Jump to content



Photo
* * * * * 18 votes

VP10 is here (beta)

VP10

  • Please log in to reply
3889 replies to this topic

#881 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 18 February 2015 - 06:43 AM

The lighting bloom is exactly what's been missing from tables, this is great

Sharkey's has these holes in the sides of the metal ramp that light shines though, which just looks amazing with the bloom now... it was never even worth doing in VP9 but this is next level stuff. I can't wait to see some more great tables created and see the new building ideas everyone comes up with...

 

tZT2sPO.jpg



#882 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 18 February 2015 - 06:54 AM

 

Black screen is undesirable but does not result in loss of data, I call it a draw :)


I got the black screen and forgot to save. It has locked up the laptop I'm using 3 times now. Had to foce quit everything and restart the pc.

 

 

Damn didn't know it was crashing, has been stable here for a few days now



#883 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 18 February 2015 - 07:22 AM

as said above, this is fixed now and should all be fine with the next build released.



#884 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 18 February 2015 - 10:53 AM

rev1711 is up:

 

- black screen issue fixed

- memory leak fixed



#885 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 18 February 2015 - 01:38 PM

please let me know if it fixes the crashing issue for you guys..


The lighting bloom is exactly what's been missing from tables, this is great

Sharkey's has these holes in the sides of the metal ramp that light shines though, which just looks amazing with the bloom now... it was never even worth doing in VP9 but this is next level stuff. I can't wait to see some more great tables created and see the new building ideas everyone comes up with...

 

 

please don't overdo it with the bloom though.. ;)

modern games finally understood that bloom should only be used very subtle to increase realism, while even 5 years ago everybody went full-on with it..



#886 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 18 February 2015 - 03:27 PM

Yes i havent touched any physics as of yet. So it is the standard physics that it had in physics mod 5 and i know friction on everything except maybe the flippers is way too low.

Ill get to it when i finish updating all the graphics and lights

"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

uw2.gif


#887 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 18 February 2015 - 03:45 PM

btw: due to some recent optimizations/cleanups (and some upcoming), MB now runs 25% faster on my machine..  :)

and there is still room for more improvements..



#888 lodger

lodger

    Board Certified Funk Master

  • Members
  • PipPipPipPip
  • 993 posts
  • Location:Altoona Pennsylvania

  • Flag: United States of America

  • Favorite Pinball: Whirlwind, TAF

Contributor

Posted 18 February 2015 - 04:37 PM

With the new approach for lamps, has anyone identified best practices if they have text over them? I have been creating lamps over objects on the playfield texture and it generally looks good, but really makes the writing/icons hard to read. any suggestions?


berzerk2_0logo.png

http://www.vpforums....&showfile=11819

Version 2.0- Released 2/27/16


#889 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 18 February 2015 - 05:04 PM

please let me know if it fixes the crashing issue for you guys..


The lighting bloom is exactly what's been missing from tables, this is great

Sharkey's has these holes in the sides of the metal ramp that light shines though, which just looks amazing with the bloom now... it was never even worth doing in VP9 but this is next level stuff. I can't wait to see some more great tables created and see the new building ideas everyone comes up with...

 

 

please don't overdo it with the bloom though.. ;)

modern games finally understood that bloom should only be used very subtle to increase realism, while even 5 years ago everybody went full-on with it..

why I crank it up to 11

 

(just kidding, 1 or 2 right now - I've noticed bloom is more intense in desktop mode though so where 2 looks good in cab, 1 is better in desktop) ....buuuut you probably shouldn't look at my other wip if you dislike bloom.......


With the new approach for lamps, has anyone identified best practices if they have text over them? I have been creating lamps over objects on the playfield texture and it generally looks good, but really makes the writing/icons hard to read. any suggestions?

 

Recently (and pre-vp10) I've been creating a PNG with my light text on them and putting a non-collidable ramp over the playfield, with the light object below that. (say, .1 light height and .2 light text height)


Edited by freneticamnesic, 18 February 2015 - 05:07 PM.


#890 lodger

lodger

    Board Certified Funk Master

  • Members
  • PipPipPipPip
  • 993 posts
  • Location:Altoona Pennsylvania

  • Flag: United States of America

  • Favorite Pinball: Whirlwind, TAF

Contributor

Posted 18 February 2015 - 06:07 PM

 

please let me know if it fixes the crashing issue for you guys..


The lighting bloom is exactly what's been missing from tables, this is great

Sharkey's has these holes in the sides of the metal ramp that light shines though, which just looks amazing with the bloom now... it was never even worth doing in VP9 but this is next level stuff. I can't wait to see some more great tables created and see the new building ideas everyone comes up with...

 

 

please don't overdo it with the bloom though.. ;)

modern games finally understood that bloom should only be used very subtle to increase realism, while even 5 years ago everybody went full-on with it..

why I crank it up to 11

 

(just kidding, 1 or 2 right now - I've noticed bloom is more intense in desktop mode though so where 2 looks good in cab, 1 is better in desktop) ....buuuut you probably shouldn't look at my other wip if you dislike bloom.......


With the new approach for lamps, has anyone identified best practices if they have text over them? I have been creating lamps over objects on the playfield texture and it generally looks good, but really makes the writing/icons hard to read. any suggestions?

 

Recently (and pre-vp10) I've been creating a PNG with my light text on them and putting a non-collidable ramp over the playfield, with the light object below that. (say, .1 light height and .2 light text height

That's interesting. I'm assuming you just do it as one big sheet for all of them?


berzerk2_0logo.png

http://www.vpforums....&showfile=11819

Version 2.0- Released 2/27/16


#891 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 18 February 2015 - 06:40 PM

Yes 1 image, same size as the PF (just another layer in photoshop really)



#892 onemanproject

onemanproject

    The Gamer

  • Members
  • PipPipPip
  • 205 posts
  • Location:Black Forest

  • Flag: Germany

  • Favorite Pinball: too many

Posted 18 February 2015 - 08:51 PM

Another question: Why is the ball rotating in the plunger lane at the plunger - i do nothing ? (Papa smurf table)



#893 Sindbad

Sindbad

    Pinball Freak

  • VIP
  • 364 posts
  • Location:Erbach, Germany

  • Flag: Germany

  • Favorite Pinball: Terminator



Posted 18 February 2015 - 08:53 PM

I played a little bit with the LED segment displays on the Vector playfield and replaced the misused ramps with lights. The result is great...

 

Vector_VP10_WIP_Status3.jpg



#894 onemanproject

onemanproject

    The Gamer

  • Members
  • PipPipPip
  • 205 posts
  • Location:Black Forest

  • Flag: Germany

  • Favorite Pinball: too many

Posted 18 February 2015 - 09:11 PM

I played a little bit with the LED segment displays on the Vector playfield and replaced the misused ramps with lights. The result is great...

 

Vector_VP10_WIP_Status3.jpg

Is this a vp 10 table is looking good :)



#895 Sindbad

Sindbad

    Pinball Freak

  • VIP
  • 364 posts
  • Location:Erbach, Germany

  • Flag: Germany

  • Favorite Pinball: Terminator



Posted 18 February 2015 - 09:19 PM

Yes, it's a VP10 WIP for Vector (Bally).



#896 ICPjuggla

ICPjuggla

    Early Retirement

  • VIP
  • 1,193 posts

  • Flag: United States of America

  • Favorite Pinball: Star Wars

Posted 18 February 2015 - 09:22 PM

I played a little bit with the LED segment displays on the Vector playfield and replaced the misused ramps with lights. The result is great...
 
Vector_VP10_WIP_Status3.jpg

Is this a vp 10 table is looking good :)

lol, it is posted in the VP10 beta thread, so one would think so! ;-)

The table is looking great Sindbad awesome job so far.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#897 sliderpoint

sliderpoint

    Pinball Fan

  • Members
  • PipPipPipPip
  • 760 posts
  • Location:Spokane, WA

  • Flag: United States of America

  • Favorite Pinball: Metallica

Posted 18 February 2015 - 09:32 PM

Rubber ball is a good analogy. I'm no expert, but it seems to be by looking with F11 visual aid that the spin is done very well. It's just that this spin translates to direction more that it should. In a perfect world reducing table friction would reduce not the spinning, but the bite. As far as I can tell this is the case. I would also suggest reducing the added value scatter angle and set the constant scatter angle to zero. You can never evaluate physics if you are adding value just for the hell of it. In my opinion the max scatter angle used would be a fraction always less than 1. You will know if you need to use a scatter angle.  


 

 

Dont you relate the impression that the ball in the vp10 behaves a bit like rubber ball ? And dont you think the ball stops on the flippers falling from the high speed from left and right side (I know that the ball spins but is not that a bit unnatural ? (Sorry for my english)

Yes. Very much so.

I have not brought it up, because I'm sure it will be fixed soon.

But the ball does do some crazy bouncing around especially around the flippers and slings that a real pinball just does not.

 

 

yea, its also very noticable in MBash - the ball actually accelerates when it enters the flipper lanes, its almost as though there is no table/ball friction in these areas causing the ball to speed up... anyone else seen this?

 

I noticed it. Last night I looked for a wall to set friction on, but nothing I could find there was at the right height. It seems like the model of the lane guide (blade type between plastic and playfield) is hidden. It's a WIP though. UW will notice it when his attention is on physics.

 

 

I also noticed the excessive ball movement generated from spinning. It's not just MBash, its in VP10.  I agree with Shockman's description that the spin on the ball seems to be translating into full directional momentum at the speed in which the ball is spinning when it hits a wall (or something).  There should be speed/momentum loss as the ball is trying to change direction and fight the friction of play surface as well.

 

-Mike


Another question: Why is the ball rotating in the plunger lane at the plunger - i do nothing ? (Papa smurf table)

 

I don't know "why". But it is a known issue and it doesn't seem to affect physics.  I believe it was stated that it's just the graphic moving not the ball.



#898 BananaBoat

BananaBoat

    Enthusiast

  • Members
  • PipPipPip
  • 228 posts

  • Flag: Australia

  • Favorite Pinball: Tron LE

Posted 18 February 2015 - 09:52 PM

Would it be safe to assume the main focus thus far has been on the editor and its functionality ? I'm hoping the same level of debugging is yet to come as far as physics is concerned. Need to keep in mind this is a beta so much of the odd physics at the moment could be table config. Let's just wait and see .

I do hope hkwever that the spinning ball when stationary is addressed at some point.

#899 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 18 February 2015 - 09:55 PM

I believe it's table settings BananaBoat. Most of us are still operating under the old PM5 settings, but those have changed so there's plenty of tweaking left to do. We need to get some more tables out there and get then playable before we can get anywhere with proper physics adjustments.



#900 BananaBoat

BananaBoat

    Enthusiast

  • Members
  • PipPipPip
  • 228 posts

  • Flag: Australia

  • Favorite Pinball: Tron LE

Posted 18 February 2015 - 10:17 PM

I believe it's table settings BananaBoat. Most of us are still operating under the old PM5 settings, but those have changed so there's plenty of tweaking left to do. We need to get some more tables out there and get then playable before we can get anywhere with proper physics adjustments.

 

yea exactly.

These things are worth noting however, so that they can get the appropriate focus in due course.







Also tagged with one or more of these keywords: VP10