edited by tttttwii, 25 January 2015 - 10:29 AM.
Posted 25 January 2015 - 11:35 AM
"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 25 January 2015 - 01:41 PM
@tttttwii&fren: gaston is still the main guy when it comes to emulation knowledge and VPM in general (and he also still actively improves emulation). i just help out here and there and ported some core updates from the standard MAME.
I guess Pinball Arcades emulation is based off the PinMAME source, but don't know for sure. So it could well be that they improved the emulation, although in principle the emulation in PM is already pretty close to the original, at least for the most common hardware (WPC, Whitestar, etc). Maybe they also added some post-processing on top?
Posted 25 January 2015 - 02:21 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 25 January 2015 - 03:40 PM

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Posted 25 January 2015 - 04:25 PM
just an idea
did I read it right, that there will be no need of night mods in the future, because you can set the light by yourself?
this is just one of the killer features in VP10 for me now (besides all of the others
)
now the (perhaps completely insane) idea ![]()
what about an automatic mode, which regulates the light per system's clock or light sensor ![]()
Edited by Scorp.ius, 25 January 2015 - 04:26 PM.