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The HIGHLY ANTICIPATED Release Of The Pinball Arcade On STEAM Is Set For November 1, 2013!
Started By
Hanson
, Oct 28 2013 11:42 AM
192 replies to this topic
#62
Posted 05 November 2013 - 10:39 PM
That's good to know. I copied that info just in case. ![]()
I could have been smart, but I never learned anything by being smart!
#63
Posted 05 November 2013 - 10:40 PM
Gotta say this is pretty damn good... and looks superb.
Although I don't care for the scrolling playfield. Can that be disabled in the full version?
Edit: That info def. fixed the flipper lag problem. I gotta say I was a bit skeptical but this seriously exceeded all my exceptations. This is absolutely incredible...!! There's no way I can go back playing VP after this experience. Scared Stiff and Whirlwind... holy shit those are amazing conversions.
PS: How does the Steam work? If I purchase it now and say, experience a PC hard drive crash... does that destroy my purchase... or is there a way to archive it somehow?
Edited by kristian, 06 November 2013 - 12:06 AM.
#64
Posted 06 November 2013 - 01:21 AM
Gotta say this is pretty damn good... and looks superb.
Although I don't care for the scrolling playfield. Can that be disabled in the full version?
Edit: That info def. fixed the flipper lag problem. I gotta say I was a bit skeptical but this seriously exceeded all my exceptations. This is absolutely incredible...!! There's no way I can go back playing VP after this experience. Scared Stiff and Whirlwind... holy shit those are amazing conversions.
PS: How does the Steam work? If I purchase it now and say, experience a PC hard drive crash... does that destroy my purchase... or is there a way to archive it somehow?
Digital purchases are stored on Steam servers. Once you login with your account that was used to purchase the content it will remember your purchases and you can redownload it needed.
#65
Posted 06 November 2013 - 01:28 AM
Thanks.
The only bad conversion is Black Knight. It plays ok but it's obviously a scripted version. No playfield illumination and missing ROM sounds.
If you haven't tried this yet... DO IT... check a game like Scared Stiff for example and you'll understand VP can never achieve detail like this.
#66
Posted 06 November 2013 - 01:47 AM
Although I don't care for the scrolling playfield. Can that be disabled in the full version?
There should be a key to lock the lock the view...check the options.
The only bad conversion is Black Knight. It plays ok but it's obviously a scripted version. No playfield illumination and missing ROM sounds.
I believe getting ROM emulation working on those few older tables that are scripted is on their "to do" list.
#67
Posted 06 November 2013 - 02:14 AM
I think the lock key is 'V'.
That trick worked for me. The flippers seem to behave a little more like Williams flippers. Now I can improve on that 129 million high score I put up on TOTAN earlier today. ![]()
I could have been smart, but I never learned anything by being smart!
#69
Posted 06 November 2013 - 03:31 AM
Thanks.
The only bad conversion is Black Knight. It plays ok but it's obviously a scripted version. No playfield illumination and missing ROM sounds.
If you haven't tried this yet... DO IT... check a game like Scared Stiff for example and you'll understand VP can never achieve detail like this.
Pinball Arcade holds a lot of promise and the modelling / 3D element should help with a lot of pinball physics and nuances. However, they are not doing much at all with GI lighting and Scared Stiff is a table that has 8 level GI in real life / within the ROM code (and on a VP / VPM version). The PA version doesn't have ANY dynamic GI at all (not even 1 / 0), which I would is at least one element involving less "detail" than what can and is done currently within VP and for me is a big let down on the potential light show. On top of 8 level GI for these era of pins was the fact that they were also divided into 2 or 3 zones and combined with the 8 levels, is a big deal as far as lighting. I would defend the VP Scared Stiff somewhat also because I put out the 8 level GI mod but it's much more than that and part of the reason at least I do lighting mods is I think that GI lighting is a big part of the enjoyment of pinball and the coolness of how a table can look in a lower lit room (even without dynamic GI).
This failed dynamic GI implementation on seemingly most tables from Farsight is something that I seriously hope gets addressed with future updates. It appears that they at least have some dynamic GI for the PS4 version and from what I can glean from the information available is that they are gearing towards an eventual DX11 version / update for PC as well. Before the official PC release I had been scouring youtube to try and find any of the latest Beta (unofficial) videos posted that would hopefully show an improvement and progress towards dynamic GI that may have indicated it making it into this official release and, quite literally, help it “shine”. It appears that Elvira has some dynamic GI but it is wanky as the lights under the slingshots will turn on and off but the GI bulbs under the in-lanes will not (just the flasher bulbs). Haunted house in both the beta and the official release have dynamic GI when the ball goes into the basement (at least encouraging to see). I would still need to go through more of their tables and obviously, like most others, am just getting into checking out this brand new PC release. As of right now, I have confirmed / know that SS, AFM, and TOTAN all have static GI for the PC version. With the ROM controlled 8 level GI in most modern age WPC tables, it seems a complete waste to not be utilized by any emulation / recreation attempt as commercial and grand as Farsight’s. Hopefully they will update their GI lighting for PC down the road, as they’ve alluded to “lighting” improvements in general for that and the PS4 platform, and I’m sure they must be aware of this lack of GI considering they have the real machines and the light shows from them must be so much different than what their video versions are doing.
#70
Posted 06 November 2013 - 03:55 AM
That could be the case. It's been ages since I played VP though... that's strange considering I lived and breathed it for years.
I was referring more to things like toy animations and the level of detail. That's just amazing.
However the more I play Pinball Arcade, more I respect VP's ball physics. It's tough to say which has better. Some tables don't play that well... but some do. Same thing with VP. Aiming center seems to be pretty tough on PA as well.
Scared Stiff plays super smooth and it's highly enjoyable. TOTAN seems to be a bit on the easy side... and Firepower is just as unforgivable as PacDude's old (superb might I add) version.
#71
Posted 06 November 2013 - 07:46 AM
There are some interviews where they comment on the lights, from what i understand they will update the pc version to utilize more power, to be more like the PS4 version when they move to DX11.
So i think they are aware of the "poor" (it's awesome but it can be vastly improved) lighting =)
Project: TeraPin
#73
Posted 06 November 2013 - 03:34 PM
Damn that's a high score. How many times you rescued the bitch?
I only managed to do that once in the real machine... but I had nowhere near that score. I think I got 75 mil.
Nearly twice. I had all the jewels the second time around but lost the ball before I could rescue the princess the second time. ![]()
I nearly broke that record last night, but fell short by 8 million.
Edited by Practicedummy, 06 November 2013 - 03:36 PM.
I could have been smart, but I never learned anything by being smart!
#74
Posted 06 November 2013 - 04:59 PM
actually i also was kinda surprised that the PC version doesn't look -that- good.. don't get me wrong, it's still kinda awesome, but not -that- much better than the PS3 or X360 versions..
DX11 support will fix it.
http://pinballarcade...phics-PS3-vs-PC
If you haven't tried this yet... DO IT. You're CRAZY if you don't appreciate what Farsight Studios have accomplished.
#77
Posted 06 November 2013 - 08:19 PM
Damn that's a high score. How many times you rescued the bitch?
I only managed to do that once in the real machine... but I had nowhere near that score. I think I got 75 mil.
Nearly twice. I had all the jewels the second time around but lost the ball before I could rescue the princess the second time.
I nearly broke that record last night, but fell short by 8 million.
Hey... I'm pushing 100 mil too. ![]()

#78
Posted 06 November 2013 - 08:25 PM
Settings menu (game coin door buttons) control sucks (have to tab to the keys and can't map them to real keys so you can't get to the hidden menu)
also rom volume setting does not seem to do anything as well on TOTAN (WCP DSC). Are the games even useing Emulated sounds or rom triggered ripped sounds?
if they are rom triggered ripped sounds then you miss out on stuff like Volume Effects that most stern games have. There may also be stuff that other hardware systems do as well.
Edited by Joe, 07 November 2013 - 04:24 PM.
#79
Posted 06 November 2013 - 08:44 PM
In TOTANs case I think the ROM settings are very easy too... I'm not sure if they're all authentic. For example the bazaar... it's lit almost all the time and you can collect the jewels quite easily. Same thing with the "trap cages" that appear over the inlanes... that's present very often.
Perhaps there was these options in the ROM set but the settings aren't the default ones that's for sure.
Doesn't take much away from the actual gaming experience though.
#80
Posted 06 November 2013 - 09:19 PM
You're CRAZY if you don't appreciate what Farsight Studios have accomplished
Call me mental then because I think it's a big let down.
Bump maps are the new auto-tune ![]()
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