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VP10 is here (beta)

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#101 chepas

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Posted 30 January 2015 - 07:40 PM

User, you shouldn't make too much of a big deal of it really. You just figured it out yourself about the GI but how long did that take to fix? 10 seconds?

 

Look at it this way, if you ever need an object from the "New" table it's much easier to click new table and all your bits are there to be copied and transferred to the table you have open, rather than browsing to say , a primitive template.


Edited by chepas, 30 January 2015 - 07:41 PM.

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#102 Shooby Doo

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Posted 30 January 2015 - 07:52 PM

Thanks for the new release guys, it's awesome seeing VP move forward! Everything looks and plays great here, even with AO on using an AMD Radeon R7 200. Can't wait to see what's ahead in the near future. :D



#103 fuzzel

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Posted 30 January 2015 - 08:03 PM

Good to know that you all like it. I was very curious how you guys react on all the changes ;) No let's fix bug and optimize it.
One word about the grouping feature: the grouping is just a helper in the editor but you can use it to improve performance in one of the next bug fixes. The idea is to group elements from the same type with the same texture and material together. This way we can render multiple elements with just one render call. For example you have static transparent primitives on a table but because they are transparent you can't check the static flag on them. So these semi static primitives must be rendered each frame. At the moment every single primitive is rendered in a separate render call but they can combined together and here the grouping feature comes into play.
So just as a design guide keep that in mind wheen building tables ;)

#104 blashyrk

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Posted 30 January 2015 - 08:31 PM

This made my day :) thanks for all your hard work, one step closer to the real thing.



#105 freneticamnesic

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Posted 30 January 2015 - 08:40 PM

I'm curious to see what various post-processing gradients people are trying. I have made one with a bit higher contrast than default, it darkens the table a bit and makes the colors stand out a little bit more. I'll share comparison screenshots this evening.



#106 waspstar

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Posted 30 January 2015 - 08:46 PM

Happy to join the ecstatic choir. 

 

A big, big Salute to fuzzel, toxie, mukuste and all of their helpers.(I am guessing there is an uncle and a Smurf in there somewhere, also)

 

You have all pulled off a Herculean task, getting this done.

 

Let's hope for a swift and pain-free beta stage.

 

Cheers 

Karl



#107 rein1969

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Posted 30 January 2015 - 09:20 PM

awesome gamephysics, but please don't forget that ballsphysics from the 70's, 80's 90's till now have are different, in this game we see a real 70's ball behaviour..  i surely hope that physics/gameplay is different for newer tables which is very important, for the rest, a great great job so far..a def. upgraded!! Thans for all the efforts besides other important things in life..  you have made a lot, lot of fans.



#108 freneticamnesic

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Posted 30 January 2015 - 09:30 PM

Lol all pinball games follow the same rule of physics



#109 zany

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Posted 30 January 2015 - 09:44 PM

Haha...i don't get it....why did the ball have different physics in the -70, -80 and the -90's compared with the balls today? :D
Maybe have to do with the global warming or something! :)


Edited by zany, 30 January 2015 - 10:26 PM.


#110 flippymcflipflip

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Posted 30 January 2015 - 09:50 PM

I have a GTX 660 - it should support it. At least SSAO is working in BAM for FP...

 

 

@ClarkKent Crashing here for me as well (evga 660sc) win 7 64  but....

 

A big thank you to all involved for this.



#111 ClarkKent

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Posted 30 January 2015 - 10:06 PM

 

I have a GTX 660 - it should support it. At least SSAO is working in BAM for FP...

 

 

@ClarkKent Crashing here for me as well (evga 660sc) win 7 64  but....

 

A big thank you to all involved for this.

 

 

Maybe it has something to do with Win7 64bit? Same here...



#112 chokeee

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Posted 30 January 2015 - 10:13 PM

I have a lame question about installation VP10. I can play default VP10 table but when I try to play pap smurf tablethere r some scrip errors. I just copy VP10 files to my old VP folder and update vpinmam files.



#113 Shockman

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Posted 30 January 2015 - 10:18 PM

User, you shouldn't make too much of a big deal of it really. You just figured it out yourself about the GI but how long did that take to fix? 10 seconds?

 

Look at it this way, if you ever need an object from the "New" table it's much easier to click new table and all your bits are there to be copied and transferred to the table you have open, rather than browsing to say , a primitive template.

 

The logic is not about time or effort.

 

This is a replica of the old table1. My shallow at least starter template. The layout (walls) are from VP9 but the elements are from VP10.

 

oldtable1.jpg


Edited by user, 30 January 2015 - 10:19 PM.


#114 rein1969

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Posted 30 January 2015 - 10:20 PM

Haha...i don't get it....why did ball have different physics in the -70, -80 and the -90's compared with the balls today? :D
Maybe have to do with the global warming or something! :)

 

Yeah, you're right..i was trying to say the gameplay itself with flippers ramps..modern tables play more "fluid"..  ;-)  Have a great weekend from the netherlands



#115 freneticamnesic

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Posted 30 January 2015 - 10:21 PM

 

User, you shouldn't make too much of a big deal of it really. You just figured it out yourself about the GI but how long did that take to fix? 10 seconds?

 

Look at it this way, if you ever need an object from the "New" table it's much easier to click new table and all your bits are there to be copied and transferred to the table you have open, rather than browsing to say , a primitive template.

 

The logic is not about time or effort.

 

This is a replica of the old table1. My shallow at least starter template. The layout (walls) are from VP9 but the elements are from VP10.

 

oldtable1.jpg

 

 

Would you mind sharing for those asking?



#116 gtxjoe

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Posted 30 January 2015 - 10:22 PM

VP10 install script errors -  you need to unzip the included vbs.zip file and replace your existing vbs files  which are either in C:\Visual Pinball\Tables or C:\Visual Pinball\Scripts 



#117 Sir Cheddar

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Posted 30 January 2015 - 10:23 PM

Maybe it has something to do with Win7 64bit? Same here...

 

I'm on W7 x64 too, no crash. What version does your graphics driver have?



#118 freneticamnesic

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Posted 30 January 2015 - 10:26 PM

VP10 install script errors -  you need to unzip the included vbs.zip file and replace your existing vbs files  which are either in C:\Visual Pinball\Tables or C:\Visual Pinball\Scripts 

 

I haven't tried myself yet, will this affect vp9 tables?



#119 mfuegemann

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Posted 30 January 2015 - 10:28 PM

Hi User,

 

I think a good idea is to create Your personal starting table, save it and use it as a template for all Your new tables. For me even the basic VP9 table had too much things to correct. So I find the idea to include a default table that contains lots of basic features and a range of useful objects just brilliant - to be modest.

 

Kind regards

Michael



#120 StevOz

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Posted 30 January 2015 - 10:30 PM

The visible shake is somewhat overstated, if you shook the table like that at your local arcade I think you would be thrown out the door within seconds! :)

 

Curious as to why the ball never stops spinning even when stationary it still continues to spin slightly never coming to a halt.


Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


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