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VP10 table testing - available right here!


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#901 freneticamnesic

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Posted 06 June 2015 - 07:31 PM

I can think of 1 lol

#902 ClarkKent

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Posted 06 June 2015 - 07:40 PM

After playing the latest version of Kingpin I got an error message in line 1545 right after locking the 3rd ball and getting The Raid. Installed the latest vbs core, too.

Are you planning to implement ninuzzu's proposal for the kicker in the hotel?

#903 freneticamnesic

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Posted 06 June 2015 - 07:53 PM

uh huh, very busy though



#904 toxie

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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!   :bar1:


So are you telling us to stop building tables? lol :-)

 

 

contrary.. i wanted to trigger a race for the magic 50..  ;)



#905 hmueck

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Posted 06 June 2015 - 09:29 PM

I can think of 1 lol


Me too. Can you send it to me? ;)
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#906 toxie

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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..



#907 allknowing2012

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Posted 06 June 2015 - 09:45 PM

Six Million Dollar Man is in the WIP posting. ;-)


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#908 parabolic

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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.... :stunned:


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#909 bodydump

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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 freneticamnesic

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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 The Loafer

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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 :)



#912 hauntfreaks

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Posted 07 June 2015 - 12:00 AM

Evel Knievel with new GI lighting is update... same link... I have to thank freneticamnesic for doing the GI code and hmueck again for the conversion

 

good example of the swirl around the kicker hole at 1:06

 


Edited by hauntfreaks, 07 June 2015 - 12:05 AM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#913 The Loafer

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Posted 07 June 2015 - 03:54 AM

Yeah that swirl is pretty awesome looking! Well done!

#914 freneticamnesic

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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

 

KingpinRC1_6-6-15-b

 

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.



#915 ClarkKent

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Posted 07 June 2015 - 06:55 AM

I'll finish the inserts for Kingpin soon and then we can decide if I should try to insert them into the existing png (=more work) or if vamp can add them into the PSD file (=less work).



#916 freneticamnesic

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Posted 07 June 2015 - 07:40 AM

tried to pm you, anyways i'll say it here - if you get any response from vamp, it won't be positive. i wouldn't bother. he hasn't responded to any of us for weeks and I'm honestly surprised he did as much as he did given how heated he got.



#917 ClarkKent

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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?

#918 freneticamnesic

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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 ClarkKent

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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



#920 Hyper

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Posted 07 June 2015 - 01:11 PM

Kingpin and PinballX is worse performance  :thmbdn: