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VP10 table testing - available right here!
Started By
The Loafer
, Mar 07 2015 07:44 PM
2585 replies to this topic
#1282
Posted 10 July 2015 - 04:25 AM
I am still having trouble with amh. The wav in the sound manager are not working. The mp3 are flat in the music dir in vpinmame. All other music tables are running fine, so directory setting must be right. Is there anything I need to change? Is there a volume setting in the amh table menu?
Help is appreciated!
#1286
Posted 10 July 2015 - 05:19 AM
Ok. I have some more data on the effects of Ambient Occlusion, AA Extreme, and 4x anti aliasing on the VPX beta tables. Basically with all the bells and whistles on and turned up to the max.
I would be very very much be interested in fps statistics of Unity3D tables with the GTX970 as I'm also interested in that specific graphics card for my cab...
I have yet to install Unity3D. I guess I need to do that.
That would be very very interesting! ![]()
#1287
Posted 10 July 2015 - 05:21 AM
Ok. I have some more data on the effects of Ambient Occlusion, AA Extreme, and 4x anti aliasing on the VPX beta tables. Basically with all the bells and whistles on and turned up to the max.
I would be very very much be interested in fps statistics of Unity3D tables with the GTX970 as I'm also interested in that specific graphics card for my cab...
I have yet to install Unity3D. I guess I need to do that.
That would be very very interesting!
And 100% irrelevant to a VP10 testing thread
#1291
Posted 10 July 2015 - 07:31 AM
What did you changed exactly? To be honest, i don't know how i should handle those settingsFor my personal taste I changed light emission scale on Dirty Harry to 5 or less. Table felt bright which was odd since the night day slider is all the way down. Besides that, this table plays and sounds amazing. Best physics so far
Thanks! All sound are recorded from the real machine except the rolling_FX and the gate hit.Agreed Dirty Harry looks great. Love the ball rolling and hole drop sounds. Great vp10 table
As next table I would like to make Demolition Man. Just asking to be sure that there is no other author working on it?
And one more thing, I can provide a scan of the backglass, so if anyone would like to make decent db2s can pm me...
Edited by Knorr, 10 July 2015 - 07:41 AM.
#1292
Posted 10 July 2015 - 08:46 AM
What did you changed exactly? To be honest, i don't know how i should handle those settingsFor my personal taste I changed light emission scale on Dirty Harry to 5 or less. Table felt bright which was odd since the night day slider is all the way down. Besides that, this table plays and sounds amazing. Best physics so far
.
Thanks! All sound are recorded from the real machine except the rolling_FX and the gate hit.Agreed Dirty Harry looks great. Love the ball rolling and hole drop sounds. Great vp10 table
As next table I would like to make Demolition Man. Just asking to be sure that there is no other author working on it?
And one more thing, I can provide a scan of the backglass, so if anyone would like to make decent db2s can pm me...
VPX crashed before I saved lol
Oh also on the wire ramps and similar objects, set them to "Is Toy" otherwise it causes possible collision issues/performance issues. Toxie mentioned this somewhere recently, that even though they're not collidable they still potentially affect the ball
The problem seems to be the lmemdof.txt - if set to 2 I have the wav and mp3 if I switch to 1 -> no wav and mp3.
Sorry about this issue. That seems backwards of how it should be, and it also shouldn't turn off the mp3s either, 2 is supposed to disable mech sounds and 1 is supposed to play all sounds. This is something I'll look into, maybe I overlooked something in arngrim's DOF implementation.
Hello,
still Problem with AMH loading over Pinballx.
Load Error.
Loading Manualy works fine.
Has Nobody this Problem, too ?
I am the only one ?
THX and Greets
Jochen
I want to help
I can't replicate the problem, though I imagine it has to do with admin and permissions, all I could suggest is trying to move the UltraDMD folder around between the Visual Pinball Folder and possible the PinballX folder, something isn't linking properly but without having the issue represented in front of me I'm afraid I'm not much help.
#1293
Posted 10 July 2015 - 08:46 AM
They are all set to toy..., except those I need for collidable
What did you changed exactly? To be honest, i don't know how i should handle those settingsFor my personal taste I changed light emission scale on Dirty Harry to 5 or less. Table felt bright which was odd since the night day slider is all the way down. Besides that, this table plays and sounds amazing. Best physics so far
.
Thanks! All sound are recorded from the real machine except the rolling_FX and the gate hit.Agreed Dirty Harry looks great. Love the ball rolling and hole drop sounds. Great vp10 table
As next table I would like to make Demolition Man. Just asking to be sure that there is no other author working on it?
And one more thing, I can provide a scan of the backglass, so if anyone would like to make decent db2s can pm me...
VPX crashed before I saved lol
Oh also on the wire ramps and similar objects, set them to "Is Toy" otherwise it causes possible collision issues/performance issues. Toxie mentioned this somewhere recently, that even though they're not collidable they still potentially affect the ball
What does that emissionscale exactly do?
#1295
Posted 10 July 2015 - 09:10 AM
there are two things for lighting in VP10:
two tiny lightsources above the table, and one surrounding the full table.
the first ones are steered via the 'light emission scale' which is basically influencing the brightness from above. you can tweak this in addition by using the 'light range', otherwise keep this light range pretty huge (rule of thumb: as large as the emission scale) if you don't want that.
note that the height also plays a large role, so usually you want to set this as high as a real light source in a real life room would be (f.e. the default table has this at 5000), in relation to the table dimensions (again, the default table has a glass height of 400, so ~12x this space above the table will be the lights).
the second one is steered via the 'environment emission scale' which influences the brightness from all directions.
so for dirty harry, decreasing the environment emission scale (as its pretty high), increasing the light height (as its almost directly over the table), and increasing the light range (as otherwise the lights from above will not reach the table anymore) would make sense, IMHO.
Edited by toxie, 10 July 2015 - 09:15 AM.
#1297
Posted 10 July 2015 - 09:46 AM
I clicked one wire ramp (the right, twisting one) and it was neither collidable nor toy... same with the far right ramp
in my experience, emission scale is how big the light source is? I could be way wrong but that's how I interpret it
thanks, those should be of course "toy".
#1298
Posted 10 July 2015 - 10:15 AM
I want to help
I can't replicate the problem, though I imagine it has to do with admin and permissions, all I could suggest is trying to move the UltraDMD folder around between the Visual Pinball Folder and possible the PinballX folder, something isn't linking properly but without having the issue represented in front of me I'm afraid I'm not much help.
Ok i will try this, should be a strange Problem,
that no other Person has, but me ;-)
Thank you Fren !
Edited by sirknockie, 10 July 2015 - 10:15 AM.
#1299
Posted 10 July 2015 - 10:44 AM
I clicked one wire ramp (the right, twisting one) and it was neither collidable nor toy... same with the far right ramp
in my experience, emission scale is how big the light source is? I could be way wrong but that's how I interpret it
Thanks for the pointer. I missed a lot on the 2 second layer and also changed the lightning setting (for the start i took them from the default table). I have updated the link.
Edited by Knorr, 10 July 2015 - 10:46 AM.
#1300
Posted 10 July 2015 - 10:51 AM
While testing AMH I get an error on line 983, when I made the elevator ramp: it says index out of bounds
Thanks Knorr for the update, I will test it later; one thing I noticed with previous version was the crash when starting the table; I had to reduce the huge pf image (5000x10000, wow!) to an acceptable resolution.
Edit: I saw a gameplay video of AMH and I also noticed that the right kicker is very strong in the real table: it kicks the ball out and if you hold the right flipper, the ball will almost hit the door on the left; also the flippers are stronger (imo); if you set the force to a value like 2800 you can make the Jump Ramp.
Edited by ninuzzu, 10 July 2015 - 10:58 AM.


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