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Unit3D Pinball Beta is OUT!


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#81 teppotee

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Posted 02 July 2015 - 06:36 PM

Yeah... I already copied the table configs from 2.0 VP file to the 1.0 version of directoutputconfig that comes with the BETA. That was the first step to get anything working.

 

Need to check the log files once I'm at my cab again. Just curious because BK2000 works perfectly so I would assume the same mappings would work in other tables as well (like in VP). So guess I'm the only one with this problem? :)



#82 ClarkKent

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Posted 02 July 2015 - 06:40 PM

I do not understand the camera editor. It does not do anything here...

 

The table options allow to edit the depth and height - but then the table is often cut off at the lower side. How to reduce the height to see the full table again?

 

And how can I hide the speaker panel of the backglass to display the DMD on the 3rd monitor only? Using calibrate cabinet is not able to stretch the backglass so much to the bottom to hide it. Or is there an option to hide the speaker panel somewhere?


Edited by ClarkKent, 02 July 2015 - 06:41 PM.


#83 Arcade4

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Posted 02 July 2015 - 07:40 PM

Nice to see this released. Have not messed with Unity since the early alpha days.

Should be fun to give it a try again.

What is DOF? Guessing depth of field?

Is there a link about how to appy this as I see people talking about using it with regular VP and Unity as well?

Not something I have ever used before.



#84 tttttwii

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Posted 02 July 2015 - 07:58 PM

Congratulations! After using Teppotes setting, everything is running smooth - FPS is constantly on 60, even with the moving saucer in AFM (i5 4760k, 8GB, GTX 760/2GB). For DOF I used the directoutputconfig.ini file provided with the beta and copied my old ledcontrol.ini values using a text editor.

 

Wishes:

- Can you please change the DOF config to DOF 2.0 (slghtly different header)?

- An easier 3-screen setup would be nice. The additional DMD helps, but still my screen is split showing a second DMD in the backglass part.

 

Thanks again for this great piece of software. AFM and T2 are the best simulations I have ever played!!!! :otvclap:


Edited by tttttwii, 02 July 2015 - 07:58 PM.


#85 arngrim

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Posted 02 July 2015 - 08:19 PM

DOF is the software to interact between vp and an hardware controller like the ledwiz to have interactive force feedback for all tables that are mapped with the DOF configtool website repository

 

check my youtube channel for some examples in my cab

 

https://www.youtube....tGbP7GErwfawfRA



#86 hotgraphics

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Posted 03 July 2015 - 11:04 AM

I'll try to answer every one:

- Small bug here: you need to select the directory in the parent one, not when you are inside the directory => BUG
- ROM Sound volume is override in UP: check "engine volume" in sound option


I tried checking the engine volume, but that doesn't seem to be the problem. I get a SOUND ERROR SY. 3.77 message in AFM on the DMD.
Sorry for the noob question, but what key is it to open the coin door on the AFM table?.

Edited by hotgraphics, 03 July 2015 - 11:57 AM.

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#87 BilboX

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Posted 03 July 2015 - 12:23 PM

Seems that the nudge FPS drop I reported earlier is only related to AFM. Most likely the saucer movement is the root cause(?) because the same FPS drop happens when the saucer is hit and it's animated. 

It is probably the physics applyied to the martians (arms are responding when nudging).

I put a specific option for that (check in table options). Please, tell me if this improved your fps drop.


I tried checking the engine volume, but that doesn't seem to be the problem. I get a SOUND ERROR SY. 3.77 message in AFM on the DMD.

Sorry for the noob question, but what key is it to open the coin door on the AFM table?.

 

Never had this error. I think the key is "Home" by default...


UP2


#88 chepas

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Posted 03 July 2015 - 01:14 PM

That way no good either. You don't have the class BxEMkicker.?

AddSolenoid("sw22/sw22", 10, "BxEMkicker");

 

Can't add component because class 'BxEMkicker' doesn't exist!
UnityEngine.GameObject:AddComponent(String)
BxTableManager:AddSolenoid(String, Int32, String) (at G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Behaviours\BxTableManager.cs:472)

AddSolenoid("sw22/sw22", 10, "EMkicker"); 

 

InvalidCastException: Cannot cast from source type to destination type.
  at BxTableManager.AddSolenoid (System.String name, Int32 solenoidSlot, System.String behaviourName) [0x001b7] in G:\Unity\Pinball Unit3D\PinballUnit3D\trunk\sources\PinballUnit3D\Assets\Plugins\Behaviours\BxTableManager.cs:473


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#89 chepas

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Posted 03 July 2015 - 11:08 PM

Why are you making more tables? Wouldn't that time be better spent fixing & improving to get updated versions out every so often and actually writing some documentation or adding comments to the library for other authors?


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#90 hotgraphics

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Posted 04 July 2015 - 03:18 AM

I tried checking the engine volume, but that doesn't seem to be the problem. I get a SOUND ERROR SY. 3.77 message in AFM on the DMD.
Sorry for the noob question, but what key is it to open the coin door on the AFM table?.

Never had this error. I think the key is "Home" by default...


Yeah, turns out I had used the afm_133b.zip from RetroRoms, which is a incorrect romset. Got the correct romset from here and the sound
works now in AFM.

Some other problems I've had with AFM, sometimes the scrolling cameras (scrolling & up & down cameras) stop scrolling. Also I noticed
when the scrolling camera scrolls to the top of the table, often the ball goes down to the flippers before the camera has had a chance
to scroll down all the way to see whats happening around the flippers.

Edited by hotgraphics, 04 July 2015 - 08:02 AM.

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#91 The Loafer

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Posted 04 July 2015 - 05:51 AM

Jeez Chepas, they are human devs , not robot devs so they can work on whatever they want.  What kind of question is that?  Unless we pay them by the hour, and we are not, IMHO we have zero rights to ask a question like that.  This is a guess but to answer your question for them, I would say one needs to work on other stuff to take a break from the grind, less you go nuts.  Same reason why instead of working on just one table and finish it, you've work on multiple WIPS instead right?

 

devs:  I won't be able to try this for a while but from the looks of the pics and comments, you've done a great job.  Congrats on this release!  Félicitations mes amis, bravo pour votre excellent travail!


Edited by The Loafer, 04 July 2015 - 05:54 AM.


#92 teppotee

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Posted 04 July 2015 - 07:37 AM

DOF fixed for me! I had to go and generate "legacy" type config from the DOF config tool and all is fixed now. Apparently just copying the table configs from the 2.0 file to the 1.0 didn't quite work :)

 

Disabling the "martian physics" from AFM helped with the nudge FPS drop a bit. Now the drop is < 10 FPS for each nudge. So it's definitely linked with the animations.

 

Otherwise I have been still testing the performance and can't quite figure out why the FPS drops sometimes. I have i5 2500K CPU (3.30Ghz overclocked to 4,2Ghz) -> CPU utilization about 70% all the time but never 100%. GPU utilization < 30% with overclocked GTX 580. Around 2GB of free memory as well. So nothing seems to be maxing out. I guess normally FPS drop of < 10FPS usually is not a big deal occasionally but damn that makes a huge difference in pinball sim :)

 

Anyway I have been really enjoying the BETA so far!



#93 chepas

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Posted 04 July 2015 - 08:25 AM

Some people want to use the editor but can't. If more people can use the editor now with different games they've created, more games, more bug , easier\faster to solve, no?

 

The alpha not much different in way of editor but still no one really used it in between that time either? and I'm going to guess because it looked too tricky and too much of an undertaking?

 

That was a year ago, I think it would be pushing it to say I was on their case.


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#94 BigBoss

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Posted 04 July 2015 - 12:15 PM

So something seems a little off on the flipper physics. Take attack from Mars as an example. Almost all shots head to the lock ramp on the left or the stroke of luck scoop. The actual two ramps are hard to hit as if there is a blind spot on the flippers. The center feels about right. Is there any sort of oblique Iike adjustment happening here? Also, the Martian targets on the sides are a little too hard to hit as well.

The same holds true with scarred stiff. The ramps and orbits feel too far to the edge of the flipper from the real machines.

Edited by BigBoss, 04 July 2015 - 12:31 PM.


#95 freneticamnesic

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Posted 04 July 2015 - 12:27 PM

Some people want to use the editor but can't. If more people can use the editor now with different games they've created, more games, more bug , easier\faster to solve, no?

 

The alpha not much different in way of editor but still no one really used it in between that time either? and I'm going to guess because it looked too tricky and too much of an undertaking?

 

That was a year ago, I think it would be pushing it to say I was on their case.

 

Yea it's great to play but I have no idea how to actually make anything here...



#96 mpad

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Posted 04 July 2015 - 12:41 PM

still confused with vpinmame.

 

can I use the unified version 2.14 that arngrim provides over at the other place?

relly don't want to miss that because I like to play a lot of sam games. and is has kewl new improvements by the dev team...

 

oR is it possible to run two diffrent vpinmames at he same time?

really don't want to switch the whole time, so how are you guys doing it?



#97 kruge99

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Posted 04 July 2015 - 12:57 PM

 

 
We will know performances sinks fter the Beta, but it is sure that spreading window (as in FakeFUllScreen) over two screen ON DIFFERENT GPUs is REALLY BAD..

I honesty don't know why anyone would put two video cards in a cabinet anymore.

 

 

What about using two identical video cards in SLI mode - using the SLI cable to attach both cards on their backplane? (same brand, same gpu, same memory configuration)  Does that cause a speed problem?

 

Also, I just tried to download the Unit3d beta from the Unit3d website and Avast with today's latest is blocking the download of Unit3d beta claiming it's infected with Win32-Malware-gen.  Is the beta available for download here at VPF so I can try downloading it here instead?


Edited by kruge99, 04 July 2015 - 01:05 PM.

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#98 freneticamnesic

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Posted 04 July 2015 - 01:00 PM

still confused with vpinmame.

 

can I use the unified version 2.14 that arngrim provides over at the other place?

relly don't want to miss that because I like to play a lot of sam games. and is has kewl new improvements by the dev team...

 

oR is it possible to run two diffrent vpinmames at he same time?

really don't want to switch the whole time, so how are you guys doing it?

 

yes it works just fine with whatever vpm you currently have

 

 

 

 

 
We will know performances sinks fter the Beta, but it is sure that spreading window (as in FakeFUllScreen) over two screen ON DIFFERENT GPUs is REALLY BAD..

I honesty don't know why anyone would put two video cards in a cabinet anymore.

 

 

What about using two identical video cards in SLI mode - using the SLI cable to attach both cards on their backplane? (same brand, same gpu, same memory configuration)  Does that cause a speed problem?

 

 

sli works fine with unit3d



#99 xxTheGoDxx

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Posted 04 July 2015 - 01:42 PM

Am I the only one why can't restart Abra Ca Dabra after I played one match?



#100 mpad

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Posted 04 July 2015 - 01:49 PM

yes it works just fine with whatever vpm you currently have 

OK thanks. It really wouldn't hurt to mention this in the Unit3D doc. There it seems to be ultra important to use their version of vpinmame.

Edited by mpad, 04 July 2015 - 01:50 PM.




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