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#761 perplexicon

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Posted 14 February 2015 - 05:44 PM

Ooh that looks pretty! As a fan of playing pinball with the lights down low, I can only express glee at how some of these early tables are looking. There's going to be some amazing creations as people get to grips with the new rendering options :D

 

 

darkback_t.jpg



#762 Shockman

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Posted 14 February 2015 - 06:40 PM



Ooh that looks pretty! As a fan of playing pinball with the lights down low, I can only express glee at how some of these early tables are looking. There's going to be some amazing creations as people get to grips with the new rendering options :D

 

 

That's with all the GI off. The lights look super like this, but when GI is on there is too much bloom. Later I set bloom to .01, basically off. Like I said before, I would like to have just a bit of bloom (for some lights), like in the pic, but the more light cast on a table the less bloom there should be, not more. Also I had to disconnect the backdrop from the light slider, as it is the only way to show the backbox and it is not working right. A release is not dependant to the fixing of these issues, but changing the light slider just a fraction of an inch will not be possible. I hope the issues are either fixed or the light slider be optionally rendered inoperable on a table basis. 

 

I did get the backbox to light up. And the playfield is just lit with one light until I figure to do it up proper.

 

If you want to check it out the WIP is here  http://www.pinballni...4005#post104005

 

fulllit_t.jpg


Edited by Shockman, 14 February 2015 - 06:47 PM.


#763 kiwi

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Posted 14 February 2015 - 07:02 PM

@kiwi: seems to be a bug that was introduced in rev1686.

 

If it is useful to fix the bug, I can put the table in the bug tracker.

 

Max



#764 fuzzel

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Posted 14 February 2015 - 07:26 PM

 



Ooh that looks pretty! As a fan of playing pinball with the lights down low, I can only express glee at how some of these early tables are looking. There's going to be some amazing creations as people get to grips with the new rendering options :D

 

 

That's with all the GI off. The lights look super like this, but when GI is on there is too much bloom. Later I set bloom to .01, basically off. Like I said before, I would like to have just a bit of bloom (for some lights), like in the pic, but the more light cast on a table the less bloom there should be, not more. Also I had to disconnect the backdrop from the light slider, as it is the only way to show the backbox and it is not working right. A release is not dependant to the fixing of these issues, but changing the light slider just a fraction of an inch will not be possible. I hope the issues are either fixed or the light slider be optionally rendered inoperable on a table basis. 

 

I did get the backbox to light up. And the playfield is just lit with one light until I figure to do it up proper.

 

If you want to check it out the WIP is here  http://www.pinballni...4005#post104005

 

fulllit_t.jpg

 

 

Great table Shockman. If you like these backdrop settings are not that bad for a fullscreen version. Together with the anti-stretch option (Y offset at 1.5 for a 16:9 screen) I get a nearly perfect round ball ;)


 

@kiwi: seems to be a bug that was introduced in rev1686.

 

If it is useful to fix the bug, I can put the table in the bug tracker.

 

Max

 

If it's still in rev1696 then yes please make a note in the bug tracker so we don't forget it.

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#765 freneticamnesic

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Posted 14 February 2015 - 11:17 PM

 



Ooh that looks pretty! As a fan of playing pinball with the lights down low, I can only express glee at how some of these early tables are looking. There's going to be some amazing creations as people get to grips with the new rendering options :D

 

 

That's with all the GI off. The lights look super like this, but when GI is on there is too much bloom. Later I set bloom to .01, basically off. Like I said before, I would like to have just a bit of bloom (for some lights), like in the pic, but the more light cast on a table the less bloom there should be, not more. Also I had to disconnect the backdrop from the light slider, as it is the only way to show the backbox and it is not working right. A release is not dependant to the fixing of these issues, but changing the light slider just a fraction of an inch will not be possible. I hope the issues are either fixed or the light slider be optionally rendered inoperable on a table basis. 

 

I did get the backbox to light up. And the playfield is just lit with one light until I figure to do it up proper.

 

If you want to check it out the WIP is here  http://www.pinballni...4005#post104005

 

fulllit_t.jpg

 

Can you set the bloom where you want it an decrease the intensity of the lights that are too bloomin'?



#766 Shockman

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Posted 15 February 2015 - 02:26 AM

I like bright lights, and don't mind a little bloom, but this way if someone wants more bloom they just increase it in the editor.

 

I'm color blind so some lights are the wrong color and there could still be pink in it. I still have to do posts and their rubber, and I have not even touched the physics but can tell you that VP10 out of the box does not play as well as tuned Physmod physics on this table. The lane diverter does not work. The ball does not even know a flipper is there with it's size and position. And it does not look right. I will have to commission someone to make me a model I think . GI lighting still needs to be done too. There is a lot of work still to do.


Edited by Shockman, 15 February 2015 - 02:35 AM.


#767 wtiger

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Posted 15 February 2015 - 06:44 AM

Just read through 39 pages.  This is some awesome stuff guys!  Played the Papa Smurf table a few times and am quite impressed with VP10.  Thank you for all your work.



#768 ClarkKent

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Posted 15 February 2015 - 09:10 AM

I like bright lights, and don't mind a little bloom, but this way if someone wants more bloom they just increase it in the editor.

 

I'm color blind so some lights are the wrong color and there could still be pink in it. I still have to do posts and their rubber, and I have not even touched the physics but can tell you that VP10 out of the box does not play as well as tuned Physmod physics on this table. The lane diverter does not work. The ball does not even know a flipper is there with it's size and position. And it does not look right. I will have to commission someone to make me a model I think . GI lighting still needs to be done too. There is a lot of work still to do.

Looking and playing veeeeery good! :) It would be nice if you could make the ball a little bit bigger. And maybe you can provide a FS setting with backglass LEDs on separate monitor...



#769 Chef Balsay

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Posted 15 February 2015 - 10:46 AM

Just read through 39 pages.  This is some awesome stuff guys!  Played the Papa Smurf table a few times and am quite impressed with VP10.  Thank you for all your work.

 

I, by dint of playing Papa Smurf, have scored nearly 68k points. The best thing to do, as well as training, is also to be patient for the availability of the VPX tables


My storyline of VP here: https://www.youtube....reJRTR-yLRUxrH3

 


#770 unclewilly

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Posted 15 February 2015 - 12:42 PM

I like bright lights, and don't mind a little bloom, but this way if someone wants more bloom they just increase it in the editor.
 
I'm color blind so some lights are the wrong color and there could still be pink in it. I still have to do posts and their rubber, and I have not even touched the physics but can tell you that VP10 out of the box does not play as well as tuned Physmod physics on this table. The lane diverter does not work. The ball does not even know a flipper is there with it's size and position. And it does not look right. I will have to commission someone to make me a model I think . GI lighting still needs to be done too. There is a lot of work still to do.


I have a model for the diverter already for you. Ill get you the primitive template table after work.

I was thinking about your comment on the ohysics. I find it strange, because the physics for vp10 are the physics mod 5 physics aside from some bug fixes and having all the settings exposed to the user. The only thing i can think is now that some of the settings that were hard coded into physmod5 have changed on your table objects. For example, say your metal guide walls or lane guides had a elasticity, friction set to whatever value when you made the table in pmod5. None of those values would have had any effect as they were hard coded for most objects in pmod5. So in essence when you loaded you pmod 5 table into vp10, rather then haveing the hard coded values for the majority of the table objects, the objects take the propert>es that were listed in their individual options. So i would think, if you wanted the table to play as it did in pmod 5. You would need to go through all the table objects and readjust their settings to the hard coded values in pmod 5 which i cant remember off the top of my head.

Does that make any sence.

Anyway. Ill get you the prim template table after work and take a look at the gi lights. Ill check out the small flipper for diverter also as im not sure why it is not working. I h available e a similar one on bop and it seems to be working..

"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


#771 mpad

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Posted 15 February 2015 - 12:57 PM

hey you guys, thanks for all the great work. finally pu a new OS on my cab (good old win7 cause I wasnt't OK with win8.1) and now finally had the chance to look into this.

 

only tried the papa smurf so far and have to say it looks awesome.

also the WIPs in this post look very promising!!!

really looking forward to where this is going

 

I have 3 quick questions (sorry if they have been answered):

 

1) global physics options: in VPx they seem to be the same as in VP9, strangely for pm5 it was advised to use a special physics set and vp10 is supposed to have the same physics, no?

 

2) about the video settings. I alwasy set them in the nvidia control panel. what would be the advantage of unsing internal settings, assumed they work correctly ;-) ?

 

3) why are settings (keys, video, etc) saved in the registry instead of a very convenient config file. it was a little pain after deleting the pc to get everything working again. or is there a way to back them up?

 

Thanks again and continue the great work everyone!!!


Edited by mpad, 15 February 2015 - 12:59 PM.


#772 Shockman

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Posted 15 February 2015 - 01:50 PM

Thanks. Yes it makes sense and I agree VP10 physics are better. I only compared VP10 out of the box to Physmod physics that a lot of time was used tuning for this table. VP10 out of the box is better than Physmod out of the box.

 

Actually I know exactly why this table lost that tuning. Nearly everything on this table had two copies. One lit state and one unlit. Only the lit elements had the tuned physics settings and all the lit state elements were removed. In hindsight that was a mistake. I should have removed the unlit copies of everything and changed the image in the manager. 

 

When I stripped this table to discard the dropwall lighting, hundreds of elements were removed. The drop targets for example use to be made up of 6 drop targets each, with Up, Halfway down, and Down, each with and without light. Then there was the script running them. Each tapered post was made of 10 walls. VP10 mmpac is going to be much leaner and should look quite a bit better to boot.

 

Don't fret over the flipper used for the lane diverter. It use to be full height and enabled, but invisible. I took out the drop walls used for the graphic and made the flipper visible but smaller. With a model this is going to be an easy fix. The wire diverter was one of the hardest and time consuming in this table, with the most fails, getting the drop walls used, to switch, to the lighting, regardless of the position it was in.

 

I was given a set of settings to use for full screen earlier in this thread and the next WIP will include them. This is an atypical (though perhaps not unique) VP re-creation in that the backglass includes a part of the pinball machine that is below the backglass. Honestly I have no Idea how to set it up to have that alpha numeric display and lights on a second monitor for a cabinet. I suppose it will never look right on a three monitor setup especially if one is a real DMD or real DMD size display.

 

This may also be an atypical VP10 table where two versions will be needed. DT an FS. I'm not sure. I don't imagine sizing and scaling to show just the inside of the playfield is going to push the AN display up to another monitor.

 

I will have to leave it to someone else with a cabinet to mod it for full screen. If someone wants to do this in the WIP state its in let me know so you can do it with the latest build.

 

mmpac_fs_t.jpg


Edited by Shockman, 15 February 2015 - 02:26 PM.


#773 Shockman

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Posted 15 February 2015 - 02:07 PM

hey you guys, thanks for all the great work. finally pu a new OS on my cab (good old win7 cause I wasnt't OK with win8.1) and now finally had the chance to look into this.

 

only tried the papa smurf so far and have to say it looks awesome.

also the WIPs in this post look very promising!!!

really looking forward to where this is going

 

I have 3 quick questions (sorry if they have been answered):

 

1) global physics options: in VPx they seem to be the same as in VP9, strangely for pm5 it was advised to use a special physics set and vp10 is supposed to have the same physics, no?

 

2) about the video settings. I alwasy set them in the nvidia control panel. what would be the advantage of unsing internal settings, assumed they work correctly ;-) ?

 

3) why are settings (keys, video, etc) saved in the registry instead of a very convenient config file. it was a little pain after deleting the pc to get everything working again. or is there a way to back them up?

 

Thanks again and continue the great work everyone!!!

 

1) These are settings you create yourself and same for future use. Tables, any version can not alter them, including a new release overriding them. Someone correct me if I'm wrong.

 

2) Not everyone had the same card and the internal settings provide an opportunity to use settings you may not want as default on your system. In other words It's how it should be.

 

3) I tend to agree that an .ini or .cfg file would be better.



#774 Hyper

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Posted 15 February 2015 - 02:41 PM

just copy this regkey: HKEY_CURRENT_USER\Software\Visual Pinball\VP10



#775 dark

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Posted 15 February 2015 - 03:50 PM

@Shockman:

Your pop bumpers look similar to the ones zany just made for the Raven WIP, I'm wondering how hard it might be for him to adapt his model to make you primitive pacman pop bumpers, he's the man to talk to about bumper caps.

If you need a primitive ramp diverter you could always borrow the one I made for Jurassic Park.



#776 Hyper

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Posted 15 February 2015 - 04:46 PM

@Shockman

 

I have Bally.vbs in the scripts folder. Is it possible to check that folder for this file?



#777 randr

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Posted 15 February 2015 - 05:53 PM

I have made a lot of progress on my mopar madness table :) very interesting working in vp more and more and learning more and more.

 

@FUzzel Primitives are now collidable  now right? I cant seem to get that working?


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#778 Shockman

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Posted 15 February 2015 - 06:01 PM

@dark

I'm getting a bunch of primitives tonight. I'll see how far I can get with them.

@Hyper

I don't understand the question. Check for which file? I'm not wanting a .cfg file if that is what you mean. That would just be if the registry was not used.

 

Damn. I like the light inserts when a GI is casting light on them, but hate them when no GI is casting light on them. It just seems backwards. The inserts should appear brighter when they are the only light on. But this has nothing to do with appearance. They are actually dimmer when they are the only light on.



#779 mpad

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Posted 15 February 2015 - 06:28 PM

OK thanks, so

 

1) should I alter the global physics setting or not? are they only used when table allows it?

 

2) you can save nvida profiles for each game.exe, so thats fine with me. what I meant is there a significant quality difference using internel/external fxaa?

 

3) yeah, to late to save the reg-key, but it's not that big a deal. just wondering what the advantage is to save stuff in the registry.

 

and a new one 4) anyone got recommended backdrop settings for FS papa smurf? can't seem to get it look right on the cab. (and how to rotate the HUD ...)


Edited by mpad, 15 February 2015 - 06:42 PM.


#780 fuzzel

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Posted 15 February 2015 - 06:42 PM

I have made a lot of progress on my mopar madness table :) very interesting working in vp more and more and learning more and more.
 
@FUzzel Primitives are now collidable  now right? I cant seem to get that working?

Yes static (non moving primitives) are collidable. set collidable option in the primitive physics settings and uncheck "Is Toy"

OK thanks, so
 
1) should I alter the global physics setting or not? are they only used when table allows it?
 
2) you can save nvida profiles for each game.exe, so thats fine with me. what I meant is there a significant quality difference using internel/external fxaa?
 
3) yeah, to late to save the reg-key, but it's not that big a deal. just wondering what the advantage is to save stuff in the registry.
 
and a new one 4) anyone got recommended backdrop settings for FS papa smurf? can't seem to get it look right on the cab.

1) the physics settings are just an option where you can define your personal physics settings for example for all Gottlieb tables. You have to tweak each table that you want to use these settings instead of the table ones.
2) FXAA (internal) doesn't work with bloom together so better you use the Nvidia setting for now

4) I don't have backdrop settings at the moment but why not using the camera mode to adjust it to your liking? One remark here don't use a too high layback angle, something around 60-70 is ok.





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