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VP10 table testing - available right here!


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#1301 Knorr

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Posted 10 July 2015 - 11:34 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.

Really? Which gfx do you have? I played a lot of games with only a hd4000/i3 without problems... But sure, I can make it much smaller. I started with the real size of playfield so its pretty big ;).

#1302 ninuzzu

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Posted 10 July 2015 - 12:33 PM

Nevermind, with the new version everything is ok. I have a GTX750Ti  2GB.

The ambient lightning is better now imo, going to play


Edited by ninuzzu, 10 July 2015 - 12:43 PM.

Videotutorials: plastic ramps in blender------>part1     part2


#1303 kiwi

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Posted 10 July 2015 - 03:01 PM

With Dirty Harry Vp crashes during the preparation of the table.
The mesh (Primitives) are not scaled before being imported in Vp, I think this is the cause of the crash,

the VP Team from the error that I receive will surely give a right answer.

 

crash.png

 

Max



#1304 ninuzzu

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Posted 10 July 2015 - 03:32 PM

I think it's more a problem with number of polygons, look at the warehouse: the model is 30Mb,with more than 200000 faces, though it's not collidable and rendered static; have you tried to reduce the pf resolution or to remove the warehouse model?


Videotutorials: plastic ramps in blender------>part1     part2


#1305 RYSr

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Posted 10 July 2015 - 04:28 PM

@Fren

 

I installed AMH.VPX on on my Cab last night. I'm running and NVidia GTX 790 and with all settings minimized I get 94 fps Adv.

 

One problem I ran into was the skill shot graphics on the DMD didn't show at the beginning of the ball, the display would show file not found.

 

I had to copy the Gif files from the VP9 version into the VP10 (America's Most Haunted.UltraDMD) folder from your download to get it to work.

 

 

Also I can't seem to make the right ramp, no problem in the vp9 version. I'm going to try raising the flipper strength..

 

The ball got stuck just to the right of top in-lanes, but was hidden by the top of the ramp. It rolled very softly into that position. Had to restart the table I couldn't nudge it out.

 

Enjoying the table, thanks for the release..

Rich



#1306 jimmyfingers

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Posted 10 July 2015 - 04:37 PM

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).

 

These two light sources I believe need a method for being totally disabled and just using a general / ambient light for the materials / whatever other purpose(s) that the lighting provides as night mod style lighting choices / settings are incorrectly reflecting light from lights above that shouldn't be there if it were truly a "night" environment.  I mentioned this a couple times earlier in the alpha thread and recently as the ball is showing these light's as reflections and looks off when a table is set more to a night style and throws off the nice look of the bulb level reflections on the ball as the overhead points / hotspots of these 2 hard coded lights are still showing up.  

 

The most I see this problem is on the ball reflecting these light sources without an option to disable this (like we can for light objects for ball reflections), but in general I really don't think that VP10 should be locked into these 2 overhead lights if one is trying to mimic a dark room with no overhead lights and fully embrace the concept of the light slider and a one table fits all approach for night mods and regular lighting.  Right now it favours day lighting because of these issues / aspects.

 

The other aspect is that these light sources seem fixed and are throwing off the lighting from one view to another (Desktop, Cabinet, or HV).  As one adjusts the table for one view, the lighting can get very different / off on some objects when viewed in another view (DT / FS shows this quite frequently).



#1307 kiwi

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Posted 10 July 2015 - 04:45 PM

I think it's more a problem with number of polygons, look at the warehouse: the model is 30Mb,with more than 200000 faces, though it's not collidable and rendered static; have you tried to reduce the pf resolution or to remove the warehouse model?

Reduce the playfield was the first thing I tried,
after deleting the warehouse and other models VP crashes with a known error.

 

error.png

 

Grazie comunque Nino.

 

Max



#1308 randr

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Posted 10 July 2015 - 04:50 PM

I went to table options and turned quality for this table down 1 notch and works over riding global settings for this one table only

randr___pinball.png                         


#1309 toxie

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Posted 10 July 2015 - 04:54 PM

@kiwi: both errors you posted indicate that you're low on memory with this table.



#1310 freneticamnesic

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Posted 10 July 2015 - 05:01 PM

Oddly I never had Fatal Error on my weak ass machine :)



#1311 Knorr

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Posted 10 July 2015 - 05:20 PM

@kiwi: both errors you posted indicate that you're low on memory with this table.

I will lower the resolution of the playfield tomorrow. The warehouse is also a pretty big model, for my excuse... It was my second 3D model i ever made (i startend modeling with this table). I will try to use the new options in the last beta to reduce it...

#1312 ninuzzu

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Posted 10 July 2015 - 05:29 PM

The ball got stuck just to the right of top in-lanes, but was hidden by the top of the ramp. It rolled very softly into that position. Had to restart the table I couldn't nudge it out.

 

This happened to me too (especially when I try to make the skillshot) : try to raise KiBasement1 and KiBasement2 hit accuracy (I used 1 since they are in legacy mode).

For the flippers I setted:

force 2600

elasticy 0,9

friction 0,8

 

and lowered to playfield friction to 0,03 for a quicker gameplay xD


Edited by ninuzzu, 10 July 2015 - 05:30 PM.

Videotutorials: plastic ramps in blender------>part1     part2


#1313 hauntfreaks

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Posted 10 July 2015 - 06:59 PM

Dirty Harry ran in my setup as is... but I did after the fact go in and change the PF res.... the image is 300dpi (thats print quality res) I lowered that to 96dpi and the image height to 4096pixels, it was also a JPG I changed that to PNG (less quality loss) now it looks just as good and cut down on the file size.... the building models textures (awesome modeling by the way) seem to lack contrast so I darkened them up with some shadows...one other thing I changed the ramp primitives to static rendering, they seem to have a better transparency now? all this is of course is personal preference... the table play terrific all 179mb of it....lol 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#1314 bolt

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Posted 10 July 2015 - 08:46 PM

Can't play Dirty Harry 1.0.vpx.

I load the table in the Editor and then, if I start the table, I got an error Window

 

"Visual Pinball no longer works"

I use VP 2107.

 

Please help


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#1315 hauntfreaks

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Posted 10 July 2015 - 08:55 PM

thats odd... i'm running 2107 also...


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#1316 bolt

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Posted 10 July 2015 - 09:16 PM

OK, found the mistake. Downloading the file again and it works now.

 

My first download size are: 187.850.72 and the new one: 187.838.464, strange.


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#1317 dark

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Posted 10 July 2015 - 09:23 PM

You've gotta ask yourself one question: "Do I feel Lucky?"

 

 

Dirty_Harry_Promo.jpg

 

 

Dirty_Harry_Promo_Fs.jpg

 

 

Have Fun

 

 

https://mega.co.nz/#...fU_VcXNIMbZGGvA

 

Nice, looks like you got primitives for the magnum and buildings now?  I've always wanted to do the models for this table but it's just been to low on the priority/waiting list.  If you're interested I could have a look at the models to see if they could be optimized/improved, send me a PM.



#1318 ninuzzu

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Posted 10 July 2015 - 10:38 PM

Little fix on Tommy, nothing serious:

- airplane side is visible now (by disabling static render)

- fixed the ramps plates inclination

Same link ;)


Videotutorials: plastic ramps in blender------>part1     part2


#1319 RYSr

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Posted 11 July 2015 - 02:53 AM

 

The ball got stuck just to the right of top in-lanes, but was hidden by the top of the ramp. It rolled very softly into that position. Had to restart the table I couldn't nudge it out.

 

This happened to me too (especially when I try to make the skillshot) : try to raise KiBasement1 and KiBasement2 hit accuracy (I used 1 since they are in legacy mode).

For the flippers I setted:

force 2600

elasticy 0,9

friction 0,8

 

and lowered to playfield friction to 0,03 for a quicker gameplay xD

 

 Did some more playing of AMH on the CAB tonight.

Changing the hit accuracy to 1 on the 2 triggers seems to have done the trick, ball didn't get stuck on skill shot under steps/ramp

The stronger flipper setting did allow the right tamp shot to be made occasionally if hit dead on. Still not right though.

 

@fren

I did get an error 2 times during multiball:

Line 2906 Subscript out of range 'UBOUND'
it crashes the game.

 

Rich



#1320 freneticamnesic

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Posted 11 July 2015 - 03:03 AM

Thanks for the feedback. I'll try and tackle all the bugs here shortly!