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VP10 is here (beta)

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#821 maestro300

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Posted 16 February 2015 - 08:30 PM

 

 

A backdrop image with the same color levels as the playfield is much darker than the playfield when linked to the light slider. I don't know if it is a universal problem or just me.

 

Lighting is great though and getting better all the time. It might be better to have a use bloom tickbox if not a level box though because an insert has no light to bloom on the playfield (the glass maybe) whereas an over the playfield bulb might bloom. Not that an insert doesn't bloom, just that you would not see it.

 

Also is there a way to make a wire trigger lower without setting it to a lower surface?

 

darkback_t.jpg

 

Where did you get the Mr and Mrs Pacman table?    I actually own the real Pin and the only downloadable VP table was...just okay...    This one looks awesome!

 

It's a WIP VPX port of the Physmod5 Port (http://www.pinballni...4026#post104026,at top of page) which was a port from VP9 which was a port going back to VP5

 

 

Thanks!   I'll try it out compared to the real one tonight!    



#822 Sindbad

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Posted 16 February 2015 - 08:32 PM

Success!

 

I tried the solution via flashers directly behind the wall - and it looks much better than the solution via primitives on VP9.9 !!!

 

Vector_VP10_WIP_Status2.jpg

The 4 right arrows are now reflected correct on the upper lane wall. For the 4 left arrows I have to cut the flasher image a little bit ...



#823 Shockman

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Posted 16 February 2015 - 08:56 PM

 

Thanks!   I'll try it out compared to the real one tonight!    

 

 

Check out the Physmod5 and the VPX WIP6 versions there. The VPX version is fully playable now, but might undergo some drastic changes.


Everyones WIPs are looking great. I've been too busy to comment on them though.


Edited by Shockman, 16 February 2015 - 08:54 PM.


#824 toxie

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Posted 16 February 2015 - 09:00 PM

@toxie

Got it. Understood. Thankyou. There is really no point in having the link to the slider then is there, unless you plan to give the backdrop the environmental lighting?

 

Its not as simple as that unfortunately. But i'll see if i can come up with something else.



#825 Shockman

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Posted 16 February 2015 - 09:19 PM

 

@toxie

Got it. Understood. Thankyou. There is really no point in having the link to the slider then is there, unless you plan to give the backdrop the environmental lighting?

 

Its not as simple as that unfortunately. But i'll see if i can come up with something else.

 

If you can think of something easy enough it would be great, but if not it's really no biggie. cabinet users are going to not worry about backdrops and desktop users are going to probably keep to one lighting level too. So unlinked would either mean use what it came with, or almost as easy as that edit the backdrop to match what goes with the level they like.

 

But about that shake. I have beaten a hole in the drum with that, but if it can not be toned down to just a nudge it might be better to do away with it. It would be nice if it could be optional for desktop users to, and if there was any chance of moving the table and not the backdrop it would certainly be worth the effort, but as it is now it's just about in the way.



#826 chepas

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Posted 16 February 2015 - 09:29 PM

I am very happy with using those 6 lights around the table for the backdrop and when wired to the GI it comes alive, it's a decent effect.

 

If there was a "square/rectangle shaped" fall off option on the lighting that would mean for more consistency instead of "spot" lighting. A square fall off would also make for neon tubing effects but have yet to try that with He-Man.

 

From day one the shake has griped me , even in a cab view, it screws with the actual view of the table for ms and looks nasty. Not one solid answer to remove this yet? Hard code?


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#827 dark

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Posted 16 February 2015 - 09:34 PM

You know how in 3D software you can rotate objects in different ways like, "View, World, local" etc?  It is my understanding that VP only rotates primitives on a world axis?

It would be really nice to be able to rotate objects on a local axis as well.  Take a cylinder for example, when standing on end (90) it can be rotated so that it spins smooth like a roller, but if you tilt it back to say 110 degrees it will wobble because it's still trying to be rotated from the world axis which doesn't care how the object is positioned.

localrotate.jpg

(Yellow line shows axis of rotation, left image is with rotate by "view" and right by "local" (local to object).

 

There are many instances where this could be helpful.


Edited by dark, 16 February 2015 - 09:37 PM.


#828 toxie

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Posted 16 February 2015 - 09:38 PM

@shockman: there is a new setting in the video preferences in case you missed it, where you can set the strength. or is something else missing?

(as for the backdrop being static during shake: would be nice, but not how its easily doable right now. :/  this will have to wait until more stuff can be made fully dynamic)


Edited by toxie, 16 February 2015 - 09:40 PM.


#829 chepas

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Posted 16 February 2015 - 09:48 PM

 

in the video preferences in case you missed it

I think we all missed it... 0.000000 yes!!!


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#830 Shockman

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Posted 16 February 2015 - 09:54 PM

I am very happy with using those 6 lights around the table for the backdrop and when wired to the GI it comes alive, it's a decent effect.

 

If there was a "square/rectangle shaped" fall off option on the lighting that would mean for more consistency instead of "spot" lighting. A square fall off would also make for neon tubing effects but have yet to try that with He-Man.

 

From day one the shake has griped me , even in a cab view, it screws with the actual view of the table for ms and looks nasty. Not one solid answer to remove this yet? Hard code?

I thought it (the shake) was only enabled in desktop mode. I bet it looks funny in a cabinet. Anyway I went into the core .vbs to tone down the default nudging using the shake as the guide for coming up with a number. Needless to say the number that results in just enough movement to know it happened was not a whole number and the result was absolutely no nudging as far as the ball could tell, but the table moves just a hair. I would feel sick if the shake was taken out just because it was using too big a number, but the nudge is more important. This is one situation where there is no reason we should not have our cake and feed on it too. It's just a variable for Christ's sake. It should be ours to use or not, hold any value we wish to give it, and not be a hard-coded train wreak.



#831 freneticamnesic

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Posted 16 February 2015 - 09:55 PM

Yea still shakes in cab I just turned it off completely (shakes in the same orientation as desktop, so left to right on cab is up and down)



#832 chepas

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Posted 16 February 2015 - 10:08 PM

 

I am very happy with using those 6 lights around the table for the backdrop and when wired to the GI it comes alive, it's a decent effect.

 

If there was a "square/rectangle shaped" fall off option on the lighting that would mean for more consistency instead of "spot" lighting. A square fall off would also make for neon tubing effects but have yet to try that with He-Man.

 

From day one the shake has griped me , even in a cab view, it screws with the actual view of the table for ms and looks nasty. Not one solid answer to remove this yet? Hard code?

I thought it (the shake) was only enabled in desktop mode. I bet it looks funny in a cabinet. Anyway I went into the core .vbs to tone down the default nudging using the shake as the guide for coming up with a number. Needless to say the number that results in just enough movement to know it happened was not a whole number and the result was absolutely no nudging as far as the ball could tell, but the table moves just a hair. I would feel sick if the shake was taken out just because it was using too big a number, but the nudge is more important. This is one situation where there is no reason we should not have our cake and feed on it too. It's just a variable for Christ's sake. It should be ours to use or not, hold any value we wish to give it, and not be a hard-coded train wreak.

 

 

Hehe, well I have downloaded nearly every update and was still oblivious to the video options change. I'm going to see what it's like with very very small values and increment it up each time to find a nice one because a tiny movement will still give it a decent effect to let you know the table was nudged and not kill the backdrop too much.

 

I think the problem with the value is, it's just one value for night & day. Maybe it's not possible to say for the backdrop, NightDayValue + 10 backdrop. They're shared.


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#833 Shockman

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Posted 16 February 2015 - 10:20 PM

@shockman: there is a new setting in the video preferences in case you missed it, where you can set the strength. or is something else missing?

(as for the backdrop being static during shake: would be nice, but not how its easily doable right now. :/  this will have to wait until more stuff can be made fully dynamic)

There sure is. It seems to be a multiplier and if you let it multiply by .0001 it works nice. I'll trade the biggest apology I ever made for a link to the announcement. Just kidding. This is perfect. A persons body moves as much as the machine which would mean you would see the whole world move. I know it's not really the world but we have been over that. Did I already say this is perfect? As far as I'm concerned it really is. I have nudge force at 2 and this multiplier at 0.0002 and I like it. It's just enough movement to know the machine was bumped and no more, and not enough to complain about the whole backdrop moving, and the ball goes ahead and uses it's value of 2 force.

 

Thanks.

 

I'm running out of old things to complain about. I have to think of something new. 


Edited by Shockman, 16 February 2015 - 10:28 PM.


#834 chepas

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Posted 16 February 2015 - 10:23 PM

0.002000 is decent enough but the color behind table & backdrop is grey when nudged, so back to 0.000000 we go :)


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#835 randr

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Posted 16 February 2015 - 11:50 PM

@fuzzel please explain again why mb models look so bad in vp10 and what I should do to fix. Not understanding but yes something is different :)

randr___pinball.png                         


#836 Shockman

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Posted 17 February 2015 - 12:17 AM



Thats a lot of ports

Actually it all started here. And this is after 30 or so updates. It's from 2003 and was the last version before being ported to use the brand new VPM Mr. & Mrs. PAC-MAN driver. 

 

It was never started over from scratch. What it is today, including the VPX version, evolved from this.

 

original_t.jpg

 

It's still up here. http://irpinball.org/80s.htm It will require VP9.92 or pretty much anything older you might have.


Edited by Shockman, 17 February 2015 - 12:21 AM.


#837 randr

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Posted 17 February 2015 - 12:20 AM

Attached File  Screen Shot 2015-02-16 at 6.21.55 PM (2).png   1.37MB   22 downloads

 

OK i think its just currupted in vp10 MB table. reimported original model from long ago and looks like this. but in MBtable it is corrupt. will try different name maybe

 

same model imported into MBvp10 hmm...

 

Attached File  Screen Shot 2015-02-16 at 6.33.05 PM (2).png   2.38MB   22 downloads


Edited by randr, 17 February 2015 - 12:30 AM.

randr___pinball.png                         


#838 randr

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Posted 17 February 2015 - 12:33 AM

Thinking it's the material

randr___pinball.png                         


#839 Shockman

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Posted 17 February 2015 - 12:40 AM

Does anyone have solid black and a opacity100 materials?

 

How does one make a .mat ?



#840 randr

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Posted 17 February 2015 - 12:43 AM

Attached File  Screen Shot 2015-02-16 at 6.44.20 PM (2).png   2.35MB   21 downloads

 

Attached File  modelmaterial.zip   179bytes   9 downloads

 

 

ok. it was the material causing issue. maybe you want it but this material works(see attached file)


randr___pinball.png                         






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