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Unity 3D and VPinMAME!


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#1101 ludovids

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Posted 20 October 2013 - 06:35 PM

...

For final releases, it will be like FP/VP: PU3D.exe + a dir with either .fpt or .put (our format) + additionnal files like Script.cs, etc...

...

 

You may not know this, but in American English, if someone says "P U !", it means "Somethings stinks!". That being the case, I am not sure that PU3D is a good name for this project.


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#1102 lolo33

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Posted 20 October 2013 - 08:10 PM

 

...

For final releases, it will be like FP/VP: PU3D.exe + a dir with either .fpt or .put (our format) + additionnal files like Script.cs, etc...

...

 

You may not know this, but in American English, if someone says "P U !", it means "Somethings stinks!". That being the case, I am not sure that PU3D is a good name for this project.

 

You know, this is the same thing in French. ;)


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#1103 Roo

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Posted 21 October 2013 - 12:18 AM

 

...

For final releases, it will be like FP/VP: PU3D.exe + a dir with either .fpt or .put (our format) + additionnal files like Script.cs, etc...

...

 

You may not know this, but in American English, if someone says "P U !", it means "Somethings stinks!". That being the case, I am not sure that PU3D is a good name for this project.

 

 

I wouldn't worry; the Wii did pretty well.



#1104 BilboX

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Posted 21 October 2013 - 09:25 AM


 

Leads me to one other question about models & animation if you don't mind. Are they going to work the same way, FPM milkshape models? Movement is scripted as before and can use the option of animation in the form of a drop target? Or as it's being made in Unity is there more freedom with animation than with FP?

 

Louizou wrote the importer for FPM milkshake and convert it to Unity handled animations. This works quite well for "simple" animations but we have still sometimes some troubles rewinding it. You will see in the sample scripts that current "animations" can also made "by hand": this is the case for example for the thing of addams, though it is a "Mech", lik ein VP. I think the freedom you seek will be there...

 

 

 

You may not know this, but in American English, if someone says "P U !", it means "Somethings stinks!". That being the case, I am not sure that PU3D is a good name for this project.

 

You know, this is the same thing in French.  ;)

 

Lol. That's right :)... and wait to see our "T"able extension name :P (in french ) ... but, here, more classy: Something stinks... in 3D ;). ok i will try to write "PinU3D", but quite long don't you think? ;)


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#1105 lolo33

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Posted 21 October 2013 - 12:28 PM

Ha ha, not bad ;). Mais comme on dit: "Qu'importe le flacon, pourvu qu'on ait l'ivresse".


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#1106 ludovids

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Posted 22 October 2013 - 03:26 AM

PBU would be even shorter. But whatever BilboX and Louizou like is fine with me.


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#1107 Argo

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Posted 28 October 2013 - 12:54 PM

How close we are to a beta release?



#1108 Sanaoi

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Posted 28 October 2013 - 01:55 PM

Waiting for the release!!!


Edited by Sanaoi, 28 October 2013 - 01:55 PM.


#1109 BilboX

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Posted 28 October 2013 - 03:06 PM

Sorry. Keep wainting. We are working hard...

Unsexy work to realease, not a lot of things to show...


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#1110 Pinball999

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Posted 28 October 2013 - 03:10 PM

No need to apologize guys. Take all the time you need and don't burn yourself.

We will be patient :)



#1111 RSOU

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Posted 30 October 2013 - 02:56 AM

I will put the link in another place... sorry


Edited by RSOU, 03 November 2013 - 02:07 AM.


#1112 BilboX

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Posted 30 October 2013 - 08:38 AM

 

Hello While we await the release of the major program, would like to share my experience with all you about Unity3d. I emphasize that I never studied any programming language, except by the internet, which demonstrates the ease of learning the system. I created a file for Android 4.0, which should work on some tablets whose resolution is 1024x600. All I ask, please, do not compare my project with what the masters Louizou and Bilbox are doing, because theirs project is far far beyond my ...
Sorry for the english... (Google translate).
 
https://mega.co.nz/#!q8gy1Bba!bLz59kIVCSiDftJZjvf_oHvCM5RGNEya-CqqFZCIRdIx

 

Thanks!

But please, create your own topic on VPF: you will then be able to post your updates/news without confusing people ;).

Good luck!


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#1113 RSOU

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Posted 30 October 2013 - 01:01 PM

I'm sorry. Edited...


Edited by RSOU, 03 November 2013 - 02:06 AM.


#1114 Roo

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Posted 04 November 2013 - 07:03 AM

I haven't been following this project since the beginning, but it sounds (and looks) really cool.

 

Is there any chance this will support a true multi-monitor mode?  I'm dreaming of people being able to create their own original tables with full, Wizard of Oz style animated backglasses displayed on the backglass monitor of a cabinet (or a secondary monitor on a desktop).

 

Ok, today I read the whole thread.  The Scared Stiff cabinet configuration video showed a fully working backglass monitor, so that answered my question about multi-monitor support!

 

A few questions:

 

1. Will the debugging tool you showed (where you can manually launch balls in any direction using the mouse) be available to table creators?  Or is that something that requires Unity Pro?  I'm just starting to learn about table creation and was surprised to find out that FP/VP do not have anything similar.  I would think it would be very helpful for testing.

 

2. Will this support embedding full video clips?  I learned from one of Slamt1lt's videos that he is creating the "videos" on his FP tables out of individual images (and at a lower frame rate).  I think it would be fantastic if real video files (like .mp4) could be used and played on either the playfield or backglass.  I realize this would mostly be for original tables, which you said are not a priority at the moment.  But maybe it's something that is already supported in the Unity engine that we could use somehow (http://docs.unity3d....VideoFiles.html?).

 

This project is very exciting.  Keep up the great work!



#1115 BilboX

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Posted 04 November 2013 - 08:37 AM

 

Ok, today I read the whole thread.  The Scared Stiff cabinet configuration video showed a fully working backglass monitor, so that answered my question about multi-monitor support!

 

A few questions:

 

1. Will the debugging tool you showed (where you can manually launch balls in any direction using the mouse) be available to table creators?  Or is that something that requires Unity Pro?  I'm just starting to learn about table creation and was surprised to find out that FP/VP do not have anything similar.  I would think it would be very helpful for testing.

 

2. Will this support embedding full video clips?  I learned from one of Slamt1lt's videos that he is creating the "videos" on his FP tables out of individual images (and at a lower frame rate).  I think it would be fantastic if real video files (like .mp4) could be used and played on either the playfield or backglass.  I realize this would mostly be for original tables, which you said are not a priority at the moment.  But maybe it's something that is already supported in the Unity engine that we could use somehow (http://docs.unity3d....VideoFiles.html?).

 

This project is very exciting.  Keep up the great work!

 

Congrats! :). It's a huge topic...

 

1) Yes, it will definitely be available for table creators. We still need to think about interface, because for now it is always enabled. I can make the remark regarding FP/VP, that i swhy I developped it ;).

 

2) Unity supports video textures. However, we did not test it yet (not needed for current tables) and need to see if the "live" compilation of script would allow it. Another question would be how to integrate it in FP editor (maybe specific objects names), or if we should do it only by script. But this is good question cause some table would be better with this. Thanks for suggestion => TODO List


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#1116 EalaDubhSidhe

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Posted 04 November 2013 - 05:30 PM

Since the complete transition of current pinball to LCD over DMD is pretty much inevitable, video support will be a positive boon for those who want to make new tables that mimic more up-to-date technology and developments, of which myself and Slamt1lt would be two.

 

(And it will make simulated-DMD much easier to do too.)



#1117 Themer

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Posted 05 November 2013 - 06:19 AM

Yes, if you look at the Wizard of Oz, the game code itself is only about 5 MB large. The rest of the image includes the operating system, which probably won't be needed for future emulation and the graphics and videos (2,05 GB). When the future emulator can link to a graphics and videos folder, we only have to emulate the 5 MB game code file instead of the entire Linux installation, which most probably will be much easier :) This, however, requires video support in our future simulator.


Edited by Themer, 05 November 2013 - 06:21 AM.


#1118 Roo

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Posted 06 November 2013 - 03:23 AM

 

 

Ok, today I read the whole thread.  The Scared Stiff cabinet configuration video showed a fully working backglass monitor, so that answered my question about multi-monitor support!

 

A few questions:

 

1. Will the debugging tool you showed (where you can manually launch balls in any direction using the mouse) be available to table creators?  Or is that something that requires Unity Pro?  I'm just starting to learn about table creation and was surprised to find out that FP/VP do not have anything similar.  I would think it would be very helpful for testing.

 

2. Will this support embedding full video clips?  I learned from one of Slamt1lt's videos that he is creating the "videos" on his FP tables out of individual images (and at a lower frame rate).  I think it would be fantastic if real video files (like .mp4) could be used and played on either the playfield or backglass.  I realize this would mostly be for original tables, which you said are not a priority at the moment.  But maybe it's something that is already supported in the Unity engine that we could use somehow (http://docs.unity3d....VideoFiles.html?).

 

This project is very exciting.  Keep up the great work!

 

Congrats! :). It's a huge topic...

 

1) Yes, it will definitely be available for table creators. We still need to think about interface, because for now it is always enabled. I can make the remark regarding FP/VP, that i swhy I developped it ;).

 

2) Unity supports video textures. However, we did not test it yet (not needed for current tables) and need to see if the "live" compilation of script would allow it. Another question would be how to integrate it in FP editor (maybe specific objects names), or if we should do it only by script. But this is good question cause some table would be better with this. Thanks for suggestion => TODO List

 

 

Thanks!  One more:  will we be able to change a ball to use a different texture?  I saw you doing this in one of your "spin test" videos where you had a checkerboard pattern on it.  I gather that FP does not support this, so it would be a nice option.  I have some ideas for modes where the ball changes.  Might help for Twilight Zone, too.



#1119 EalaDubhSidhe

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Posted 06 November 2013 - 08:29 AM

Yes, if you look at the Wizard of Oz, the game code itself is only about 5 MB large. The rest of the image includes the operating system, which probably won't be needed for future emulation and the graphics and videos (2,05 GB). When the future emulator can link to a graphics and videos folder, we only have to emulate the 5 MB game code file instead of the entire Linux installation, which most probably will be much easier :) This, however, requires video support in our future simulator.

 

It's exactly that principle that would make such an addition more appealing for the purpose of original games further down the pipeline; keeping any video files seperate means it makes no difference how they are generated, so long as the engine can handle the playback.



#1120 BilboX

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Posted 06 November 2013 - 10:25 AM

Thanks!  One more:  will we be able to change a ball to use a different texture?  I saw you doing this in one of your "spin test" videos where you had a checkerboard pattern on it.  I gather that FP does not support this, so it would be a nice option.  I have some ideas for modes where the ball changes.  Might help for Twilight Zone, too.

 

Yep, by script, no problem.


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