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VP10 is here (beta)

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#81 chepas

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Posted 30 January 2015 - 04:21 PM

Xendo, just for you. I think its pretty safe to do this. Don't worry about the script, leave it as it is and it will be there for when you do need it.

 


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#82 Thingamajiik

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Posted 30 January 2015 - 04:26 PM

Whoa! Its there already! :otvclap:



#83 TedB

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Posted 30 January 2015 - 04:49 PM

Great news! Just tried the Papa Smurf table and I am impressed. Love the spin, physics and lightning. It always takes a while for authors to make full use of new options, so this is very promising. 

A FS version of the Smurf table would be nice or a small explanation how to do it yourself. 

Probably the first piece of software in the history of software that is released sooner than expected ;) 



#84 dark38

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Posted 30 January 2015 - 04:52 PM

excuse my ignorance, but i cant get the rotate table for cabinet use to work, what am i doing wrong?

 

Hi,

 

for playing in Cabinet mode,Screen rotate in 90° with IRotate:

 

 

in backdrop options --) Colors & Formatting

 

FS

 

Inclinaison: 0

Field of View: 34

Layback: 0

XY Rotation: 0

X Scale: 1,22

Y Scale: 1,02

Z Scale: 1

X Offset: 0

Y Offset: 10

Z Offset: 0


Edited by dark38, 30 January 2015 - 05:04 PM.


#85 ClarkKent

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Posted 30 January 2015 - 04:54 PM

sure a GTX660 supports this but maybe not in the way like it is implemented ;) The way how you create AO is based on the access to the depth buffer. DirectX9 doesn't support that so you need a workaround for that. One way is to use a special NVidia library which uses a driver hack to access the depth buffer. But we we rewrite this to support all graphics cards ATI,NVidia,Intel and so. If it crashs for you don't use this feature at the moment and wait until we changed that.


Seems reasonable to me. Thanx for the info!

#86 TedB

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Posted 30 January 2015 - 05:02 PM

 

Hi,

 

for playing in Cabinet mode:

 

in backdrop options --) Colors & Formatting

 

FS

 

Inclinaison: 0

Field of View: 34

Layback: 0

XY Rotation: 0

X Scale: 1,22

Y Scale: 1,02

Z Scale: 1

X Offset: 0

Y Offset: 10

Z Offset: 0

 

 

Hmmm.. doesn't rotate for me (also tried the rotate option in video)



#87 Nemo

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Posted 30 January 2015 - 05:07 PM

Ohhhhh yeah, this is what we've all been waiting for, these are great times to be a Pinhead !

Thanks to all involved, you peeps keep improving the virtual pinball experience, for that:

 

I salute you !


Gone fishin', no really.......

My F14 Cab http://www.vpforums....showtopic=21820

My Coffee Table http://www.vpforums....topic=25407&hl=

My Jukebox WIP http://www.vpforums....topic=23825&hl=


#88 chepas

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Posted 30 January 2015 - 05:13 PM

 

excuse my ignorance, but i cant get the rotate table for cabinet use to work, what am i doing wrong?


XY Rotation: 0

 

270 ?


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#89 freneticamnesic

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Posted 30 January 2015 - 05:27 PM

For those familiar, is the old FadeL script dead?

 

Light.Offimage gives an error, is there new nomenclature?

 

edit:

Light.Image is what is used now. 


Edited by freneticamnesic, 30 January 2015 - 05:34 PM.


#90 chepas

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Posted 30 January 2015 - 05:34 PM

Yes I think so. Do you know how to get rid of the shake!!? Doing my box in.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#91 freneticamnesic

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Posted 30 January 2015 - 05:48 PM

I do not see the option



#92 toxie

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Posted 30 January 2015 - 05:54 PM

Mukuste wanted to add it after his screen shake changes.



#93 chepas

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Posted 30 January 2015 - 05:58 PM

Thanks, no worries, I had looked everywhere! :)


Bump maps are the new auto-tune :BDH:
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#94 unclewilly

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Posted 30 January 2015 - 06:09 PM

Fren. Its just image now not off image.
jp is and i am working on anupdated fading routine. Now every object that swaps images can use the same sub

It will be something like
a.image = "imagename"

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#95 gtxjoe

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Posted 30 January 2015 - 06:09 PM

Regarding default table.  Please create one and post it here and we will critique it for you :)

 

If you ask 10 people for there version of a default table, you will get 10 different answers, so let them include what ever they want, and we will say

 

thank-you-sir-may-i-have-another.jpg


Edited by gtxjoe, 30 January 2015 - 06:10 PM.


#96 ClarkKent

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Posted 30 January 2015 - 06:42 PM

Have you seen this one: http://www.vpforums....421#entry295441

 

Incredible. Ball physics is almost like watching a video from a real pinball... :)



#97 Shockman

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Posted 30 January 2015 - 06:54 PM

New table menu should open a minimal table. Or a file requester, to open a blank templates (deep tables like this one or a shallow old fashion table as well as other templates.) This table would not even make a lot of sense there though.

 

As a beta having this table is OK, but when finished New Table should be a new table, or better a editable collection of templates. Another menu Item with demos would be fine.

 

I don't have a problem building my own starter templates and ignoring the new table menu like a plague. I doubt that anyone is going to want to mod this table, and that is what selecting new table will be, even if they have to build those templates. This method is not only going to get old fast (it is day one) but at some near point is not going to be used, rendering the new table menu item a joke. 



#98 ICPjuggla

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Posted 30 January 2015 - 07:14 PM

Thanks fuzzel and Toxie for your efforts into creating VP10 and anyone else involved. Today is an epic day in VP history and we all appreciate everything you have done to make this possible. Also, thanks to mukuste for getting us to dx9 and overhauling the physics engine, what an exiting day to be involved in VP.

Again thank you all!!! :-)

I see nothing wrong with a default table. Actually, I'm sure it will be quite helpful to learn the new features and will save a boat load of time in the long run.

Selecting objects and hitting delete seems pretty easy to me but that's just my opinion!

Edited by ICPjuggla, 30 January 2015 - 07:14 PM.

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


#99 Sir Cheddar

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Posted 30 January 2015 - 07:16 PM

Thanks for the beta. It looks and works great :)

 

I can't confirm the ambient occlusion crash. Nvidia GTX 660, driver version 340.52

Emulation starts w/o issues.

 

Small request for the Papa Smurf table: please set the sounds for fx_bell*, fx_reel and fx_startup to BG Out

It would be great if the test table has that feature out of the box so people can easier test their speaker setup.

 

Really low priority bug report/feature request for BGOut:

Setting a sound to BGOut doesn't set the table modified flag

There doesn't seem to be an option to disable BGOut in the sound manager.

 

I'm very happy to have this running on my cab. Thanks, all, for your hard work!


Edited by Sir Cheddar, 30 January 2015 - 07:17 PM.


#100 Shockman

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Posted 30 January 2015 - 07:34 PM

I did not find the deleting as easy as I would expect, and got script errors about GI after I did and had to rem lines out, but I knew from experience not to delete so to have syntax reference in the future. And had to go back and delete more stuff I missed. One especially if they are novice, has to be careful not to delete the ball feed and especially slings, thinking it would be easy to put new ones back in.

 

BUT, even if there was a button that would delete the extraneous stuff and make this table a starter template it would still silly to have to push it after first having to open the table.

 

That aside, It looks like a good start. 







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