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Unit3D Pinball - Alpha

Unit3D Pinball

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#81 Glxb

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Posted 21 February 2014 - 07:41 PM

damn I'm lost already.

Got the thing playing Indy ok.

Can also load Indy into the editor (although the plunger repeated fires)

But I can't get any FP files to show anything in the editor.

Is there a minimum script I need to create?

I tried a blank script and just using the Indy script but the editor stays black.

 

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#82 louizou

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Posted 21 February 2014 - 08:45 PM

You may have an error when importing your table .Look at the ouput_log.txt.

It may tell you what's going wrong while importing


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#83 chepas

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Posted 21 February 2014 - 09:00 PM


Is there a minimum script I need to create?

I tried a blank script and just using the Indy script but the editor stays black.

using System;
using UnityEngine;
using VPinMameTypeLib;

public class Script
{
	public void Init()
	{
		GameObject table = GameObject.Find("TABLE");
		horseS_TableManager behaviour = table.AddComponent<horseS_TableManager>();
		//behaviour.PreInit();		// Call pre-initialization steps
		behaviour.Init();			// Script initialization
		//behaviour.PostInit();		// Call poste-initialization steps;

	}
}

public class horseS_TableManager : BxVPMTableManager
{
	//! Use this for initialization
	public override void Init ()
	{
		base.Init();					// Call BxVPMTableManager Start (Display version and default controller options

		InitArrays(65,49,0,60);		// 65 Lamps, 65 Solenoids/Flashers (10 by default for GIs) and 90 Switches...)

		InitVPM("dd_l2",112);				// Initialize VPM controller
		SetDMDObject("DMD","BxVPMDMD");	// Link the Vpm driven Dmd Update Component to the object "DMD"

		//InitSubwaySystem();				// Initialize Subway System

		m_AutomaticFlipActionCB = true;	// flipper will be actioned only by the ROM	, not directly from buttons	
	

		//PrepareElements();				// Destroy unsused or uncatchable objects, setup toys, etc...


		////////////////////// Physics tuning
		Global.Physics.SetBallDiameter(26.987f);    // Set the balls diameter
		// Plungers
		Global.Physics.g_PlungerForceMultiplier = 20f;				//!< Plunger force multiplier 					(importer, 	global force mult	)
		Global.Physics.g_AutoPlungerForceMultiplier =80f;			//!< Auto Plunger force multiplier 				(runtime, 	global force mult	)
		// Flippers
		Global.Physics.g_FlipperForceMultiplier =260f;				//!< Flipper force multiplier 					(importer, 	global force mult	)
		Global.Physics.g_FlipperSpeedTargetMultiplier = 100f;		//!< Flipper angular speed target multiplier	(runtime						)
		// Kickers
		Global.Physics.g_VerticalKickerForceMultiplier=500f;		//!< Force multiplier for vertical kickers		(runtime, 	global force mult	)
		Global.Physics.g_OrientedKickerForceMultiplier=400f;		//!< Force multiplier for oriented kickers		(runtime,	global force mult	)
		// Bumpers
		Global.Physics.g_BumperKickForceMultiplier =500f;			//!< Force multiplier for bumper kickers		(runtime, 	global force mult	)
		// Slingshots
		Global.Physics.g_SlingshotForceMultiplier =100f;			//!< Force multiplier (aka reaching speed divider) for slingshots	(runtime, 	global force mult	)

		Global.Physics.g_NudgeForceMultiplierY=4f; //(default value)

		/////////////////// TILT SYSTEM
		// Nudge threshold (0 = very sensitive, 1 = nearly insensitive, <0 = disabled)
		BxNudge.s_tiltThreshold = 0.9f;
		m_driver.RemoveActionSwitch(  "LeftFlipCommand"		,	m_driver.swULFlip  		);
		m_driver.RemoveActionSwitch(  "RightFlipCommand"	,	m_driver.swURFlip  		);		
	}	
}

Script.cs you can chuck in with your table. Bere in mind you can't really do much with it here in the way of playing the game but should get you loaded, I've tried it with a few tables.

 

In my case I don't need the pinmame but can't get it running without errors if I don't include it.

 

Need documentations or if you're doing pinmame I'm sure you could get by referencing one of their released tables.

 

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Edited by chepas, 21 February 2014 - 09:02 PM.

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#84 TheMcD

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Posted 21 February 2014 - 09:30 PM

Great! With this new version, I managed to get this to run! I don't know what changed and what originally caused the problem, and I don't care, either. Anyway, now that I got this to run, some feedback:

 

1) Performance is... alright. I wouldn't call it great yet, since some tables dip to 50 FPS at times and it's a bit tricky to deal with, but it's still good. Some fiddling with the settings could fix that. Speaking of that...

 

2) The setting wealth is excellent. I did some fiddling, and being able to adjust the reflections, light levels and disable the bloom is a godsend. However...

 

3) Something feels off about the flippers. Seems to me like there's a split-second delay between pressing the button and the flipper moving. No idea if it's on my end or not. This is kind of a deal-breaker, as...

 

4) The ball just moves too damn fast and feels too heavy to properly play to me. A lot of the times it dies very easily, and if it comes careening around a ramp and rushes down the inlane, the aforementioned split-second delay means that I end up completely botching the flip almost every time. I might be suffering from delusions based on a lack of real pinball in my area, but it doesn't feel right to me.

 

Still, it's great to see this project bear fruit, and it can only get better.


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#85 Glxb

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Posted 21 February 2014 - 10:00 PM

Attached File  Screenshot 2014-02-21 21.30.04.png   602.25KB   19 downloadsAttached File  Screenshot 2014-02-21 21.36.06.png   643.65KB   19 downloads

 

Some progress.

That script worked for me chepas.

 

I even got the rom loading for The Simpsons, but I can't see the display yet, also some other editing problems but it's a start.

 

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#86 chepas

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Posted 21 February 2014 - 10:10 PM

Cool. I don't know why they're making this process so cryptic. You could probably start uncommenting some more functions now and referencing the other tables script.

 

I was just finding doing this tedious in the end.


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#87 mystman12

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Posted 21 February 2014 - 10:34 PM

Man, I still can't figure out how to open any FP games. I tried using your your script @chepas, but I'm still having trouble. One weird thing is I'm getting a few errors. The first two are the same: Actor::UpdateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mes or supply a tensor manually! Then after that twice, it says COMException. Btw, I don't have a Dr. Dude ROM, but can't anyone make a script that doesn't require a ROM? I still barely have any idea how this works.  :unsure:


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#88 zeenon

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Posted 21 February 2014 - 10:39 PM

Does anyone have this working with the Virtuapin plunger and nudge? Is so can you post your input.xml.

 

Z



#89 chepas

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Posted 21 February 2014 - 10:51 PM

Man, I still can't figure out how to open any FP games. I tried using your your script @chepas, but I'm still having trouble. One weird thing is I'm getting a few errors. The first two are the same: Actor::UpdateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mes or supply a tensor manually! Then after that twice, it says COMException. Btw, I don't have a Dr. Dude ROM, but can't anyone make a script that doesn't require a ROM? I still barely have any idea how this works.  :unsure:

Best bet is just to grab the rom and see if it loads up then. Really can't do anymore without spending more time deciphering it some more, I honestly can't be bothered to do that, shouldn't need to. Best off waiting for them to release references for the libary.


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#90 louizou

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Posted 21 February 2014 - 11:12 PM

attachicon.gifScreenshot 2014-02-21 21.30.04.pngattachicon.gifScreenshot 2014-02-21 21.36.06.png

 

Some progress.

That script worked for me chepas.

 

I even got the rom loading for The Simpsons, but I can't see the display yet, also some other editing problems but it's a start.

 

GLXB

To see the Display , create an Overlay on the Translite and name it DMD.

In the script VPM is linked to this overlay using this line:

SetDMDObject("DMD","BxVPMDMD"); // Link the Vpm driven Dmd Update Component to the object "DMD"

 

 

 

 

Great! With this new version, I managed to get this to run! I don't know what changed and what originally caused the problem, and I don't care, either. Anyway, now that I got this to run, some feedback:

 

1) Performance is... alright. I wouldn't call it great yet, since some tables dip to 50 FPS at times and it's a bit tricky to deal with, but it's still good. Some fiddling with the settings could fix that. Speaking of that...

 

2) The setting wealth is excellent. I did some fiddling, and being able to adjust the reflections, light levels and disable the bloom is a godsend. However...

 

3) Something feels off about the flippers. Seems to me like there's a split-second delay between pressing the button and the flipper moving. No idea if it's on my end or not. This is kind of a deal-breaker, as...

 

4) The ball just moves too damn fast and feels too heavy to properly play to me. A lot of the times it dies very easily, and if it comes careening around a ramp and rushes down the inlane, the aforementioned split-second delay means that I end up completely botching the flip almost every time. I might be suffering from delusions based on a lack of real pinball in my area, but it doesn't feel right to me.

 

Still, it's great to see this project bear fruit, and it can only get better.

3- I had this problem with my cab , i have an ATI CG, using radeon pro software and playing with "Flip Queue size" parameter the lag went off

    You may also launche the software in editor mode and play with the curve editor and edit the "Flipper/Force" curve to ehance flipper response

 

4- actual ball's weight is 1.5, you can by script change it's weigth.You can test this code at the end of the Init function

    GameObject.Find("Player/Shop/ball").rigidbody.mass=0.5f; 

    Beware of this , you may need to adjust global physics variables in this same function to compensate

 

 

Man, I still can't figure out how to open any FP games. I tried using your your script @chepas, but I'm still having trouble. One weird thing is I'm getting a few errors. The first two are the same: Actor::UpdateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mes or supply a tensor manually! Then after that twice, it says COMException. Btw, I don't have a Dr. Dude ROM, but can't anyone make a script that doesn't require a ROM? I still barely have any idea how this works.  :unsure:

don't worry about the Actor::UpdateMassFromShapes messages, they are harmless

COMException means VPM can't start-<check your roms


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#91 Glxb

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Posted 21 February 2014 - 11:43 PM

Thanks I tried adding a dmd called dmd, now trying overlay.

BTW Did a quick hook up of all the lights. WORKS!

 

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#92 Guus

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Posted 21 February 2014 - 11:46 PM

Awesome release !! A major improvement over the first pre-alpha. In many ways, the graphics are better(not blurred), the fps is improved (but still lags at Addams Family and Indiana Jones), the gameplay is improved.

 

But I found the following bugs:

 

Scared Stiff - with multiball the table thinks that the match is over when the first or the first 2 balls (or 3 ball) are gone.

DMD - All tables - the height of the DMD is cut off on the bottom: pixels are missing.

 

And the settings could be improved: It would be great to have individual settings for all tables. (options and camera)

 

Thanks for the hard work ! Your work is really amazing !! :tup:



#93 Glxb

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Posted 21 February 2014 - 11:52 PM

Attached File  Screenshot 2014-02-21 23.44.42.png   512.44KB   20 downloads

 

ITS ALIVE!

 

Glxb


BTW In the pics I have most of the fancy lighting stuff turned off or down, to keep my FPS up.

 

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#94 Smoker1

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Posted 22 February 2014 - 12:01 AM

Dont know what is going on, but under my Windows 7 64Bit Pro, Scared Stiff and Addams Family start Loading then you hear a Boom and a Pop up Msg says they have crashed.



#95 hotgraphics

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Posted 22 February 2014 - 12:02 AM

 

 

For class of 1812, you need a specific nvram file indeed, you got it here:

http://www.vpforums....s&showfile=1362

 

For the additional dmd, i got the same here--> BUG List

 

Oups, that's my fault: I saved with my testing configuration: the DMD is on the far right of my 1920 screen (and flipped!). The workaround is to open the Config/options.ui.puo and to delete the line 

<additionnalGuiDMD stretchMode="ScaleToFit" rotation="90" fliph="True" flipv="False">1896,475,554,215</additionnalGuiDMD> (At the end of the file).

Save and relaunch: you shoul dsee it in a better place :). Sorry.

That fixed it, Bilbox. Thanks.


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#96 chepas

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Posted 22 February 2014 - 12:02 AM

Is there any need for the invisble top layer anymore, you know the one where it stops the ball getting air and going through stuff?


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#97 Glxb

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Posted 22 February 2014 - 12:02 AM

Is there a way yet to restart the table without reloading, so if I get script errors I can edit and try again without having to quit and load again.?

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#98 chepas

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Posted 22 February 2014 - 12:06 AM

Is there a way yet to restart the table without reloading, so if I get script errors I can edit and try again without having to quit and load again.?

Glxb

 

Haha , welcome to tediousville. Not sure if the rom can be restarted too which would be handy after book keeping is reset.


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#99 louizou

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Posted 22 February 2014 - 12:09 AM

Awesome release !! A major improvement over the first pre-alpha. In many ways, the graphics are better(not blurred), the fps is improved (but still lags at Addams Family and Indiana Jones), the gameplay is improved.

 

But I found the following bugs:

 

Scared Stiff - with multiball the table thinks that the match is over when the first or the first 2 balls (or 3 ball) are gone.

DMD - All tables - the height of the DMD is cut off on the bottom: pixels are missing.

 

And the settings could be improved: It would be great to have individual settings for all tables. (options and camera)

 

Thanks for the hard work ! Your work is really amazing !! :tup:

BilboX is aware of the scared stiff bugs, sure he will correct them in a new table version.

DMD cutt off=>TODO List

You can have options for each table, copy the options.ui.puo file, name it as you wish and launch the software by specifying in the command line "the path of the table file " /config "the path of your file".

For the cameras , in the camera editor you can create custom cams, these cms will be saved in the table folder and won't be available for others tables.

 

 

 

attachicon.gifScreenshot 2014-02-21 23.44.42.png

 

ITS ALIVE!

 

Glxb


BTW In the pics I have most of the fancy lighting stuff turned off or down, to keep my FPS up.

 

Glxb

Yeah !!! You're on the good way ;)

Do not hesitate to ask if you have any questions about scripting.


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#100 louizou

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Posted 22 February 2014 - 12:52 AM

Dont know what is going on, but under my Windows 7 64Bit Pro, Scared Stiff and Addams Family start Loading then you hear a Boom and a Pop up Msg says they have crashed.

can you share your output_log.txt ?


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