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Unity 3D and VPinMAME!


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#1261 BilboX

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Posted 17 December 2013 - 05:42 PM

BilboX have you made any thoughts about how to manage the application in the future? How to report/track bugs etc.

Louizou is looking for a component hosted on our website.

Does VPF handle bug reports?

 

Note: Could access VPM MainVolume directly so far...


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#1262 freezy

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Posted 17 December 2013 - 06:03 PM

...and there's this thing called github.com which offers a bug tracker, a wiki, downloads, a web space for static pages and of course an insanely powerful source control system, all for free. Even if you don't upload your code in the beginning, I would consider Github as a serious option.

#1263 Syco54645

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Posted 17 December 2013 - 08:27 PM

...and there's this thing called github.com which offers a bug tracker, a wiki, downloads, a web space for static pages and of course an insanely powerful source control system, all for free. Even if you don't upload your code in the beginning, I would consider Github as a serious option.

+1 for github. I use it for my projects and contribute to projects using it. Super simple. Pretty great.



#1264 DJRobX

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Posted 17 December 2013 - 09:43 PM

 


Regarding sound, I think there might be another solution. Instead of redirecting the mecanical sounds from unity (which seems not implemented by now), I will take a look at VPM source. Thus, if possible, I'll add first a function to control sound volume directly (common to ALL roms) and then, maybe another function to use a second device. So you will have to switch outputs but that should do the job.

 

I think there was a bit too much confusion with this.

What is implemented in VP is pretty stupid: The user can simply select a soundcard from the ones installed on his/her system. That's it.

This way all sounds that VP generates (typically all the mechanical and ball rolling, etc) can come from a different soundcard then from the one VPM uses.

 

Very simple  :)

 

 

I've modded my copy of VP to allow me to target sounds to different sound devices.  This way I can have the mechanical sounds coming from the playfield TV's speakers, and the music and other "backglass" sounds coming from the backglass speakers in my cab.    Some tables like LOTR aren't using Vpinmame audio for performance reasons, or are recreations (AC/DC), so just relying on VPinMame to send its sound somewhere else isn't quite sufficient.    (I will share this mod when VP 9.2 is released).

 

Since this is a new project, it would be nice to build in proper support for different sound "types" from the get-go.   Then it would be easier to direct sounds where we want them, or turn them off if the cab has mechanical toys to do it instead in a standard manner, instead of having to hack tables individually depending on how the cab is configured.


Edited by DJRobX, 17 December 2013 - 09:46 PM.


#1265 BilboX

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Posted 17 December 2013 - 11:08 PM

Yes. We will have to investigate more on this point but this is not priority at all (please note that polls will be set up on our site).

 

In the meantime, you'll be glad to ear that the pre alpha will include new functions in the modified VPM dll: you will be able to change ROM sound level AND select ROM sound rendering audio device. I hope this will do the trick until we work on a better solution.

 

Cheers.


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#1266 bent98

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Posted 17 December 2013 - 11:39 PM

Can't wait for pre alpha

#1267 teppotee

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Posted 18 December 2013 - 06:44 AM

 

 

In the meantime, you'll be glad to ear that the pre alpha will include new functions in the modified VPM dll: you will be able to change ROM sound level AND select ROM sound rendering audio device. I hope this will do the trick until we work on a better solution.

Great news! You guys are amazing!

 

One more question (don't know who should answer this one): Since there are different versions of VPM with the pinDMD support included (mine is v2) -> is this version already compatible with pinDMD or does someone need to compile a new version with Unity pinball / new VMP sound options AND included pinDMD support? I'm sure that's not too hard as there are multiple versions of VPM already available. Just hoping that someone with the capability to build new versions could do this for the upcoming pre-alpha release already. (looks like I'm getting greedy and want everything at once now :D

 

Anyway, incredible work so far! I can't even imagine how many hours you have put into this project already (another donation coming from me as well when the pre-alpha is out)



#1268 arngrim

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Posted 18 December 2013 - 06:58 AM

The question is do we need a special version of vpinmame dll for unity or the actual version works on the fly?

For pindmd, my builds have the same source code is the same for v1 and v2, just some variables change their values to switch from one to another

#1269 hotdp

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Posted 18 December 2013 - 07:15 AM

+1 on GitHub.

I will also make another donation when Christmas i over ;-)



#1270 BilboX

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Posted 18 December 2013 - 10:03 AM

Honestly I don't know pinDMD and VPm interaction. I just added functions to VPM 2.5.0 so it works fine with VP, You'll need to try it out. But I will maybe try to include these modifications in the main dev process of VPM...

 

So for now, angrim, yes you will need our version of VPM's dll.


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#1271 Syco54645

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Posted 18 December 2013 - 04:33 PM

BilboX, tried to pm you but was unable. Would like to float an idea your way.



#1272 mystman12

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Posted 19 December 2013 - 04:15 PM

I know this is probably a stupid question, but is there any way to import Future Pinball tables into this? (When it releases, of course) This looks amazing, and obviously I'd love to be able to switch the game I'm working on to this, but I just finished the layout, and got something I'm happy with, and I do NOT want to rebuild it again from scratch.
"What is life anyway, when compared to the immortality of a high score?" - Soos, from Gravity Falls
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I'm working on a Future Pinball game, called Joe's Ultimate Bus Ride! Check out my blog if you want to know more!

#1273 Syco54645

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Posted 19 December 2013 - 05:06 PM

I know this is probably a stupid question, but is there any way to import Future Pinball tables into this? (When it releases, of course) This looks amazing, and obviously I'd love to be able to switch the game I'm working on to this, but I just finished the layout, and got something I'm happy with, and I do NOT want to rebuild it again from scratch.

read the thread but the short answer is yes. script updates will need to be made



#1274 mystman12

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Posted 19 December 2013 - 07:26 PM

Wow, I had no idea I could do that! And I don't mind having to rewrite the code, I've barely done anything and I've actually restarted the code a couple of times. Does this use C though? I'm clueless to how it works, but is it similar to FP's script?


"What is life anyway, when compared to the immortality of a high score?" - Soos, from Gravity Falls
tilt!tilt!tilt!3.gif
I'm working on a Future Pinball game, called Joe's Ultimate Bus Ride! Check out my blog if you want to know more!

#1275 Syco54645

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Posted 19 December 2013 - 07:48 PM

Wow, I had no idea I could do that! And I don't mind having to rewrite the code, I've barely done anything and I've actually restarted the code a couple of times. Does this use C though? I'm clueless to how it works, but is it similar to FP's script?

I believe it was based off of c#



#1276 bent98

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Posted 19 December 2013 - 09:31 PM

BilboX, tried to pm you but was unable. Would like to float an idea your way.



I needed to contact you also. Can you pm me your email address?

#1277 open6l

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Posted 20 December 2013 - 02:44 AM

Awesome!


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#1278 frankrizzo2

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Posted 20 December 2013 - 03:03 AM

Wow I can't wait to try this!! Thanks so much for all your hard work on this!



#1279 destruk

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Posted 20 December 2013 - 03:10 AM

Neat. :)  BK2000 should have a one-way gate at the back top rollovers - as there is just the right flipper (ie you shouldn't be able to nudge the ball to the left to go down the ramp to the ground level from the top left rollover lane).

This does have the best reflections I've seen in a computer pinball simulation that hasn't ground the gameplay to a halt. :)

Do you mind if we split this into it's own thread?  Or can you post this in a new thread?  With feedback, the release links and information will get lost here on page 64.


Edited by destruk, 20 December 2013 - 03:11 AM.

Build a fire, vipers love the heat.


#1280 gwjrabbit

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Posted 20 December 2013 - 03:31 AM

Wow. Just wow.  So well done. So configurable.

 

Here are the only things I can't figure out.  I have what I *think* is a pretty standard three screen setup.  Two landscape monitors for backglass and  DMD, and one vertical for playfield.  For many reasons, I dont try and run a VERTICAL resolution for the playfield, I just have the various games on the cap rotate 90 degrees CCW.

 

You gave me super handy handles for the DMD, but I can't for the life of me see in the docs  how to rotate the window for the playfield itself?