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VP10 table testing - available right here!


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#1041 Trinity

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Posted 15 June 2015 - 04:16 PM

I was bored:
http://www.mediafire...A-Fastbreak.rar


Table by JPSalas. All credits to him. I just tried to convert it to VP10.

You seem to get bored alot! I like it when you get bored. :otvclap:



#1042 Knorr

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Posted 15 June 2015 - 05:14 PM

I don't know why knorr never posts...

I´m here :).

 

Well, thats true. But i think i can`t do much here. My table is far away from finished and my skills/experience is not that good in table building (with that said, i need your help scripting the gun ;)).

 

 

So why does your friend not report the test results in this thread? This is a VP10 table testing thread, not a download-and-enjoy-playing thread. Helpful input is always welcome. :)

I didn´t find the time to download any table from this thread yet, but i will do in the next few weeks.

 

 

 

 

I also still wonder if the weird behavior of the ball on the flippers will ever be solved, sudden stops or acceleration of the ball. I tried every VPX table and it's there on almost every one, one some it's very noticeable and some less - I've never seen it on NASCAR from JP. It seems to be a friction/elasticity thing. A friend of mine is also investigating in this matter as this never happened in PM5 and he told me that he gets better results with higher pf friction (like 0,3 to 1,0) but that's not the full solution.

 

I didn´t find a good approach for the physics, but i  think i´m very close with the ball behavior, the feeling (with the ball) and my average score is almost the same like on the real machine . The only thing that still doesnt work correct (in my opinion) is the speed of the rotation of the flippers. On a real pin, i´m a really good drop/live catcher, i can almost catch every ball. But on the vpin its... a bit different - the timing is not the same and this kills a lot of fun for me. (it has nothing to do with the tv/pc latency). And the only way to increase to speed of the flipper is to increase the power. But this does effect the ball again... :(

 

With this said, for now i cant give any good advice yet, because it feels still wrong but i will when i found a good way.



#1043 freneticamnesic

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Posted 15 June 2015 - 05:21 PM

 

I don't know why knorr never posts...

I´m here :).

 

Well, thats true. But i think i can`t do much here. My table is far away from finished and my skills/experience is not that good in table building (with that said, i need your help scripting the gun ;)).

 

 

sure!



#1044 Slydog43

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Posted 15 June 2015 - 05:21 PM

I also like when your bored  :love39:



#1045 hmueck

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Posted 15 June 2015 - 06:06 PM

Added some lights. Same link:
http://www.mediafire...A-Fastbreak.rar


Do you own the real machine? Can you tell me the locations of the 5 GI circuits by testing them in the table menu?
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1046 bolt

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Posted 15 June 2015 - 06:49 PM

Wow, your NBA table is very good. Thank you.


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#1047 toxie

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Posted 15 June 2015 - 07:30 PM

Indeed.. Also plays fantastic!

 

Unfortunately i don't remember which GI was which.. Also the manuals don't seem to state that.. :/



#1048 hmueck

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Posted 15 June 2015 - 08:19 PM

Wow, your NBA table is very good. Thank you.


It's JPSalas' table.
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1049 Slydog43

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Posted 15 June 2015 - 10:42 PM

wow hmueck, FB plays really great.  I assume that the center shot is now a VP10 kicker?  I don't remember seeing the ball do a toilet bowl ever, but I see it fairly often now.  Excellent! (I even missed twice during a game, but never played a real fastbreak so don't know if you are suppose to miss once and a while.  Great Job!



#1050 mfuegemann

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Posted 15 June 2015 - 11:00 PM

Hi,

 

here is the conversion of my VP9 Junk Yard table (based on destruk's VP8 table). I added some new plastics images and Zany's flasher domes.

It was a test to find out if a conversion is possible. I would say, that a rebuild from scratch is the better approach for complex tables.

 

To play in desktop mode, the car decals and flasher objects will have to be adjusted, so it is FS only at the moment.

 

Have fun. I will probably not update this table very much before the final release of VP10.

 

https://www.dropbox....X_WIP9.zip?dl=0

 

Regards

Michael



#1051 hmueck

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Posted 15 June 2015 - 11:02 PM

It's default vp10 physics. The center shot is no kicker, just a hole with a trigger at The bottom. I don't know if you're supposed to be able to miss. Maybe a Kicker is too strong/weak?
Toxie?
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1052 The Loafer

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Posted 16 June 2015 - 03:20 AM

Kapow!  I have just updated the first post with many updated/new tables.  I even managed to update with newer revisions than the slacker Randr promoted ;).

 

Thanks again to all contributors and also let's remember to thank the original authors which created many of these updated tables. 

 

 

Note: as indicated yesterday, this may be the last update for the next week or so as I will be out of town with limited internet access (ie:  Smartphones are awesome but updating the first post via smartphone is not awesome.



#1053 randr

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Posted 16 June 2015 - 03:30 AM

About time gosh! ;)
Seriously thank you.

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#1054 toxie

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Posted 16 June 2015 - 06:00 AM

It's default vp10 physics. The center shot is no kicker, just a hole with a trigger at The bottom. I don't know if you're supposed to be able to miss. Maybe a Kicker is too strong/weak?
Toxie?

 

Yes, you can miss.. Then the ball will fall to one of the 4 shots.. But its rare (2 for a good/longer game sounds fine though)..



#1055 Sindbad

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Posted 16 June 2015 - 08:18 AM

Folks,

 

I was wondering very long whether I should post my thoughts or not. But this is a communication platform, so I'll do.

 

First of all: I don't want to make stress, and I don't want to play the moralizer. I downloaded yesterday some of the VP10 test tables, and I was very surprised to find a lot of tables that don't make use of all the VP10 features or capabilities. I found tables still using walls as rubbers, still making use of the absolutely no longer necessary b2b routine with all the timer stuff, not making use of the new plunger capabilities or the kicker capabilities, not using the new controller selection script, misusing whatever can be misused even VP10 is providing perfect solutions. Please understand me right: Everybody can build tables as she / he wants, but does this really help here in this thread? If I was a VP dev, and nobody would use demanded enhancements, for me this would be a slap in the face. Why don't we use all the new features and capabilities in our so called "VP10 test tables"?

 

UW did a lot of work in providing templates with a primitives for a lot of objects. Why don't we use them? I still saw for example targets built with walls (no singular instance). There's a layout guideline giving recommendations on how to get good results with the backdrop settings. It's totally ignored on many tables. I'll go a step further: Some tables were converted by simply modifying the lights handling - that's all. Please understand me right: I'm full of respect for the effort and the enthusiasm of all involved. But does this really help us now and here? 

 

For me it seems we are going to turn into a prize competition in speed conversion or mass conversion. Having only 20 tables which make full use of VP10 is a better choice than having 50 tables which don't. Maybe I'm wrong - yes, maybe ... Maybe you'll hate me now for this statement, but we always should keep in mind the original intend of this thread. A good base for being named "VP10 test table" is making use of VP10 features and capabilities.



#1056 toxie

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Posted 16 June 2015 - 09:19 AM

I don't see it that dark actually.. It will take some time for people to adapt to all the new concepts..

I mean even i myself loose track of what we already did do in the last couple of months..

 

So its a mixed bag. I like that people create a lot of tables (as this means that a lot of different scenarios are triggered in the code, and of course it gives people something new to test -> potentially more bugs found), but then again you are right that some stuff should not be done anymore, as it has been modernized already.

 

Maybe everybody here should take a look again at the changelog.txt and the commandreference.txt at least to remind what has been done and what could be solved differently nowadays?  :)



#1057 Trinity

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Posted 16 June 2015 - 01:28 PM

Are there some good tutorial videos or write ups on how to best implement these new changes? I don't know enough to even be dangerous yet. But I am willing to learn.



#1058 toxie

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Posted 16 June 2015 - 01:35 PM

I fear not, except for looking at some of the tables and learning from those.  :/

(along with the very sparse "documentation" in the changelog.txt)

 

So maybe some of the artists here could recommend some (or specific parts of) tables that they could recommend to learn from?



#1059 Sindbad

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Posted 16 June 2015 - 02:14 PM

... "except for looking at some of the tables and learning from those" ...

 

... that's exactly what I tried to do. I believe many authors (but at least me) are unsure if their way to implement new/changed things is the best. So I wanted to look at other tables to see how other authors did this and this - maybe they have better ideas or better techniques than me. And so I was disappointed when I saw that only a few tables are making use of all new features and capabilities.



#1060 randr

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Posted 16 June 2015 - 02:42 PM

I try using new features but I get caught up in making it look as good as I can cosmetically. Maybe some day I'll try a more complex build but I say USE PRIMITIVES as much as you can. The lights in vp10 are super but I lack the skills to really use them to full potential.

Edited by randr, 16 June 2015 - 02:42 PM.

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