- View New Content
-
Getting Started
-
Tutorials
Tutorial Categories
Tutorials Main Page Installation and Setup Downloadable TutorialsROM Adjustments
Number of Balls Adjustments Volume Adjustments
-
Visual Pinball Tables
VP 8 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP 9 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP9 Cabinet Tables
All Full Screen Cabinet Full Screen B2S Cabinet Spanned Cabinet Tables Media Packs ROMsVPX Tables
All VPinMAME Recreations VPX- - /VPinMAME - MOD Tables VPX Recreations VPX Originals Media Packs ROMs VR
-
Frontend Media & Backglass
Media Packs
Complete Media Packs Wheel Logos VideosBackglasses
dB2S Animated Backglasses UVP Animated Backglasses Topper Images
- Future Pinball Tables
-
Design Resources
Main Resources
Table Templates Playfield Images Image Library Sound Library Key CodesVP Guides
VP8 Guide - English VP8 Guide - Deutsch VP9 Guide - English VP9.1.x Guide - English VP Object Guide VPM DocumentationFuture Pinball Resources
Playfield Images 3D Model LibraryFuture Pinball Guides
FP Script Guide Big Draco Script Guide FP Table Design Guide FP DMD Guide
- Other Features
- Bug Tracker
- Image Gallery
- Blogs
-
More
VP10 table testing - available right here!
Started By
The Loafer
, Mar 07 2015 07:44 PM
2585 replies to this topic
#904
Posted 06 June 2015 - 09:15 PM
Just a heads up to all the authors: We're quickly nearing the 50 tables border..
(i currently have 47 unique tables for VPX, and i think most of them are already here somewhere)
Thanks for the great work with the beta phase/testing to all of you!
So are you telling us to stop building tables? lol :-)
contrary.. i wanted to trigger a race for the magic 50.. ![]()
#906
Posted 06 June 2015 - 09:30 PM
The first post has 38 tables plus my two new ones - equals 40. I'd like the other 7 please.
I just checked the collection vs the first post: Missing are Vernes World by Fren (the other forum), Wolfenstein by onemanproject (here/vpf), the rest are unfinished betas i got for testing/fixing bugs..
#908
Posted 06 June 2015 - 09:59 PM
Soo....47 tables and there STILL isnt a VPX section?? But at least theres one for Unity pinball - that doesnt work.... ![]()
Parabolic Technologies - 3D printers and 3D design printing
"Transforming YOUR Ideas into a Reality!"
#909
Posted 06 June 2015 - 11:14 PM
I didn't know we had a goal to reach. Here's a conversion of Hotdoggin' I did back when the first beta came out. I think I fixed everything to work with the latest version.
https://www.dropbox....0)vp10.vpx?dl=0
Edited by bodydump, 06 June 2015 - 11:17 PM.
#910
Posted 06 June 2015 - 11:24 PM
The first post has 38 tables plus my two new ones - equals 40. I'd like the other 7 please.
I just checked the collection vs the first post: Missing are Vernes World by Fren (the other forum), Wolfenstein by onemanproject (here/vpf), the rest are unfinished betas i got for testing/fixing bugs..
I put VW up here but haven't updated it since the first month of beta
#911
Posted 06 June 2015 - 11:45 PM
Parabolic: There isn't supposed to be a VPX table section until EXE is out of beta. Right now, one change in the beta EXE's can prevent ALL VP10 beta tables from working. Once it's feature locked with only bug fixes to come, THEN it will be a good time to get that VP10 table section done ![]()
#914
Posted 07 June 2015 - 06:18 AM
Kingpin UPDATED to a working version! I tested this one for a while, however I am only human and may have missed something. Please try it out and let me know if you still get crashing.
Same link as before
again, thank you everyone for the kind words so far! and rest assured we're still working on it. We all have ideas we want to implement, and by the time VP10 is out of beta I hope we have them all in place ![]()
hopefully next release we can implement the inserts that ClarkKent was working on if he'll allow.
#917
Posted 07 June 2015 - 08:28 AM
Sorry, message storage was full - didn't notice that for a while!
Ok, this sounds like I should use the existing png as a basis. I'll finish the inserts first and then will try to imlement them into the existing png. The only more difficult parts are the inserts with the strong arm and the money bag - would be much easier if I could get the clipart for these two signs.
By the way - I played the latest version of Kingpin for a while and did not get an error!
I hope it will stay this way. I only have the problem with the not always working plunger and the second one that after some time of playing fps drops so that the ball begins to move jerky. Happened in the last version, too. I tried to use vsync then fps drop to 30 fps, if I use my regular setting 120 fps with max rendered frames 0, framerate suddenly drops to 80 to 90 fps after maybe 20 minutes of playing. Never saw this behavior before in VP10. Maybe this started with the new scripts? Not sure...
Does anybody know, how the "sudden death" works? I do not understand what triggers it and how to save the life what counting down!? And I read somewhere that this table is using variable strenght of the flippers? Is this true and how does this work?
Ok, this sounds like I should use the existing png as a basis. I'll finish the inserts first and then will try to imlement them into the existing png. The only more difficult parts are the inserts with the strong arm and the money bag - would be much easier if I could get the clipart for these two signs.
By the way - I played the latest version of Kingpin for a while and did not get an error!
Does anybody know, how the "sudden death" works? I do not understand what triggers it and how to save the life what counting down!? And I read somewhere that this table is using variable strenght of the flippers? Is this true and how does this work?
#918
Posted 07 June 2015 - 10:47 AM
Sorry, message storage was full - didn't notice that for a while!
Ok, this sounds like I should use the existing png as a basis. I'll finish the inserts first and then will try to imlement them into the existing png. The only more difficult parts are the inserts with the strong arm and the money bag - would be much easier if I could get the clipart for these two signs.
By the way - I played the latest version of Kingpin for a while and did not get an error!I hope it will stay this way. I only have the problem with the not always working plunger and the second one that after some time of playing fps drops so that the ball begins to move jerky. Happened in the last version, too. I tried to use vsync then fps drop to 30 fps, if I use my regular setting 120 fps with max rendered frames 0, framerate suddenly drops to 80 to 90 fps after maybe 20 minutes of playing. Never saw this behavior before in VP10. Maybe this started with the new scripts? Not sure...
Does anybody know, how the "sudden death" works? I do not understand what triggers it and how to save the life what counting down!? And I read somewhere that this table is using variable strenght of the flippers? Is this true and how does this work?
we haven't scripted the sudden death flippers yet, i got some info about how it works and just need to spend the time to work on it. it's not as easy as I originally hoped
it's a hard mode to really utilize, you get to the end of the game and however many lights are lit on the power meter is your life. you can add life by hitting the flashing blue shots, but when the guy laughs at you (on the dmd) then the flippers stop and the game is over. you have maximum strength on the flippers until you get down to the 3rd blue power meter light, then it starts draining and the flippers get weaker until finally they just don't work anymore.
your fps problem, i get it too... or at least, when the ball is around a kicker I get extremely poor performance. you may also see poorer performance because of all the high resolution texture swapping, though once all the textures have been swapped (usually happens within the first minute), you don't see any performance decrease. for example, reflections from the ramp flasher have a lot of texture swaps, so the initial swap on this may cause performance issues, but the second time the light flashes you shouldn't have any performance issues because the images are already in memory.
you can also improve performance by changing the LampShader option at the top of the script from 1 to 0. this uses the normal VP lights and "works" but the look kind of annoys me, so i added in script from gaston that reads the lamp shade value (16 shades total) and adjusts the light intensity to match, so you get smooth fades. it was a quick implementation (well, quick as in----most straightforward) and, essentially, it increased the total number of lights from 80 to 1000. in a future iteration i am going to reduce that to 80 again and that should improve performance!
#919
Posted 07 June 2015 - 12:41 PM
I'm almost finished with the inserts for Kingpin - only "Hurry" and "Quick" missing. No idea what font has been used for this words. Any idea?
https://www.dropbox....nserts.pdf?dl=0


Top




Contributor












are all trademarks of VPFORUMS.