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VP physics overhaul


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#781 chadderack

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Posted 20 June 2014 - 09:13 AM

Great work so far mukuste, coming from a fellow dev perspective (I work as a senior .NET dev for 20th Century Fox)

 

Am going to start creating some new games here for VP, and this new physics stuff is exciting!

 

Haven't played with this yet; but it excites me to want to have good physics in some new games. TPA was great for getting people back into the hobby, but its biggest downfall was physics. 

Your new VP code gives me hope :)

 

 

Thanks again for everything

Chad


Edited by chadderack, 20 June 2014 - 04:40 PM.


#782 blashyrk

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Posted 08 July 2014 - 10:50 AM

Any updates? :)

#783 boiydiego

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Posted 08 July 2014 - 05:26 PM

not that i know of blashyrk .


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#784 blashyrk

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Posted 08 July 2014 - 05:40 PM

Its been quiet for a while, hope mukuste haven't abandoned this, but hes probably just taking a break.

#785 dyopp21

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Posted 08 July 2014 - 08:59 PM

Its been quiet for a while, hope mukuste haven't abandoned this, but hes probably just taking a break.

I saw someone else asking about mukuste on another thread and I also noticed hasn't been active for several days.  Kind of strange to disappear without a word...  I hope he's on vacation and just forgot to mention it to all of his fans...


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#786 85vett

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Posted 08 July 2014 - 09:34 PM

He posted this on the previous page - "I'm in Paris right now so don't have time to work on VP, but will have a look when I'm back."

 

I'm assuming he's on a vacation and enjoying life right now :-)



#787 dyopp21

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Posted 09 July 2014 - 03:42 PM

He posted this on the previous page - "I'm in Paris right now so don't have time to work on VP, but will have a look when I'm back."

 

I'm assuming he's on a vacation and enjoying life right now :-)

Thanks for the update.  Just breathed a sigh of relief!  Hope he remembers to go to the Paris Pinball Museum while he's there!


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#788 mukuste

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Posted 11 July 2014 - 02:39 PM

Hey guys! Sorry for the silence, I've been moving to a new place and busy with real life stuff. I also don't have internet at the new place yet, so my online time is limited right now. Just a ping to let you know I haven't dropped off the face of the Earth ;)



#789 boiydiego

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Posted 11 July 2014 - 02:56 PM

nice to hear you again and will not be alone ;-)


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#790 Baron Shadow

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Posted 13 July 2014 - 10:36 AM

I played with the CFTBL table and Physmod 5 and it played well but after another start i got a lot of lag.

The flippers moved like in slowmotion, strange because it worked fine the first couple of times i played.

What could cause this ?


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#791 kiwi

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Posted 13 July 2014 - 10:57 AM

I played with the CFTBL table and Physmod 5 and it played well but after another start i got a lot of lag.

The flippers moved like in slowmotion, strange because it worked fine the first couple of times i played.

What could cause this ?

After a few starts and stops, VP slows.

This is a known bug, it will probably be fixed in the next release.

 

Max



#792 BigBoss

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Posted 13 July 2014 - 09:08 PM

It should be ok if using a front end because the loads VP fresh each time.

#793 ClarkKent

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Posted 22 July 2014 - 07:22 PM

If anybody is interested - I was working on Cyclone for the last past months for the new physics. JP helped to put Koadic's ferris wheel in it. I also sampled all mechanical sounds, so this one is complete. It only shows a flaw in physmod5: sometimes the ball still falls through the playfield at the plunger lane. It's not fully finished yet but almost. Originally done by melon, I think he will release it when it's finished.

 

https://www.dropbox....New Physics.rar

 

I would recommend to reduce the ROM sound volume to better hear the samples from the real table!

YM2151 #0 Ch1: 5 %

YM2151 #0 Ch2: 10 %

DAC 0 + 1: 25 %

HC55516 #0+#1:  60 %

 

Just want to add that it plays exactly as the real thing. I played many games on the real Cyclone and the virtual one to ensure this! :)


Edited by ClarkKent, 23 July 2014 - 01:51 PM.


#794 sliderpoint

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Posted 23 July 2014 - 05:58 PM

That cyclone is great.  The sounds are fantastic!

 

-Mike



#795 robertms

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Posted 27 July 2014 - 03:51 AM

If anybody is interested - I was working on Cyclone for the last past months for the new physics. JP helped to put Koadic's ferris wheel in it. I also sampled all mechanical sounds, so this one is complete. It only shows a flaw in physmod5: sometimes the ball still falls through the playfield at the plunger lane. It's not fully finished yet but almost. Originally done by melon, I think he will release it when it's finished.

 

https://www.dropbox....New Physics.rar

 

I would recommend to reduce the ROM sound volume to better hear the samples from the real table!

YM2151 #0 Ch1: 5 %

YM2151 #0 Ch2: 10 %

DAC 0 + 1: 25 %

HC55516 #0+#1:  60 %

 

Just want to add that it plays exactly as the real thing. I played many games on the real Cyclone and the virtual one to ensure this! :)

 

Awesome work ClarkKent! Very polished gameplay and great sounds. Never played the real Cyclone but it feels like I am. For me in physmod5 the ball falls through the playfield only if launched with the analog plunger; it does not happen when launching with the launch button.


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#796 Shadowsclassic

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Posted 29 July 2014 - 01:10 AM

If anybody is interested - I was working on Cyclone for the last past months for the new physics. JP helped to put Koadic's ferris wheel in it. I also sampled all mechanical sounds, so this one is complete. It only shows a flaw in physmod5: sometimes the ball still falls through the playfield at the plunger lane. It's not fully finished yet but almost. Originally done by melon, I think he will release it when it's finished.

 

https://www.dropbox....New Physics.rar

 

I would recommend to reduce the ROM sound volume to better hear the samples from the real table!

YM2151 #0 Ch1: 5 %

YM2151 #0 Ch2: 10 %

DAC 0 + 1: 25 %

HC55516 #0+#1:  60 %

 

Just want to add that it plays exactly as the real thing. I played many games on the real Cyclone and the virtual one to ensure this! :)

Nice jot, plays is very fun!

I think my poor player skills may have found a glitch.  Trying to get the best skill shot I frequently shoot a week shot and the ball comes back the plunger lane. If I pull the plunger back to relaunch before the ball settles down the ball acts like it slips behind the plunger and disappears.  The table then has no idea where the ball is and you have to restart.  Has happened several times so far. 



#797 pincade

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Posted 11 August 2014 - 10:21 PM

I've tried to tweak Cirqus Voltaire platinum edition for physicmod but it's not as simple as for other tables.
First of all the platinum edition is a bmpr and need to be disabled, but the main issue is a script error that block the loading table {ball Max velocity error.. Or something similar) has anyone tried to make this jewel compatible with physicmod5?

#798 xzotic

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Posted 13 August 2014 - 03:11 AM

Can anyone give me some pointers on how to fix Playboy (Bally '78) for Physmod? For some reason the ball disappears when it goes through the left top posts but not the right ones! Has anyone got this one working properly and what did you need to change? Seems a bit odd that this problem exists as this table is pretty basic in layout. Any help will be appreciated. Thanks.


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#799 wangho

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Posted 13 August 2014 - 05:51 AM

just tried physmod out tonight for the first time on Last Action Hero and Rocky & Bullwinkle and the change really makes a big difference in realism.  It made me enjoy other tables much less that always had floaty and weird ball behavior.  The balls have so much real WEIGHT to them.  Hopefully, authors will switch over to this awesome physmod deal.  The tables will get a heck of alot more mileage!



#800 Mirkin

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Posted 13 August 2014 - 06:35 AM

Is there a section anywhere for people to upload the table that work on physmod5

I want to give it a go but don't actually know where to get some tables from.


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