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VP physics overhaul


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#801 fuzzel

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Posted 13 August 2014 - 07:41 AM

You find them all in this thread.the reason for this is that the physmod is not official. It's only a beta version for testing the new physics engine which will be part of VP10.

#802 unclewilly

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Posted 13 August 2014 - 11:35 AM

Anyone one hear from mukuste

"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

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#803 fuzzel

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Posted 13 August 2014 - 11:50 AM

Other than his last post not yet

#804 toxie

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Posted 25 August 2014 - 12:34 PM

i guess we will just backmerge his physmod changes into the VP10 trunk soon.. then we/he can pick off from there..



#805 BananaBoat

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Posted 25 August 2014 - 01:08 PM

Has mukuste given up on this project?

#806 fuzzel

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Posted 25 August 2014 - 01:09 PM

Nobody knows except Mukuste himself ;)



#807 The Loafer

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Posted 25 August 2014 - 01:18 PM

He stated previously he was moving and Internet access was going to be limited. I like to think mukuste has his priorities right and that since it's the summer time, he's taking advantage of it, sitting on a beach somewhere filling up the gas tank and will log back in once summer is over.

#808 toxie

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Posted 25 August 2014 - 02:10 PM

anyway, i will start syncing his code with VP10 before it diverges more and more (e.g. more and more pain to merge).



#809 toxie

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Posted 25 August 2014 - 09:16 PM

..and done, VP10 is now physmod compliant  ;)



#810 patrickfx

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Posted 25 August 2014 - 09:25 PM

6 hours. Acceptable �

Wow!
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I should play sometimes, not just configure my Pinball !!!

#811 toxie

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Posted 25 August 2014 - 09:32 PM

actually it were ~2 hours, had to finish real work first..

 

and fix a pinmame (->pindmd/alving) bug inbetween..  ;) ;)



#812 jkimbrell

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Posted 25 August 2014 - 09:33 PM

awesome, toxie!  Is there an ETA on when we may see a beta of VP10?



#813 toxie

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Posted 25 August 2014 - 09:40 PM

first we have to start adding some more new features and other changes before beginning with the alpha/beta phase (currently there are just too many loose ends).

fuzzel and me have a few things on our todo-lists that we want/need to put in, and maybe mukuste will also join in again with his plans.

 

then as soon as it makes sense for testing and the artists/builders to start producing stuff with it, we will start the already known alpha/beta phase again where everyone is encouraged to participate.



#814 LoadedWeapon

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Posted 25 August 2014 - 09:47 PM

thanks Toxie sounds good :)



#815 javier1515

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Posted 26 August 2014 - 12:22 AM

Good news Toxie, thanks for everything your work.  :otvclap:  :love39:  :tup:  :yahoo:  :lol:  :drinks:


"Learning without thought is vain, thought without learning is dangerous." (Confucius)
 
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)

 

 

Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.
 

#816 gStAv

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Posted 26 August 2014 - 06:55 AM

that's some good news! :D


3rs054-6.png


#817 mkl66

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Posted 26 August 2014 - 07:04 AM

I'm always excited to hear news about the development of VP in this thread.

So this rainy summer here in germany has some good sides concerning the progress of VP10. The german developer are sitting in front of their computer instead of relaxing on the pool :Worship:



#818 ClarkKent

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Posted 04 September 2014 - 04:56 PM

There seems to be a bug in physmod5 where to ball could go under the playfield. It happens in my physmod version of Cyclone (weak plunger shots can cause the ball falling through the playfield under the apron) and it happens to my latest physmod TZ (the right spiral magnet holds the ball but the kicker then kicks it under the playfield).

 

Can somebody fix this?

 

https://www.dropbox....hysics.rar?dl=0



#819 85vett

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Posted 04 September 2014 - 05:51 PM

Toxie - Just in case Mukuste has left the project.  I found an issue with ramps in the phsymod 5 version where it sounded like it was introducing spin or extra friction that shouldn't be there.  he mentioned something to me in PM about looking at it on the next build as those should be controllable in the editor.  I made him a test table showing the issue.  Not sure if he ever mentioned it to you but it's something that is a challenging issue.  Feel free to PM me if you want more details or the test table.



#820 ClarkKent

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Posted 07 September 2014 - 05:01 PM

I think I found the fix for the problem in the Twilight Zone physmod5 version. Here is the latest beta:

https://www.dropbox....hysics.rar?dl=0