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Unity 3D and VPinMAME!


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#1281 bent98

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Posted 20 December 2013 - 03:59 AM

I got it to run on my Win 7 box but on my cab which is Win XP I am getting Error E/S 183 which is coming from the extractor. I can run the program select resolution but then I guess it launches the extractor program and crashes.



#1282 frankrizzo2

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Posted 20 December 2013 - 04:06 AM

I'm getting the same error as bent98. I'm wondering if it has anything to do with the nvidia drivers I am using. I'm on xp 32bit also on my cab with the 270.61 drivers and running a gtx460 card for playfield and 550ti for backglass and dmd screen. I'm gonna try newer drivers and see if that helps and will report back with my findings. My windows 7 laptop works fine with it other than my video card is slow in there.



#1283 destruk

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Posted 20 December 2013 - 04:42 AM

I got it to run on my Win 7 box but on my cab which is Win XP I am getting Error E/S 183 which is coming from the extractor. I can run the program select resolution but then I guess it launches the extractor program and crashes.

 

This will happen if you didn't replace the vpm dll.


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#1284 DJRobX

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Posted 20 December 2013 - 04:43 AM

If you drag the handles all the way to where they say they should go, the playfield image will rotate accordingly.    That seemed to work.  My issue was that I couldn't escape the playfield monitor.     I wasn't able to drag the backglass onto my second monitor, nor the DMD onto the third.

 

I couldn't seem to configure analog inputs.    It appears to support joystick input, which worked fine for the buttons, but I was completely unable to assign my Pinball Wizard / Mot-ion board's nudging and plunger the way it needs to be.   Instead of the "click, wait for 3 seconds" thing, I think we need explicit options, particularly for analog axes.     

 

The ball has interesting physics, almost the opposite of Future Pinball's overly fluffy movement.   

 

Cool work!


Edited by DJRobX, 20 December 2013 - 04:53 AM.


#1285 freshflesh1

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Posted 20 December 2013 - 05:32 AM

Thank you so much for getting this out in time for Christmas! :)

 

Just some feedback, that I hope you guys will take as constructive feedback. There doesn't seem to be enough 'bounce' when the ball hits the flippers, so the ball seems to die a little when connecting, and also the ball seems to slow down when rolling down the flippers, as though it has sticky tape on them. I noticed this on the videos, and after playing it's the same.

 

The lighting and reflections are fantastic and the physics seem great. Can't wait to play more, but must work today :(

 

Thanks again!



#1286 open6l

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Posted 20 December 2013 - 05:43 AM

actually the physics remind me of a certain someone's 2.6 tweaks... Of course there aren't any tweaks yet available in Unity3D (and I'm sure there are plenty to come) but it plays quite fast like 2.6.

 

If you drag the handles all the way to where they say they should go, the playfield image will rotate accordingly.    That seemed to work.  My issue was that I couldn't escape the playfield monitor.     I wasn't able to drag the backglass onto my second monitor, nor the DMD onto the third.

 

I couldn't seem to configure analog inputs.    It appears to support joystick input, which worked fine for the buttons, but I was completely unable to assign my Pinball Wizard / Mot-ion board's nudging and plunger the way it needs to be.   Instead of the "click, wait for 3 seconds" thing, I think we need explicit options, particularly for analog axes.     

 

The ball has interesting physics, almost the opposite of Future Pinball's overly fluffy movement.   

 

Cool work!


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#1287 Roo

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Posted 20 December 2013 - 05:46 AM

My issue was that I couldn't escape the playfield monitor.     I wasn't able to drag the backglass onto my second monitor, nor the DMD onto the third.

 

(Edited)

 

I had the same issue.  Start the application with "windowed" checked and the default lowest resolution, then configure everything from inside the application.  I'm not sure what the point of the configuration screen that comes up before you start is.  Change your window mode in the options to "fake full screen" or whatever it is.  I missed this at first because it's under rendering options further down the screen.

 

Here are the issues I'm having, though:

 

#1: performance.  I'm running a cabinet with a GTX 660 and I can't get it to run well at all.  I tried turning all lighting and reflection settings all the way down or off, turning AA completely off, etc.  I still couldn't run TAF at a steady 60 FPS with a single ball.  Flashers and fast ball movement still caused stuttering.  I switched to DD and it was better, but still not quite perfect (but this is still with everything off).

 

This was with the regular portrait mode camera.  After I got the cabinet mode configured, it's now stuck at about 19 FPS (with everything off).  I even tried turning the cab settings all the way down (filtering, etc), but no improvement.  Any ideas?

 

#2: the ROM sound broke on me.  The sound was working fine at first, although the ROM was really quiet.  I just turned down the mechanical sounds a bit because I didn't want to deal with going into the ROM and turning up the volume yet.  But after my first completed game of TAF, it refused to launch a new ball when the next game started (I waited a bit and the table didn't correct it either).  I quit the application and restarted it.  After that point, no ROM sound has worked at all.  I tried restarting the PC also in case something in vpinmame got messed up, but it didn't help.

 

#3: It seems the application is accepting input even when it's not in focus.  As I'm typing these words in the browser on my cab, it's sometimes making noise in the game.  It shouldn't be an issue for me eventually, but might be for desktop players especially.

 

#4: As DJRob mentioned, there's no way to configure the analog inputs for a Nanotech Pinball Wizard controller.  I actually had to remove all the joystick nudge commands at first because otherwise the table would tilt as soon as the game was started.  It must have been registering a massive tilt angle all the time or something.  It even seemed to shift the table visually as I un-bound those controls (like someone had been holding the front of the table up or something).

 

Same problem for the plunger - the input mapping doesn't seem to recognize it.

 

One problem also might be that I think everyone has their Nanotech kits calibrated differently.  They are a pain to set up.  VP has some "gain" and force settings to deal with this.  I've actually been considering getting the VirtaPin plunger to replace mine (which I think should be more consistent and reliable) but I just wanted to raise this issue as I bet a lot of people still have the Nanotech.


Edited by Roo, 20 December 2013 - 07:38 AM.


#1288 unclewilly

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Posted 20 December 2013 - 05:50 AM

I won't have time to play with this until Sunday.
Is the pinmame.dll still compatible with vp.

Is like to be able to use both

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#1289 Slydog43

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Posted 20 December 2013 - 06:26 AM

Thanks for the release, going to bed now (will be hard to sleep).  Will play with this incredible simulator



#1290 DJRobX

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Posted 20 December 2013 - 06:44 AM

> Is the pinmame.dll still compatible with vp

 

According to the documentation, yes.   I switched back to my old trusty version though.  ;)


Edited by DJRobX, 20 December 2013 - 06:44 AM.


#1291 TedB

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Posted 20 December 2013 - 07:52 AM

 

I got it to run on my Win 7 box but on my cab which is Win XP I am getting Error E/S 183 which is coming from the extractor. I can run the program select resolution but then I guess it launches the extractor program and crashes.

 

This will happen if you didn't replace the vpm dll.

 

 

I have the same error and replaced the vpm dll. Also XP and old driver.



#1292 MagicPinball68

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Posted 20 December 2013 - 08:40 AM

Hello BilboX

 

OMG, this is so awesome, riunns smooth like it should, after i replaced the old Vpinmame.dll, register ist, it runns perfectly. It relly works!

I cant say how thankfull i am, for a pre alpha, its so cool, never played a optical nicer thing on a pc. thank you so much for your hard work until now. This is unbeleveble.

Virtual pinball playing is going to the next dimension. Can't wait to see what comes out next year. You really nucked the head.

 

Just 1000 Thank you.



#1293 chepas

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Posted 20 December 2013 - 09:16 AM

No way! Was supposed to get some stuff done today, ain't happening now.


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#1294 chepas

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Posted 20 December 2013 - 09:40 AM

About the dll. I remember asking before if it was in anyway possible to have seperate installations of it?

 

Oh well, it's a shame here it's not playing well on this current system at all. As the table gets launched it's fine to load but then tries to refresh a bit like it's trying to go full screen with window checked , puts the gfx card into not responding and takes any mouse control away & I'm left with the keyboard only, forcing me to shutdown.

 

The first time I had tried a 1080 window then 800x600.

 

No doubt a PhysX issue?

 

GeForce GT640, driver 331.65. WIn7 64 SP1


Edited by chepas, 20 December 2013 - 10:24 AM.

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#1295 BilboX

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Posted 20 December 2013 - 10:25 AM

Thank you guys for your kind returns and, in a general manner, for helping each others.

I will try to answer you there:

 

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.

 

Thanks. No problems, if you can split from my last message... this will allow us to keep current feedbakc posts... Louizou will maybe contact you for bk2k problem. I need to see with you for a regular vpm development process include of my mods too...

 

I got it to run on my Win 7 box but on my cab which is Win XP I am getting Error E/S 183 which is coming from the extractor. I can run the program select resolution but then I guess it launches the extractor program and crashes.

We are Really Sorry because we did not tried to run on XP since a long time :). I just did and it is the extractor.exe not working on xp (but it is useless in this alpha version). There is a workaround: double clik on the table and launch with Unit3D Pinball.exe, or use a .bat file, shortcut, etc...

 

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? 

This should work, because I am in the same case :). So, what is maybe not really precised in the doc is that you can move the two corners where you want, the playfield rotates automatically. For example, put the upper left on the top right of your screen and the bottom right corner on the down left side and the image rotates itself of 90CW ;). I have to admit that it is not consistant with the additionnal DMD handling though...I hope this helps.

 

 

If you drag the handles all the way to where they say they should go, the playfield image will rotate accordingly.    That seemed to work.  My issue was that I couldn't escape the playfield monitor.     I wasn't able to drag the backglass onto my second monitor, nor the DMD onto the third.

 

I couldn't seem to configure analog inputs.    It appears to support joystick input, which worked fine for the buttons, but I was completely unable to assign my Pinball Wizard / Mot-ion board's nudging and plunger the way it needs to be.   Instead of the "click, wait for 3 seconds" thing, I think we need explicit options, particularly for analog axes.     

 

The ball has interesting physics, almost the opposite of Future Pinball's overly fluffy movement.   

 

Cool work!

It seems you did not changed the rendering mode: try switching to "Fake Fullscreen ALL". This is the only mode for now where you can use multiple monitors (others than driver related features like NVIDIA ssurround).

 

 

Two words about Joystick problems: this is a know bug. Without going too deep in details, Unity is crossplatform and does not use DirectInput. This means first, that your "windows calibration" is not taken into account, and secondly that some (sadly a lot in pinball simulation) joysticks are not recognised very well (actually there value can be negative and Unity does not like it). That is why you have nudging always active and, even worst, that it perturb input detection (I hav ethe problem with Microsoft Sindwinder Fresstyle Pro). I am already working on it: I need to rewrite a plugin because Unity team seems to not take care of this. I hope I will finish it today because it two weeks holidays tonight and I won't have access to dev PC (I'll answer questions though ;)).

 

Thank you so much for getting this out in time for Christmas!  :)

 

Just some feedback, that I hope you guys will take as constructive feedback. There doesn't seem to be enough 'bounce' when the ball hits the flippers, so the ball seems to die a little when connecting, and also the ball seems to slow down when rolling down the flippers, as though it has sticky tape on them. I noticed this on the videos, and after playing it's the same.

 

The lighting and reflections are fantastic and the physics seem great. Can't wait to play more, but must work today  :(

 

Thanks again!

Big discussion between Louizou and I :). Addams flippers are a bit more "bouncy". The "sticking" problem is also known and is due to physics friction. Don't worry, it will be tunable when we will release the "physics editor". It is doable by script too.


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#1296 JohnnyDoe

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Posted 20 December 2013 - 10:25 AM

Thanks for the release. But the download-server is just awful. I'm getting like 20kB/s and then it just breaks the dl, and I have to start over.



#1297 chepas

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Posted 20 December 2013 - 10:31 AM

Thanks for the release. But the download-server is just awful. I'm getting like 20kB/s and then it just breaks the dl, and I have to start over.

 

If you use firefox or maybe chrome has the add-on as well, which is DownloadthemAll. The downloads can be paused & resumed with this properly, I had the same issues but ok with the add-on.


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#1298 BilboX

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Posted 20 December 2013 - 10:43 AM

 

My issue was that I couldn't escape the playfield monitor.     I wasn't able to drag the backglass onto my second monitor, nor the DMD onto the third.

 

(Edited)

 

I had the same issue.  Start the application with "windowed" checked and the default lowest resolution, then configure everything from inside the application.  I'm not sure what the point of the configuration screen that comes up before you start is.  Change your window mode in the options to "fake full screen" or whatever it is.  I missed this at first because it's under rendering options further down the screen.

 

Here are the issues I'm having, though:

 

#1: performance.  I'm running a cabinet with a GTX 660 and I can't get it to run well at all.  I tried turning all lighting and reflection settings all the way down or off, turning AA completely off, etc.  I still couldn't run TAF at a steady 60 FPS with a single ball.  Flashers and fast ball movement still caused stuttering.  I switched to DD and it was better, but still not quite perfect (but this is still with everything off).

 

This was with the regular portrait mode camera.  After I got the cabinet mode configured, it's now stuck at about 19 FPS (with everything off).  I even tried turning the cab settings all the way down (filtering, etc), but no improvement.  Any ideas?

 

#2: the ROM sound broke on me.  The sound was working fine at first, although the ROM was really quiet.  I just turned down the mechanical sounds a bit because I didn't want to deal with going into the ROM and turning up the volume yet.  But after my first completed game of TAF, it refused to launch a new ball when the next game started (I waited a bit and the table didn't correct it either).  I quit the application and restarted it.  After that point, no ROM sound has worked at all.  I tried restarting the PC also in case something in vpinmame got messed up, but it didn't help.

 

#3: It seems the application is accepting input even when it's not in focus.  As I'm typing these words in the browser on my cab, it's sometimes making noise in the game.  It shouldn't be an issue for me eventually, but might be for desktop players especially.

 

#4: As DJRob mentioned, there's no way to configure the analog inputs for a Nanotech Pinball Wizard controller.  I actually had to remove all the joystick nudge commands at first because otherwise the table would tilt as soon as the game was started.  It must have been registering a massive tilt angle all the time or something.  It even seemed to shift the table visually as I un-bound those controls (like someone had been holding the front of the table up or something).

 

Same problem for the plunger - the input mapping doesn't seem to recognize it.

 

One problem also might be that I think everyone has their Nanotech kits calibrated differently.  They are a pain to set up.  VP has some "gain" and force settings to deal with this.  

 

#1, really sorry about that! It is quite strange though because I could achieve 25fps on a far older graphic card (but physics sucked ;)). Try desactivation "complex flippers", and even launching in RealFullscreen with low resolution. You can also try the vertex lit mode but is has awfull results and is quite the same in performances as Forward with pixels lights all the way down. It also can be v-sync but I doubt it because no screen refresh at 19FPS...

 

#2: We thought this was corrected but it seems not: ball ejection from plunger kicker is a PITA because of the gate. And in the current dev state, switches are triggered when the ball ENTERS a kicker, not when it is ON it, that's why it is not kicked back... Sound problem occured one time to me with addams: press "Alpha8"/"Alpha9" to set the rom volume, it should work.

 

#3: Out of focus input is true for special keys like shift/control/alt. It was a workaround because we had some issues with Unity basic key interaction and had to develop a plugin. We will set only on focus back if people really need it...

 

#4: See my previous post, it is beeing taking care of.

 

 

I won't have time to play with this until Sunday.
Is the pinmame.dll still compatible with vp.

Is like to be able to use both

It is and I continue playing VP with it. But I have only basic setup, not pindmd, etc... Need feedback for that ;).

 

 

I have the same error and replaced the vpm dll. Also XP and old driver.

 

See my previous post, use direct launch of table (or command line).

 

 

Hello BilboX

 

OMG, this is so awesome, riunns smooth like it should, after i replaced the old Vpinmame.dll, register ist, it runns perfectly. It relly works!

I cant say how thankfull i am, for a pre alpha, its so cool, never played a optical nicer thing on a pc. thank you so much for your hard work until now. This is unbeleveble.

Virtual pinball playing is going to the next dimension. Can't wait to see what comes out next year. You really nucked the head.

 

Just 1000 Thank you.

Thanks man! I think the next month we will focus on Editor interface and website... 



Thanks for the release. But the download-server is just awful. I'm getting like 20kB/s and then it just breaks the dl, and I have to start over.

Sorry, maybe problems from sweden. Or too much people getting it ;). i hope we will soon be able to host it here on VPF...

 

About the dll. I remember asking before if it was in anyway possible to have seperate installations of it?

 

Oh well, it's a shame here it's not playing well on this current system at all. As the table gets launched it's fine to load but then tries to refresh a bit like it's trying to go full screen with window checked , puts the gfx card into not responding and takes any mouse control away & I'm left with the keyboard only, forcing me to shutdown.

 

The first time I had tried a 1080 window then 800x600.

 

No doubt a PhysX issue?

 

GeForce GT640, driver 331.65. WIn7 64 SP1

There is no way for now to have multiple installations of VPM because of the COM registering. Sorry. Will try to integrate it on regular VPM dev process....

 

Ouch. Quite a severe bug. Please, look in the subdirectory "Unit3D Pinball_Data" and copy "output_log.txt"... i doubt this is PhysX related, just our "patch" to remove borders on FakeFullscreen modes probably. Try also launching with the "Window" checkbox on at startup...


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#1299 Dozer316

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Posted 20 December 2013 - 10:44 AM

Can someone who has the files mirror them somewhere else?

 

In Australia, I'm getting a pacey 2KB/s download rate ;)

 

Many thanks in advance.



#1300 chepas

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Posted 20 December 2013 - 11:00 AM

 

Ouch. Quite a severe bug. Please, look in the subdirectory "Unit3D Pinball_Data" and copy "output_log.txt"... i doubt this is PhysX related, just our "patch" to remove borders on FakeFullscreen modes probably. Try also launching with the "Window" checkbox on at startup...

 

Thanks. The first 2 times it was run was in window checked. I did then attempt full screen at a lower resolution but soon as clicked the main screen it's curtains for me. I have the logs with some details on how they were run. I'll upload these for you.

 

I'm going to try one more time and after that I cannot risk anymore lol.

Attached Files


Edited by chepas, 20 December 2013 - 11:15 AM.

Bump maps are the new auto-tune :BDH:
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