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More
vp10 ideas
Started By
unclewilly
, Mar 16 2014 11:48 AM
228 replies to this topic
#62
Posted 02 April 2014 - 02:34 PM
We would like to see an extra option for analog nudge under the keys section and it should not be realy hard to implement.
-choose your device for x-axis and choose a different device for y axis.
Why we ask this:
Me and my friend both brought a Microsoft freestyle pro controller and use it as nudge device.
We have also have a hid-g with x-y and z axis, we think if you could choose x and y axis from different devices you got less interferance because each devices only sends 1 axis a time.
Hope the dev-team implement this option soon.
you could do a lot of people a great favor with it and make digital nudgeing evenmore realistic.
In the picure my friend left some footprints on my floor after a gamession:
ImageUploadedByTapatalkHD1396449102.333786.jpg 64.75KB
25 downloads
ImageUploadedByTapatalkHD1396449184.849894.jpg 70.3KB
24 downloads
Sent from my iPad using Tapatalk HD
ImageUploadedByTapatalkHD1396449102.333786.jpg 64.75KB
25 downloads
ImageUploadedByTapatalkHD1396449184.849894.jpg 70.3KB
24 downloads
Sent from my iPad using Tapatalk HD
Edited by slashbot, 02 April 2014 - 02:36 PM.
Cabinet Bally Radical - setup 40'' Sony Led for playfield, 32''Led LG for Backglass, LCD screen for DMD, running LEDwiz32 12v setup with DOF and boosterboard to power toys 2x Siemens contactors for flipper feedback -2e audiocard + subwoofer setup to emulate VP flippersounds and vibration in cab (sounds fantastic) 1x red police light flasher.Lots of 5050 RGB Ledstrips bottom,back,top. 1x HUD-G for digital nudge all
Check my Visual Pinball cabinet highscores: HERE
#63
Posted 13 April 2014 - 06:24 AM
Just an idea for how to shape objects, add handles to the control points as in Inkscape (or Adobe Illustrator, I think), helps to create the desired shapes more easily.
More image formats can be imported.
Negative playfield working, visible objects even under the playing field.
Max
#64
Posted 13 April 2014 - 11:51 AM
It would be nice if there was a way to punch holes in a surface.
For example.
In the monster bash update I elevated the playfield because I wanted the soup and the creature kicker to behave like a real table and actually fall into the holes.
The issue I had is when making the seams in the surface to make the holes it would corrupt the texture on top so parts of the playfield would disappear. I solved it by using a ramp o vert op of the surface to display the image with the holes as clear alpha channels.
So either being able to punch a hole in a surface or make it so you can seam a surface without distorting the texture.
I think basically when you have 2 control points at the same x/y coordinates it somehow distorts the texture applied to the top of the surface.
Another feature which I'm not sure is possible. Would be an actual curved flat and or wire ramp.
Example. The 2 rescue ramps in fire!.
Or Evan the vertical u turn ramp in the center of who dunnit
For example.
In the monster bash update I elevated the playfield because I wanted the soup and the creature kicker to behave like a real table and actually fall into the holes.
The issue I had is when making the seams in the surface to make the holes it would corrupt the texture on top so parts of the playfield would disappear. I solved it by using a ramp o vert op of the surface to display the image with the holes as clear alpha channels.
So either being able to punch a hole in a surface or make it so you can seam a surface without distorting the texture.
I think basically when you have 2 control points at the same x/y coordinates it somehow distorts the texture applied to the top of the surface.
Another feature which I'm not sure is possible. Would be an actual curved flat and or wire ramp.
Example. The 2 rescue ramps in fire!.
Or Evan the vertical u turn ramp in the center of who dunnit
"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
#65
Posted 13 April 2014 - 02:54 PM
Seeing some awesome suggestions about flipper settings in the physics thread, would be nice to see the following preset settings for flippers in the vp editor:
Stern-Sega (dmd)
Williams (System 1-9)
Williams (EM)
Williams (System 11)
Williams (dmd era)
Gottlieb
Stern (old)
Custom (allows manual entries of settings)
The above is just an example, I am not flipper expert, for all I know there are no differences between system 6 firepower and system 11 whirlwind flippers, but I hope my point is understood.
Of course adding any other pre-defined settings to the list if warranted would be great. The idea would be if an author is working on a pin that uses a particular flipper type that is common amongst many pins, then it would be good to have a preset of those settings.
Stern-Sega (dmd)
Williams (System 1-9)
Williams (EM)
Williams (System 11)
Williams (dmd era)
Gottlieb
Stern (old)
Custom (allows manual entries of settings)
The above is just an example, I am not flipper expert, for all I know there are no differences between system 6 firepower and system 11 whirlwind flippers, but I hope my point is understood.
Of course adding any other pre-defined settings to the list if warranted would be great. The idea would be if an author is working on a pin that uses a particular flipper type that is common amongst many pins, then it would be good to have a preset of those settings.
#66
Posted 15 April 2014 - 06:15 PM
I posted this over in physics overhaul thread but just to be sure not to forget this for VP10: more sounds for the ball bumping into any object on the table (walls, guides, posts, etc.). Different sounds for different materials. I think besides the physics this was the biggest drawback of VP that the ball is moving THAT silently on the table (besides the not-so-realistic rolling sound)! On a real pinball machine you can hear every contact of the ball with any obstacle! Every single one!
#67
Posted 16 April 2014 - 02:13 PM
I posted this over in physics overhaul thread but just to be sure not to forget this for VP10: more sounds for the ball bumping into any object on the table (walls, guides, posts, etc.). Different sounds for different materials. I think
I think this depends only on the table authors and can already be done?
#68
Posted 16 April 2014 - 02:18 PM
I posted this over in physics overhaul thread but just to be sure not to forget this for VP10: more sounds for the ball bumping into any object on the table (walls, guides, posts, etc.). Different sounds for different materials. I think
I think this depends only on the table authors and can already be done?
I can not remember a table in which I can hear sounds when the ball in bumping into a wall or guide. Only ball to ball collisions are hearable. When I'm playing my real tables I can hear so much noise comming from the ball moving around, touching anything on the playfield. Metallic sounds, hitting rubber or when missing a ramp entrance. The ball in VP is very very silent most of the time...
#70
Posted 16 April 2014 - 02:26 PM
Check some of Jimmy fingers tables. He already does a lot of this.
I'm working some more sounds into my updates. It's quite a bit of extra code but worth it
I'm working some more sounds into my updates. It's quite a bit of extra code but worth it
"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
#71
Posted 17 April 2014 - 05:28 AM
Please add support to normal maps, specular maps, ambient occlusion and so on. We would be able to recreate highly detailed 3D models, a must for dynamic render, head tracking and so on.
My CG Work: https://www.facebook...us/223451400174
My Cab in Progress: http://www.vpforums....showtopic=22621
My Cab in Progress: http://www.vpforums....showtopic=22621
#72
Posted 17 April 2014 - 08:08 AM
I posted this over in physics overhaul thread but just to be sure not to forget this for VP10: more sounds for the ball bumping into any object on the table (walls, guides, posts, etc.). Different sounds for different materials. I think
I think this depends only on the table authors and can already be done?
I can not remember a table in which I can hear sounds when the ball in bumping into a wall or guide. Only ball to ball collisions are hearable. When I'm playing my real tables I can hear so much noise comming from the ball moving around, touching anything on the playfield. Metallic sounds, hitting rubber or when missing a ramp entrance. The ball in VP is very very silent most of the time...
I generally lower the music volume to be able to hear the collision sounds. It's missing on some tables, but we have quite good ones using them. Take T2 chrome, BK2K, Fish Tales or Monster Bash for instance.
#73
Posted 17 April 2014 - 12:23 PM
Pretty much every element in VP, including walls, can have a Hit event attached to it. It's absolutely possible to play a collision sound when this triggers. This can easily be done in the current VP already.
I know that many things can be scripted, but is it wise that every autor has to add separate scripts for such fundamental functions? If the autor does not include that functions, the ball moves totally silent over the playfield - and that's totally unrealistic. That's the reason why I think this should be a standard function of VP10 to provide a realistic surrounding.
#74
Posted 17 April 2014 - 12:47 PM
How do you mean, a standard function? This requires samples of the ball hitting various objects and materials, and these can sound quite different from table to table. I don't think fixing these sounds without a way for the table author to change them is better than requiring a bit of scripting.
However, if any table authors have suggestions on how to simplify this sound scripting, then that would be interesting! I just think that getting the proper samples is the hard part, not the actual scripting, which is fairly trivial.
Edited by mukuste, 17 April 2014 - 12:47 PM.
#77
Posted 17 April 2014 - 01:23 PM
It's easily done with collections of objects of different materials and a single sub for each material.
The only issue is for things such as guide walls as they will incur multiple hats as a ball rolls along them.
It would be nice to get some sample sounds though. I have rubber sounds but am lacking in wood and glass and metal sounds
The only issue is for things such as guide walls as they will incur multiple hats as a ball rolls along them.
It would be nice to get some sample sounds though. I have rubber sounds but am lacking in wood and glass and metal sounds
"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
#78
Posted 17 April 2014 - 01:47 PM
It's essential to allow users to replace sounds as they wish, especially those using a second sound system with tactile transducers.
What is missing at the moment IMO, is the capability to play the sounds with the volume adjusted in relation to the ball speed. (I'm secretely dreaming of it)
If this option can be implemented, it would be ideal to have a slider in the sound option to adjust the ratio volume/ball speed.
#79
Posted 17 April 2014 - 01:52 PM
Jimmy fingers code for rubber hits does a velocity calculation upon the hit event and determines the sound to be played from that. Usually it is one louder sound and 2 different normal volume sounds. That way some randomness to the sounds is applied.
You could do multiple levels of sound like the ball collision engine which has 8 levels of sound, but that puts a lot of extra work on the authors, some of which already add options for dof to allow the turning off of certain sounds
You could do multiple levels of sound like the ball collision engine which has 8 levels of sound, but that puts a lot of extra work on the authors, some of which already add options for dof to allow the turning off of certain sounds
"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
#80
Posted 17 April 2014 - 02:11 PM
Yep, the idea would be to remove this extra work from the authors' shoulders, and add more accuracy to the needed volume.
For instance, was JF code added on MB to the top lanes above the bumper?
If no, then you would not have to worry about it.
If yes (and I'm sorry for not noticing it), then the slider would allow to have a quieter sound when the ball hits them at low speed. At the moment, the collision sound is a bit too much when the ball is not that fast.
And please please UW, please do not take this as a criticism from me, cause I REALLY appreciate all the extra efforts you make to have different sounds added to your tables! ![]()



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