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Unit3D Pinball Beta is OUT!


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#101 BilboX

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Posted 04 July 2015 - 02:59 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.

 

It was by the time we wrote the doc. Now it will continue working unless VPM dev changes the C# interface. I keep an eye on that...


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#102 chepas

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Posted 04 July 2015 - 07:55 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...

 

 

Yep I and I know exactly what position you're in with it and probably others. I am putting out there because I've seen posts ignored. I don't mind trying to figure out bits of the API but you'd save a lot of time if they were commented on.

 

I'd love to tell you to go for it and try and learn your way through it but it may just be too much work right now without help, You will get stuck at some point, where you will just use up even more time trying to figure it out. I wouldn't advise it to anyone without docs if no experience with c# but it's up to you if you really want to stick time into it. In a lot of ways though it can be easier than a VP script and building from scratch is a lot less work than VP.

 

No point shooting me down when I'm trying to get support for other people. You have to make comments like that to these two, that's when they listen and get the hump and pull fingers.

 

I have one working game now but she's full of hack, it's the only way I can get it to play like pinball. Flipper speed up around 3000-3500 for any base flipper shot to work how it should, curves make no difference when ball is static resting on inlane and base of flipper, very much like FP, but no way near as bad. Speed limiting 60-80, zero friction on most objects. I think they must be obscure values but works best without a doubt on this. 

 

Edit: it's not all doom & gloom. The airball is really good.


Edited by chepas, 04 July 2015 - 07:57 PM.

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#103 vulbas

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Posted 04 July 2015 - 08:06 PM

bilbox, 

nous suivons de pres ton travail sur pincabpassion :) si tu veux passer faire un petit coucou ;)

http://www.pincabpas...8-unity-3d-beta



#104 Xendo

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Posted 04 July 2015 - 09:04 PM

how do you move the backglass to a second monitor?



#105 BigBoss

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Posted 04 July 2015 - 09:30 PM

still confused with vpinmame.
 
can I use the unified version 2.14 that arngrim provides over at the other place?

i ignored the requirement to update it and everything seems fine.

how do you move the backglass to a second monitor?

Set the output to be cabinet mode then use the calibration circles to move to where you need. I put one monitor above the other for ease nothing rotated.

#106 Xendo

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Posted 04 July 2015 - 09:33 PM

 

still confused with vpinmame.
 
can I use the unified version 2.14 that arngrim provides over at the other place?

i ignored the requirement to update it and everything seems fine.

how do you move the backglass to a second monitor?

Set the output to be cabinet mode then use the calibration circles to move to where you need. I put one monitor above the other for ease nothing rotated.

 

 

Anything special with windows settings?  I have set the options for Real Full Screen. I can only move the calibration circles for the BG around on my main display.  Can't move them to the second display.



#107 BigBoss

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Posted 04 July 2015 - 09:35 PM

I use fake full screen all.

#108 ClarkKent

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Posted 05 July 2015 - 07:40 AM

Fake full screen does the job but I do not know how to hide the DMD including the speaker panel on the 2nd monitor to display the DMD on the 3rd screen only...



#109 BigBoss

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Posted 05 July 2015 - 09:25 AM

For me I have the DMD monitor directly above the pf monitor. I actually like the way things look using the native back glass and DMD with speakers. But if I didn't I could simply use the name gui option and position the DMD appropriately.

#110 atarian

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Posted 05 July 2015 - 06:45 PM

Many thanks for the beta release. Very impressive and highly polished. The tables are incredible. I was only getting smooth play in real full screen, but got 'slicing' with any other mode (and with vsync on) which meant two screens wasn't usable.

After some research I read that enabling Aero in Win7 can fix it for any games running in windowed mode, and it did the trick :). Worth trying for others with similar issues. Most tables now play mostly smooth with two screen although I get the odd stutter on harder hitting tables. In real full screen there it is even smoother, but I guess that is due to not having the overhead of rendering the second screen.

One bug is sometimes Real fullscreen starts in windowed mode and I need to hit Alt Enter to go full screen.

I will play around some more and will report back issues.

Edited by atarian, 05 July 2015 - 06:46 PM.


#111 Carny_Priest

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Posted 06 July 2015 - 01:06 AM

Running i5-3570k, GTX 660, DSR down sampled from 4K to 1080p, fake full screen, AA set to max. Win 7 x64 and I don't run Aero. General settings are for performance.

I've only tested Dr Dude so far, cabinet calibration across two screens. Configuration was a lot like the alpha, so having that experience behind me configuring the beta was quick and easy. Gameplay is very smooth. I'm highly impressed.





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#112 BilboX

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Posted 06 July 2015 - 09:11 AM

Yep I and I know exactly what position you're in with it and probably others. I am putting out there because I've seen posts ignored. I don't mind trying to figure out bits of the API but you'd save a lot of time if they were commented on.

 

I'd love to tell you to go for it and try and learn your way through it but it may just be too much work right now without help, You will get stuck at some point, where you will just use up even more time trying to figure it out. I wouldn't advise it to anyone without docs if no experience with c# but it's up to you if you really want to stick time into it. In a lot of ways though it can be easier than a VP script and building from scratch is a lot less work than VP.

 

No point shooting me down when I'm trying to get support for other people. You have to make comments like that to these two, that's when they listen and get the hump and pull fingers.

 

I have one working game now but she's full of hack, it's the only way I can get it to play like pinball. Flipper speed up around 3000-3500 for any base flipper shot to work how it should, curves make no difference when ball is static resting on inlane and base of flipper, very much like FP, but no way near as bad. Speed limiting 60-80, zero friction on most objects. I think they must be obscure values but works best without a doubt on this. 

 

Edit: it's not all doom & gloom. The airball is really good.

 

 

Don't worry, we get it and we are glad you tried so hard creating you rown table. You are our "first" table builder and don't worry, we take you rremarks into account.

When we switched to the new version of the web site, we lost the "script" documentation from the Alpha (generated by Doxygen). Most of our API is commented, though we have to regenerate.

 

We also found bugs and holes in this API. Converting new tables allows us to see what we missed because each table has some specifics behaviour => we then can improve the API to provide a wider range of functionalities...

 

The doc will be generated soon (hope tonight). In the meantime, we will answer all your scripting / configurating questions in dedicated sections. If you are really stuck, you can even send your table while explaining your problem: we'll try to find some time to check it...

 

Don't give up,we need your feedback dude ;).


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#113 dark

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Posted 06 July 2015 - 03:29 PM

I briefly had a go last night trying to set this up, when I try to launch a table I get a missing "directjoy.dll" error but when I check the plugins folder, it's clearly there so I must be missing something else.  



#114 chepas

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Posted 06 July 2015 - 03:52 PM

No, generally too much time goes into them to just give up.

 

Of course "Converting new tables allows us to see what we missed because each table has some specific behaviour". You did implement the coil relay for system 11, which is needed for F-14 & Robo(data east). That with sling/bumpers now is really all that is stuck for me. I have a few non-williams and most are ok.

 

I don't have an issue with the scripting, it's just others probably do and can't just jump in blindly like with VP & FP. I started learning C# before alpha and haven't had that much of a break from it making applications with xaml. I've worked with Unity as well in this time making basic games. Tried to hook up to your dll registering it to something else lol :pokey: and will keep trying other ways to get this hooked up to pyprocgame code. I just need more skill to start being good "hacking" into it. It's either that or try to use the netprocgame and build onto if possible.

 

I've used some of the gui from Unity on a table testing it out. While gui text displays fine an image overlay was real laggy like 2fps.  With the roller disco I have a few songs in there i wanted to build a menu or hub to select them. (mp3 doesn't work, ogg ok). How you inject .png? Or .tga is fine?

 

Gates and other finnicky objects are impossible to adjust with gizmos inside Unit3d. I haven't tried without connected surface. Like I said somewhere else, editing values crashes it every time. If you could use the mouse to click next to it and adjust values by moving up and down whilst clicked, numeric up/down, whatever, that would make it a lot easier alongside grabbing the gizmo. Removing value with keyboard makes it crash.


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


#115 BilboX

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Posted 06 July 2015 - 06:04 PM

No, generally too much time goes into them to just give up.

 

Of course "Converting new tables allows us to see what we missed because each table has some specific behaviour". You did implement the coil relay for system 11, which is needed for F-14 & Robo(data east). That with sling/bumpers now is really all that is stuck for me. I have a few non-williams and most are ok.

 

I don't have an issue with the scripting, it's just others probably do and can't just jump in blindly like with VP & FP. I started learning C# before alpha and haven't had that much of a break from it making applications with xaml. I've worked with Unity as well in this time making basic games. Tried to hook up to your dll registering it to something else lol :pokey: and will keep trying other ways to get this hooked up to pyprocgame code. I just need more skill to start being good "hacking" into it. It's either that or try to use the netprocgame and build onto if possible.

 

I've used some of the gui from Unity on a table testing it out. While gui text displays fine an image overlay was real laggy like 2fps.  With the roller disco I have a few songs in there i wanted to build a menu or hub to select them. (mp3 doesn't work, ogg ok). How you inject .png? Or .tga is fine?

 

Gates and other finnicky objects are impossible to adjust with gizmos inside Unit3d. I haven't tried without connected surface. Like I said somewhere else, editing values crashes it every time. If you could use the mouse to click next to it and adjust values by moving up and down whilst clicked, numeric up/down, whatever, that would make it a lot easier alongside grabbing the gizmo. Removing value with keyboard makes it crash.

You can tune everything by script if what you need is not available in UP3D.

 

Yeah, Menus are PITA in this version of Unity. But it is a full work to swap to NGUI like, this is why we ask to hide all menus.

 

Regarding the musics, take a look at "Specifics" in TAF or AFM scripts. This can be used to provide a direct access in "Table Options"...

 

You can inject png by adding png image in FP. To do it, just write "*.*" when importing testure in FP. It will look weird in FP but will be imported correctly in UP.

 

It is better not to use gizmo to move "behavioured" objects, because the behaviours scripts may move them. Instead, try to get the right position in FP.

 

We will check the keyboard entering bug.

 

Thanks for those reports...


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#116 BigBoss

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Posted 06 July 2015 - 08:00 PM

So how about a little detail at a higher level? How do you open a table and even view the script? Where do you see things like flipper angles?

#117 chepas

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Posted 06 July 2015 - 11:25 PM

Alright, nice one.

 

There is normal unity ways to attach a UI or video to a surface (translite,apron,playfield,ceiling) instead of overlaying the game? Most of things I have tried do work, but yet to try this.

 

 

Regarding the musics, take a look at "Specifics" in TAF or AFM scripts.

 

Yes guilty, I need to take a look. I've only grabbed Abracadabra.

Cheers other things you say make sense, .png sounds odd with a name of *.* for multiple .pngs, but i'll re-read again tomorrow :BDH: 

 

So how about a little detail at a higher level? How do you open a table and even view the script? Where do you see things like flipper angles?

 

Open FP table same structure as a .upt.

 

YourTable/YourTable.fpt

                Script.cs

 

.cs class file. Text editor or visual studio or => Mono.

 

Load a table with the editor arguments. To adjust physics, positions/scale of objects use the table explorer in the editor. Most of explorer & args are explained  better in the help.


Bump maps are the new auto-tune :BDH:
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#118 hotgraphics

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Posted 07 July 2015 - 04:45 AM

I briefly had a go last night trying to set this up, when I try to launch a table I get a missing "directjoy.dll" error but when I check the plugins folder, it's clearly there so I must be missing something else.


You're missing the Microsoft Visual C++ 2010 Runtime.

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#119 atarian

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Posted 07 July 2015 - 06:13 PM

Hi BiboX / Lou

 

I get a silver bar across the backglass in Abhra using Fake Full Screen All as follows:

 

 

abhra_bg.jpg

 

 

Any ideas?  Would love to see the EM reels :)

 

Also can I ask please how to change the ball used within the table.  Is that done in the FP editor, or within one of the resource files?


Edited by atarian, 07 July 2015 - 06:14 PM.


#120 BilboX

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Posted 08 July 2015 - 08:03 AM

Hi BiboX / Lou

 

I get a silver bar across the backglass in Abhra using Fake Full Screen All as follows:

 

 

Any ideas?  Would love to see the EM reels :)

 

Also can I ask please how to change the ball used within the table.  Is that done in the FP editor, or within one of the resource files?

Woops. This was a known bug but I thought I fixed it, my bad. You can "move" it playing with "height and depth" camera in Table Options...

 

I don't understand what you mean by "change the ball". Do you mean the texture on it? It's not possible, but you just can add an "amiga ball" effect (in options, ball texture)...


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