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Unity3D Pinball Pre-Alpha Released


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#81 xio

xio

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  • Favorite Pinball: Recent ones rather than old ones, unlike wine

Posted 30 December 2013 - 06:53 PM

"Pas de bol", this one was the bad example as I didn't have the rom. Anyway it's the same thing with the rom downloaded (and working in vpinmame test), here's the log :

Initialize engine version: 4.2.0f4 (38efbd14869d)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [nvumdshim.dll 9.18.13.1421]
    Renderer: NVIDIA GeForce GT 650M  
    Vendor:   NVIDIA
    VRAM:     1994 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 DF24=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\UnityEngine.dll (this message is harmless)
Loading D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\VPinMameTypeLib.dll (this message is harmless)
Loading D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\VPinMameTypeLib.dll into Unity Child Domain
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\TrackIRUnity.dll (this message is harmless)
Loading D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\TrackIRUnity.dll into Unity Child Domain
- Completed reload, in  0.051 seconds
desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
<RI> Initializing input.

<RI> Input initialized.

Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\System.dll (this message is harmless)
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\Boo.Lang.dll (this message is harmless)
No file specified , launching Extractor
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Player:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\Player.cs:95)
 
(Filename: G Line: 0)

SelectedFile:  D:\Jeux\Unit3D Pinball\TABLES\Dr Dude\Dr Dude.upt
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Player:LaunchExtractor(Boolean, Boolean, String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\Player.cs:192)
Player:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\Player.cs:96)
 
(Filename: G Line: 0)

Early antiAliasing set to 8
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:LogWarning(Object)
ScreenManager:ReadSavedDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:162)
ScreenManager:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:54)
 
(Filename: G Line: 0)

Early V-Sync set to 1
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:LogWarning(Object)
ScreenManager:ReadSavedDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:106)
ScreenManager:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:54)
 
(Filename: G Line: 0)

Display mode: FakeFullScreenMono
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManager:ReadSavedDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:177)
ScreenManager:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:54)
 
(Filename: G Line: 0)

Shape Window
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:471)
ScreenManager:SetDisplayMode(DisplayMode, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:209)
ScreenManager:SetWaitingDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:70)
 
(Filename: G Line: 0)

Shape Window
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:471)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:522)
ScreenManager:SetDisplayMode(DisplayMode, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:209)
ScreenManager:SetWaitingDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:70)
 
(Filename: G Line: 0)

NB displays:1
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManagerWindows:ComputeEnclosing() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:407)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:506)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:522)
ScreenManager:SetDisplayMode(DisplayMode, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:209)
ScreenManager:SetWaitingDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:70)
 
(Filename: G Line: 0)

Display 0
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManagerWindows:ComputeEnclosing() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:410)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:506)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:522)
ScreenManager:SetDisplayMode(DisplayMode, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:209)
ScreenManager:SetWaitingDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:70)
 
(Filename: G Line: 0)

 width:1920 height:1080
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManagerWindows:ComputeEnclosing() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:411)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:506)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:522)
ScreenManager:SetDisplayMode(DisplayMode, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:209)
ScreenManager:SetWaitingDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:70)
 
(Filename: G Line: 0)

 monitor:0,1920 0,1080
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManagerWindows:ComputeEnclosing() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:412)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:506)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:522)
ScreenManager:SetDisplayMode(DisplayMode, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:209)
ScreenManager:SetWaitingDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:70)
 
(Filename: G Line: 0)

    work:0,1920 0,1040
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManagerWindows:ComputeEnclosing() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:413)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:506)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:522)
ScreenManager:SetDisplayMode(DisplayMode, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:209)
ScreenManager:SetWaitingDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:70)
 
(Filename: G Line: 0)

Enclosing Pos:0,0 Size:1920,1080
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
ScreenManagerWindows:ComputeEnclosing() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:425)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:506)
ScreenManagerWindows:ShapeWindow(DisplayMode, Int32, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManagerWindows.cs:522)
ScreenManager:SetDisplayMode(DisplayMode, Boolean) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:209)
ScreenManager:SetWaitingDisplayMode() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Render\ScreenManager.cs:70)
 
(Filename: G Line: 0)

Table loading finished.
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Globals:DefaultTableLoadedCB() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Globals\Globals.cs:44)
Globals:TableLoadingfinished() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Globals\Globals.cs:57)
<LoadLevel>c__Iterator3:MoveNext() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\Player.cs:137)
 
(Filename: G Line: 0)

Loading Completed
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>c__Iterator3:MoveNext() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\Player.cs:149)
 
(Filename: G Line: 0)

loading camera calibration from D:/Jeux/Unit3D Pinball/Unit3D Pinball_Data/../Config/CabCalibration.xml
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
CabCalib:Load() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Calibration\CabCalib.cs:142)
CabCalib:Awake() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Calibration\CabCalib.cs:27)
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
AddScript:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\AddScript.cs:22)
 
(Filename: G Line: 0)

Adding Virtual Window Mapping for Cabinet and camera=CameraCAB
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
CabCalib:AddNewMapping(GameObject, Camera, Vector2, Vector2, Vector2, StretchMode, Single, Single) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Calibration\CabCalib.cs:102)
CabCalib:Load() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Calibration\CabCalib.cs:152)
CabCalib:Awake() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Calibration\CabCalib.cs:27)
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
AddScript:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\AddScript.cs:22)
 
(Filename: G Line: 0)

Adding Virtual Window Mapping for TRANSLITE and camera=CameraTRANS
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
CabCalib:AddNewMapping(GameObject, Camera, Vector2, Vector2, Vector2, StretchMode, Single, Single) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Calibration\CabCalib.cs:102)
CabCalib:Load() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Calibration\CabCalib.cs:223)
CabCalib:Awake() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Calibration\CabCalib.cs:27)
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
AddScript:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\AddScript.cs:22)
 
(Filename: G Line: 0)

Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\Mono.Security.dll (this message is harmless)
Platform assembly: D:\Jeux\Unit3D Pinball\Unit3D Pinball_Data\Managed\System.Configuration.dll (this message is harmless)
D:/Jeux/Unit3D Pinball/Unit3D Pinball_Data\..\Unit3D Pinball_Data\Managed\UnityEngine.dll was found
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Compiler:Compilation(String, String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Utils\Compiler.cs:67)
Utils:ApplyCompiler(String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Utils\Utils.cs:1795)
AddScript:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\AddScript.cs:45)
 
(Filename: G Line: 0)

D:/Jeux/Unit3D Pinball/Unit3D Pinball_Data\..\Unit3D Pinball_Data\Managed\Assembly-CSharp-firstpass.dll was found
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Compiler:Compilation(String, String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Utils\Compiler.cs:67)
Utils:ApplyCompiler(String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Utils\Utils.cs:1795)
AddScript:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\AddScript.cs:45)
 
(Filename: G Line: 0)

D:/Jeux/Unit3D Pinball/Unit3D Pinball_Data\..\Unit3D Pinball_Data\Managed\VPinMameTypeLib.dll was found
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Compiler:Compilation(String, String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Utils\Compiler.cs:67)
Utils:ApplyCompiler(String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Utils\Utils.cs:1795)
AddScript:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\AddScript.cs:45)
 
(Filename: G Line: 0)

D:\Jeux\Unit3D Pinball\TABLES\Dr Dude\Script.cs was found
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Compiler:Compilation(String, String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Utils\Compiler.cs:70)
Utils:ApplyCompiler(String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Utils\Utils.cs:1795)
AddScript:Start() (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Player\AddScript.cs:45)
 
(Filename: G Line: 0)

Fallback handler could not load library D:/Jeux/Unit3D Pinball/Unit3D Pinball_Data/Mono/libc
Fallback handler could not load library D:/Jeux/Unit3D Pinball/Unit3D Pinball_Data/Mono/.\libc
Fallback handler could not load library D:/Jeux/Unit3D Pinball/Unit3D Pinball_Data/Mono/libc



#82 catkins

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Posted 03 January 2014 - 05:17 AM

Just dropped by to say "thanks" and how much I am marveling at this achievement! The visuals are stunning -- best lighting effects in any pin sim that I've seen, anyway.

 

Almost all tables play smoothly on my overclocked i7 (3ghz) and nVidia GTX 660 ti. Adams Family only stutters when (it seems) collision happens between balls and walls, and/or flashers are lit/flashing.

 

I'm still shocked by the amount of refinement in this early release -- it came out of nowhere! Magnifique! :love39:



#83 xzotic

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Posted 03 January 2014 - 01:54 PM

Wow, just wow! This is amazing work. It has an incredible real feel even as a pre-alpha! It's stunning. The lighting is sublime and the ball has some real weight and gravity (Hooray!)

 

I played Dr Dude in Unity and then through The Pinball Arcade (TPA) and I would rather play the Unity version hands down! It's just that good. It makes TPA ball look like its floating like Future Pinball!...

 

This is the future right here...Unity 3d Pinball. Well done and thanks for sharing your amazing hard work.  :dblthumb:


|

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___________________________________________

YouTube: www.spaciesarcade.com


#84 destruk

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Posted 04 January 2014 - 02:54 AM

Added donation info to the first page of this thread -- http://www.vpforums....ic=26236&page=1

 

 

Donations are still open at [email protected] 

Our goal is somewhere just over $3000 (US) -- our current donation amount is $2051.23

We have enough for one legitimate Unity license - two would be better so Billbox can test easier.

Thanks to all the donators - I have been keeping careful track of who donated - and thanks a bunch to those who have donated more than once to help us reach our goal.


Build a fire, vipers love the heat.


#85 chinzman93

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    "All humans are vermin in the eyes of Morbo!"

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Posted 04 January 2014 - 04:39 AM

Second donation sent! Great job guys!

 

And thanks to Destruk for keeping track of the donations.



#86 xio

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Posted 05 January 2014 - 01:13 PM

 

"Pas de bol", this one was the bad example as I didn't have the rom. Anyway it's the same thing with the rom downloaded (and working in vpinmame test), here's the log : ...

I finally got it working : the problem was that I renamed the main folder to Unit3d Pinball, without "alpha release".



#87 powerframe

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Posted 05 January 2014 - 02:33 PM

qlx7451.jpg

Hi Guys!

 

 

As you gessed with this small picture... Unit3D Pinball Pre alpha is OUT !!!!

You can download it here:

http://unit3dpinball...loads/software/

 

Extract the rar where you want and... read the doc (in doc/UserDocumentation/UserDocumentation.html).

The first step is to replace your current vpinmame.dll with the one present at the folder root, then launch the Setup.exe of VPinMame and install it.

 

We released 3 tables for this pre-alpha version: Dr Dude, Black Knight 2000 and The Addams Family.

Download it there:

http://unit3dpinball...wnloads/tables/

 

It needs the 3 VPM roms, respectively dd_l2, bk2k and taf_l7 (see the download section on VPF).

 

Extract each rar anywhere (usually in Unit3D Pinball/TABLES).

 

You are now ready to play! Launch Unti3D Pinball.exe on the root folder and click "Play!" (the resolution is not yet important, read the doc) but keep "Window" checked. Click Ok.

The game is launched and you are invited to browse to the table. You also can launch a given table using command line/bat file/ etc (example: Unit3D Pinball.exe "TABLES/The Addams Family/TheAddamsFamily.upt" note: it is case sensitive). 

 

The default options are pretty high so here are some tips to tune the options if you don't reach the recommanded 60 FPS:

1) Scroll down "Pixel Light Count" => set by default to 200 (was only 8 in FP!!!)

2) Turn off reflections

3) ... and read the doc :).

 

We really hope that you will enjoy it and we really are looking forward to your comments/bug reports/suggestions, etc...

 

And if you are lucky, Santa will not forget to drop your gifts below your christmas tree while playing your killer cabinet ;).

Cheers!

 

 

Donations are still open at [email protected] 

Our goal is somewhere just over $3000 (US) -- our current donation amount is $2051.23

We have enough for one legitimate Unity license - two would be better so Billbox can test easier.

Thanks to all the donators - I have been keeping careful track of who donated - and thanks a bunch to those who have donated more than once to help us reach our goal.

 

Hallo,

ich habe mal versucht eine deutsche Übersetzung dieses Beitrages zu machen.

Schaut mal im Anhang.

 

Viele Grüße aus Deutschland,

Frank
Attached File  german translation.pdf   107.18KB   16 downloads


Edited by powerframe, 11 January 2014 - 02:13 PM.


#88 Lynny

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Posted 05 January 2014 - 10:04 PM

Hey guys,

 

Great to see this alpha release.  I'm looking forward to following the progress.  The lighting is very nice.  The cab calibration was also very nice.  Thanks for all your hard work, gentlemen.

 

I got it working using the direct launch workaround, bypassing the extractor.

 

Thanks,

Lynny


Edited by Lynny, 05 January 2014 - 11:51 PM.

Peace,
Lynny

#89 BilboX

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Posted 07 January 2014 - 02:20 PM

Just dropped by to say "thanks" and how much I am marveling at this achievement! The visuals are stunning -- best lighting effects in any pin sim that I've seen, anyway.

 

Almost all tables play smoothly on my overclocked i7 (3ghz) and nVidia GTX 660 ti. Adams Family only stutters when (it seems) collision happens between balls and walls, and/or flashers are lit/flashing.

 

I'm still shocked by the amount of refinement in this early release -- it came out of nowhere! Magnifique! :love39:

Hey, thank you very much, such cheering is really important for us. We will maybe try to improve flashers performances for next realease but we work on other topics right now.

 

Wow, just wow! This is amazing work. It has an incredible real feel even as a pre-alpha! It's stunning. The lighting is sublime and the ball has some real weight and gravity (Hooray!)

 

I played Dr Dude in Unity and then through The Pinball Arcade (TPA) and I would rather play the Unity version hands down! It's just that good. It makes TPA ball look like its floating like Future Pinball!...

 

This is the future right here...Unity 3d Pinball. Well done and thanks for sharing your amazing hard work.  :dblthumb:

Can't say how proud we are :). We don't wan't to "kill" TPA (we nether thought to port on other platforms), but we want to provide a complete free solution to pinball players and table makers...

 

 

Added donation info to the first page of this thread -- http://www.vpforums....ic=26236&page=1

 

 

Donations are still open at [email protected] 

Our goal is somewhere just over $3000 (US) -- our current donation amount is $2051.23

We have enough for one legitimate Unity license - two would be better so Billbox can test easier.

Thanks to all the donators - I have been keeping careful track of who donated - and thanks a bunch to those who have donated more than once to help us reach our goal.

Thanks destruk. We really need it now...

 

 

Second donation sent! Great job guys!

 

And thanks to Destruk for keeping track of the donations.

Hehey! You give quite a good example ;):dblthumb:

 

 

Hallo,

ich habe mal versucht eine deutsche Übersetzung dieses Beitrages zu machen.

Schaut mal im Anhang.

 

Viele Grüße aus Deutschland,

Frank
attachicon.gifgerman translation.rtf

 

Danke! If you guys want to translate in other langages, please, feel free to do it! (not in french of course ;)).

 

Hey guys,

 

Great to see this alpha release.  I'm looking forward to following the progress.  The lighting is very nice.  The cab calibration was also very nice.  Thanks for all your hard work, gentlemen.

 

I got it working using the direct launch workaround, bypassing the extractor.

 

Thanks,

Lynny

Glad to see that you could make it work. I hope that you lik eit and that the "non open-source" does not prevent you to enjoy pinball in U3DP ;).

 

 

Note to cab users:

- I just answered ravarcade: he proposed to help us with cab projection and I hope he will save us time by sharing his knowledge... from the discussions we had, we should get rid of the "render to texture" pass and thus get a uniform resolution on the whole table...


UP2


#90 hotdp

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Posted 07 January 2014 - 02:33 PM

Hi BilboX,

Can you give a status on PinDMD integration in your .dll? It is really important for me as a cab user.  



#91 BilboX

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Posted 07 January 2014 - 02:50 PM

Hi BilboX,

Can you give a status on PinDMD integration in your .dll? It is really important for me as a cab user.  

Ouch. nothing this way, my mistake. I still need to chack with arngrim, but the way I saw it was to integrate my mods in the official process, then arngrim should rebuild his mod. But maybe this will be a bit long... sorry !!!

 

EDIT: Skype with arngrim very soon... keep faith ;)


Edited by BilboX, 07 January 2014 - 03:17 PM.

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#92 ringorian

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Posted 07 January 2014 - 03:41 PM

Would be great if we can use the dll on bott programs and dont have to switch ...

 

Maybe we could also get a better performance when using the b2s Server for backglass, then we could use the single screen mode with b2s and maybe have the ledwiz integration through b2s server over directOutput ? Arngrim also knows some things about DirectOutput :)



#93 hotdp

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Posted 07 January 2014 - 05:13 PM

 

EDIT: Skype with arngrim very soon... keep faith ;)

 

 

YAY!!!! Hope you have a solution soon  :bar2:



#94 BilboX

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Posted 08 January 2014 - 02:21 PM

 

 

EDIT: Skype with arngrim very soon... keep faith ;)

 

 

YAY!!!! Hope you have a solution soon  :bar2:

 

Done: Arngrim video: http://www.youtube.c...eature=youtu.be

To Do: Virtual window handles to "remove" dmd from backglass. Thank Arngrim!


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#95 hotdp

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Posted 08 January 2014 - 02:25 PM

Awesome Arngrim and BilboX!

Any ETA?



#96 bosvrucht

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Posted 08 January 2014 - 03:03 PM

Awesome Arngrim and BilboX!

Any ETA?

 

It has been released. You will have to google for it, because linking to the file is forbidden here.



#97 hotdp

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Posted 08 January 2014 - 03:06 PM

 

Awesome Arngrim and BilboX!

Any ETA?

 

It has been released. You will have to google for it, because linking to the file is forbidden here.

 

 

Both the DLL and "To Do: Virtual window handles to "remove" dmd from backglass. Thank Arngrim!" ?

What is the is the search keywords?


Edited by hotdp, 08 January 2014 - 03:07 PM.


#98 bosvrucht

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Posted 08 January 2014 - 03:12 PM

 

 

Awesome Arngrim and BilboX!

Any ETA?

 

It has been released. You will have to google for it, because linking to the file is forbidden here.

 

 

Both the DLL and "To Do: Virtual window handles to "remove" dmd from backglass. Thank Arngrim!" ?

What is the is the search keywords?

 

 

 

if you put "rev 3497 vpinmame.dll"  into google, it is the first result



#99 arngrim

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Posted 08 January 2014 - 05:57 PM

you are welcome ,)

 

I saw that we can launch a table from command line, it could be great to not have to choose the resolution at the start of the emulator, to have it stored on some config file, so we can integrate unity to frontends like hyperpin or pinballx



#100 BilboX

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Posted 08 January 2014 - 06:05 PM

you are welcome ,)

 

I saw that we can launch a table from command line, it could be great to not have to choose the resolution at the start of the emulator, to have it stored on some config file, so we can integrate unity to frontends like hyperpin or pinballx

That was the goal. it is done. Will be removed on next release.


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